JP6570841B2 - Game machine - Google Patents

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JP6570841B2
JP6570841B2 JP2015020264A JP2015020264A JP6570841B2 JP 6570841 B2 JP6570841 B2 JP 6570841B2 JP 2015020264 A JP2015020264 A JP 2015020264A JP 2015020264 A JP2015020264 A JP 2015020264A JP 6570841 B2 JP6570841 B2 JP 6570841B2
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display
effect
hold display
big hit
symbol
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JP2016140652A (en
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小倉 敏男
敏男 小倉
三典 高橋
三典 高橋
勇 梅沢
勇 梅沢
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株式会社三共
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Description

  The present invention relates to a gaming machine that performs variable display.
  As a gaming machine, a game medium such as a game ball is launched into a game area by a launching device, and when a game medium wins a prize area such as a prize opening provided in the game area, a predetermined number of prize balls are paid out to the player. There is something to be done. Further, a variable display device is provided that can variably display identification information (also referred to as “fluctuation”) when a game medium wins in a specific winning area (also referred to as “starting area”). Some are configured to be able to be controlled to an advantageous state advantageous to the player when the display result of the variable display of information becomes the specific display result.
  The advantageous state means an advantageous state for a player who is given a predetermined game value. Specifically, the advantageous state is, for example, a state in which the state of the special variable winning device is advantageous for a player who easily wins a game medium (a big hit gaming state), or a state in which a right to become an advantageous state for the player has occurred. In this state, a predetermined game value such as a state where conditions for paying out premium game media are easily established is given.
  In such a gaming machine, the fact that the display result of the variable display device that displays the symbol as identification information is a combination of specific display modes (specific display result) determined in advance is generally referred to as “big hit”. When a big win occurs, for example, the big winning opening is opened a predetermined number of times, and the game medium shifts to an advantageous state (a big hit gaming state) where the game medium is easy to win. And in each open period, if there is a prize for a predetermined number (for example, 10) of the big prize opening, the big prize opening is closed. An opening time (for example, 30 seconds) is determined for each opening, and even if the number of winnings does not reach a predetermined number, the winning opening is closed when the opening time elapses.
  Some of these gaming machines store predetermined information as a hold memory when a game medium wins in the start area (when a start win occurs), and display a hold display corresponding to the number of hold memories. In addition, a plurality of hold display modes are provided, and the hold display is displayed at a timing when the hold display is shifted and displayed (for example, when the variable display being executed ends and a new variable display starts). Some display modes can be changed (for example, see Patent Document 1).
JP 2014-168557 A (paragraph 0263, FIG. 30)
  However, in the above-described gaming machine, the display mode of the hold display changes during the period from the start of the display of the hold display to the end of the variable display being executed when the display of the hold display is started. I could not give the player a sense of expectation.
  Therefore, the present invention provides a gaming machine that gives a player a sense of expectation in a period from when the display of the hold display is started until when the variable display being executed is ended when the display of the hold display is started. The purpose is to provide.
(Means 1) The gaming machine according to the present invention is a gaming machine that performs variable display (for example, variation of identification information (special symbol, effect symbol)), and stores information regarding variable display that has not yet started as a pending storage. Hold storage means (for example, the first hold storage buffer and the second hold storage buffer) and hold display means for displaying the hold display corresponding to the hold storage (for example, steps S3506 and S3509 in the production control microcomputer 100). S3511) and when the period from the start of the display of the hold display until the end of the variable display being executed when the hold display is displayed is longer than the predetermined period , , A specific effect (for example, an image in which an arrow is released and hits the hold display) The displays an effect) is executable for a predetermined time period, if the period is shorter than the predetermined period, the specific effect execution unit not to execute a specific effect in the period (e.g., in effect control microcomputer 100, a step S3507 includes a portion) to perform, a hold display means, if the period is longer than the predetermined time period, holding the display of the display mode corresponding to the specific effect that was performed (e.g., typically aspect, the first special embodiment, the second special Mode) can be changed from the first mode to the second mode (for example, the production control microcomputer 100 can execute step S3907). If the period is shorter than the predetermined period, the mode is suspended in the second mode. and can begin the display of the display, the specific effect execution unit can execute a specific effect against hold display the display mode is not changed (e.g., Starring Control microcomputer 100, any display mode is executable steps S3507 regardless of whether the determined at Step S3502) It is characterized. According to such a configuration, it is possible to give a player a sense of expectation during the period from when the display of the hold display is started to when the variable display being executed is ended when the display of the hold display is started. Can do.
  (Means 2) In the means 1, the specific effect execution means performs the specific effect on the hold display corresponding to the hold storage stored when the variable display is not executed and the hold storage is not stored. (For example, if the production control microcomputer 100 is N in step S3504 and Y in step S3510, step S3507 is not executed). According to such a configuration, it is possible to prevent an unnatural effect from being executed.
  (Means 3) In the means 1 or 2, the specific effect executing means, when the display of a plurality of hold displays is started within a predetermined period (for example, within one second), the specific effect for each displayed hold display (For example, the effect control microcomputer 100 can execute step S3507 when a start prize is generated, regardless of whether or not the specific effect is being executed. When a new start prize is generated during execution of a specific effect, a new specific effect corresponding to the new start prize can be executed, and a plurality of specific effects can be executed in parallel) Also good. According to such a configuration, it is possible to give a player a sense of expectation.
  (Means 4) In any one of the means 1 to 3, the hold display means executes at least a special effect (for example, an appearance effect) associated with the display of the hold display, and operates in a predetermined cycle (for example, 1 second). It is possible to display a specific hold display to be displayed (for example, the specific hold display shown in FIGS. 49 and 50) (for example, the production control microcomputer 100 executes steps S6047, S6053, S6056, and S6058). When the special hold display is displayed during the display of the specific hold display, the hold display means displays the operation display of the new specific hold display from the execution of the special hold display to the operation display of the specific hold display being displayed. Synchronize (for example, execute steps S6012 to S6025 and S6027 to S6038 in the production control microcomputer 100) Minute) it is also possible. According to such a configuration, since the operation display of the specific hold display is synchronized, the appearance of the hold display can be ensured when the specific hold display can be displayed.
  (Means 5) In any one of means 1 to 3, the hold display means executes at least a special effect (for example, an appearance effect) associated with the display of the hold display, and operates in a predetermined cycle (for example, 1 second). It is possible to display a specific hold display to be displayed (for example, the specific hold display shown in FIGS. 49 and 50) (for example, the production control microcomputer 100 executes steps S6047, S6053, S6056, and S6058). The hold display means synchronizes the operation display of the new specific hold display with the operation display of the specific hold display being displayed after executing the special effect when the new specific hold display is displayed during the display of the specific hold display. (For example, a unit that executes steps S6012 to S6025 and S6027 to S6038 in the microcomputer 100 for effect control) ) It is also possible. According to such a configuration, since the operation display of the specific hold display is synchronized, the appearance of the hold display can be ensured when the specific hold display can be displayed.
It is the front view which looked at the pachinko game machine from the front. It is a block diagram which shows the circuit structural example of a game control board (main board). It is a block diagram showing an example of circuit configuration of an effect control board, a lamp driver board and an audio output board. It is a flowchart which shows the main process which CPU in a main board | substrate performs. It is a flowchart which shows a 4 ms timer interruption process. It is explanatory drawing which shows the variation pattern of the production | presentation symbol prepared beforehand. It is explanatory drawing which shows each random number. It is explanatory drawing which shows a big hit determination table, a small hit determination table, and a big hit type determination table. It is explanatory drawing which shows the variation pattern classification determination table for big hits. It is explanatory drawing which shows the variation pattern classification determination table for deviation. It is explanatory drawing which shows a hit fluctuation pattern determination table. It is explanatory drawing which shows a deviation variation pattern determination table. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of an effect control command. It is explanatory drawing which shows an example of the content of the symbol designation | designated command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is explanatory drawing which shows an example of the content of a fluctuation category command. It is a flowchart which shows an example of the program of a special symbol process process. It is a flowchart which shows a starting port switch passage process. It is explanatory drawing which shows the structural example of a holding | maintenance specific area | region and a holding buffer. It is a flowchart which shows the effect process at the time of winning. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a special symbol normal process. It is a flowchart which shows a fluctuation pattern setting process. It is a flowchart which shows a display result designation | designated command transmission process. It is a flowchart which shows the special symbol change process. It is a flowchart which shows a special symbol stop process. It is a flowchart which shows a big hit end process. It is a flowchart which shows the presentation control main process which CPU for presentation control performs. It is explanatory drawing which shows the structural example of a command reception buffer. It is a flowchart which shows a command analysis process. It is a flowchart which shows a command analysis process. It is explanatory drawing which shows the specific example of the command storage area at the time of a start winning prize. It is a flowchart which shows production control process processing. It is a flowchart which shows a pending | holding display control process. It is explanatory drawing which shows a display mode determination table. It is a flowchart which shows a specific production process. It is a flowchart which shows a fluctuation pattern command reception waiting process. It is a flowchart which shows the production | presentation symbol variation start process in an production | presentation control process process. It is explanatory drawing which shows an example of the stop symbol of an effect symbol. It is explanatory drawing which shows the structural example of process data. It is a flowchart which shows the production | presentation symbol fluctuation | variation stop process in an effect control process process. It is explanatory drawing which shows the example of a display of the specific effect in this Embodiment. It is explanatory drawing which shows the example of a display of the specific effect in this Embodiment. It is a flowchart which shows the pending | holding display control process in a modification. It is a flowchart which shows the pending | holding display control process in a modification. It is a flowchart which shows the pending | holding display control process in a modification. It is a flowchart which shows the pending | holding display control process in a modification. It is explanatory drawing for demonstrating the specific example of the display aspect of an appearance effect and specific hold display in a modification. It is explanatory drawing for demonstrating the specific example of the display aspect of an appearance effect and specific hold display in a modification.
  Hereinafter, embodiments of the present invention will be described with reference to the drawings. First, the overall configuration of a pachinko gaming machine 1 that is an example of a gaming machine will be described. FIG. 1 is a front view of the pachinko gaming machine 1 as seen from the front.
  The pachinko gaming machine 1 includes an outer frame (not shown) formed in a vertically long rectangular shape, and a game frame attached to the inside of the outer frame so as to be opened and closed. Further, the pachinko gaming machine 1 has a glass door frame 2 formed in a frame shape that is provided in the game frame so as to be opened and closed. The game frame includes a front frame (not shown) that can be opened and closed with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. A structure including the board 6).
  On the lower surface of the glass door frame 2 is a hitting ball supply tray (upper plate) 3. Under the hitting ball supply tray 3, there are provided a surplus ball receiving tray 4 for storing game balls that cannot be accommodated in the hitting ball supply tray 3, and a hitting operation handle (operation knob) 5 for firing the hitting ball. A game board 6 is detachably attached to the back surface of the glass door frame 2. The game board 6 is a structure including a plate-like body constituting the game board 6 and various components attached to the plate-like body. In addition, a game area 7 is formed on the front surface of the game board 6 in which a game ball that has been struck can flow down.
  The member that forms the extra ball tray (lower tray) 4 is configured in a stick shape (bar shape), for example, at a predetermined position on the front side of the upper surface of the lower tray main body (for example, the central portion of the lower tray). Is attached to the stick controller 122 that can be tilted in a plurality of directions (front and rear, left and right). It should be noted that the stick controller 122 has a predetermined operation, for example, by performing a push-pull operation with a predetermined operation finger (for example, an index finger) while the player holds the operation rod of the stick controller 122 with an operation hand (for example, the left hand). A trigger button 121 (see FIG. 3) capable of performing an instruction operation is provided, and a trigger sensor 125 (see FIG. 3) for detecting a predetermined instruction operation by a push-pull operation or the like on the trigger button 121 is provided inside the operation rod of the stick controller 122. 3) is built-in. In addition, a tilt direction sensor unit 123 (see FIG. 3) that detects a tilting operation with respect to the operating rod is provided in the lower plate main body and the like below the stick controller 122. The stick controller 122 includes a vibrator motor 126 (see FIG. 3) for causing the stick controller 122 to vibrate.
  The member that forms the hitting ball supply tray (upper plate) 3 is subjected to a predetermined instruction operation, for example, by a player pressing a predetermined position on the upper surface of the upper plate body (for example, above the stick controller 122). A possible push button 120 is provided. The push button 120 only needs to be configured to be able to detect a predetermined instruction operation such as a pressing operation from a player mechanically, electrically, or electromagnetically. A push sensor 124 (see FIG. 3) for detecting an operation action of the player performed on the push button 120 may be provided inside the main body of the upper plate at the position where the push button 120 is installed. In the configuration example shown in FIG. 1, the mounting positions of the push button 120 and the stick controller 122 are in a vertical positional relationship in the central portion of the upper plate and the lower plate. On the other hand, it is good also considering the attachment position of the push button 120 and the stick controller 122 as the position approached to either right or left in the upper plate and the lower plate, maintaining the vertical relationship. Alternatively, the mounting position of the push button 120 and the stick controller 122 is not in the vertical relationship, but may be in the horizontal relationship, for example.
  An effect display device 9 composed of a liquid crystal display device (LCD) is provided near the center of the game area 7. The display screen of the effect display device 9 includes an effect symbol display area for performing variable display of the effect symbol in synchronization with the variable display of the first special symbol or the second special symbol. Therefore, the effect display device 9 corresponds to a variable display device that performs variable display of effect symbols. The effect symbol display area includes a symbol display area for variably displaying, for example, three decorative (effect) effect symbols of “left”, “middle”, and “right”. The symbol display area includes “left”, “middle”, and “right” symbol display areas, but the position of the symbol display area does not have to be fixed on the display screen of the effect display device 9. Three areas of the display area may be separated. The effect display device 9 is controlled by an effect control microcomputer mounted on the effect control board. When the first special symbol display 8a is executing variable display of the first special symbol, the effect control microcomputer causes the effect display device 9 to execute the effect display along with the variable display, and the second special symbol display 8a executes the second special display. When the variable display of the second special symbol is executed on the symbol display 8b, the effect display is executed by the effect display device 9 along with the variable display, so that the progress of the game can be easily grasped. .
  Further, in the effect display device 9, symbols other than the symbol that will be the final stop symbol (for example, the middle symbol of the left and right middle symbols) have continued for a predetermined time, and the jackpot symbol (for example, the left middle right symbol is aligned with the same symbol) Stops, swings, scales, or deforms in a state that matches the symbol combination), or multiple symbols fluctuate synchronously in the same symbol, or the position of the display symbol is switched Thus, an effect performed in a state where the possibility of occurrence of a big hit (hereinafter, these states are referred to as reach states) before the final result is displayed is referred to as reach effect. Further, the reach state and its state are referred to as a reach mode. Furthermore, variable display including reach production is called reach variable display. And when the display result of the symbol variably displayed on the effect display device 9 is not a big hit symbol, it becomes “out” and the variation display state ends. A player plays a game while enjoying how to generate a big hit.
  Note that, in this embodiment, a case is shown in which the effect symbol display is performed as a liquid crystal display effect in the effect display device 9, but the effect performed in the effect display device 9 is the one shown in this embodiment. For example, an effect having a predetermined story characteristic may be executed, and an effect may be executed in which the result of the story is displayed based on the determination result of the jackpot determination or the variation pattern. For example, perform a battle effect where professional wrestling or soccer matches and enemy characters fight, perform an effect to win the game or battle if it is a big hit, and perform an effect to defeat the game or battle if it is off Also good. Further, for example, instead of displaying the result such as winning or losing, an effect may be executed in which a predetermined story such as a story is developed in order.
  In the upper right part of the display screen of the effect display device 9, there are provided fourth symbol display areas 9c and 9d for displaying a fourth symbol after the effect symbol, a special symbol described later, and a normal symbol. In this embodiment, a fourth symbol display area 9c for the first special symbol in which the variation display of the fourth symbol for the first special symbol is performed in synchronization with the variation display of the first special symbol described later, There is provided a fourth symbol display area 9d for the second special symbol in which the variation display of the fourth symbol for the second special symbol is performed in synchronization with the variation display of the special symbol.
  In this embodiment, the variation display of the effect symbol is executed in synchronization with the variation display of the special symbol (however, to be precise, the variation display of the effect symbol is varied on the effect control microcomputer 100 side). This is done by measuring the variation time recognized based on the pattern command.) When performing an effect using the effect display device 9, for example, the effect content including the change display of the effect symbol disappears from the screen for a moment. There are a variety of effects such as effects being performed and effects in which movable objects shield all or part of the screen. For this reason, even if the display screen on the effect display device 9 is viewed, it may be difficult to recognize whether or not the current variation display is in progress. Therefore, in this embodiment, whether or not the state of the present variation is being displayed by confirming the state of the fourth symbol by further displaying the variation of the fourth symbol on a part of the display screen of the effect display device 9. It is possible to reliably recognize whether or not. Note that the 4th symbol is always variably displayed with a constant operation, and is not disappeared from the screen or shielded by a shielding object, so that it can always be visually recognized.
  The 4th symbol for the first special symbol and the 4th symbol for the 2nd special symbol may be collectively referred to as the 4th symbol, and the 4th symbol display area 9c for the 1st special symbol and the 2nd special symbol The 4th symbol display area 9d for symbols may be collectively referred to as a 4th symbol display area.
  The variation (variable display) of the fourth symbol is realized by continuing the state where the fourth symbol display areas 9c and 9d are repeatedly turned on and off at a predetermined time interval in a predetermined display color (for example, blue). . The variable display of the first special symbol on the first special symbol display unit 8a is synchronized with the variable display of the fourth symbol for the first special symbol in the fourth symbol display area 9c for the first special symbol. The variable display of the second special symbol on the second special symbol display 8b is synchronized with the variable display of the fourth symbol for the second special symbol in the fourth symbol display area 9d for the second special symbol. Synchronous means that the variable display start time and end time are the same, and the variable display period is the same. When the big hit symbol is stopped and displayed on the first special symbol display 8a, the display color reminiscent of the big hit in the fourth symbol display area 9c for the first special symbol (a display color different from the loss. Sometimes it is displayed in blue, but when it is a big hit, it is displayed in red. When the jackpot symbol is stopped and displayed on the second special symbol display 8b, the display color reminiscent of the jackpot in the fourth symbol display area 9d for the second special symbol. (The display color is different from the loss. For example, the display color is blue in the case of a loss, whereas it is displayed in red in the case of a big hit. The display color may be changed depending on whether it is R-probable big hit, 8R probable big hit, or sudden probable big hit.) The 4th symbol display areas 9c and 9d are turned off. The display color at the time is desirably a display color (for example, black) different from the background image in order to prevent the display color from being assimilated with the background image and disappearing.
  In this embodiment, the case where the 4th symbol display area is provided on a part of the display screen of the effect display device 9 is shown, but a light emitter such as a lamp or LED is used separately from the effect display device 9. Thus, the fourth symbol display area may be realized. In this case, for example, the variation (variable display) of the fourth symbol may be realized by continuing the state in which the two LEDs are alternately lit, and any of the two LEDs is stopped. Whether or not the jackpot symbol is stopped and displayed may be indicated depending on whether or not it is displayed.
  Further, in this embodiment, a case is shown in which separate fourth symbol display areas 9c and 9d are provided corresponding to the first special symbol and the second special symbol, respectively, but the first special symbol and the second special symbol are provided. A fourth symbol display area common to the symbols may be provided in a part of the display screen of the effect display device 9. Moreover, you may make it implement | achieve the 4th symbol display area common with respect to a 1st special symbol and a 2nd special symbol using light-emitting bodies, such as a lamp | ramp and LED. In this case, when executing the variation display of the fourth symbol in synchronization with the variation display of the first special symbol, and when executing the variation display of the fourth symbol in synchronization with the variation display of the second special symbol, For example, the display of different display colors at certain time intervals may be performed by distinguishing and executing the variation display of the fourth symbol by performing display that repeatedly turns on and off. In addition, when the variation display of the fourth symbol is executed in synchronization with the variation display of the first special symbol, and when the variation display of the fourth symbol is performed in synchronization with the variation display of the second special symbol, for example, The display of the fourth symbol may be distinguished and executed by performing a display that repeatedly turns on and off at different time intervals. In addition, for example, when the stop symbol is derived and displayed corresponding to the variation display of the first special symbol, and when the stop symbol is derived and displayed corresponding to the variation display of the second special symbol, the same big hit symbol is obtained. However, you may make it stop-display the stop symbol of a different aspect.
  On the right side of the central portion of the game board 6, a first special symbol display (first variable display portion) 8a that variably displays a first special symbol as identification information is provided. In this embodiment, the first special symbol display 8a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 8a is configured to variably display numbers (or symbols) from 0 to 9. On the right side of the first special symbol display 8a, a second special symbol display (second variable display unit) 8b for variably displaying the second special symbol as identification information is provided. The second special symbol display 8b is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. That is, the second special symbol display 8b is configured to variably display numbers (or symbols) from 0 to 9.
  The small display is formed in a square shape, for example. In this embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both 0 to 9), but the types may be different. Further, the first special symbol display 8a and the second special symbol display 8b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99, for example.
  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 8a and the second special symbol indicator 8b are collectively referred to as a special symbol indicator (variable display unit). There are things to do.
  Although this embodiment shows a case where two special symbol indicators 8a and 8b are provided, the gaming machine may be provided with only one special symbol indicator.
  For the variable display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the variable display execution condition, is satisfied (for example, the game ball has the first start winning opening 13 or the second start winning opening) 14 after passing (including winning)), the variable display start condition (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) The state is started and the big hit game is not executed), and when the variable display time (fluctuation time) elapses, the display result (stop symbol) is derived and displayed. Note that the passing of a game ball means that the game ball has passed through a predetermined area such as a prize opening or a gate, and that includes a game ball entering (winning) a prize opening. It is. Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).
  A winning device having a first start winning port 13 is provided below the effect display device 9. The game ball won in the first start winning opening 13 is guided to the back of the game board 6 and detected by the first start opening switch 13a.
  A variable winning ball device 15 having a second starting winning port 14 through which a game ball can be won is provided below a winning device having a first starting winning port (first starting port) 13. The game ball that has won the second start winning opening (second start opening) 14 is guided to the back of the game board 6 and detected by the second start opening switch 14a. The variable winning ball device 15 is opened by a solenoid 16. When the variable winning ball device 15 is in the open state, the game ball can be awarded to the second starting winning port 14 (it is easier to start winning), which is advantageous for the player. In the state where the variable winning ball apparatus 15 is in the open state, it is easier for the game ball to win the second start winning opening 14 than the first starting winning opening 13. In addition, in a state where the variable winning ball device 15 is in the closed state, the game ball does not win the second start winning opening 14. Therefore, in a state where the variable winning ball device 15 is in the closed state, it is easier for the game ball to win the first starting winning port 13 than the second starting winning port 14. In the state where the variable winning ball apparatus 15 is in the closed state, it may be configured that the winning is possible (that is, it is difficult for the gaming ball to win) although it is difficult to win a prize.
  Hereinafter, the first start winning opening 13 and the second start winning opening 14 may be collectively referred to as a start winning opening or a starting opening.
  When the variable winning ball device 15 is controlled to be in the open state, the game ball heading for the variable winning ball device 15 is very likely to win the second start winning port 14. The first start winning opening 13 is provided directly under the effect display device 9, but the interval between the lower end of the effect display device 9 and the first start winning opening 13 is further reduced, or the first start winning opening is set. The winning percentage of the second starting prize opening 14 is such that the nails are densely arranged around 13 or the nail arrangement around the first starting prize opening 13 is difficult to guide the game ball to the first starting prize opening 13. This may be made higher than the winning rate of the first start winning opening 13.
  In this embodiment, as shown in FIG. 1, the variable winning ball apparatus 15 that opens and closes only the second start winning opening 14 is provided. Any of the start winning ports 14 may be provided with a variable winning ball device that performs an opening / closing operation.
  Above the first special symbol display 8a and the second special symbol display 8b, the number of effective winning balls that have entered the first start winning opening 13, that is, the first reserved memory number (the reserved memory, the start memory or the start prize memory) Also provided is a first special symbol storage memory display 18a comprising four displays for displaying. The first special symbol storage memory indicator 18a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 8a is started, the number of indicators to be turned on is reduced by one.
  In addition, above the first special symbol display 8a and the second special symbol display 8b, there are four indicators for displaying the number of effective winning balls that have entered the second start winning opening 14, that is, the second reserved memory number. A second special symbol storage memory display 18b is provided. The second special symbol storage memory display 18b increases the number of indicators to be lit by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 8b is started, the number of indicators to be turned on is reduced by one.
  In addition, at the lower part of the display screen of the effect display device 9, there is provided a total pending storage display unit 18c for displaying the total number (total number of pending pending storage) that is the sum of the first reserved memory count and the second reserved memory count. ing. In this embodiment, the total pending storage display unit 18c that displays the total number is provided, so that it is possible to easily grasp the total number of execution conditions that have not met the variable display start condition. . In this embodiment, in the total hold memory display unit 18c, the first hold memory and the second hold memory are displayed as images imitating game balls to the first start winning opening 13 and the second starting winning opening 14, respectively. They are displayed in order of winning, and are displayed in a manner in which it is possible to recognize whether they are the first reserved memory or the second reserved memory (for example, the first reserved memory is displayed in a red frame, and the second reserved memory is (Displayed in blue frame).
  In the present embodiment, a normal mode (white display), a first special mode (blue display), and a second special mode (red display) are provided as display modes of the hold display displayed in the combined hold storage display unit 18c. ing. The reliability of the jackpot indicated by the hold display is “second special mode”> “first special mode”> “normal mode”. In the present embodiment, when a start winning occurs, the display mode in which the hold display is performed is determined based on the reliability for the big hit, and the special mode (the first special mode, the second special mode) When it is decided to display the hold display in the mode), the display is changed to the special mode after the hold display is once displayed in the normal mode.
  In this embodiment, when a start winning occurs, the hold display corresponding to the start win is displayed in the normal mode, and the display mode of the hold display can be changed to a special mode when a specific effect is performed. It has a certain configuration. The “specific effect” is an effect that is executed during the period from when the hold display is displayed until the change that was being performed when the hold display is displayed. This is an effect of displaying an image in which the slanted arrow moves toward the hold display and hits the hold display on the effect display device 9 for 1 second from the start of the display of the hold display. When this specific effect is executed (when the arrow hits the hold display), the hold display displayed in the normal mode can be changed to the first special mode or the second special mode. Note that the specific effect can be executed for the hold display in which the normal mode is determined as the display mode. Therefore, by executing the specific effect, it is possible to give the player a sense of expectation that the display mode of the hold display will change from the normal mode to the special mode and a sense of anxiety that the display mode will remain unchanged in the normal mode.
  Further, in the present embodiment, in the combined hold storage display unit 18c, hold display for the hold storage that has not yet been changed is performed, and from the start of the change display to the hold storage until the end thereof, The hold display for the hold storage is continuously displayed on the active hold display unit 18d different from the combined hold storage display unit 18c. That is, the active hold display unit 18d displays an active hold display (fluctuation display-corresponding image) corresponding to the variable display being executed. The active hold display is an image indicating the reliability with respect to the occurrence of a big hit based on the fluctuation during execution. The active hold display is the same image as the above-described hold display (an image imitating a game ball, and the display mode is white “normal mode”, blue “first special mode”, and red “ “Second special mode” is provided. The reliability of the jackpot is “second special mode”> “first special mode”> “normal mode”). In the present embodiment, as the active hold display, the display form of the hold display is taken over and displayed. That is, if the hold display is the normal mode, the display mode of the active hold display corresponding to the hold display is the normal mode. If the hold display is the first special mode, the active hold display corresponding to the hold display is displayed. The display mode is the first special mode, and if the hold display is the second special mode, the display mode of the active hold display corresponding to the hold display is the second special mode.
  The effect display device 9 is for decoration (for effects) during the variable display time of the first special symbol by the first special symbol display 8a and during the variable display time of the second special symbol by the second special symbol display 8b. A variable display of the effect symbol as the symbol is performed. The variable display of the first special symbol on the first special symbol display 8a and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, the variable display of the second special symbol on the second special symbol display 8b and the variable display of the effect symbol on the effect display device 9 are synchronized. Further, when the jackpot symbol is stopped and displayed on the first special symbol display 8a and when the jackpot symbol is stopped and displayed on the second special symbol display 8b, the effect display device 9 reminds the jackpot The combination of is stopped and displayed.
  Further, as shown in FIG. 1, a special variable winning ball device 20 is provided below the variable winning ball device 15. The special variable winning ball apparatus 20 includes an opening / closing plate, and when the specific display result (big hit symbol) is derived and displayed on the first special symbol display 8a, and the specific display result (big hit symbol) on the second special symbol display 8b. When the open / close plate is controlled to be open by the solenoid 21 in the specific game state (big hit game state) that occurs when the symbol is derived and displayed, the big winning opening serving as the winning area is opened. The game ball that has won the big winning opening is detected by the count switch 23.
  A normal symbol display 10 is provided on the left side of the game board 6. The normal symbol display 10 variably displays a plurality of types of identification information (for example, “◯” and “x”) called normal symbols.
  When the game ball passes through the gate 32 and is detected by the gate switch 32a, variable display of the normal symbol display 10 is started. In this embodiment, variable display is performed by alternately lighting the upper and lower lamps (the symbols can be visually recognized when turned on). For example, if the lower lamp is turned on at the end of the variable display, it is a hit. . When the stop symbol on the normal symbol display 10 is a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In other words, the state of the variable winning ball apparatus 15 is a state that is advantageous from a disadvantageous state for the player when the normal symbol is a stop symbol (a state in which a game ball can be awarded at the second start winning port 14). To change. In the vicinity of the normal symbol display 10, a normal symbol holding storage display 41 having a display unit with four LEDs for displaying the number of winning balls that have passed through the gate 32 is provided. Each time there is a game ball passing through the gate 32, that is, every time a game ball is detected by the gate switch 32a, the normal symbol storage memory display 41 increases the number of LEDs to be turned on by one. Each time variable display on the normal symbol display 10 is started, the number of LEDs to be lit is reduced by one. In addition, a high probability state in which the probability of being determined to be a big hit compared to the normal state is a high probability state (a state in which the probability of being determined to be a big hit as a variation display result of a special symbol is increased compared to the normal state) However, with the exception of the high probability / low base state described later), the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the opening time and the number of times of opening of the variable winning ball apparatus 15 are increased. .
  On the left and right sides of the game area 7 of the game board 6, there are provided decorative LEDs 25 that are displayed blinking during the game, and at the lower part there is an outlet 26 for taking in a hit ball that has not won. In addition, two speakers 27 that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 7. On the outer periphery of the game area 7, a frame LED 28 provided on the front frame is provided.
  In the gaming machine, a ball striking device (not shown) that drives a driving motor in response to a player operating the batting operation handle 5 and uses the rotational force of the driving motor to launch a gaming ball to the gaming area 7. ) Is provided. A game ball launched from the ball striking device enters the game area 7 through a ball striking rail formed in a circular shape so as to surround the game area 7, and then descends the game area 7. When the game ball enters the first start winning opening 13 and is detected by the first start opening switch 13a, if the variable display of the first special symbol can be started (for example, the variable display of the special symbol ends, 1), the variable display (variation) of the first special symbol is started on the first special symbol display 8a, and the variable display of the effect symbol is started on the effect display device 9. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 13. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on the condition that the first reserved memory number has not reached the upper limit value.
  When the game ball enters the second start winning opening 14 and is detected by the second start opening switch 14a, if the variable display of the second special symbol can be started (for example, the special symbol variable display ends, 2), the second special symbol display 8b starts variable display (variation) of the second special symbol, and the effect display device 9 starts variable display of the effect symbol. That is, the variable display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 14. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.
  In this embodiment, when a big hit of a predetermined type is reached, the game state is shifted to a so-called probability change state after the big hit game is finished, the game state is shifted to a high probability state, and the game ball is easy to start winning (that is, Then, a transition is made to the high base state, which is a gaming state controlled so that variable display execution conditions in the special symbol indicators 8a and 8b and the effect display device 9 are easily established. In the high base state, for example, the frequency at which the variable winning ball device 15 is in the open state is increased or the time in which the variable winning ball device 15 is in the open state is extended compared to the case in which the high base state is not in the high base state. It becomes easier to win a start. In this embodiment, when a big hit is made, the state is always shifted to a high probability state. However, when a big hit is made, in addition to the high probability state, a so-called time-short state (for example, a low probability state, and The gaming machine may be configured so as to be shifted to a high base state.
  Instead of extending the time during which the variable winning ball apparatus 15 is in the open state (also referred to as the open extended state), the normal symbol display unit 10 shifts to a normal symbol probability changing state in which the probability that the stop symbol in the normal symbol display unit 10 will be a hit symbol is increased. Depending on the situation, the high base state may be entered. When the stop symbol in the normal symbol display 10 becomes a predetermined symbol (winning symbol), the variable winning ball device 15 is opened for a predetermined number of times. In this case, by performing the transition control to the normal symbol probability changing state, the probability that the stop symbol in the normal symbol display 10 becomes a winning symbol is increased, and the frequency at which the variable winning ball apparatus 15 is opened is increased. Therefore, if the normal symbol probability changing state is entered, the opening time and the number of opening times of the variable winning ball device 15 are increased, and a state where it is easy to start a winning (high base state) is achieved. That is, the opening time and the number of times of opening of the variable winning ball device 15 can be increased when the stop symbol of the normal symbol is a winning symbol or the stop symbol of the special symbol is a probabilistic symbol. It changes to an advantageous state (a state where it is easy to win a start). It should be noted that increasing the number of times of opening is a concept including changing from a closed state to an open state.
  Moreover, you may transfer to a high base state by shifting to the normal symbol time short state where the fluctuation time (variable display period) of the normal symbol in the normal symbol display 10 is shortened. In the normal symbol short-time state, the variation time of the normal symbol is shortened, so that the frequency of starting the variation of the normal symbol increases, and as a result, the frequency of hitting the normal symbol increases. Therefore, when the frequency that the normal symbol is hit increases, the frequency that the variable winning ball apparatus 15 is opened is increased, and the start winning state is easily set (high base state).
  In addition, the change time of special symbols and production symbols will be shortened by shifting to the short time state when the variation time (variable display period) of special symbols and production symbols is shortened. The frequency of being played (in other words, the digestion of the reserved memory becomes faster), and the situation where an invalid start prize is generated can be reduced. Therefore, an effective start winning is likely to occur, and as a result, the possibility of a big hit game being increased.
  Furthermore, by making transitions to all the states shown above (open extended state, normal symbol probability change state, normal symbol short time state, and special symbol short time state), it will be easier to win a start (shift to a high base state). May be. In addition, it is easier to win a start (high base) by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). Transition to a state). In addition, it is easier to win a start by shifting to any one of the above states (open extended state, normal symbol probability changing state, normal symbol short time state, and special symbol short time state). You may make it move to a base state.
  FIG. 2 is a block diagram showing an example of the circuit configuration of the main board (game control board) 31. FIG. 2 also shows a payout control board 37, an effect control board 80, and the like. A game control microcomputer (corresponding to game control means) 560 for controlling the pachinko gaming machine 1 according to a program is mounted on the main board 31. The game control microcomputer 560 includes a ROM 54 for storing a game control (game progress control) program and the like, a RAM 55 as storage means used as a work memory, a CPU 56 for performing control operations in accordance with the program, and an I / O port unit 57. including. In this embodiment, the ROM 54 and the RAM 55 are built in the game control microcomputer 560. That is, the game control microcomputer 560 is a one-chip microcomputer. The one-chip microcomputer only needs to incorporate at least the CPU 56 and the RAM 55, and the ROM 54 may be external or built-in. The I / O port unit 57 may be externally attached. The game control microcomputer 560 further includes a random number circuit 503 that generates hardware random numbers (random numbers generated by the hardware circuit).
  The RAM 55 is a backup RAM as a non-volatile storage means, part or all of which is backed up by a backup power source created on the power supply substrate 910. That is, even if the power supply to the gaming machine is stopped, a part or all of the contents of the RAM 55 is stored for a predetermined period (until the capacitor as the backup power supply is discharged and the backup power supply cannot be supplied). In particular, at least data corresponding to the game state, that is, the control state of the game control means (such as a special symbol process flag and a high probability flag) and data indicating the number of unpaid prize balls are stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary for restoring the control state before the occurrence of a power failure or the like based on the data when the power is restored after a power failure or the like occurs. Further, data corresponding to the control state and data indicating the number of unpaid prize balls are defined as data indicating the progress state of the game. In this embodiment, it is assumed that the entire RAM 55 is backed up.
  In the game control microcomputer 560, the CPU 56 executes control in accordance with the program stored in the ROM 54, so that the game control microcomputer 560 (or CPU 56) executes (or performs processing) hereinafter. Specifically, the CPU 56 executes control according to a program. The same applies to microcomputers mounted on substrates other than the main substrate 31.
  The random number circuit 503 is a hardware circuit that is used to generate a random number for determination to determine whether or not to win a jackpot based on a display result of variable symbol special display. The random number circuit 503 updates numerical data in accordance with a set update rule within a numerical range in which an initial value (for example, 0) and an upper limit value (for example, 65535) are set, and starts at a random timing Based on the fact that the winning time is the reading (extraction) of the numerical data, it has a random number generation function in which the numerical data to be read becomes a random value.
  The random number circuit 503 includes a numeric data update range selection setting function (initial value selection setting function and upper limit value selection setting function), numeric data update rule selection setting function, and numeric data update rule selection. It has various functions such as a switching function. With such a function, the randomness of the generated random numbers can be improved.
  Further, the game control microcomputer 560 has a function of setting an initial value of numerical data updated by the random number circuit 503. For example, a predetermined calculation is performed using the ID number of the game control microcomputer 560 stored in a predetermined storage area such as the ROM 54 (an ID number assigned with a different value for each product of the game control microcomputer 560). The numerical data obtained by the execution is set as the initial value of the numerical data updated by the random number circuit 503. By performing such processing, the randomness of the random number generated by the random number circuit 503 can be further improved.
  Further, an input driver circuit 58 that provides detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 to the game control microcomputer 560 is also mounted on the main board 31. The main board also includes an output circuit 59 for driving the solenoid 16 for opening and closing the variable winning ball device 15 and the solenoid 21 for opening and closing the special variable winning ball device 20 that forms a big winning opening in accordance with a command from the game control microcomputer 560. 31.
  In addition, the game control microcomputer 560 includes a first special symbol display 8a, a second special symbol display 8b that variably displays special symbols, a normal symbol display 10 that variably displays normal symbols, and a first special symbol hold memory. Display control of the display 18a, the second special symbol storage memory display 18b, and the normal symbol storage memory display 41 is performed.
  An information output circuit 64 that outputs information output signals such as jackpot information indicating the occurrence of a jackpot gaming state to an external device such as a hall computer via the terminal board 160 is also mounted on the main board 31.
  In this embodiment, the effect control means (configured by the effect control microcomputer) mounted on the effect control board 80 instructs the effect contents from the game control microcomputer 560 via the relay board 77. An effect control command is received, and display control of the effect display device 9 for variably displaying effect symbols is performed.
  The effect control means mounted on the effect control board 80 controls the display of the frame LED 28 provided on the frame side via the lamp driver board 35 and from the speaker 27 via the audio output board 70. Control the sound output.
  FIG. 3 is a block diagram illustrating a circuit configuration example of the relay board 77, the effect control board 80, the lamp driver board 35, and the audio output board 70. In the example shown in FIG. 3, the lamp driver board 35 and the audio output board 70 are not equipped with a microcomputer, but may be equipped with a microcomputer. Further, without providing the lamp driver board 35 and the audio output board 70, only the effect control board 80 may be provided for effect control.
  The effect control board 80 includes an effect control CPU 101 and an effect control microcomputer 100 including a RAM for storing information related to effects such as effect symbol process flags. The RAM may be externally attached. In this embodiment, the RAM in the production control microcomputer 100 is not backed up. In the effect control board 80, the effect control CPU 101 operates in accordance with a program stored in a built-in or external ROM (not shown), and receives a capture signal from the main board 31 input via the relay board 77 ( In response to the (effect control INT signal), an effect control command is received via the input driver 102 and the input port 103. Further, the effect control CPU 101 causes the VDP (video display processor) 109 to perform display control of the effect display device 9 based on the effect control command.
  In this embodiment, a VDP 109 that performs display control of the effect display device 9 in cooperation with the effect control microcomputer 100 is mounted on the effect control board 80. The VDP 109 has an address space independent of the production control microcomputer 100, and maps a VRAM therein. VRAM is a buffer memory for developing image data. Then, the VDP 109 outputs the image data in the VRAM to the effect display device 9 via the frame memory.
  The effect control CPU 101 outputs to the VDP 109 a command for reading out necessary data from a CGROM (not shown) in accordance with the received effect control command. The CGROM stores character image data and moving image data displayed on the effect display device 9, specifically, a person, characters, figures, symbols (including effect symbols), and background image data in advance. ROM. The VDP 109 reads image data from the CGROM in response to the instruction from the effect control CPU 101. The VDP 109 executes display control based on the read image data.
  The effect control command and the effect control INT signal are first input to the input driver 102 on the effect control board 80. The input driver 102 passes the signal input from the relay board 77 only in the direction toward the inside of the effect control board 80 (does not pass the signal in the direction from the inside of the effect control board 80 to the relay board 77). It is also a unidirectional circuit as a regulating means.
  As a signal direction regulating means, the signal inputted from the main board 31 is allowed to pass through the relay board 77 only in the direction toward the effect control board 80 (the signal is not passed in the direction from the effect control board 80 to the relay board 77). The unidirectional circuit 74 is mounted. For example, a diode or a transistor is used as the unidirectional circuit. FIG. 3 illustrates a diode. A unidirectional circuit is provided for each signal. Furthermore, since the effect control command and the effect control INT signal are output from the main board 31 via the output port 571 that is a unidirectional circuit, the signal from the relay board 77 toward the inside of the main board 31 is restricted. That is, the signal from the relay board 77 does not enter the inside of the main board 31 (the game control microcomputer 560 side). The output port 571 is a part of the I / O port unit 57 shown in FIG. Further, a signal driver circuit that is a unidirectional circuit may be further provided outside the output port 571 (on the relay board 77 side).
  In addition, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action on the trigger button 121 of the stick controller 122 has been detected from the trigger sensor 125 via the input port 106. Further, the effect control CPU 101 inputs an operation detection signal as an information signal indicating that a player's operation action on the push button 120 has been detected from the push sensor 124 via the input port 106. In addition, the production control CPU 101 inputs an operation detection signal as an information signal indicating that the player's operation action with respect to the operation rod of the stick controller 122 has been detected from the tilt direction sensor unit 123 via the input port 106. . Further, the effect control CPU 101 outputs a drive signal to the vibrator motor 126 via the output port 105 to cause the stick controller 122 to vibrate.
  Further, the effect control CPU 101 outputs a signal for driving the LED to the lamp driver board 35 via the output port 105. Further, the production control CPU 101 outputs sound number data to the audio output board 70 via the output port 104.
  In the lamp driver board 35, a signal for driving the LED is input to the LED driver 352 via the input driver 351. The LED driver 352 supplies a current to a light emitter such as the frame LED 28 based on a signal for driving the LED.
  In the voice output board 70, the sound number data is input to the voice synthesis IC 703 via the input driver 702. The voice synthesizing IC 703 generates voice or sound effect according to the sound number data and outputs it to the amplifier circuit 705. The amplification circuit 705 outputs an audio signal obtained by amplifying the output level of the speech synthesis IC 703 to a level corresponding to the volume set by the volume 706 to the speaker 27. The voice data ROM 704 stores control data corresponding to the sound number data. The control data corresponding to the sound number data is a collection of data showing the output form of the sound effect or sound in a time series in a predetermined period (for example, the changing period of the effect design).
  Next, the operation of the gaming machine will be described. FIG. 4 is a flowchart showing a main process executed by the game control microcomputer 560 on the main board 31. When power is supplied to the gaming machine and power supply is started, the input level of the reset terminal to which the reset signal is input becomes high level, and the gaming control microcomputer 560 (specifically, the CPU 56) After executing a security check process, which is a process for confirming whether the contents of the program are valid, the main process after step S1 is started. In the main process, the CPU 56 first performs necessary initial settings.
  In the initial setting process, the CPU 56 first sets the interrupt prohibition (step S1). Next, the interrupt mode is set to interrupt mode 2 (step S2), and a stack pointer designation address is set to the stack pointer (step S3). After initialization of the built-in device (CTC (counter / timer) and PIO (parallel input / output port), which are built-in devices (built-in peripheral circuits)) is performed (step S4), the RAM is accessible (Step S5). In the interrupt mode 2, the address synthesized from the value (1 byte) of the specific register (I register) built in the CPU 56 and the interrupt vector (1 byte: least significant bit 0) output from the built-in device is This mode indicates an interrupt address.
  Next, the CPU 56 checks the state of the output signal (clear signal) of a clear switch (for example, mounted on the power supply board) input via the input port (step S6). When the ON is detected in the confirmation, the CPU 56 executes normal initialization processing (steps S10 to S15).
  If the clear switch is not on, check whether data protection processing of the backup RAM area (for example, power supply stop processing such as addition of parity data) was performed when power supply to the gaming machine was stopped (Step S7). When it is confirmed that such protection processing is not performed, the CPU 56 executes initialization processing. Whether there is backup data in the backup RAM area is confirmed, for example, by the state of the backup flag set in the backup RAM area in the power supply stop process.
  When it is confirmed that the power supply stop process has been performed, the CPU 56 performs data check of the backup RAM area (step S8). In this embodiment, a parity check is performed as a data check. Therefore, in step S8, the calculated checksum is compared with the checksum calculated and stored by the same process in the power supply stop process. When the power supply is stopped after an unexpected power failure or the like, the data in the backup RAM area should be saved, so the check result (comparison result) is normal (matched). That the check result is not normal means that the data in the backup RAM area is different from the data when the power supply is stopped. In such a case, since the internal state cannot be returned to the state when the power supply is stopped, an initialization process that is executed when the power is turned on is not performed when the power supply is stopped.
  If the check result is normal, the CPU 56 recovers the game state restoration process (steps S41 to S43) for returning the internal state of the game control means and the control state of the electrical component control means such as the effect control means to the state when the power supply is stopped. Process). Specifically, the start address of the backup setting table stored in the ROM 54 is set as a pointer (step S41), and the contents of the backup setting table are sequentially set in the work area (area in the RAM 55) (step S42). ). The work area is backed up by a backup power source. In the backup setting table, initialization data for an area that may be initialized in the work area is set. As a result of the processing in steps S41 and S42, the saved contents of the work area that should not be initialized remain as they are. The part that should not be initialized is, for example, data indicating a gaming state before stopping power supply (special symbol process flag, high probability flag, high base flag, etc.), and an area where the output state of the output port is saved (output) Port buffer), a portion in which data indicating the number of unpaid winning balls is set.
  Further, the CPU 56 transmits a power failure recovery designation command as an initialization command at the time of power supply recovery (step S43). Further, the CPU 56 transmits a display result designation command designating a display result (15R probability variation big hit, 8R probability variation big hit, sudden probability variation big hit, small hit or out) stored in the backup RAM to the effect control board 80. (Step S44). Then, the process proceeds to step S14. In step S44, for example, when the value of a special symbol pointer (to be described later) is also stored in the backup RAM, the CPU 56 also transmits a first symbol variation designation command and a second symbol variation designation command (see FIG. 13). You may make it do. In this case, the production control microcomputer 100 may resume the variation display of the fourth symbol based on the reception of the first symbol variation designation command or the second symbol variation designation command.
  In this embodiment, the value of a variable time timer (to be described later) is also stored in the backup RAM area. Therefore, when the power failure is restored, after the display result designation command is transmitted in step S44, measurement of the saved variation time timer value is resumed, and the variation display of the special symbol is resumed and saved. When the value of the changed time timer has timed out, a symbol determination designation command to be described later is further transmitted. In this embodiment, a special symbol process flag value, which will be described later, is also stored in the backup RAM area. Therefore, when the power failure is recovered, the special symbol process is resumed from the process corresponding to the value of the stored special symbol process flag.
  Note that the display result designation command is not necessarily transmitted when the power failure is restored, but the CPU 56 may first confirm whether or not the value of the variable time timer stored in the backup RAM area is zero. . If the value of the variation time timer is not 0, it is determined that a power failure occurs during the variation, and a display result designation command is transmitted. It may be determined that the state has not been reached, and the display result designation command may not be transmitted.
  Further, the CPU 56 may first check whether or not the value of the special symbol process flag stored in the backup RAM area is 3. If the value of the special symbol process flag is 3, it is determined that the power failure occurs during the fluctuation, and a display result designation command is transmitted. If the special symbol process flag is not 3, the fluctuation occurs at the time of the power failure. The display result designation command may not be transmitted because it is determined that it is not in the middle.
  In this embodiment, it is confirmed whether the data in the backup RAM area is stored using both the backup flag and the check data. However, only one of them may be used. That is, either the backup flag or the check data may be used as an opportunity for executing the game state restoration process.
  In the initialization process, the CPU 56 first performs a RAM clear process (step S10). The RAM clear process initializes predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) to 0, but an arbitrary value or a predetermined value It may be initialized to. In addition, the entire area of the RAM 55 may not be initialized, and predetermined data (for example, count value data of a counter for generating a random number for normal symbol determination) may be left as it is. Further, the start address of the initialization setting table stored in the ROM 54 is set as a pointer (step S11), and the contents of the initialization setting table are sequentially set in the work area (step S12).
  By the processing in steps S11 and S12, for example, a normal symbol per-determining random number counter, a special symbol buffer, a total prize ball number storage buffer, a special symbol process flag, and other flags that are selectively processed according to the control state are initialized. Value is set.
  Further, the CPU 56 initializes a sub board (a board on which a microcomputer other than the main board 31 is mounted) (a command indicating that the game control microcomputer 560 has executed an initialization process). Is also transmitted to the sub-board (step S13). For example, when the effect control microcomputer 100 receives the initialization designation command, the effect display device 9 performs screen display for notifying that the control of the gaming machine has been performed, that is, initialization notification.
  Further, the CPU 56 executes a random number circuit setting process for initial setting of the random number circuit 503 (step S14). For example, the CPU 56 performs setting according to the random number circuit setting program to cause the random number circuit 503 to update the value of the random R.
  In step S15, the CPU 56 sets a CTC register built in the game control microcomputer 560 so that a timer interrupt is periodically generated every predetermined time (for example, 4 ms). That is, a value corresponding to, for example, 4 ms is set in a predetermined register (time constant register) as an initial value. In this embodiment, it is assumed that a timer interrupt is periodically taken every 4 ms.
  When the execution of the initialization process (steps S10 to S15) is completed, the CPU 56 repeatedly executes the display random number update process (step S17) and the initial value random number update process (step S18) in the main process. When executing the display random number update process and the initial value random number update process, the interrupt disabled state is set (step S16). When the display random number update process and the initial value random number update process are finished, the interrupt enabled state is set. Set (step S19). In this embodiment, the display random number is a random number for determining the stop symbol of the special symbol when it is not a big hit, or a random number for determining whether to reach when it is not a big hit, The random number update process is a process for updating the count value of the counter for generating the display random number. The initial value random number update process is a process for updating the count value of the counter for generating the initial value random number. In this embodiment, the initial value random number is the initial value of the count value of the counter for generating a random number for determining whether or not to win for a normal symbol (normal random number generation counter for normal symbol determination). It is a random number to determine. A game control process for controlling the progress of the game, which will be described later (the game control microcomputer 560 controls game devices such as an effect display device, a variable winning ball device, a ball payout device, etc. provided in the game machine itself. In the process of transmitting a command signal to be controlled by another microcomputer, or a game machine control process), the count value of the random number for determination per normal symbol is one round (the random number for determination per normal symbol is taken). When the value is incremented by the number of values between the minimum value and the maximum value of the possible values), an initial value is set in the counter.
  In this embodiment, the reach effect is executed using effect symbols that are variably displayed on the effect display device 9. In addition, when the display result of the special symbol is a jackpot symbol, a reach effect is executed. Note that, in the case of a sudden probability change big hit, the probability change big hit symbol (for example, “135”) may be stopped and displayed instead of reaching. When the display result of the special symbol is not a jackpot symbol, the game control microcomputer 560 determines whether to execute the reach effect by performing a lottery to determine the variation pattern type and variation pattern using random numbers. To do. However, it is the production control microcomputer 100 that actually executes the reach production control.
  When the timer interrupt occurs, the CPU 56 executes the timer interrupt process of steps S20 to S34 shown in FIG. In the timer interrupt process, first, a power-off detection process for detecting whether or not a power-off signal is output (whether or not an on-state is turned on) is executed (step S20). The power-off signal is output, for example, when a power supply monitoring circuit mounted on the power supply board detects a decrease in the voltage of the power supplied to the gaming machine. In the power-off detection process, when detecting that the power-off signal has been output, the CPU 56 executes a power supply stop process for saving necessary data in the backup RAM area. Next, detection signals from the gate switch 32a, the first start port switch 13a, the second start port switch 14a, and the count switch 23 are input via the input driver circuit 58, and their state is determined (switch processing: step S21). ).
  Next, the CPU 56 has a first special symbol display 8a, a second special symbol display 8b, a normal symbol display 10, a first special symbol hold storage display 18a, a second special symbol hold storage display 18b, a normal symbol. A display control process for controlling the display of the on-hold storage display 41 is executed (step S22). About the 1st special symbol display 8a, the 2nd special symbol display 8b, and the normal symbol display 10, a drive signal is output with respect to each display according to the content of the output buffer set by step S32, S33. Execute control.
  Also, a process of updating the count value of each counter for generating each random number for determination such as a random number for determination per ordinary symbol used for game control is performed (determination random number update process: step S23). The CPU 56 further performs a process of updating the count value of the counter for generating the initial value random number and the display random number (initial value random number update process, display random number update process: steps S24 and S25).
  Further, the CPU 56 performs special symbol process processing (step S26). In the special symbol process, corresponding processing is executed according to a special symbol process flag for controlling the first special symbol indicator 8a, the second special symbol indicator 8b, and the special winning award in a predetermined order. The CPU 56 updates the value of the special symbol process flag according to the gaming state.
  Next, normal symbol process processing is performed (step S27). In the normal symbol process, the CPU 56 executes a corresponding process according to the normal symbol process flag for controlling the display state of the normal symbol display 10 in a predetermined order. The CPU 56 updates the value of the normal symbol process flag according to the gaming state.
  Further, the CPU 56 performs a process of sending an effect control command to the effect control microcomputer 100 (effect control command control process: step S28).
  Further, the CPU 56 performs information output processing for outputting data such as jackpot information, start information, probability variation information supplied to the hall management computer, for example (step S29).
  Further, the CPU 56 executes a prize ball process for setting the number of prize balls based on detection signals from the first start port switch 13a, the second start port switch 14a and the count switch 23 (step S30). Specifically, the payout control micro mounted on the payout control board 37 in response to the winning detection based on any one of the first start port switch 13a, the second start port switch 14a and the count switch 23 being turned on. A payout control command (prize ball number signal) indicating the number of prize balls is output to the computer. The payout control microcomputer drives the ball payout device 97 in response to a payout control command indicating the number of winning balls.
  In this embodiment, a RAM area (output port buffer) corresponding to the output state of the output port is provided. However, the CPU 56 relates to on / off of the solenoid in the RAM area corresponding to the output state of the output port. The contents are output to the output port (step S31: output process).
  Further, the CPU 56 performs special symbol display control processing for setting special symbol display control data for effect display of the special symbol in the output buffer for setting the special symbol display control data according to the value of the special symbol process flag ( Step S32).
  Further, the CPU 56 performs a normal symbol display control process for setting normal symbol display control data for effect display of the normal symbol in an output buffer for setting the normal symbol display control data according to the value of the normal symbol process flag ( Step S33). For example, when the start flag related to the variation of the normal symbol is set, the CPU 56 switches the display state (“◯” and “×”) for the variation rate of the normal symbol every 0.2 seconds until the end flag is set. With such a speed, the value of the display control data set in the output buffer (for example, 1 indicating “◯” and 0 indicating “x”) is switched every 0.2 seconds. Further, the CPU 56 outputs a normal signal on the normal symbol display 10 by outputting a drive signal in step S22 according to the display control data set in the output buffer.
  Thereafter, the interrupt permission state is set (step S34), and the process is terminated.
  With the above control, in this embodiment, the game control process is started every 4 ms. The game control process corresponds to the processes in steps S21 to S33 (excluding step S29) in the timer interrupt process. In this embodiment, the game control process is executed by the timer interrupt process. However, in the timer interrupt process, for example, only a flag indicating that an interrupt has occurred is set, and the game control process is performed by the main process. May be executed.
  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. There may be a case where a predetermined combination of effects that does not reach reach is stopped and displayed without reaching reach. Such a variable display mode of the effect symbol is referred to as a variable display mode of “non-reach” (also referred to as “ordinary shift” or “non-reach shift”) in the case where the variable display result is a loss pattern.
  When the shifted symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b and the effect display device 9, the variable display state of the effect symbol is started after the variable display of the effect symbol is started. After reaching the reach state, a reach effect is executed, and a combination of predetermined effect symbols that do not eventually become a jackpot symbol may be stopped and displayed. Such a variable display result of the effect design is referred to as a variable display mode of “reach” (also referred to as “reach out”) when the variable display result is “out of”.
  In this embodiment, when the big win symbol is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the reach effect is executed after the variable display state of the effect symbol becomes the reach state. Finally, the effect symbols are stopped and displayed in the “left”, “middle”, and “right” symbol display areas 9L, 9C, and 9R in the effect display device 9 (provided that the probability sudden hit is sudden) In some cases, the probability change big hit symbol (for example, “135”) is stopped and displayed without being reached).
  When “5”, which is a small hit, is stopped and displayed on the first special symbol display 8a or the second special symbol display 8b, the effect display variable display mode is “suddenly probable big hit” on the effect display device 9. In the same manner as in the case where the effect symbol is variably displayed, a predetermined small hit symbol (the same symbol as the sudden probability variation big hit symbol, for example, "135") may be stopped and displayed. The display effect in the effect display device 9 corresponding to the fact that “5”, which is the small hit symbol, is stopped and displayed on the first special symbol display 8a or the second special symbol indicator 8b is referred to as a “small hit” variable display mode. .
  Here, the small win is a hit that is allowed up to a small number of times that the big winning opening is opened compared to the big win (in this embodiment, the opening for 0.1 second is twice). When the small hit game ends, the game state does not change. That is, there is no transition from the probability variation state to the normal state or from the normal state to the certain variation state. In addition, the sudden probability change big hit is allowed up to a small number of times of opening of the big prize opening in the big hit gaming state (in this embodiment, the opening for 0.1 second is twice), but the opening time of the big prize opening is extremely large. It is a big jackpot that is a short jackpot and the game state after the big jackpot game is shifted to a probabilistic state (that is, by doing so, it appears to the player as if it suddenly became a probable state) Is). In other words, in this embodiment, the sudden winning odds and the small wins have the same opening pattern of the big prize opening. By controlling in such a way, if the winning opening is opened twice for 0.1 seconds, it is impossible to recognize whether it is suddenly a big hit or a small hit, so a high probability state for the player (Probable change state) can be expected, and the interest of the game can be improved.
  In addition, when it is configured so that all the big hit types are probable big hits, it is not necessary to provide the small hits. In addition, when the big hit types are all probabilistic big hits, as shown in this embodiment, as shown in the present embodiment, only the transition to the high probability state and the sudden probable change without the high base state. It is preferable to provide a big hit.
  FIG. 6 is an explanatory diagram showing the variation pattern of the effect symbol prepared in advance. As shown in FIG. 6, in this embodiment, the non-reach PA 1-1 to the non-reach are used as a variation pattern corresponding to the case where the variable display result is “out of” and the variable display mode of the effect design is “non-reach”. A variation pattern of reach PA1-4 is prepared. Further, normal PA2-1 to normal PA2-2, normal PB2-1 to normal PB2-2 are variations patterns corresponding to the case where the variable display result is “out of” and the variable display mode of the effect symbol is “reach”. Fluctuation patterns of Super PA3-1 to Super PA3-2 and Super PB3-1 to Super PB3-2 are prepared. In addition, as shown in FIG. 6, about the fluctuation pattern of non-reach PA1-4 accompanied with the effect of the pseudo | simulation series used when not reaching, re-change is performed once. Of the variation patterns used for reaching and accompanied by pseudo-rendition, when normal PB2-1 is used, re-variation is performed once. Of the variation patterns that are used for reaching and have a pseudo-continuous effect, when normal PB2-2 is used, re-variation is performed twice. Furthermore, re-variation is performed three times when using the super PA 3-1 to the super PA 3-2 among the variation patterns that are used for reaching and have the effect of pseudo-continuous. Note that the re-variation means that the variable display of the effect symbol is executed again after temporarily stopping the effect symbol that is once deviated from the start of the variable display of the effect symbol until the display result is derived and displayed. .
  Also, as shown in FIG. 6, in this embodiment, normal PA2-3 to normal PA2-4, normal PB2 are used as the variation patterns corresponding to the case where the variable symbol display result of the special symbol is a big hit symbol or a small hit symbol. -3 to Normal PB2-4, Super PA3-3 to SuperPA3-4, Super PB3-3 to Super PB3-4, Special PG1-1 to Special PG1-3, Special PG2-1 to Special PG2-2 Is prepared. In FIG. 6, the fluctuation patterns of special PG1-1 to special PG1-3 and special PG2-1 to special PG2-2 are fluctuation patterns used when sudden probability change big hit or small hit. Further, as shown in FIG. 6, when the normal PB2-3 is used among the fluctuation patterns that are used when the sudden sudden change is not big hit or small hit and has a pseudo-continuous effect, the re-variation is performed once. Of the fluctuation patterns used for reaching and accompanied by pseudo-continuous effects, when normal PB2-4 is used, re-variation is performed twice. Furthermore, when using super PA3-3 to super PA3-4 among the fluctuation patterns that are used for reaching and have the effect of pseudo-ream, re-variation is performed three times. In addition, for the variation pattern of the special PG 1-3 that is used in the case of sudden probability big hit or small hit and has a pseudo-continuous effect, re-variation is performed once.
  In this embodiment, as shown in FIG. 6, when the variation time is fixedly determined according to the type of reach (for example, the variation time is 32 in the case of Super Reach A with pseudo-ream). In the case of Super Reach A without pseudo-ream, the fluctuation time is fixed at 22.75 seconds). For example, even in the case of the same type of Super Reach Depending on the total number of pending storage, the variation time may be varied. For example, even with the same type of super reach, the variation time may be shortened as the total number of pending storage increases. Also, for example, even in the case of the same type of super reach, when the variable display of the first special symbol is performed, the variable time may be varied according to the first reserved memory number. When the variable display of the two special symbols is performed, the variable time may be varied according to the second reserved memory number. In this case, a separate determination table is prepared for each value of the first reserved memory number and the second reserved memory number (for example, the variation pattern type determination table for the reserved memory numbers 0 to 2 and the reserved memory numbers 3 and 4). For example, a determination table may be selected according to the value of the first reserved memory number or the second reserved memory number, and the change time may be varied.
FIG. 7 is an explanatory diagram showing each random number. Each random number is used as follows.
(1) Random 1 (MR1): Determines the type of jackpot (15R probability variation jackpot, 8R probability variation jackpot, sudden probability variation jackpot described later) (for jackpot type determination)
(2) Random 2 (MR2): The type (type) of the variation pattern is determined (for variation pattern type determination)
(3) Random 3 (MR3): A variation pattern (variation time) is determined (for variation pattern determination)
(4) Random 4 (MR4): Determines whether or not to generate a hit based on a normal symbol (for normal symbol hit determination)
(5) Random 5 (MR5): Determine the initial value of random 4 (for determining the initial value of random 4)
  In this embodiment, the variation pattern is first determined using the variation pattern type determination random number (random 2), and then the variation pattern determined using the variation pattern determination random number (random 3). One of the variation patterns included in the pattern type is determined. Thus, in this embodiment, the variation pattern is determined by a two-stage lottery process.
  The variation pattern type is a group of a plurality of variation patterns according to the characteristics of the variation mode. For example, a plurality of variation patterns are grouped by reach type, and include a variation pattern type including a variation pattern with normal reach, a variation pattern type including a variation pattern with super reach A, and a variation pattern with super reach B. It may be divided into variable pattern types. Further, for example, a plurality of variation patterns are grouped by the number of re-variations of pseudo-continuations, a variation pattern type including a variation pattern without pseudo-ream, a variation pattern type including a variation pattern of one re-variation, It may be divided into a variation pattern type including a variation pattern of two variations and a variation pattern type including a variation pattern of three variations. Further, for example, a plurality of variation patterns may be grouped according to the presence or absence of a predetermined effect such as a pseudo ream or a slip effect.
  In this embodiment, as will be described later, in the case of 15R probability variation big hit and 8R probability variation big hit, normal CA3-1 which is a variation pattern type including a variation pattern with only normal reach, normal reach and pseudo-ream They are classified into normal CA3-2, which is a variation pattern type including the accompanying variation pattern, and super CA3-3, which is a variation pattern type involving super reach. In addition, in the case of sudden probability variation big hit, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern and special CA4-2 that is a variation pattern type including a variation pattern with reach. ing. Further, in the case of small hits, it is classified into special CA4-1 that is a variation pattern type including a non-reach variation pattern. Further, in the case of deviation, it is a non-reach CA 2-1 that is a variation pattern type including a variation pattern that does not involve reach and a predetermined effect, and a variation pattern type that includes a variation pattern that does not involve reach but has a predetermined effect. Non-reach CA2-2, non-reach CA2-3 which is a variation pattern type including a variation pattern of a shortened variation with no reach and a predetermined effect, and normal CA2-4 which is a variation pattern type including a variation pattern with only a normal reach And normal CA2-5 which is a variation pattern type including a variation pattern with normal reach and two re-variation pseudo-continuations, and normal CA2 which is a variation pattern type including a variation pattern with one normal reach and one re-variation pseudo-continuation -6 and super CA2-7 which is a variation pattern type with super reach Are the type divided into.
  In step S23 in the game control process shown in FIG. 5, the game control microcomputer 560 uses a counter for generating (1) a big hit type determination random number and (4) a normal symbol determination random number. Count up (add 1). That is, they are determination random numbers, and other random numbers are display random numbers (random 2, random 3) or initial value random numbers (random 5). In addition, in order to improve a game effect, you may use random numbers other than said random number. In this embodiment, a random number generated by hardware incorporated in the game control microcomputer 560 (or hardware external to the game control microcomputer 560) is used as the jackpot determination random number. Note that a software random number instead of a hardware random number may be used as the jackpot determination random number.
  FIG. 8A is an explanatory diagram showing a jackpot determination table. The jackpot determination table is a collection of data stored in the ROM 54 and is a table in which a jackpot determination value to be compared with the random R is set. The jackpot determination table includes a normal-time jackpot determination table used in a normal state (a gaming state that is not a probability change state) and a probability change jackpot determination table used in a probability change state. Each value described in the left column of FIG. 8 (A) is set in the normal jackpot determination table, and each value described in the right column of FIG. 8 (A) is set in the probability change jackpot determination table. Is set. The numerical value described in FIG. 8A is a jackpot determination value.
  In this embodiment, the probability variation state is shifted to a high probability state in which the probability of being determined to be a big hit in the big hit lottery is increased, and is also changed to a high base state. There are two cases: a state that is only transferred to a state and a state that is not transferred to a high base state (which is a low base state). Is a jackpot determination table for probability variation, and a normal jackpot determination table is used in other cases. As will be described later, in this embodiment, when the 15R probability variation big hit or the 8R probability variation big hit is reached, after the big hit game is finished, the high probability state and the high base state are entered. After the big hit, the probability variation state and the high base state continue until the variation display is terminated 70 times. In addition, when the odd hit suddenly becomes a big hit, after the big hit game is finished, the high base state is shifted to the high probability state. After the big hit, the probability variation state continues until the variation display is terminated 70 times. Therefore, in this embodiment, after the big hit of the sudden probability change big hit, until the end of the 70th fluctuation display, only the high probability state is transferred, and the high base state is not transferred (in the low base state). There is a case where there is a certain variation state.
  8B and 8C are explanatory diagrams showing a small hit determination table. The small hit determination table is a collection of data stored in the ROM 54 and is a table in which a small hit determination value to be compared with the random R is set. The small hit determination table includes a small hit determination table (for the first special symbol) used when the variable display of the first special symbol is performed, and a small hit determination table used when the variable display of the second special symbol is performed. (For the second special symbol). Each value described in FIG. 8B is set in the small hit determination table (for the first special symbol), and in the small hit determination table (for the second special symbol), the values shown in FIG. Each numerical value listed is set. Moreover, the numerical values described in FIGS. 8B and 8C are small hit determination values.
  Note that it may be determined that a small hit is made only when the variable display of the first special symbol is performed, and the small hit may not be provided when the variable display of the second special symbol is performed. In this case, the small hit determination table for the second special symbol shown in FIG. In this embodiment, when the gaming state is shifted to the probability changing state, the variation display of the second special symbol is mainly executed. Even if the game state is shifted to the probability change state, a small hit will be generated, and if it is configured to produce an effect asking whether or not the probability change will occur, even though the current game state is the probability change state On the contrary, it makes the player feel annoying. Therefore, if it is configured so that the small hit does not occur during the variation display of the second special symbol, if the gaming state is the probability variation state, it is difficult for the small hit to occur and the excessive effect is not given to the probability variation. This can prevent the player from feeling annoyed.
  The CPU 56 extracts the count value of the random number circuit 503 at a predetermined time and sets the extracted value as the value of the big hit determination random number (random R). The big hit determination random number is shown in FIG. If it matches any of the big hit determination values, the special symbol is decided to be big hit (15R probability variation big hit, 8R probability variation big hit, sudden probability variation big hit described later). When the big hit determination random number value matches one of the small hit determination values shown in FIGS. Note that the “probability” shown in FIG. 8A indicates the probability (ratio) of a big hit. Further, “probabilities” shown in FIGS. 8B and 8C indicate the probability (ratio) of small hits. Further, deciding whether or not to win a jackpot means deciding whether or not to shift to the jackpot gaming state, but the stop symbol in the first special symbol display 8a or the second special symbol display 8b is determined. It also means deciding whether or not to make a jackpot symbol. Further, determining whether or not to make a small hit means determining whether or not to shift to the small hit gaming state, but stopping in the first special symbol display 8a or the second special symbol display 8b. It also means determining whether or not the symbol is to be a small hit symbol.
  In this embodiment, as shown in FIGS. 8B and 8C, when the small hit determination table (for the first special symbol) is used, the small hit is determined at a ratio of 1/300. On the other hand, when using the small hit determination table (second special symbol), a case where the small hit is determined at a ratio of 1/3000 will be described. Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. The ratio determined as “small hit” is higher than when the variable display is executed.
  FIGS. 8D and 8E are explanatory diagrams showing the jackpot type determination tables 131a and 131b stored in the ROM 54. FIG. Among these, FIG. 8 (D) determines the jackpot type using the hold memory based on the game ball having won the first start winning opening 13 (that is, when the variable display of the first special symbol is performed). This is a jackpot type determination table (for the first special symbol) 131a. Further, FIG. 8E shows a case where the jackpot type is determined using the holding memory based on the fact that the game ball has won the second start winning opening 14 (that is, when the variation display of the second special symbol is performed). Is a jackpot type determination table (for the second special symbol) 131b.
  The jackpot type determination tables 131a and 131b, when it is determined that the variable display result is a jackpot symbol, based on a random number (random 1) for determining the jackpot type, the jackpot type is set to “15R probability variable big hit”, This table is referred to in order to determine either “8R probability variation big hit” or “sudden probability variation big hit”. In this embodiment, as shown in FIGS. 8D and 8E, ten determination values are assigned to “suddenly probable big hit” in the big hit type determination table 131a (40 minutes). In the jackpot type determination table 131b, five judgment values are assigned to the “sudden probability variation jackpot” (a ratio of 5/40). Will be suddenly determined to be a promising big hit). Therefore, in this embodiment, when the start winning prize is given to the first start winning opening 13 and the first special symbol variation display is executed, the start winning prize is given to the second starting winning prize slot 14 and the second special symbol is displayed. Compared with the case where the variable display is executed, the ratio determined as “suddenly probable big hit” is high. Note that “sudden probability variation big hit” is assigned only to the first special symbol jackpot type determination table 131a, and “sudden probability variation big hit” is not assigned to the second special symbol big hit type determination table 131b (ie, It may be determined that “suddenly probable big hit” may be determined only when the variable display of the first special symbol is performed.
  In this embodiment, as shown in FIGS. 8 (D) and 8 (E), a sudden probability variation big hit as the first specific gaming state to which a predetermined amount of game value is given and an amount larger than the game value There are cases where the 15th round probability change big hit “15R probability change big hit” and the 8th round probability change big hit “8R probability change big hit” are determined as the second specific gaming state to which the game value is given. Although the case where it is determined that the first specific gaming state is determined at a high rate when it is executed is shown, the gaming value to be given is not limited to the number of rounds as shown in this embodiment. For example, as compared with the first specific gaming state, the second specific gaming state in which the allowable amount of the winning number (count number) of game balls to the big winning opening per round is increased as the gaming value is determined. Also good. Further, for example, as compared with the first specific gaming state, the second specific gaming state in which the opening time of the big winning opening per game during the big hit may be determined as the gaming value. In addition, for example, even if the same 15 round big hits, the first specific gaming state that opens the big winning opening once per round and the second specific gaming state that opens the big winning opening multiple times per round It may be prepared to increase the gaming value of the second specific gaming state by substantially increasing the number of times the special winning opening is opened. In this case, for example, in any case of the first specific gaming state or the second specific gaming state, when the big winning opening is opened 15 times (in this case, all 15 rounds in the case of the first specific gaming state) In the case of the second specific gaming state, there is an undigested round remaining), and it is possible to execute an effect in such a manner as to inquire whether or not the jackpot continues further. And in the case of the first specific gaming state, all the 15 rounds have been finished internally, so the big hit game is finished, and in the case of the second specific gaming state, there remains an undigested round internally. For this reason, the jackpot game may be continued (the effect that the bonus winning opening is additionally started with a bonus after finishing the bonus hit of 15 times).
  In this embodiment, as shown in FIGS. 8D and 8E, there are “15R probability variation big hit”, “8R probability variation big hit” and “sudden probability variation big hit” as the big hit types. In this embodiment, the number of rounds executed in the jackpot game is three types of 15 rounds, 8 rounds, and 2 rounds. However, the number of rounds executed in the jackpot game is the number of rounds executed in the jackpot game. It is not limited to those shown in the form. For example, a 7R probability variable jackpot that is controlled for a 7-round jackpot game and a 5R probability variable jackpot that is controlled for a 5-round jackpot game may be provided. In this embodiment, there are three types of jackpot types: “15R probability variation big hit”, “8R probability variation big hit”, and “sudden probability variation big hit”. The above jackpot type may be provided. Conversely, the jackpot type may be less than three types, for example, only two types may be provided as the jackpot type.
  The “15R probability variable big hit” is a big hit that is controlled to a 15-round big hit gaming state, and shifts to the probable change state after the big hit gaming state is finished (in this embodiment, the high probability state and the high The state is also shifted (see steps S166 to S170 described later). Then, after the transition to the probability variation state, when the variation display is terminated 70 times, the high base state and the high probability state are terminated (see steps S168, S144, steps S170, S140).
  The “8R probability variable big hit” is a big hit that is controlled to the eight-round big hit gaming state and shifts to the probability changed state after the big hit gaming state is finished. The state is also shifted to (see steps S166 to S170 described later). Then, after the transition to the probability variation state, when the variation display is terminated 70 times, the high base state and the high probability state are terminated (see steps S168, S144, steps S170, S140).
  The “sudden probability change big hit” is the number of times that the special winning opening is less than the “15R probability change big hit” or “8R probability change big hit” (in this embodiment, the opening for 0.1 seconds is twice). The jackpot allowed up to. In other words, when “suddenly promising big hit”, the game is controlled to a two round big hit gaming state. Also, in the case of “15R probable big hit” or “8R probable big hit”, the opening time of the big winning opening per round is as long as 29 seconds, whereas in “sudden probable big hit”, the winning prize opening per round is long. The opening time is as short as 0.1 seconds, and it is almost impossible to expect a game ball to win a big prize during the big hit game. In this embodiment, after the sudden probability change big hit gaming state is finished, the state is changed to the probability change state (in this embodiment, the high base state is not changed and only the high probability state is changed). Then, after shifting to the probability variation state, when the variation display is terminated 70 times, the high probability state is terminated.
  As described above, in this embodiment, even in the case of “small hit”, the big winning opening is opened twice for 0.1 seconds each, Similar control is performed. In the case of “small hit”, the game state does not change after the opening of the big winning opening twice, and the game state before “small hit” is maintained. By doing so, it is made impossible to recognize whether it is “suddenly promising big hit” or “small hit”, and the interest of the game is improved. As shown in this embodiment, when the big hit types are all probability variation big hits (in this embodiment, 15R probability variation big hit, 8R probability variation big hit, sudden probability variation big hit), there is no need to provide a small hit. Good. In addition, when the big hit types are all probabilistic big hits as in this embodiment, when a small hit is provided, only sudden transition with high base state without high base state is performed. It is preferable to provide it (the opening pattern of the big prize opening is also the same for the case of sudden probability change big hit and small hit).
  The jackpot type determination tables 131a and 131b are numerical values to be compared with a random value of 1, which corresponds to each of “15R probability variation big hit”, “8R probability variation big hit”, and “sudden probability variation big hit” (big hit type Judgment value) is set. When the value of random 1 matches any of the jackpot type determination values, the CPU 56 determines the jackpot type as a type corresponding to the matched jackpot type determination value.
  In this embodiment, as described above, only the jackpot type that shifts to the high probability state is included, but it is also possible to have a jackpot that does not shift to the high probability state (so-called normal jackpot). In addition, when transitioning to a high probability state, the high probability state is terminated by transitioning to the normal state triggered by a predetermined number of fluctuation displays. It is good also as a structure which complete | finishes a high-probability state by not changing a frequency | count limitation in a state but shifting to a normal state when a normal jackpot occurs.
  Further, in the present embodiment, it is possible to shift to the probability change state based on the type of jackpot that has occurred, but the present invention is not limited to this. For example, a specific area through which a game ball can pass is provided in the big winning opening, and when the game ball passes through the specific area during a big hit, the game moves to a probable change state, while the specific area is played during the big hit. It is also possible to shift to the normal state when does not pass. In this case, the probability variation big hit and the non-probability big hit may be realized by changing the ease of passing the game ball to the specific area according to the big hit type. For example, the easiness of passage of the game ball to the specific area may be changed by changing the opening time of the big winning opening according to the big hit type. Specifically, a big hit type with a long opening time of the big winning opening is set as a big hit (substantial probable big hit) that allows a game ball to easily pass to a specific area, and a big hit type with a short opening time of the big winning opening is set to a specific area. It is good also as a big hit (substantial non-probable big hit) that a sphere does not easily pass.
  In this embodiment, when the 15R probability variation big hit or the 8R probability variation big hit occurs, the state shifts to the high probability state and the high base state, and when the 70 times of fluctuation display is finished, the high probability state and the high base state are changed. Although it is configured to end, the number of variable displays from the transition to each gaming state to the end may not be the same in the high probability state and the high base state. For example, the high base state may be ended when 70 fluctuation displays are ended after the big hit is ended, and the high probability state may be ended when 71 fluctuation displays are ended.
  In the present embodiment, when a sudden probability change big hit occurs, the high base state is not changed to a high probability state after the big hit ends, but the present invention is not limited to this. Similarly to the occurrence of the probable big hit, it is possible to shift between the probable change state and the high base state. Moreover, it is good also as determining whether it transfers to a high base state based on the gaming state at the time of sudden probability change big hit. For example, if suddenly probable big hits occur in the high base state, it shifts to the high base state.If sudden probable big hits occur in the low base state, it does not shift to the high base state. It is possible to make it difficult for the player to recognize which winning has occurred.
  9A to 9C are explanatory diagrams showing the big hit variation pattern type determination tables 132A to 132C. The jackpot variation pattern type determination tables 132A to 132C, when it is determined that the variable display result is a jackpot symbol, the variation pattern type is determined according to the determination result of the jackpot type, and a random number for determining the variation pattern type. It is a table that is referred to in order to determine one of a plurality of types based on (Random 2).
  Each of the big hit variation pattern type determination tables 132A to 132C includes numerical values (determination values) to be compared with random number (random 2) values for variation pattern type determination, including normal CA3-1, normal CA3-2, A determination value corresponding to any one of the variation pattern types of super CA3-3, special CA4-1, and special CA4-2 is set.
  For example, the big hit variation pattern type determination table 132A shown in FIG. 9A used when the big hit type is “8R probability variable big hit” and the big hit type shown in FIG. The allocation of determination values for the variation pattern types of normal CA 3-1, normal CA 3-2, and super CA 3-3 is different from the big hit variation pattern type determination table 132 B shown in B).
  As described above, when the big hit variation pattern type determination tables 132A to 132C selected according to the big hit type are compared, the assignment of the determination value to each fluctuation pattern type is different according to the big hit type. Also, determination values are assigned to different variation pattern types depending on the jackpot type. Therefore, different variation pattern types can be determined according to the determination result of whether the big hit type is a plurality of types, and the ratio determined for the same variation pattern type can be varied.
  As shown in FIGS. 9A and 9B, in this embodiment, when “15R probability variation big hit” or “8R probability variation big hit”, the random number for determining the variation pattern type (random 2) If the value of 150 is 251, it can be seen that the variable display with at least super reach (super reach A, super reach B) is executed.
  In addition, for the super reach big hit, the variation pattern type with pseudo-continuity (variation pattern type including the variation pattern of Super PA3-3 and Super PA3-4) and the variation pattern type without super-continuity (Super PB3-3, Super It may be divided into a variation pattern type including a variation pattern of PB3-4. In this case, in both the big hit variation pattern type determination table 132A for 8R probability variation big hit and the big hit variation pattern type determination table 132B for 15R probability variation big hit, the variation pattern type with super reach and quasi-ream, super reach and pseudo A variation pattern type not associated with a series is assigned.
  In the big hit variation pattern type determination table 132C used when the big hit type is “suddenly probable big hit”, for example, when the big hit type such as special CA4-1 or special CA4-2 is other than “suddenly probable big hit”. A determination value is assigned to a variation pattern type to which no determination value is assigned. Therefore, when the variable display result is “big hit” and the type of big hit is “suddenly probable big hit”, the control is made to the big hit state with 15R positive variable big hit or 8R positive variable big hit. Can be determined for different variation pattern types.
  FIG. 9D is an explanatory diagram showing a small hit variation pattern type determination table 132D. The small hit variation pattern type determination table 132D has a plurality of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is a small hit symbol. It is a table that is referred to in order to determine any of the above. In this embodiment, as shown in FIG. 9D, when it is determined to be a small hit, the case where the special CA4-1 is determined as the variation pattern type is shown. .
  FIGS. 10A to 10D are explanatory diagrams showing the deviation variation pattern type determination tables 135A to 135D. Among these, FIG. 10 (A) shows a loss variation pattern type determination table 135A used when the gaming state is the normal state and the total number of pending storages is less than three. FIG. 10B shows a loss variation pattern type determination table 135B used when the gaming state is the normal state and the total number of pending storages is 3 or more. FIG. 10C shows a high probability / high base state (a state from the end of big hit by 15R probability variation big hit or 8R probability variation big hit until the end of the 70th variation display) in the gaming state is probability variation state. The deviation variation pattern type determination table 135C used in this case is shown. Further, FIG. 10D is used when the gaming state is a high probability / low base state (a state from the end of the big hit due to sudden probability variation big hit to the end of the 70th variation display) in the probability variation state. A deviation variation pattern type determination table 135D is shown. The deviation variation pattern type determination tables 135A to 135D have a plurality of types of variation pattern types based on a random number (random 2) for variation pattern type determination when it is determined that the variable display result is an off-design. It is a table that is referred to in order to determine any of the above.
  As shown in FIGS. 10 (C) and 10 (D), in this embodiment, even in the case of the probability variation state, when the fluctuation display after the big hit end by the sudden probability variation big hit is performed, the 15R probability variation big hit is performed. Compared to the case where the fluctuation display after the big hit is completed by the 8R probability variable big hit, the ratio of the fluctuation pattern with super reach is selected is higher. By doing so, in this embodiment, in the high probability state after the big hit by suddenly probable big hit, the player for the high probability state is displayed with high probability in the high probability state. Has increased expectations.
  In addition, a game for a big hit just before the end of the probability variation state is configured by increasing the ratio of the super reach from the variation display a predetermined number of times before the probability variation state ends (for example, five times before) to the last variation display. It is good also to raise a person's expectation. In this case, for example, at the end of the big hit, 75 times are set in a high probability number counter and a high base number counter described later (for example, 75 is set in both the high probability number counter and the high base number counter, and 75 times The high probability / high base state may continue until the fluctuation display is completed. The high probability count counter is set to 75, the high base count counter is set to 70, and the probability variation state ends. Control may be performed with a high probability / low base state from the previous to the last fluctuation display, and control is performed with a high probability / low base state from the five fluctuations before the probability variation state ends to the last fluctuation display. In this case, the variation pattern type determination for detachment is performed by checking the high probability flag and the high base flag according to the same control as that shown in this embodiment. Tables 135C and 135D may be selected (see steps S95, S96, S100, and S101). At the start of the variable display, the values of the high probability count counter and the high base count counter remain at a predetermined number (for example, 5). ) Or less (whether or not the remaining number of probability variation states is within a predetermined number), and if it is within a predetermined number (for example, 5), the super shown in FIG. The deviation variation pattern type determination table 135D with an increased reach ratio is selected. If the counter value is still greater than a predetermined number (for example, 5), the variation pattern type determination table 135C for deviation shown in FIG. May be selected. In addition, the control method in the case where it is configured to increase the ratio of the super reach from the fluctuation display a predetermined number of times before the probability variation state ends (for example, five times before) is not limited to that shown in this embodiment. For example, 71 is set in the high probability count counter in the same manner as in this embodiment, and conversely, 66 is set in the high base count counter. Is controlled to a high probability / low base state, and by confirming whether the value of the high probability count counter is within 5 or less, the variation pattern type determination tables 135C and 135D for loss are selected. May be. Further, the number of fluctuations after the big hit may not be determined based on the count value of the high probability number counter or the high base number counter, but may be determined using another counter. For example, a counter that counts the number of fluctuations after the end of the big hit game is provided, and whether the count value of the counter is within a predetermined range (for example, 71 to 75 or 66 to 71) is confirmed. It may be determined whether the state is between five changes before the end of the state and the last change display, and the deviation variation pattern type determination tables 135C and 135D may be selected. In addition, when the configuration is such that the high-probability / low-base state is controlled from the change display a predetermined number of times before the probability change state ends (for example, five times before) to the end of the last change display. In the variation pattern setting process, the variation pattern type determination tables 135C and 135D for detachment may be selected according to the state of the high probability flag or the high base flag (see steps S95, S96, S100, and S101). ).
  In the example shown in FIG. 10, a case where separate variation pattern type determination tables 135 </ b> B to 135 </ b> D are used for the case where the gaming state is the high base state and the case where the total number of pending storages is 3 or more is shown. However, the common deviation variation pattern type determination table may be used in the case of the high base state and in the case where the total number of pending storages is 3 or more. In the example shown in FIG. 10C, the common high base deviation variation pattern type determination table 135C is used regardless of the total number of reserved storage, but the high base deviation variation pattern is used. As the type determination table, a plurality of variation pattern determination tables for deviation corresponding to the total number of pending storages (tables with different ratios of determination values) may be used.
  In this embodiment, when the gaming state is the normal state, the deviation variation pattern type determination table 135A used when the total pending storage number is less than 3 and the total pending storage number is 3 or more. In this example, two types of tables are used, namely, the deviation variation pattern type determination table 135B. However, the method of dividing the variation variation pattern type determination table is not limited to that shown in this embodiment. For example, a separate deviation variation pattern type determination table may be provided for each value of the total pending storage number (that is, for the total pending storage number 0, for the total pending storage number 1, for the total pending storage number 2) , The deviation variation pattern type determination table for the total pending storage number 3, for the total pending storage number 4... May be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the total number of pending storages may be used. For example, a deviation variation pattern type determination table for the total pending storage number 0-2, the total pending storage number 3, the total pending storage number 4,... May be used.
  Further, in this embodiment, a case is shown in which a plurality of deviation variation pattern type determination tables are provided according to the total number of reserved storages, but deviation variation pattern type determination is performed according to the first and second reserved memory numbers. A plurality of tables may be provided. For example, when the variable display of the first special symbol is performed, a deviation variation pattern type determination table prepared separately for each value of the first reserved memory number may be used (that is, the first reserved memory number). The deviation variation pattern type determination table for 0, for the first reserved memory number, for the first reserved memory number for 2, for the first reserved memory number for three, for the first reserved memory number for four, etc. Each may be used separately). Further, for example, a deviation variation pattern type determination table corresponding to a combination of a plurality of other values of the first reserved storage number may be used. For example, a deviation variation pattern type determination table for the first reserved memory number 0 to 2, the first reserved memory number 3, the first reserved memory number 4, and so on may be used. Even in this case, when the first reserved memory number and the second reserved memory number are large (for example, 3 or more), it may be configured such that a variation pattern type including a variation pattern with a short variation time is easily selected. . Even in such a case, a common determination value may be assigned to a variation pattern type including a variation pattern with super reach as a specific variable display pattern.
  Note that “specific performance mode” refers to a variation pattern type or variation pattern that has a high expectation level for at least big hits, such as a fluctuation pattern with super reach, and can give the player a sense of expectation for the big hit. It is. In addition, the “expected degree (reliability) for the big hit” indicates an appearance rate (probability) that the big hit appears when variable display (for example, variable display with super reach) according to the specific performance mode is executed. ing. For example, the expectation degree of jackpot when the variable display with super reach is executed is determined as (the rate at which super reach is executed when the jackpot is determined) / (when the jackpot is determined to be a jackpot and lost) Is calculated by calculating the rate at which super reach is performed on both.
  Each of the deviation variation pattern type determination tables 135A to 135B includes a numerical value (determination value) to be compared with a random number (random 2) value for variation pattern type determination, which is non-reach CA2-1 to non-reach CA2-. 3, a determination value corresponding to one of the variation pattern types of normal CA2-4 to normal CA2-6 and super CA2-7 is set.
  As shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the normal state and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 230 to 251, it can be seen that variable display with at least super reach (super reach A, super reach B) is executed regardless of the total number of pending storage.
  Also, as shown in FIGS. 10A and 10B, in this embodiment, when the game state is out of the game and the game state is the normal state, the value of the random number (random 2) for determining the variation pattern type Is 1 to 79, it can be seen that the fluctuation display of the normal fluctuation is executed at least without the reach (without the predetermined effect such as the pseudo ream and the slide effect) regardless of the total number of reserved storage. Due to such a table configuration, in this embodiment, the determination table (displacement variation pattern type determination table 135A, 135B) includes at least one of the variable display patterns other than the reach variable display pattern (variation pattern with reach). Regardless of the number of rights (first reserved memory number, second reserved memory number, combined reserved memory number) stored in the reserved memory means (first reserved memory buffer or second reserved memory buffer) for a part, Common determination values (1 to 79 in the examples shown in FIGS. 10A and 10B) are assigned. Note that the “variable display pattern other than the reach variable display pattern” means, as shown in this embodiment, for example, a variable display result without a reach, without a predetermined effect such as a pseudo-ream or a slide effect. Is a variable display pattern (fluctuation pattern) that is used when the big hit is not a big hit.
  In this embodiment, as shown in FIG. 9, the case where the common big hit variation pattern type determination table is used regardless of the current gaming state is shown. Depending on whether it is a normal state, you may make it use the variation pattern type determination table for big hits prepared separately, respectively. In this embodiment, when the total number of pending storages is 3 or more, the variation pattern for shortening variation is determined by selecting the variation pattern type determination table for shortening shown in FIG. 10B. Although the case where it is configured so that there is a case is shown, the total number of reserved memories (the first reserved memory number or the second reserved memory number may be used) when the variation pattern of the shortening variation can be selected according to the current gaming state ) May be different. For example, when the gaming state is the normal state, when the total number of reserved memory is 3 (or when the first reserved memory number or the second reserved memory number is 2, for example), When the variation pattern type of shortening variation is selected by selecting the variation pattern type determination table for loss, and the gaming state is a high base state, the case of 1 or 2 having a smaller total number of pending storage However (or, for example, even when the number of the first reserved memory and the second reserved memory is smaller 0 or 1), the fluctuation pattern type determination table for shortening is selected to determine the fluctuation pattern of the shortening fluctuation. There may be cases where there are cases.
  FIGS. 11A and 11B are explanatory views showing hit variation pattern determination tables 137A to 137B stored in the ROM 54. FIG. The hit fluctuation pattern determination tables 137A to 137B determine the fluctuation pattern according to the determination result of the big hit type or the fluctuation pattern type when it is determined that the variable display result is “big hit” or “small hit”. This is a table that is referred to in order to determine a variation pattern as one of a plurality of types based on a random number (random 3). Each of the variation pattern determination tables 137A to 137B is selected as a usage table according to the determination result of the variation pattern type. That is, the hit variation pattern determination table 137A is selected as the usage table in accordance with the determination result that the variation pattern type is one of normal CA3-1 to normal CA3-2 or super CA3-3, and the variation pattern type is specially selected. The hit variation pattern determination table 137B is selected as the use table in accordance with the determination result indicating that either CA4-1 or special CA4-2 is selected. Each hit variation pattern determination table 137A to 137B is a numerical value (determination value) to be compared with a random pattern random number (random 3) value according to the variation pattern type, and the variable display result of the effect symbol is Data (determination value) corresponding to any of a plurality of types of variation patterns corresponding to the case of “big hit” is included.
  In the example shown in FIG. 11A, as the variation pattern types, normal CA3-1, which is a variation pattern type including a variation pattern with only normal reach, and a variation pattern type including a variation pattern with normal reach and pseudo-continuity are used. A case is shown in which a normal CA 3-2 is classified into a normal CA 3-2 and a super CA 3-3 that is a variation pattern type including a variation pattern with super reach (which may be accompanied by a pseudo-ream). In the example shown in FIG. 11B, as the variation pattern type, a special CA4-1 that is a variation pattern type including a non-reach variation pattern and a special CA4- that is a variation pattern type including a variation pattern with reach are used. 2 shows a case of classification into two. In FIG. 11B, the variation pattern type may be divided according to the presence / absence of a predetermined effect such as a pseudo-ream or a slip effect, instead of being classified according to the presence / absence of reach. In this case, for example, the special CA 4-1 includes a special PG 1-1 and a special PG 2-1 that are variation patterns not accompanied by a predetermined effect, and the special CA 4-2 includes a special PG 1-2 and a special PG 1-2 that have a predetermined effect. You may comprise so that PG1-3 and special PG2-2 may be included.
  FIG. 12 is an explanatory diagram showing a deviation variation pattern determination table 138A stored in the ROM 54. As shown in FIG. When it is determined that the variable display result is “out of”, the deviation variation pattern determination table 138A is based on a random number (random 3) for variation pattern determination according to the determination result of the variation pattern type. It is a table referred to in order to determine any one of a plurality of types of variation patterns. The deviation variation pattern determination table 138A is selected as a usage table according to the determination result of the variation pattern type.
  FIG. 13 and FIG. 14 are explanatory diagrams showing an example of the contents of the effect control command transmitted by the game control microcomputer 560. In the example shown in FIGS. 13 and 14, the command 80XX (H) is an effect control command (variation pattern command) that specifies a variation pattern of the effect symbol that is variably displayed on the effect display device 9 in response to the variable display of the special symbol. (Each corresponding to a variation pattern XX). That is, when a unique number is assigned to each of the usable variation patterns shown in FIG. 6, there is a variation pattern command corresponding to each variation pattern specified by the number. “(H)” indicates a hexadecimal number. The effect control command for designating the variation pattern is also a command for designating the start of variation. Therefore, when receiving the command 80XX (H), the effect control microcomputer 100 controls the effect display device 9 to start variable display of effect symbols.
  Commands 8C01 (H) to 8C06 (H) are effect control commands indicating whether or not to make a big hit, whether or not to make a big hit, and a big hit type. The effect control microcomputer 100 determines the display result of the effect symbols in response to the reception of the commands 8C01 (H) to 8C06 (H).
  Command 8D01 (H) is an effect control command (first symbol variation designation command) indicating that variable display (variation) of the first special symbol is started. Command 8D02 (H) is an effect control command (second symbol variation designation command) indicating that variable display (variation) of the second special symbol is started. The first symbol variation designation command and the second symbol variation designation command may be collectively referred to as a special symbol specifying command (or symbol variation designation command). Note that information indicating whether to start variable display of the first special symbol or variable display of the second special symbol may be included in the variation pattern command.
  Command 8F00 (H) is an effect control command (symbol confirmation designation command) indicating that the variable display (fluctuation) of the fourth symbol is terminated and the display result (stop symbol) is derived and displayed. When receiving the symbol confirmation designation command, the effect control microcomputer 100 ends the variable display (fluctuation) of the fourth symbol and derives and displays the display result.
  Command 9000 (H) is an effect control command (initialization designation command: power-on designation command) transmitted when power supply to the gaming machine is started. Command 9200 (H) is an effect control command (power failure recovery designation command) transmitted when power supply to the gaming machine is resumed. When the power supply to the gaming machine is started, the gaming control microcomputer 560 transmits a power failure recovery designation command if data is stored in the backup RAM, and if not, initialization designation is performed. Send a command.
  Command 9F00 (H) is an effect control command (customer waiting demonstration designation command) for designating a customer waiting demonstration.
  Commands A001 and A002 (H) are effect control commands for displaying the fanfare screen, that is, designating the start of the big hit game (big hit start designation command: fanfare designation command). In this embodiment, a big hit start designation command or a small hit / sudden probability sudden change big hit start designation command is used according to the type of big hit. Specifically, if it is “15R probability variation big hit” or “8R probability variation big hit”, the big hit start designation command (A001 (H)) is used, and if it is “sudden probability variation big hit” or “small hit”. For small hit / sudden probability sudden change big hit start designation command (A002 (H)) is used. Note that the game control microcomputer 560 is configured to transmit a fanfare designation command for sudden probability change big hit start designation in the case of sudden probability change big hit, but not to send a fanfare designation command in case of small hit. Also good.
  The command A1XX (H) is an effect control command (special command during opening of a big winning opening) indicating a display during the opening of the big winning opening for the number of times (round) indicated by XX. Since the value specifying the round is set in the EXT data for each round, and the command for opening a special prize opening is transmitted, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10. A2XX (H) is an effect control command (designation command after opening the big winning opening) indicating the closing of the big winning opening for the number of times (round) indicated by XX. In addition, since the value specifying the round is set in the EXT data for each round and the designation command after opening the special winning opening is transmitted, a different designation command after opening the special winning opening is transmitted for each round. For example, when ending the first round during the big hit game, a designation command (A201 (H)) after the big winning opening is designated to designate round 1, and when the tenth round during the big hit game is ended. Is sent after a special winning opening opening command (A30A (H)) for designating round 10.
  The command A301 (H) is an effect control command for displaying the jackpot end screen, that is, the end of the jackpot game (a jackpot end designation command: an ending 1 designation command). The big hit end designation command (A301 (H)) is used when the big hit game by “15R probability variable big hit” or “8R probability variable big hit” is ended. Command A 302 (H) is an effect control command (small hit / sudden probability sudden change big hit end designation command: ending 2 designation command) that designates the end of the small hit game or the sudden probability change big hit game. Note that the game control microcomputer 560 is configured to transmit an ending designation command for suddenly probable big hit end designation in the case of sudden probable big hit, but not to send an ending designation command in the case of small hit. Also good.
  Command B000 (H) is an effect control command (normal state background designation command) for designating background display when the gaming state is the normal state. Command B001 (H) is an effect control command (high probability / high base state background designation command) for designating a background display when the gaming state is a high probability / high base state. Command B002 (H) is an effect control command (high probability / low base state background designation command) for designating a background display when the gaming state is a high probability / low base state.
  The command C000 (H) is an effect control command (first start winning designation command) that designates that the first start winning has been won. The command C100 (H) is an effect control command (second start winning designation command) for designating that the second starting win has been won. In this embodiment, hereinafter, the first start prize designation command and the second start prize designation command may be collectively referred to as a start prize designation command.
  The command C2XX (H) is an effect control command (total pending storage number designation command) that designates the total number (total pending storage number) that is the sum of the first reserved memory number and the second reserved memory number. “XX” in the command C2XX (H) indicates the total pending storage number. The command C300 (H) is an effect control command (total pending storage count subtraction designation command) that designates that the total pending storage count is decremented by one. In this embodiment, the game control microcomputer 560 transmits a total pending memory count subtraction designation command when subtracting the total pending memory count, but does not use the total pending memory count subtraction designation command. When subtracting the total pending storage number, a total pending storage number designation command for designating the total pending storage number after subtraction may be transmitted.
  In this embodiment, a case is shown in which a combined pending storage number designation command for designating the combined pending storage number is transmitted as a command for designating the reserved storage count. It may be configured to transmit a command for designating the increased number of reserved memories. Specifically, when the first reserved memory increases, a first reserved memory number designation command for designating the first reserved memory number is transmitted, and when the second reserved memory increases, the second reserved memory number is designated. The second reserved memory number designation command may be transmitted.
  In this embodiment, a start winning designation command for designating which one of the first start winning opening 13 and the second starting winning opening 14 is won is transmitted as the hold storage information, and the total reserved storage number However, the effect control command to be transmitted as the stored storage information is not limited to that shown in this embodiment. For example, when the number of reserved memories increases, a reserved memory number addition designation command (a first reserved memory number addition designation command or a second reserved memory number addition) indicating that the first reserved memory number or the second reserved memory number has increased. When the reserved memory number decreases, the reserved memory number subtraction designation command (the first reserved memory number subtraction designation command or the command indicating that the first reserved memory number or the second reserved memory number has decreased) is transmitted. (Second reserved memory number subtraction designation command) may be transmitted.
  Command C4XX (H) and command C6XX (H) are effect control commands (winning determination result designation command) indicating the contents of the determination result at the time of winning. Of these, the command C4XX (H) is an effect control command (symbol design command) that indicates whether or not a big hit, a small hit or not, and a big hit type determination result among the winning determination results. is there. The command C6XX (H) is an effect control command indicating a determination result (variation pattern type determination result) of which determination value range of the variation pattern type determination random number among the winning determination results. (Variation category command).
  In this embodiment, in the winning effect processing described later (see FIG. 21), the game control microcomputer 560 determines whether or not it is a big hit, a small hit or not, Then, it is determined in which determination value range the random value for determining the variation pattern type falls. Then, in the EXT data of the symbol designating command, a value for designating the big hit or the small hit or a value for designating the type of the big win is set, and control for transmission to the production control microcomputer 100 is performed. Further, a value for designating a range of a determination value as a determination result is set in the EXT data of the variation category command, and control to transmit to the effect control microcomputer 100 is performed. In this embodiment, the production control microcomputer 100 can recognize whether the display result is a big hit or a small hit based on the value set in the symbol designation command, and the type of the big hit, Based on the variation category command, the variation pattern type can be recognized when the value of the variation pattern type determination random number becomes a predetermined determination value.
  FIG. 15 is an explanatory diagram showing an example of the contents of a symbol designation command. As shown in FIG. 15, in this embodiment, EXT data is set and a symbol designating command is transmitted according to whether or not a big hit or a small hit is made and the type of the big hit.
  For example, when it is determined that “out of the game” is given in the winning effect processing described later, the CPU 56 transmits a symbol designating command (symbol 1 designating command) in which “00 (H)” is set in the EXT data. Further, for example, when it is determined that the “15R probability variation big hit” is reached, the CPU 56 transmits a symbol designation command (design 2 designation command) in which “01 (H)” is set in the EXT data. Further, for example, when it is determined that “8R probability variation big hit” is reached, the CPU 56 transmits a symbol designation command (design 3 designation command) in which “02 (H)” is set in the EXT data. Further, for example, when it is determined that “suddenly probable big hit”, the CPU 56 transmits a symbol designation command (design 5 designation command) in which “04 (H)” is set in the EXT data. For example, when it is determined that the “small hit” is reached, the CPU 56 transmits a symbol designation command (design 6 designation command) in which “05 (H)” is set in the EXT data. Note that the EXT data set in the symbol designation command and the EXT data set in the display result designation command may be shared. With such a configuration, it is possible to share data to be read when setting a symbol designating command and when setting a display result specifying command.
  16 and 17 are explanatory diagrams showing examples of the contents of the variable category command. As shown in FIG. 16 and FIG. 17, in this embodiment, which gaming state is displayed, which display result is the display result of the special symbol or effect symbol, the random number for determining the variation pattern type at the time of starting winning A value is set in the EXT data according to whether it is determined that any of the determination values falls within the range, and a variation category command is transmitted.
  For example, if it is determined that the gaming state is in the normal state and out of place at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether the random number for determining the variation pattern type is 1 to 79. Determine whether or not. When the value of the variation pattern type determination random number is 1 to 79, the CPU 56 transmits a variation category 1 command in which “00 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the non-reach CA2-1 variation pattern type is commonly assigned to the range of determination values 1 to 79 regardless of the total number of pending storage. Therefore, the production control microcomputer 100 can recognize at least that the variation pattern type is non-reach CA2-1 based on the reception of the variation category 1 command. Next, when the random number for determining the variation pattern type is 80 to 89, the CPU 56 transmits a variation category 2 command in which “01 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is 90 to 99, the CPU 56 transmits a variation category 3 command in which “02 (H)” is set in the EXT data. Next, when the random number for determining the variation pattern type is between 100 and 169, the CPU 56 transmits a variation category 4 command in which “03 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 170 to 199, the CPU 56 transmits a variation category 5 command in which “04 (H)” is set in the EXT data. Next, when the random number for variation pattern type determination is 200 to 214, the CPU 56 transmits a variation category 6 command in which “05 (H)” is set in the EXT data. Next, when the value of the random number for determining the variation pattern type is between 215 and 229, the CPU 56 transmits a variation category 7 command in which “06 (H)” is set in the EXT data. Next, when the value of the random number for determining the variation pattern type is 230 to 251, the CPU 56 transmits a variation category 8 command in which “07 (H)” is set in the EXT data. In this embodiment, when the gaming state is the normal state, the variation pattern type of the super CA 2-7 is commonly assigned to the range of the determination values 230 to 251 regardless of the total pending storage number. Therefore, the production control microcomputer 100 can recognize that at least the variation pattern type is super CA2-7 based on the reception of the variation category 8 command.
  Note that the threshold values 79, 89, 99, 169, 199, 214, and 229 used to determine which of the above-mentioned variation categories belong are specifically shown in FIGS. 10 (A) and 10 (B). This is derived by picking up values that can be boundaries of the range of determination values assigned to each variation pattern type in the variation pattern type determination table for loss. This is the same for the subsequent variation categories 9 to 12 and 21 to 29, and each variation in the variation pattern type determination table shown in FIGS. 9A to 9D, 10C, and 10D. A threshold value used for category determination is derived by picking up a value that can be a boundary of a range of determination values assigned to the pattern type.
  Further, for example, when it is determined that the gaming state is high probability / high base state and out of place at the time of starting winning, in step S232 of winning effect processing described later, the CPU 56 first determines the value of the random number for determining the variation pattern type. It is determined whether or not 1 to 219. When the value of the random number for determining the variation pattern type is 1 to 219 (that is, when the variation pattern type is non-reach CA2-3), the CPU 56 performs the variation in which “08 (H)” is set in the EXT data. Send category 9 command. Next, the CPU 56 sets “09 (H)” to the EXT data when the value of the random number for determining the variation pattern type is 220 to 251 (that is, the variation pattern type of the super CA 2-7). Send a variable category 10 command.
  Also, for example, when it is determined that the gaming state is high probability / low base state and out of place at the time of starting winning, in step S232 of winning effect processing described later, the CPU 56 first determines the value of the random number for determining the variation pattern type. It is determined whether or not 1 to 79. When the random number for determining the variation pattern type is 1 to 79 (that is, when the variation pattern type is non-reach CA 2-1), the CPU 56 sets the variation in which “0A (H)” is set in the EXT data. A category 11 command is transmitted. Next, the CPU 56 sets “0B (H)” in the EXT data when the value of the random number for determining the variation pattern type is 80 to 251 (that is, when the variation pattern type is super CA2-7). Send a variable category 12 command.
  Even when the gaming state is a probable change state (high probability / high base state or high probability / low base state), the variation pattern type of the super CA 2-7 may be assigned to the range of the determination values 230 to 251. Good. By doing so, a common determination value can be assigned to the variation pattern type of the super CA 2-7 regardless of the gaming state. For this reason, when executing the process of step S232 of the effect process at the time of winning to be described later, if it is out of place, the common determination process may be performed regardless of the gaming state, and the program capacity can be further reduced. In this case, the game state determination process in step S226 can be made unnecessary.
  Also, for example, if it is determined that the “8R probability variation big hit” is obtained at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether the random number for determining the variation pattern type is 1 to 74. Determine whether or not. When the random number for determining the variation pattern type is 1 to 74 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “10 (H)” is set in the EXT data. 21 commands are transmitted. Next, the CPU 56 sets “11 (H)” in the EXT data when the value of the random number for variation pattern type determination is 75 to 149 (that is, when the variation pattern type is normal CA3-2). A variation category 22 command is transmitted. Next, the CPU 56 sets “12 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 150 to 251 (that is, the variation pattern type of the super CA3-3). A variable category 23 command is transmitted.
  Also, for example, when it is determined that the “15R probability variation big hit” is reached at the time of starting winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether the value of the random number for determining the variation pattern type is 1 to 38. Determine whether or not. When the random number for determining the variation pattern type is 1 to 38 (that is, when the variation pattern type is normal CA3-1), the CPU 56 sets the variation category in which “13 (H)” is set in the EXT data. 24 commands are transmitted. Next, the CPU 56 sets “14 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 39 to 79 (that is, when the variation pattern type is normal CA3-2). Send a variation category 25 command. Next, the CPU 56 sets “15 (H)” in the EXT data when the value of the random number for determining the variation pattern type is 80 to 251 (that is, when the variation pattern type is super CA3-3). A variation category 26 command is transmitted.
  Further, for example, when it is determined that the winning odds suddenly become a big win at the start winning, in step S232 of the winning effect processing described later, the CPU 56 first determines whether or not the value of the random number for determining the variation pattern type is 1 to 100. Determine. When the value of the random number for determining the variation pattern type is 1 to 100 (that is, when the variation pattern type is special CA4-1), the CPU 56 sets the variation category in which “16 (H)” is set in the EXT data. 27 commands are transmitted. Next, when the random number for determining the variation pattern type is 101 to 251 (that is, when the variation pattern type is special CA4-2), the CPU 56 sets the variation category in which “17 (H)” is set in the EXT data. 28 commands are transmitted.
  Further, for example, when it is determined that a small hit is made at the time of starting winning, the CPU 56 transmits a variation category 29 command in which “18 (H)” is set in the EXT data.
  The effect control microcomputer 100 (specifically, the effect control CPU 101) mounted on the effect control board 80 receives the above-described effect control command from the game control microcomputer 560 mounted on the main board 31. Then, the display state of the image display device 9 is changed according to the contents shown in FIGS. 13 and 14, the display state of the lamp is changed, and the sound number data is output to the audio output board 70. To do.
  For example, the game control microcomputer 560 designates the variation pattern of the effect symbol whenever there is a start prize and variable display of the special symbol is started on the first special symbol display 8a or the second special symbol display 8b. The variation pattern command and the display result designation command are transmitted to the production control microcomputer 100.
  In this embodiment, the presentation control command has a 2-byte structure, the first byte represents MODE (command classification), and the second byte represents EXT (command type). The first bit (bit 7) of the MODE data is always set to “1”, and the first bit (bit 7) of the EXT data is always set to “0”. Note that such a command form is an example, and other command forms may be used. For example, a control command composed of 1 byte or 3 bytes or more may be used.
  In addition, as the transmission method of the effect control command, the effect control command data is output from the main board 31 to the effect control board 80 via the relay board 77 by the eight parallel signal lines of the effect control signals CD0 to CD7, In addition to the effect control command data, a method of outputting a pulse-shaped (rectangular wave-shaped) capture signal (effect control INT signal) for instructing capture of the effect control command data is used. The 8-bit effect control command data of the effect control command is output in synchronization with the effect control INT signal. The effect control microcomputer 100 mounted on the effect control board 80 detects that the effect control INT signal has risen, and starts a 1-byte data capturing process through an interrupt process.
  In the example shown in FIG. 13 and FIG. 14, the variable pattern command and the display result designation command are displayed as variable display (variation) of the effect symbol corresponding to the variation of the first special symbol on the first special symbol display 8 a and the second special symbol. Image display that can be used in common with variable display (variation) of the effect symbol corresponding to the variation of the second special symbol on the symbol display 8b, and that produces an effect with the variable display of the first special symbol and the second special symbol. It is possible to prevent an increase in the types of commands transmitted from the game control microcomputer 560 to the effect control microcomputer 100 when controlling the effect parts such as the device 9.
  FIG. 18 is a flowchart showing an example of a program of special symbol process (step S26) executed by the game control microcomputer 560 (specifically, the CPU 56) mounted on the main board 31. As described above, in the special symbol process, a process for controlling the first special symbol display 8a or the second special symbol display 8b and the special winning opening is executed. In the special symbol process, the CPU 56 turns on the first start winning opening 13 when the first start opening switch 13a for detecting that the game ball has won the first start winning opening 13 is turned on. If a winning has occurred, or if the second starting port switch 14a for detecting that a game ball has won the second starting winning port 14 is turned on, that is, the starting winning to the second starting winning port 14 If this occurs, start-port switch passage processing is executed (steps S311 and S312). Then, any one of steps S300 to S310 is performed. If the first start winning port switch 13a or the second start port switch 14a is not turned on, any one of steps S300 to S310 is performed according to the internal state.
  The processes in steps S300 to S310 are as follows.
  Special symbol normal processing (step S300): Executed when the value of the special symbol process flag is zero. When the game control microcomputer 560 is in a state where the variable symbol special display can be started, the game control microcomputer 560 confirms the number of numerical data stored in the reserved storage buffer (total number of reserved storage). The stored number of numerical data stored in the hold storage buffer can be confirmed by the count value of the combined hold storage number counter. If the count value of the total pending storage number counter is not 0, it is determined whether or not the display result of the variable display of the first special symbol or the second special symbol is a big hit. In case of big hit, set big hit flag. Then, the internal state (special symbol process flag) is updated to a value (1 in this example) according to step S301. The jackpot flag is reset when the jackpot game ends.
  Fluctuation pattern setting process (step S301): This process is executed when the value of the special symbol process flag is 1. Also, the variation pattern is determined, and the variation time in the variation pattern (variable display time: the time from the start of variable display until the display result is derived and displayed (stop display)) is defined as the variation display variation time of the special symbol. Decide to do. Further, control is performed to transmit a variation pattern command corresponding to the determined variation pattern to the effect control microcomputer 100, and a variation time timer for measuring the variation time of the special symbol is started. Then, the internal state (special symbol process flag) is updated to a value (2 in this example) corresponding to step S302.
  Display result designation command transmission process (step S302): This process is executed when the value of the special symbol process flag is 2. Control for transmitting a display result designation command to the production control microcomputer 100 is performed. Then, the internal state (special symbol process flag) is updated to a value (3 in this example) corresponding to step S303.
  Special symbol changing process (step S303): This process is executed when the value of the special symbol process flag is 3. When the variation time of the variation pattern selected in the variation pattern setting process elapses (the variation time timer set in step S301 times out, that is, the variation time timer value becomes 0), the design control microcomputer 100 determines the symbol. Control to transmit the specified command is performed, and the internal state (special symbol process flag) is updated to a value (4 in this example) corresponding to step S304. The effect control microcomputer 100 controls the effect display device 9 to stop the fourth symbol when receiving the symbol confirmation designation command transmitted by the game control microcomputer 560.
  Special symbol stop process (step S304): executed when the value of the special symbol process flag is 4. When the big hit flag is set, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. If the small hit flag is set, the internal state (special symbol process flag) is updated to a value (8 in this example) corresponding to step S308. If neither the big hit flag nor the small hit flag is set, the internal state (special symbol process flag) is updated to a value corresponding to step S300 (in this example, 0). In this embodiment, as will be described later, a special symbol display control for stopping and displaying a special symbol stop symbol in the special symbol display control process based on the fact that the value of the special symbol process flag is 4. The data is set in the output buffer for setting the special symbol display control data, and the special symbol stop symbol is actually stopped and displayed according to the setting contents of the output buffer in the display control processing in step S22.
  Preliminary winning opening opening process (step S305): This is executed when the value of the special symbol process flag is 5. In the pre-opening process for the big prize opening, control for opening the big prize opening is performed. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. In addition, control is performed to transmit the special winning opening open designation command to the production control microcomputer 100, the execution time of the special winning opening open processing is set by the timer, and the internal state (special symbol process flag) is set in step S306. To a value corresponding to (6 in this example). Note that the pre-opening process for the big prize opening is executed for each round, but when starting the first round, the pre-opening process for the big winning opening is also a process for starting the big hit game. In addition, since the value specifying the round is set in the EXT data for each round and the command for opening a special prize opening is specified, a different command for opening a special prize opening is transmitted for each round. For example, when executing the first round during the big hit game, a special winning opening opening designation command (A101 (H)) for specifying round 1 is transmitted, and when executing the tenth round during the big hit game. Is a special winning opening open designation command (A10A (H)) for designating round 10.
  Large winning opening opening process (step S306): This process is executed when the value of the special symbol process flag is 6. In the special prize opening opening process, a process for confirming the establishment of the closing condition of the special prize opening is performed. If the closing condition for the special prize opening is satisfied and there are still remaining rounds, the internal state (special symbol process flag) is updated to a value (5 in this example) corresponding to step S305. In addition, control is performed to transmit the designation command after the big hit release to the effect control microcomputer 100, and when all rounds are completed, the internal state (special symbol process flag) is set to a value corresponding to step S307 (this In the example, update to 7).
  Big hit end process (step S307): executed when the value of the special symbol process flag is 7. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the big hit gaming state has ended. Also, a process for setting a flag indicating a gaming state (for example, a high probability flag or a high base flag) is performed. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  Small hit release pre-processing (step S308): This process is executed when the value of the special symbol process flag is 8. In the pre-opening process for small hits, control is performed to open the big prize opening. Specifically, a counter (for example, a counter that counts the number of game balls that have entered the big prize opening) is initialized and the solenoid 21 is driven to open the big prize opening. Also, the execution time of the special winning opening opening process is set by the timer, and the internal state (special symbol process flag) is updated to a value corresponding to step S309 (9 in this example). Note that the pre-opening process for small hits is executed every time the big winning opening during the small hit game is opened. It is also a process to start.
  Small hit release processing (step S309): executed when the value of the special symbol process flag is 9. Processing to confirm the establishment of the closing condition of the big prize opening is performed. When the closing condition of the big prize opening is satisfied and the number of opening of the big prize opening still remains, the internal state (special symbol process flag) is set to a value (8 in this example) corresponding to step S308. Update. Further, when all the releases are completed, the internal state (special symbol process flag) is updated to a value (10 in this example) corresponding to step S310.
  Small hit end process (step S310): executed when the value of the special symbol process flag is 10. Control is performed to cause the microcomputer 100 for effect control to perform display control for notifying the player that the small hit gaming state has ended. Then, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to step S300.
  FIG. 19 is a flowchart showing the start port switch passing process in step S312. In the start port switch passing process, the CPU 56 first checks whether or not the first start port switch 13a is in an ON state (step S1211). If the first start port switch 13a is not in the ON state, the process proceeds to step S1222. If the first start port switch 13a is on, the CPU 56 determines whether or not the first reserved memory number has reached the upper limit (specifically, the first reserved memory for counting the first reserved memory number). Whether or not the value of the number counter is 4) is checked (step S1212). If the first reserved storage number has reached the upper limit value, the process proceeds to step S1222.
  If the first reserved memory number has not reached the upper limit value, the CPU 56 increases the value of the first reserved memory number counter by 1 (step S1213), and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1214). Further, the CPU 56 corresponds to the value of the total reserved memory number counter in the reserved storage specific information storage area (hold specific area) for storing the winning order to the first start winning opening 13 and the second start winning opening 14. Data indicating “first” is set in the area (step S1215).
  In this embodiment, when the first start opening switch 13a is turned on (that is, when a game ball starts and wins the first start winning opening 13), data indicating “first” is set, When the second start port switch 14a is turned on (that is, when a game ball starts and wins the second start winning port 14), data indicating “second” is set. For example, the CPU 56 sets 01 (H) as data indicating “first” when the first start port switch 13 a is turned on in the reserved storage specifying information storage area (holding specified area), and the first 2 When the start port switch 14a is turned on, 02 (H) is set as data indicating “second”. In this case, when there is no corresponding reserved storage, 00 (H) is set in the reserved storage specific information storage area (hold specific area).
  FIG. 20A is an explanatory diagram showing a configuration example of a reserved storage specifying information storage area (holding specified area). As shown in FIG. 20A, an area corresponding to the maximum value (8 in this example) of the value of the total reserved memory number counter is secured in the reserved specific area. FIG. 20A shows an example in which the value of the total pending storage number counter is 5. As shown in FIG. 20A, an area corresponding to the maximum value (8 in this example) of the total reserved memory number counter is secured in the reserved specific area. 2. Data indicating “first” or “second” is set in the order of winning based on winning in the starting winning port 14. Accordingly, in the reserved storage specific information storage area (hold specific area), the winning order to the first start winning opening 13 and the second starting winning opening 14 is stored. Note that the reserved specific area is formed in the RAM 55.
  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the first reserved storage buffer (see FIG. 20B) ( Step S1216). In the process of step S1216, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. It should be noted that the random number for random pattern determination (random 3) is not extracted and stored in the storage area in advance in the start-port switch passing process (at the time of start winning), but is extracted at the start of the variation of the first special symbol. May be. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.
  FIG. 20B is an explanatory diagram showing a configuration example of an area (hold buffer) for storing random numbers and the like corresponding to the hold memory. As shown in FIG. 20B, a storage area corresponding to the upper limit value (4 in this example) of the first reserved storage number is secured in the first reserved storage buffer. In addition, a storage area corresponding to the upper limit value of the second reserved storage number (4 in this example) is secured in the second reserved storage buffer. In this embodiment, the first reserved storage buffer and the second reserved storage buffer include a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation A random number for pattern type determination (random 2) and a random number for variation pattern determination (random 3) are stored. The first reserved storage buffer and the second reserved storage buffer are formed in the RAM 55.
  Next, the CPU 56 executes prize-winning effect processing in which the fluctuation display result and the fluctuation pattern type when the fluctuation based on the detected start winning is subsequently executed are determined in advance at the time of starting winning (step S1217). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1218), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1219). In addition, the CPU 56 performs control to transmit the first start winning designation command to the production control microcomputer 100 (step S1220), and sets the value of the total pending storage number counter to EXT data and sets the total pending storage number designation command. Is transmitted to the production control microcomputer 100 (step S1221).
  Note that by executing the processing of steps S1218 and S1219, in this embodiment, the CPU 56 regardless of the gaming state (whether it is a high probability state, a high base state, or a big hit gaming state). Always sends both the symbol designating command and the variable category command to the production control microcomputer 100 every time the first winning prize opening 13 is won.
  In this embodiment, when the start winning to the first start winning opening 13 occurs by executing the processing of steps S1218 to S1221, the symbol designation command, the variable category command, the first start prize designation A set of four commands, that is, a command and a total pending storage number designation command, are transmitted together in one timer interrupt.
  Next, the CPU 56 checks whether or not the second start port switch 14a is in an on state (step S1222). If the second start port switch 14a is not in the ON state, the process is terminated as it is. If the second start port switch 14a is in the ON state, the CPU 56 determines whether or not the second reserved memory number has reached the upper limit value (specifically, the second reserved memory for counting the second reserved memory number). Whether or not the value of the number counter is 4 is confirmed (step S1223). If the second reserved storage number has reached the upper limit value, the processing is terminated as it is.
  If the second reserved memory number has not reached the upper limit value, the CPU 56 increments the value of the second reserved memory number counter by 1 (step S1224), and the value of the total reserved memory number counter for counting the total reserved memory number Is increased by 1 (step S1225). In addition, the CPU 56 sets data indicating “second” in an area corresponding to the value of the total reserved memory number counter in the reserved storage specific information storage area (hold specific area) (step S1226).
  Next, the CPU 56 extracts values from the random number circuit 503 and a counter for generating software random numbers, and executes a process of storing them in a storage area in the second reserved storage buffer (see FIG. 20B) (see FIG. 20B). Step S1227). Note that in the process of step S1227, a random R (big hit determination random number) that is a hardware random number, a big hit type determination random number (random 1) that is a software random number, a variation pattern type determination random number (random 2), and a variation pattern A random number for determination (random 3) is extracted and stored in the storage area. It should be noted that the random number for random pattern determination (random 3) is not extracted and stored in the storage area in advance in the start-port switch passing process (at the time of start winning), but is extracted at the start of the variation of the second special symbol. May be. For example, the game control microcomputer 560 may directly extract a value from a variation pattern determination random number counter for generating a variation pattern determination random number (random 3) in a variation pattern setting process described later.
  Next, the CPU 56 executes a winning effect processing (step S1228). Then, the CPU 56 performs control to transmit a symbol designation command to the effect control microcomputer 100 based on the determination result of the winning effect processing (step S1229), and transmits a variation category command to the effect control microcomputer 100. Control is performed (step S1230). Further, the CPU 56 performs control to transmit the second start winning designation command to the production control microcomputer 100 (step S1231), and sets the value of the total pending storage number counter to the EXT data and sets the total pending storage number designation command. Is transmitted to the production control microcomputer 100 (step S1232).
  In this embodiment, by executing the processing of steps S1229 and S1230, the CPU 56 regardless of the gaming state (whether it is a high probability state, a high base state, or a big hit gaming state). Always sends both the symbol designation command and the variable category command to the production control microcomputer 100 every time the second start winning opening 14 is won.
  In this embodiment, when the start winning to the second start winning opening 14 occurs by executing the processing of steps S1229 to S1232, the symbol designation command, the variable category command, the second start prize designation A set of four commands, that is, a command and a total pending storage number designation command, are transmitted together in one timer interrupt.
  FIG. 21 is a flowchart showing the winning effect processing in steps S1217 and S1228. In the winning effect process, the CPU 56 first compares the jackpot determination random number (random R) extracted in steps S1216 and S1227 with the normal jackpot determination value shown in the left column of FIG. It is confirmed whether or not they match (step S220). In this embodiment, at the timing of starting the variation of the special symbol and the production symbol, whether or not to make a big hit or a small hit in the special symbol normal processing described later, determining the type of big hit or changing the variation pattern in the variation pattern setting processing In addition to that, at the timing when the game ball starts and wins at the first start winning opening 13 and the second starting winning opening 14, before the change display based on the start winning is started, By executing the winning presentation process, it is confirmed in advance whether or not the big hit or the small win is made, and which judgment value range the value of the big hit type or the variation pattern type determination random number is.
  If the jackpot determination random number (random R) does not match the normal jackpot determination value (N in step S220), the CPU 56 determines that the gaming state is a high probability state (probability change state. High probability / high base state and high probability / It is confirmed whether or not a high probability flag indicating that the low base state is included is set (step S221). If the high probability flag is set, the CPU 56 compares the jackpot determination random number (random R) extracted in steps S1216 and S1227 with the jackpot determination value at the time of probability change shown in the right column of FIG. It is confirmed whether or not they match (step S222). It should be noted that there is a possibility that a plurality of variation displays will be executed after confirming whether or not the state is surely changed in step S221 at the time of the start winning, until the actual display of the variation based on the start winning is actually started. There is. For this reason, the game state has changed (for example, the start of change) from when it is confirmed whether or not it is in the probable variation state at step S221 at the time of starting winning, until when the fluctuation display based on the starting winning is actually started. If there is a 15R probability variation big hit before, an 8R probability variation big hit, or a sudden probability variation big hit, the normal state changes to the probability variation state. For this reason, the gaming state determined in step S221 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) do not necessarily match. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.
  If the jackpot determination random number (random R) does not match the jackpot determination value at the time of probability change (N in step S222), the CPU 56 determines the jackpot determination random number (random R) extracted in steps S1216 and S1227 and FIG. ) And (C) are compared with the small hit determination values to confirm whether or not they match (step S223). In this case, when there is a start winning at the first start winning opening 13 (when the winning effect processing in step S1217 is executed), the CPU 56 determines the small hit determination table (first) shown in FIG. It is determined whether or not it matches the small hit determination value set for the special symbol. Further, when there is a start winning at the second start winning opening 14 (when the winning effect processing at step S1228 is executed), the small hit determination table (for the second special symbol) shown in FIG. 8C. It is determined whether or not it matches the small hit determination value set in.
  If the big hit determination random number (random R) does not match the small hit determination value (N in step S223), the CPU 56 sets the EXT data “00 (H)” indicating “out of” in the symbol designation command. Is performed (step S224).
  Next, the CPU 56 performs a process for determining the current gaming state (step S225). In this embodiment, the CPU 56 determines whether or not the gaming state is a high probability state and a high base state (specifically, the high probability flag and the high base flag are set in step S225). Whether or not). In addition, after confirming whether or not the high probability state and the high base state are determined in step S225 at the time of starting winning, until the display of fluctuation based on the starting winning is actually started, Multiple variable displays may be performed. Therefore, the game state after the start winning is confirmed in step S225 whether or not it is in the high probability state and the high base state until the actual display of variation based on the start winning is actually started. (For example, when a 15R probability change big hit, an 8R probability change big hit, or a sudden probability change big hit occurs before the start of fluctuation, there is a case where the normal state changes to the probability changed state). Therefore, the gaming state determined in step S225 at the time of starting winning and the gaming state determined at the start of variation (see step S61 described later) do not necessarily match. In order to prevent such a discrepancy, a game with a change in the game state in the currently stored hold memory is specified, and the determination at the start winning prize is made based on the game state after the change. Also good.
  Then, the CPU 56 sets each threshold for detachment according to the determination result of step S225 (step S226). In this embodiment, a threshold determination program for performing threshold determination in advance is incorporated, and by determining whether or not the threshold value is larger than the threshold value, the value of the random number for determining the variation pattern type falls within any determination value range. Is determined, and the value of the EXT data set in the variation category command shown in FIGS. 16 and 17 is determined.
  For example, if the CPU 56 determines that the gaming state is a high probability / high base state, the CPU 56 sets the threshold 219. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 219 in step S232 described later, and if it is equal to or less than the threshold value 219 (that is, 1 to 219). Is determined to set “08 (H)” as the EXT data of the variable category command (see FIG. 16). If it is not less than or equal to the threshold 219 (that is, 220 to 251), it is determined that “09 (H)” is set as the EXT data of the variable category command (see FIG. 16).
  Further, for example, when the CPU 56 determines that the gaming state is the high probability / low base state, the CPU 56 sets the threshold value 79. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 79 in step S232 described later. Is determined to set “0A (H)” as the EXT data of the variable category command (see FIG. 16). If the threshold value is not 79 or less (that is, 80 to 251), it is determined that “0B (H)” is set as the EXT data of the variable category command (see FIG. 16).
  For example, if the CPU 56 determines that the gaming state is the normal state, the CPU 56 sets the threshold values 79, 89, 99, 169, 199, 214, and 229 regardless of the total number of pending storages. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 79 in step S232 described later, and if it is equal to or less than the threshold value 79 (that is, 1 to 79). Is determined to set “00 (H)” as the EXT data of the variable category command (see FIG. 16). If the threshold value is 89 or less (that is, 80 to 89), it is determined that “01 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 99 or less (that is, 90 to 99), it is determined that “02 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 169 or less (that is, 100 to 169), it is determined that “03 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 199 or less (that is, 170 to 199), it is determined that “04 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold is 214 or less (ie, 200 to 214), it is determined that “05 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is 229 or less (that is, 215 to 229), it is determined that “06 (H)” is set as the EXT data of the variable category command (see FIG. 16). If the threshold value is not less than 229 (that is, 230 to 251), it is determined that “07 (H)” is set as the EXT data of the variable category command (see FIG. 16).
  In the threshold determination example described above, 79, 89, 99, 169, 199, 214, and 229 are determined in order from the smallest threshold value. It will never fall within the range below the previous order threshold. That is, after determining whether or not the threshold value is 79 or less, when determining whether or not the threshold value is 89 or less, it does not fall within the range of 1 to 79 that is equal to or less than the threshold value in the previous order. It is determined whether it is in the range. In this embodiment, the case where the threshold values are determined to be 79, 89, 99, 169, 199, 214, and 229 in order from the smallest value is shown. Conversely, 229, 214, 199, 169, 99, 89 and 79 may be determined. The same applies to the determination using other threshold values shown below.
  Note that the threshold value in the normal state (low probability / low base state) may always be set without determining the gaming state in step S225. Even in such a configuration, the range of determination values is shared by at least the variation pattern type that is “non-reach” and the variation pattern type that is “super-reach”. It can be determined whether or not it is “out of” or “out of super reach”.
  When the big hit determination random number (random R) matches the small hit determination value (Y of step S223), the CPU 56 uses the EXT data “05 (H)” indicating “small hit” as a symbol designating command. Is set (step S227).
  Next, the CPU 56 sets a threshold for small hits (step S228). In this embodiment, the CPU 56 sets the threshold value 251, and determines that the value of the random number for determining the variation pattern type is equal to or less than the threshold value 251 (1 to 251) in step S 232 described later. It is determined that “18 (H)” is set as the EXT data of the variation category command (see FIG. 17). In the case of a small hit, it may be determined that the EXT data “18 (H)” is set as it is without performing the threshold determination.
  When the jackpot determination random number (random R) matches the jackpot determination value in step S220 or step S222, the CPU 56 determines the type of jackpot based on the jackpot type determination random number (random 1) extracted in steps S1216 and S1227. Is determined (step S229). In this case, when there is a start winning at the first start winning opening 13 (when the winning effect processing in step S1217 is executed), the CPU 56 determines the jackpot type determination table (first 1D) shown in FIG. Using special symbol 131a, it is determined whether the big hit type is “15R probability variation big hit”, “8R probability variation big hit” or “sudden probability variation big hit”. When there is a start winning at the second start winning opening 14 (when the winning effect processing at step S1228 is executed), the big hit type determination table (for the second special symbol) shown in FIG. 131b is used to determine whether the jackpot type is “15R probability variation big hit”, “8R probability variation big hit”, or “sudden probability variation big hit”.
  Next, the CPU 56 performs processing for setting the EXT data corresponding to the determination result of the jackpot type in the symbol designation command (step S230). In this case, when it is determined that “15R probability variation big hit” is reached, the CPU 56 performs processing for setting EXT data “01 (H)” indicating “15R probability variation big hit” to the symbol designation command. If it is determined that “8R probability variation big hit” is reached, the CPU 56 performs processing for setting EXT data “02 (H)” indicating “8R probability variation big hit” in the symbol designation command. If it is determined that “suddenly probable big hit”, the CPU 56 performs processing for setting EXT data “04 (H)” indicating “suddenly probable big hit” in the symbol designation command.
  And CPU56 sets each threshold value for jackpots according to the jackpot type determined by step S229 (step S231).
  For example, the CPU 56 sets the thresholds 74 and 149 when determining that “8R probability variation big hit”. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or smaller than the threshold value 74 in step S232 described later. Is determined to set “10 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 149 or less (that is, 75 to 149), it is determined that “11 (H)” is set as the EXT data of the variable category command (see FIG. 17). If it is not less than or equal to the threshold value 149 (ie, 150 to 251), it is determined that “12 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Further, for example, when the CPU 56 determines “15R probability variation big hit”, the threshold values 38 and 79 are set. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or smaller than the threshold value 38 in step S232 described later, and if it is equal to or smaller than the threshold value 38 (that is, 1 to 38). Is determined to set “13 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold value is 79 or less (that is, 39 to 79), it is determined that “14 (H)” is set as the EXT data of the variable category command (see FIG. 17). If the threshold value is not 79 or less (that is, 80 to 251), it is determined that “15 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Further, for example, if the CPU 56 determines “suddenly promising big hit”, it sets the threshold 100. In this case, the CPU 56 determines whether or not the value of the variation pattern type determination random number is equal to or less than the threshold value 100 in step S232 described later. Is determined to set “16 (H)” as the EXT data of the variable category command (see FIG. 17). If the threshold is not less than 100 (that is, 101 to 251), it is determined that “17 (H)” is set as the EXT data of the variable category command (see FIG. 17).
  Next, the CPU 56 uses the threshold value set in steps S226, S228, and S231 and the random number for variation pattern type determination (random 2) extracted in steps S1216 and S1227 to determine which value of the random number for variation pattern type determination. It is determined whether it is within the range of the determination value (step S232).
  In steps S226, S228, and S231, instead of setting a predetermined threshold value, a variation pattern type determination table (see FIGS. 9 and 10) is set. In step S232, the set variation pattern type is set. A determination table may be used to determine the range of the variation pattern type determination random number and which variation pattern type.
  Then, the CPU 56 performs a process of setting the EXT data corresponding to the determination result to the variable category command (step S233). Specifically, the CPU 56 determines “00 (H)” to “0B (H)”, “10” as shown in FIGS. 16 and 17 depending on which variation pattern type is determined in step S232. (H) ”to“ 18 (H) ”is set to the EXT data of the variable category command.
  In this embodiment, although the case where it is determined that the big win or the small win is determined in the determination at the time of winning, the range in which the value of the random number for determining the variation pattern type is uniformly determined is shown. When it is determined that the game is a big hit or a small hit, the range of the random number for determining the variation pattern type may not be determined. Then, when a big win or a small win is received, a symbol designating command indicating that the determination at the time of winning is made may be transmitted, and a variation category command which comprehensively indicates that a variation pattern type of a big hit or small winning may be transmitted. . For example, although the production control microcomputer 100 does not specifically show which variation pattern type, the variation indicated that it will be one of the big hit variation pattern types. A hold display may be displayed based on the reception of the category command.
  22 and 23 are flowcharts showing the special symbol normal process (step S300) in the special symbol process. In the special symbol normal process, the CPU 56 confirms the value of the total pending storage number (step S51). Specifically, the count value of the total pending storage number counter is confirmed. If the total pending storage number is 0, if the customer waiting demonstration designation command has not yet been transmitted, control is performed to send the customer waiting demonstration designation command to the production control microcomputer 100 (step S51A), and the processing is performed. finish. For example, when the CPU 56 transmits a customer waiting demonstration designation command in step S51A, the CPU 56 sets a customer waiting demonstration designation command transmitted flag indicating that the customer waiting demonstration designation command has been transmitted. When the special symbol normal processing after the next timer interruption is executed after sending the customer waiting demo designation command, the customer waiting demonstration request command is repeatedly set based on the fact that the customer waiting demo designation command transmission completed flag is set. Control should be performed so that the demo designation command is not transmitted. In this case, the customer waiting demonstration designation command transmission completion flag may be reset when the next special symbol variation display is started.
  In step S51, the CPU 56 does not check the value of the total reserved memory number, but checks whether or not data is set in the first area of the reserved specific area. If it is not set, it may be determined that there is no reserved storage, and the process may proceed to step S51A.
  If the total pending storage number is not 0, the CPU 56 checks whether or not the first data among the data set in the pending specific area (see FIG. 20A) is data indicating “first”. (Step S52). When the first data set in the reserved specific area is not data indicating “first” (that is, data indicating “second”) (N in step S52), the CPU 56 determines that the special symbol pointer (first Data indicating “second” is set in a flag indicating whether special symbol process processing is being performed for one special symbol or special symbol process processing is being performed for the second special symbol (step S53). When the first data set in the reserved specific area is data indicating “first” (Y in step S52), the CPU 56 sets data indicating “first” in the special symbol pointer (step S54). ).
  By executing the processing of steps S52 to S54, in this embodiment, the first special symbol changes in accordance with the start winning order in which the game balls win the first start winning opening 13 and the second starting winning opening 14. Display or variable display of the second special symbol is executed. In this embodiment, the first special symbol variation display or the second special symbol variation display is executed in accordance with the start winning order in which the game balls have won the first start winning opening 13 and the second starting winning opening 14. Although the case where it is displayed is shown, you may comprise so that a variable display of any one of a 1st special symbol and a 2nd special symbol may be performed preferentially. In this case, for example, when the state is shifted to the high base state, it is easy to start winning at the second starting winning port 14 provided with the variable winning ball device 15 and the second reserved memory is easily accumulated. The special symbol variation display may be executed with priority.
  In the case where the display is performed with priority on the variation display of the second special symbol, the jackpot determination random number (random R) is set to the jackpot determination in the low probability state in the winning effect processing shown in FIG. Only the process of comparing with the value may be executed and may not be compared with the jackpot determination value in the high probability state (specifically, only the process of step S220 is executed, and the processes of steps S221 and S222 are performed) You may not do it). With such a configuration, when the display of the variation of the second special symbol is prioritized and executed, between the determination result of the jackpot in the determination at the time of winning and the determination result of the jackpot at the actual start of variation It is possible to prevent the deviation from occurring.
  Next, the CPU 56 reads out each random number value stored in the storage area corresponding to the reserved storage number = 1 indicated by the special symbol pointer in the RAM 55 and stores it in the random number buffer area of the RAM 55 (step S55). Specifically, when the special symbol pointer indicates “first”, the CPU 56 determines each random number value stored in the storage area corresponding to the first reserved memory number = 1 in the first reserved memory buffer. Is stored in the random number buffer area of the RAM 55. In addition, when the special symbol pointer indicates “second”, the CPU 56 reads out each random number value stored in the storage area corresponding to the second reserved memory number = 1 in the second reserved memory buffer. Store in the random number buffer area of the RAM 55.
  Then, the CPU 56 decrements the count value of the reserved storage number counter indicated by the special symbol pointer, and shifts the contents of each storage area (step S56). Specifically, when the special symbol pointer indicates “first”, the CPU 56 subtracts 1 from the count value of the first reserved memory number counter, and in the reserved specific area and the first reserved memory buffer. Shift the contents of each storage area. In addition, when the special symbol pointer indicates “second”, the count value of the second reserved memory number counter is decremented by 1, and the contents of each storage area in the reserved specific area and the second reserved memory buffer are shifted. To do.
  That is, when the special symbol pointer indicates “first”, the CPU 56 stores the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory buffer of the RAM 55. Each stored random number value is stored in a storage area corresponding to the first reserved memory number = n−1. Further, when the special symbol pointer indicates “second”, each stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory buffer of the RAM 55. The random value is stored in the storage area corresponding to the second reserved memory number = n−1. In addition, the CPU 56 adds the values (values indicating “first” or “second”) stored in the storage area corresponding to the total reserved storage number = m (m = 2 to 8) in the reserved specific area. Store in the storage area corresponding to the number of reserved storage = m−1.
  Therefore, the order in which each random value stored in each storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted is always the first reserved memory number (or (Second reserved storage number) = 1, 2, 3, 4 in order. Further, the order in which the values stored in the respective storage areas corresponding to the total number of pending storages are extracted always matches the order of the total number of pending storages = 1-8.
  Then, the CPU 56 decreases the value of the total pending storage number by one. That is, 1 is subtracted from the count value of the total pending storage number counter (step S58). The CPU 56 stores the value of the total pending storage number counter before the count value is decremented by 1 in a predetermined area of the RAM 55.
  Moreover, CPU56 performs control which transmits a background designation | designated command to the microcomputer 100 for effect control according to the present game state (step S60). In this case, when the high probability flag indicating the high probability state is set and the high base flag indicating the high base state is set, the CPU 56 sets the high probability high base state background. Controls sending specified commands. Further, when only the high probability flag is set and the high base flag is not set, the CPU 56 performs control to transmit a high probability low base state background designation command. Further, when neither the high probability flag nor the high base flag is set, the CPU 56 performs control to transmit a normal state background designation command.
  Specifically, when the CPU 56 transmits an effect control command to the effect control microcomputer 100, the address of the command transmission table corresponding to the effect control command (preliminarily set for each command in the ROM) is given. Set to pointer. And the address of the command transmission table according to an effect control command is set to a pointer, and an effect control command is transmitted in an effect control command control process (step S28). In this embodiment, when the change of the special symbol is started, the background control command, the change pattern command, the display result specifying command, and the total pending storage number subtraction specifying command are sequentially set for each timer interrupt. It is transmitted to the computer 100. Specifically, when the change of the special symbol is started, first, the background designation command is transmitted, the variation pattern command is transmitted after 4 ms elapses, the display result designation command is transmitted after elapse of 4 ms, and further after 4 ms elapses. A command for specifying the total pending storage number subtraction is transmitted. In addition, the symbol variation designation command (the first symbol variation designation command, the second symbol variation designation command) is also transmitted when the special symbol variation starts, but the symbol variation designation command is the same timer interrupt as the variation pattern command. Is transmitted to the production control microcomputer 100.
  In the special symbol normal process, first, data indicating “first” indicating that the process is executed for the first start winning opening 13, that is, “first” indicating that the process is executed for the first special symbol. ”Or“ second ”indicating that the process is performed on the second special symbol, that is,“ second ”indicating that the process is performed on the second start winning opening 14. Data is set in the special symbol pointer. In the subsequent processing in the special symbol process, processing corresponding to the data set in the special symbol pointer is executed. Therefore, the process of steps S300 to S310 can be made common between the case of targeting the first special symbol and the case of targeting the second special symbol.
  Next, the CPU 56 reads a random R (a jackpot determination random number) from the random number buffer area and executes a jackpot determination module. In this case, the CPU 56 reads out the jackpot determination random number extracted in step S1216 or step S1227 of the start-port switch passing process and stored in advance in the first hold storage buffer or the second hold storage buffer, and performs the jackpot determination. The big hit determination module compares the big hit determination value or the small hit determination value (see FIG. 8) determined in advance with the big hit determination random number, and executes a process of determining that it is a big hit or a small hit if they match. It is a program to do. That is, it is a program that executes a big hit determination or a small hit determination process.
  In the big hit determination process, when the gaming state is a probable change state (high probability / high base state, high probability / low base state), the probability that the game state is a big hit than when the gaming state is non-probability change state (normal state) Is configured to be high. Specifically, a jackpot determination table (a table in which the numerical value on the right side of FIG. 8A in the ROM 54 is set) in which a large number of jackpot determination values are set in advance and the number of jackpot determination values are changed There is provided a normal big hit determination table (a table in which the numerical value on the left side of FIG. 8A in the ROM 54 is set) set to be smaller than the hour big hit determination table. Then, the CPU 56 checks whether or not the gaming state is a probability variation state. If the gaming state is a probability variation state, the jackpot determination process is performed using the probability variation jackpot determination table, and the gaming state is normal. When it is in the state, the big hit determination process is performed using the normal big hit determination table. That is, when the value of the big hit determination random number (random R) matches one of the big hit determination values shown in FIG. 8A, the CPU 56 determines that the special symbol is a big hit. When it is determined to be a big hit (step S61), the process proceeds to step S71. Note that deciding whether to win or not is to decide whether or not to shift to the big hit gaming state, but to decide whether or not to stop the special symbol display as a big hit symbol. There is also.
  Note that whether or not the current gaming state is a probable change state is determined by whether or not the high probability flag is set. The high probability flag is set when the gaming state shifts to the probability change state, and is reset when the probability change state ends. Specifically, it is determined to be “15R probability change big hit”, “8R probability change big hit” or “sudden probability change big hit”, and is set in the process of ending the big hit game. Then, after the big hit game is over, it is reset when the variable display is finished a predetermined number of times (70 times in this embodiment).
  If the value of the big hit determination random number (random R) does not match any of the big hit determination values (N in step S61), the CPU 56 uses the small hit determination table (see FIGS. 8B and 8C). Then, the small hit determination process is performed. That is, when the value of the big hit determination random number (random R) matches one of the small hit determination values shown in FIGS. 8B and 8C, the CPU 56 determines that the special symbol is a small hit. In this case, the CPU 56 confirms the data indicated by the special symbol pointer. If the data indicated by the special symbol pointer is “first”, the small hit determination table (for the first special symbol) shown in FIG. ) To determine whether or not to make a small hit. If the data indicated by the special symbol pointer is “second”, it is determined whether or not to make a small hit using the small hit determination table (for the second special symbol) shown in FIG. . If it is determined to be a small hit (step S62), the CPU 56 sets a small hit flag indicating a small hit (step S63), and proceeds to step S75.
  If the value of the random R does not match either the big hit determination value or the small hit determination value (N in step S62), that is, if it is out of place, the process proceeds to step S75 as it is.
  In step S71, the CPU 56 sets a big hit flag indicating that it is a big hit. Then, the jackpot type determination table indicated by the special symbol pointer is selected as a table used to determine the jackpot type as one of a plurality of types (step S72). Specifically, when the special symbol pointer indicates “first”, the CPU 56 selects the jackpot type determination table 131a for the first special symbol shown in FIG. 8D. Further, when the special symbol pointer indicates “second”, the CPU 56 selects a big hit type determination table 131b for the second special symbol shown in FIG.
  Next, the CPU 56 uses the selected jackpot type determination table to select a type corresponding to the value of the random number (random 1) for determining the big hit type stored in the random number buffer area (“15R probability variation big hit”, “ 8R probability change big hit "or" sudden probability change big hit ") is determined as the type of big hit (step S73). In this case, the CPU 56 reads the jackpot type determination random number extracted in step S1216 or step S1227 of the start port switch passing process and stored in advance in the first hold memory buffer or the second hold memory buffer, and determines the jackpot type. Do. Further, in this case, as shown in FIGS. 8D and 8E, when the variable display of the first special symbol is executed, it is compared with the case where the variable display of the second special symbol is executed. Therefore, the rate at which suddenly probable big hits are selected is high.
  Further, the CPU 56 sets data indicating the determined jackpot type in the jackpot type buffer in the RAM 55 (step S74). For example, when the big hit type is “15R probability variable big hit”, “01” is set as data indicating the big hit type, and when the big hit type is “8R probability variable big hit”, “02” is set as the data indicating the big hit type. When the jackpot type is “suddenly probable big hit”, “04” is set as data indicating the jackpot type.
  Next, the CPU 56 determines a special symbol stop symbol (step S75). Specifically, when neither the big hit flag nor the small hit flag is set, “−” which is a loss symbol is determined as a special symbol stop symbol. When the big hit flag is set, one of “1”, “7”, and “9”, which is a big hit symbol, is determined as a special symbol stop symbol according to the determination result of the big hit type. That is, when the big hit type is determined to be “suddenly promising big hit”, “1” is decided as a special symbol stop symbol, and when “8R probable big hit” is decided, “7” is designated as a special symbol stop symbol. If it is determined and “15R probability variation big hit” is determined, “9” is determined as a special symbol stop symbol. When the small hit flag is set, “5” as the small hit symbol is determined as the special symbol stop symbol.
  In this embodiment, the case where the jackpot type is first determined and the stop symbol of the special symbol corresponding to the determined jackpot type is shown, but the method for determining the jackpot type and the stop symbol of the special symbol is as follows. It is not limited to what is shown in the embodiment. For example, a table in which a special symbol stop symbol and a jackpot type are associated in advance is prepared, and when a special symbol stop symbol is first determined based on the random number for determining the big hit type, the corresponding jackpot is determined based on the determination result. You may comprise so that a classification may also be determined.
  Then, the value of the special symbol process flag is updated to a value corresponding to the variation pattern setting process (step S301) (step S76).
  FIG. 24 is a flowchart showing the variation pattern setting process (step S301) in the special symbol process. In the variation pattern setting process, the CPU 56 checks whether or not the big hit flag is set (step S91). When the big hit flag is set, the CPU 56 uses the big hit variation pattern type determination tables 132A to 132C (FIG. 9A) as tables used to determine the variation pattern type as one of a plurality of types. ) To (C)) is selected (step S92). Then, the process proceeds to step S102.
  When the big hit flag is not set, the CPU 56 checks whether or not the small hit flag is set (step S93). When the small hit flag is set, the CPU 56 uses the small hit variation pattern type determination table 132D (FIG. 9D) as a table used to determine the variation pattern type as one of a plurality of types. )) Is selected (step S94). Then, the process proceeds to step S102.
  If the small hit flag is not set, the CPU 56 checks whether or not the high base flag indicating the high base state is set (step S95). Note that the high base flag is set when the gaming state shifts to the probability changing state, and is reset when the high base state ends. Specifically, it is determined to be “15R probability variation big hit” or “8R probability variation big hit”, and is set in the process of ending the big hit game. Further, after the big hit game is over, it is reset when the variable display is finished a predetermined number of times (70 times in this embodiment).
  If the high base flag is not set (N in step S95), the CPU 56 checks whether or not the high probability flag indicating the high probability state is set (step S96). If the high probability flag is not set (N in Step S96), that is, if the gaming state is the normal state, the CPU 56 checks whether or not the total number of pending storage is 3 or more (Step S97). If the total number of pending storages is less than 3 (N in step S97), the CPU 56 uses the variation pattern type determination table 135A for detachment as a table used to determine the variation pattern type as one of a plurality of types. 10A) is selected (step S98). Then, the process proceeds to step S102.
  When the total number of pending storages is 3 or more (Y in step S97), the CPU 56 uses the deviation variation pattern type determination table as a table used to determine one of the plurality of variation pattern types. 135B (see FIG. 10B) is selected (step S99). Then, the process proceeds to step S102.
  If the high probability flag is set (Y in step S96), that is, if the gaming state is a high probability / low base state, the CPU 56 determines the variation pattern type as one of a plurality of types. As a table used for this purpose, the deviation variation pattern type determination table 135D (see FIG. 10D) is selected (step S100). Then, the process proceeds to step S102.
  If the high base flag is set (Y in step S95), that is, if the gaming state is a high probability / high base state (in this embodiment, the low probability / high base state is controlled). Therefore, if the high base flag is set, a high probability / high base state is established), and the CPU 56 uses the variation for outlier as a table used to determine one of a plurality of variation patterns. The pattern type determination table 135C (see FIG. 10C) is selected (step S101). Then, the process proceeds to step S102.
  In this embodiment, when the processing of steps S95 to S101 is executed, and the gaming state is the normal state and the total number of pending storages is 3 or more, the variation for loss shown in FIG. The pattern type determination table 135B is selected. Further, when the gaming state is a high probability / high base state, the variation pattern type determination table 135C for loss shown in FIG. 10C is selected. In this case, non-reach CA2-3 may be determined as the variation pattern type in the process of step S102, which will be described later. If the variation pattern type of non-reach CA2-3 is determined, the process changes in step S105. Short reach variation non-reach PA1-2 is determined as a pattern (see FIG. 12). Therefore, in this embodiment, when the gaming state is a high probability / high base state, or when the total number of pending storages is 3 or more, a change display of the shortening variation may be performed. In this embodiment, the variation pattern type determination table for shortening variation (see FIG. 10C) used in the high probability / high base state and the variation pattern type determination table for shortening variation based on the number of reserved storage ( Although the table is different from that shown in FIG. 10B, a common table may be used as the variation pattern type determination table for shortening variation.
  In this embodiment, even when the gaming state is a high base state, when the total number of pending storage is almost 0 (for example, 0, 0 or 1), The change display of the shortening change may not be performed. In this case, for example, when the CPU 56 determines Y in step S95, the CPU 56 checks whether or not the total pending storage number is substantially zero. The determination table 135A (see FIG. 10A) may be selected.
  Next, the CPU 56 reads random 2 (random number for variation pattern type determination) from the random number buffer area (the first reserved storage buffer or the second reserved storage buffer), and performs the processing of steps S92, S94, S98, S99, S100, or S101. By referring to the selected table, the variation pattern type is determined as one of a plurality of types (step S102).
  Next, the CPU 56 uses the hit variation pattern determination tables 137A and 137B (see FIG. 11) as tables used to determine the variation pattern as one of a plurality of types based on the determination result of the variation pattern type in step S102. ), One of the deviation variation pattern determination table 138A (see FIG. 12) is selected (step S103). Further, the random pattern 3 (random number for variation pattern determination) is read from the random number buffer area (first reserved storage buffer or second reserved storage buffer), and the variation pattern is determined by referring to the variation pattern determination table selected in step S103. Is determined as one of a plurality of types (step S105). When the random number 3 (variation pattern determination random number) is not extracted at the timing of the start winning prize, the CPU 56 uses the variation pattern determination random number counter for generating the variation pattern determination random number (random 3). The value may be directly extracted from the data, and the variation pattern may be determined based on the extracted random number value.
  Next, the CPU 56 performs control to transmit the symbol variation designation command indicated by the special symbol pointer to the effect control microcomputer 100 (step S106). Specifically, when the special symbol pointer indicates “first”, the CPU 56 performs control to transmit a first symbol variation designation command. In addition, when the special symbol pointer indicates “second”, the CPU 56 performs control to transmit a second symbol variation designation command. Further, the CPU 56 performs control to transmit an effect control command (variation pattern command) corresponding to the determined variation pattern to the effect control microcomputer 100 (step S107).
  Next, the CPU 56 sets a value corresponding to the variation time corresponding to the selected variation pattern in the variation time timer formed in the RAM 55 (step S108). Then, the value of the special symbol process flag is updated to a value corresponding to the display result designation command transmission process (step S302) (step S109).
  In the case where it is determined to be out of place, instead of suddenly determining the variation pattern type, first, it may be determined whether or not to reach by a lottery process using a random number for reach determination. Then, based on the determination result as to whether or not to reach, the processing of steps S95 to S102 may be executed to determine the variation pattern type. In this case, the variation pattern type determination table for non-reach (including the variation pattern types of non-reach CA2-1 to non-reach CA2-3 shown in FIG. 10) and the variation pattern type determination table for reach (FIG. 10). Normal CA2-4 to normal CA2-6, including a variation pattern type of super CA2-7) are prepared, and one of the variation pattern type determination tables is selected based on the reach determination result. The variation pattern type may be determined.
  In addition, when determining whether or not to reach by a lottery process using a reach determination random number, depending on the total reserved memory number (which may be the first reserved memory number or the second reserved memory number), Reach determination tables with different selection ratios may be selected, and it may be determined whether or not to reach so that the reach probability decreases as the number of reserved memories increases. In this case, for example, whether the CPU 56 matches the determination value assigned to the common range of the reach determination table in determining whether “super-reach out” or “non-reach out” occurs in the winning effect processing. By determining whether or not, it may be determined in advance whether or not it will be reach. In addition, considering that the execution ratio of the notice effect is reduced, as shown in this embodiment, the “super-reach out” is performed depending on the variation pattern type without performing the lottery process using the random number for reach determination. It is preferable that a display of a hold display is performed by determining in advance whether or not “non-reach” will occur.
  FIG. 25 is a flowchart showing the display result designation command transmission process (step S302). In the display result designation command transmission process, the CPU 56 transmits one of the presentation control commands (display result 1 designation to display result 6 designation) (see FIG. 13) in accordance with the determined big hit type, small hit, and loss. Control. Specifically, the CPU 56 first checks whether or not the big hit flag is set (step S110). If not set, the process proceeds to step S118. When the big hit flag is set, according to the type of big hit, when it is “15R probability variation big hit”, control is performed to transmit a display result 2 designation command, and when it is “8R probability variation big hit”, display result 3 Control to transmit the specified command is performed (step S112). Whether or not it is “15R probability variation big hit” is specifically determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”. Specifically, whether or not it is “8R probability variation big hit” is determined by checking whether or not the data set in the big hit type buffer in step S74 of the special symbol normal processing is “02”. it can. In addition, when it is not the probability variation big hit, that is, when it is sudden probability variation big hit, the CPU 56 performs control to transmit the display result 5 designation command (step S117).
  On the other hand, when the big hit flag is not set (N in step S110), the CPU 56 checks whether or not the small hit flag is set (step S118). If the small hit flag is set, the CPU 56 performs control to transmit a display result 6 designation command (step S119). When the small hit flag is not set (N in Step S118), that is, when it is out of place, the CPU 56 performs control to transmit a display result 1 designation command (Step S120).
  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol changing process (step S303) (step S121).
  FIG. 26 is a flowchart showing the special symbol changing process (step S303) in the special symbol process. In the special symbol changing process, the CPU 56 first checks whether or not the total pending storage number subtraction designation command has already been transmitted (step S1121). Whether or not the total pending storage number subtraction designation command has already been transmitted is determined by, for example, transmitting the total pending storage number subtraction designation command when transmitting the total pending storage number subtraction designation command in step S1122 described later. It is sufficient to set whether or not the total pending storage number subtraction designation command transmitted flag is set, and whether or not the total pending storage number subtraction designation command transmitted flag is set in step S1121. Further, in this case, the set total pending storage number subtraction designation command transmission completion flag is reset by special symbol stop processing or jackpot end processing, which will be described later, when the special symbol variation display is ended or when the big jackpot is ended. do it.
  Next, if the total pending storage number subtraction designation command has not been transmitted, the CPU 56 performs control to transmit the total pending storage number subtraction designation command to the effect control microcomputer 100 (step S1122).
  Next, the CPU 56 subtracts 1 from the variable time timer (step S1125). When the variable time timer times out (step S1126), the CPU 56 performs control to transmit a symbol confirmation designation command to the effect control microcomputer 100 (step S1127). Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step S304) (step S1128). If the variable time timer has not timed out, the process ends.
  FIG. 27 is a flowchart showing the special symbol stop process (step S304) in the special symbol process. In the special symbol stop process, the CPU 56 checks whether or not the big hit flag is set (step S131). If the big hit flag is set, the CPU 56 resets the high probability flag indicating the high probability state and the high base flag indicating the high base state if set (step S132). ), Control for transmitting a jackpot start designation command to the production control microcomputer 100 (step S133). Specifically, when the type of jackpot is “15R probability variation jackpot” or “8R probability variation jackpot”, a jackpot start designation command (command A001 (H)) is transmitted. When the big hit type is sudden probability change big hit, a small hit / sudden probability change big hit start designation command (command A002 (H)) is transmitted. Whether the type of jackpot is “15R probability variation big hit”, “8R probability variation big hit” or “sudden probability variation big hit” is a data indicating the big hit type stored in the RAM 55 (stored in the big hit type buffer). Data).
  In addition, a value corresponding to the jackpot display time (a time for which the effect display device 9 notifies that the jackpot has occurred, for example) is set in the jackpot display time timer (step S134). In addition, the number of times of opening in the winning prize opening number counter (for example, 15 times for “15R-probable big hit”, 8 times for “8R-probable big hit”, 2 times for “suddenly promising big hit”). ) Is set (step S135). In addition, the round time per round in the jackpot game is also set. In the case of sudden probability variation big hit, the round time is set to 0.1 seconds, and in the case of 15R probability variation big hit or 8R probability variation big hit, 29 seconds is set as the round time. Then, the value of the special symbol process flag is updated to a value corresponding to the pre-payment opening pre-processing (step S305) (step S136).
  On the other hand, if the big hit flag is not set in step S131, the CPU 56 confirms whether or not the high probability flag indicating the high probability state is set (step S137). When the high probability flag is set (that is, when the probability variation state (high probability / high base state or high probability / low base state)), the number of times the special symbol can be changed in the high probability state is indicated. The value of the high probability count counter is decremented by 1 (step S138). Then, when the value of the high probability count counter after subtraction becomes 0 (step S139), the CPU 56 resets the high probability flag (step S140). If the high probability flag is not set, the process proceeds to step S141.
  Next, the CPU 56 checks whether or not the high base flag indicating the high base state is set (step S141). When the high base flag is set (that is, in the case of a high probability / high base state), the value of the high base number counter indicating the number of times the special symbol can be changed in the high base state is decremented by 1 ( Step S142). Then, when the value of the high base number counter after subtraction becomes 0 (step S143), the CPU 56 resets the high base flag (step S144). Then, the process proceeds to step S145. If the high base flag is not set, the process proceeds to step S145 as it is.
  Next, the CPU 56 checks whether or not the small hit flag is set (step S145). If the small hit flag is set, the CPU 56 transmits a small hit / sudden probability sudden change big hit start designation command (command A002 (H)) to the effect control microcomputer 100 (step S146). Further, a value corresponding to the small hit display time (for example, a time when the effect display device 9 notifies that the small hit has occurred) is set in the small hit display time timer (step S147). Further, the number of times of opening (for example, 2 times) is set in the special winning opening opening number counter (step S148). Then, the value of the special symbol process flag is updated to a value corresponding to the small hit start pre-processing (step S308) (step S149).
  If the small hit flag is not set (N in step S145), the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S150).
  FIG. 28 is a flowchart showing the jackpot end process (step S307) in the special symbol process. In the jackpot end process, the CPU 56 checks whether or not the jackpot end display timer is set (step S160). If the jackpot end display timer is set, the process proceeds to step S164. If the jackpot end display timer is not set, the jackpot flag is reset (step S161), and control for transmitting a jackpot end designation command is performed (step S162). Here, in the case of 15R probability variation big hit or 8R probability variation big hit, a big hit end designation command is transmitted, and in the case of sudden probability variation big hit, a small hit / sudden probability sudden variation big hit end designation command is transmitted. Then, a value corresponding to the display time corresponding to the time during which the big hit end display is performed in the effect display device 9 (big hit end display time) is set in the big hit end display timer (step S163), and the processing is ended.
  In step S164, 1 is subtracted from the value of the jackpot end display timer. Then, the CPU 56 checks whether or not the value of the jackpot end display timer is 0, that is, whether or not the jackpot end display time has elapsed (step S165). If not, the process ends.
  If the big hit end display time has elapsed (Y in step S165), the CPU 56 checks whether the big hit type is a 15R probability variable big hit or an 8R probability variable big hit (step S166). Whether or not it is a 15R probability variation big hit, an 8R probability variation big hit or a sudden probability variation big hit, specifically, the data set in the big hit type buffer in step S74 of the special symbol normal processing is “01”, “02” or It can be determined by checking whether it is “04” or not. If it is 15R probability variation big hit or 8R probability variation big hit, the CPU 56 sets the time reduction flag to shift the gaming state to the time reduction state (step S167) and sets 70 to the high base number counter (step S168). Further, the high probability flag is set to shift the gaming state to the probability change state (step S169), and 70 is set to the high probability count counter (step S170). Then, the process proceeds to step S171. If neither the 15R probability variation big hit or the 8R probability variation big hit is obtained (that is, if the sudden probability variation big hit), the CPU 56 proceeds to step S169.
  Then, the CPU 56 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step S300) (step S171).
  Next, the operation of the effect control means will be described. FIG. 29 is a flowchart showing main processing executed by the effect control microcomputer 100 (specifically, effect control CPU 101) as effect control means mounted on the effect control board 80. The effect control CPU 101 starts executing the main process when the power is turned on. In the main processing, first, initialization processing for clearing the RAM area, setting various initial values, and initializing a timer for determining the activation control activation interval (for example, 4 ms) is performed (step S701). . Thereafter, the effect control CPU 101 proceeds to a loop process for monitoring a timer interrupt flag (step S702). When a timer interrupt occurs, the effect control CPU 101 sets a timer interrupt flag in the timer interrupt process. If the timer interrupt flag is set in the main process, the effect control CPU 101 clears the flag (step S703) and executes the following effect control process.
  In the effect control process, the effect control CPU 101 first analyzes the received effect control command and performs a process of setting a flag according to the received effect control command (command analysis process: step S704).
  Next, the effect control CPU 101 performs effect control process processing (step S705). In the effect control process, the process corresponding to the current control state (effect control process flag) is selected from the processes corresponding to the control state, and display control of the effect display device 9 is executed.
  Next, the production control CPU 101 performs the fourth symbol process (step S706). In the 4th symbol process, the process corresponding to the current control state (4th symbol process flag) is selected from the processes corresponding to the control state, and the 4th symbol display areas 9c and 9d of the effect display device 9 are selected. The display control of the 4th symbol is executed.
  Next, a random number update process for updating a count value of a counter for generating a random number such as a jackpot symbol determining random number is executed (step S707). Thereafter, the process proceeds to step S702.
  FIG. 30 is an explanatory diagram showing a configuration example of a command reception buffer for storing the effect control command received from the game control microcomputer 560 of the main board 31. In this example, a command reception buffer of a ring buffer type capable of storing six 2-byte configuration effect control commands is used. Therefore, the command reception buffer is configured by a 12-byte area of reception command buffers 1 to 12. A command reception number counter indicating in which area the received command is stored is used. The command reception number counter takes a value from 0 to 11. The ring buffer format is not necessarily required.
  The effect control command transmitted from the game control microcomputer 560 is received by an interrupt process based on the effect control INT signal, and is stored in a buffer area formed in the RAM. In the command analysis process, it is analyzed which command (see FIG. 13 and FIG. 14) the effect control command stored in the buffer area is. Note that the interrupt process based on the effect control INT signal is executed in preference to the timer interrupt process executed every 4 ms.
  31 and 32 are flowcharts showing a specific example of the command analysis process (step S704). The effect control command received from the main board 31 is stored in the reception command buffer, but in the command analysis process, the effect control CPU 101 confirms the content of the command stored in the command reception buffer.
  In the command analysis process, the effect control CPU 101 first checks whether or not a reception command is stored in the command reception buffer (step S611). Whether it is stored or not is determined by comparing the value of the command reception number counter with the read pointer. The case where both match is the case where the received command is not stored. When the reception command is stored in the command reception buffer, the effect control CPU 101 reads the reception command from the command reception buffer (step S612). When read, the value of the read pointer is incremented by +2 (step S613). The reason for +2 is that 2 bytes (1 command) are read at a time.
  If the received effect control command is a variation pattern command (step S614), the effect control CPU 101 stores the received variation pattern command in a variation pattern command storage area formed in the RAM (step S615). Then, a variation pattern command reception flag is set (step S616).
  If the received effect control command is a display result designation command (step S617), the effect control CPU 101 forms the received display result designation command (display result 1 designation command to display result 6 designation command) in the RAM. Is stored in the display result designation command storage area (step S618).
  If the received effect control command is a symbol confirmation designation command (step S619), the effect control CPU 101 sets a confirmed command reception flag (step S620).
  If the received effect control command is a jackpot start designation command (command A001 (H)) (step S621), the effect control CPU 101 sets a jackpot start designation command reception flag (step S622).
  If the received effect control command is a small hit / sudden probability sudden change big hit start designation command (command A002 (H)) (step S623), the production control CPU 101 sets a small hit / sudden probability sudden change big hit start designation command reception flag. (Step S624).
  If the received effect control command is any symbol designating command (step S651), the effect control CPU 101 uses the received symbol designating command as the first free winning command storage area formed in the RAM. (Step S652).
  FIG. 33 is an explanatory diagram showing a specific example of the command storage area at the start winning prize. As shown in FIG. 33, an area (storage areas 1 to 8) corresponding to the maximum value (8 in this example) of the total pending storage number is secured in the start winning command storage area. In this embodiment, as shown in steps S1218 to S1221 and S1229 to S1232 of the start port switch passing process of FIG. 19, when there is a start winning to the first start winning port 13 or the second start winning port 14 In addition, four commands of a symbol designation command, a variation category command, a start prize designation command (a first start prize designation command or a second start prize designation command), and a combined pending storage number designation command are set in one timer interrupt. Sent by. Therefore, as shown in FIG. 33, in each of the storage areas 1 to 8 of the start winning command storage area, a symbol designation command, a variation category command, a start prize designation command, and a combined pending storage number designation command can be stored in association with each other. Thus, a storage area is secured.
  In this embodiment, in the command analysis process, the effect control CPU 101 stores commands in the first storage area that is vacant in the start winning command storage area in the order received. In this embodiment, the command transmission is performed in the order of the symbol designation command, the variation category command, the start winning designation command, and the total pending storage number designation command within one timer interruption. As shown in FIG. 33, the symbol designation command, the variation category command, the start winning designation command, and the combined pending storage number designation command are stored in the respective storage areas 1 to 8 in this order (in FIG. 33, An example in which commands are stored in the storage areas 1 to 5 is shown).
  In the example shown in FIG. 33, a total pending storage number designation command (7) that designates the total pending storage number 7 in the storage area in which up to seven pending memories have occurred in the previous fluctuation display and the latest command is stored. C207 (H)) is stored, and thereafter, the storage state of the command storage area at the time of the start winning prize is shown in the situation where one hold memory is consumed and the variable display based on the second hold memory is started. .
  In addition, each command stored in the start winning command storage area shown in FIG. 33 is displayed in step S663 to be described later every time the display of variation of the effect symbol is started (every time the total pending storage number subtraction designation command is received). It is deleted from what is stored in the first storage area 1, and the contents of the start winning command storage area are shifted. For example, in the storage state shown in FIG. 33, when a new effect symbol variation display is started, each command stored in the storage area 1 is deleted and each command stored in the storage area 2 is stored. Each command stored in the storage area 3 is shifted to the storage area 2 and each command stored in the storage area 4 is shifted to the storage area 3 and stored in the storage area 5. Each command is shifted to the storage area 4. It should be noted that the timing at which each command is deleted may be during the effect symbol variation start process, which will be described later, at the timing at which the effect symbol variation display is started.
  In this embodiment, when a symbol designation command, a variable category command, a startup prize designation command, and a combined pending storage number designation command received when a starting prize is generated are comprehensively expressed, Say. Further, among the commands at the time of starting winning, a starting winning designation command and a combined pending storage number designation command which are commands for designating information capable of recognizing that the first reserved memory number or the second reserved memory number has increased, When expressed in a comprehensive manner, it is also called reserved storage information. Also, a symbol designating command which is a command indicating whether or not the big hit or the small win is determined in the winning presentation process at the time of starting winning (see FIG. 21), the determination result of the big hit type, the determination result of the variation pattern type, and When the variable category command is comprehensively expressed, it is also referred to as a winning determination result designation command or determination result information.
  In this embodiment, a storage area is secured in each of the storage areas 1 to 8 of the start winning command storage area so that data indicating the display mode of the hold display can be stored. In this embodiment, the display mode in which the hold display is displayed is determined at the time of start winning occurrence (specifically, determined in the hold display control process described later), and the determined display mode is shown. Data is stored in the storage area. Specifically, when the determined display mode is the normal mode, “1” is set. When the determined display mode is the first special mode, “2” is set. When the determined display mode is the second special mode, “3” is set. Each is stored in a corresponding storage area. When “0” is stored, it indicates that none of the display modes is stored. For example, the example shown in FIG. 33 indicates that the normal mode is determined as the display mode of the first to fourth hold display, and the second special mode is determined as the display mode of the fifth hold display. ing.
  If the received effect control command is any variation category command (step S653), the effect control CPU 101 stores the received variation category command in each storage area 1 of the start winning command storage area formed in the RAM. Are stored in the storage area in which the latest symbol designating command is stored (step S654A). Then, a variable category command reception flag indicating that the variable category command has been received is set (step S654B).
  If the received effect control command is the first start prize designation command (step S655), the effect control CPU 101 uses the received first start prize designation command in each start prize command storage area formed in the RAM. Of the storage areas 1 to 8, the latest symbol designating command and variation category command are stored in the storage area (step S656B).
  If the received effect control command is the second start prize designation command (step S657), the effect control CPU 101 uses the received second start prize designation command for each start prize command storage area formed in the RAM. Of the storage areas 1 to 8, the latest symbol designating command and variable category command are stored in the storage area (step S658B).
  If the received presentation control command is a combined pending storage number designation command (step S659), the presentation control CPU 101 uses the received total pending storage number designation command for each start winning command storage area formed in the RAM. Of the storage areas 1 to 8, the latest symbol designation command, variable category command, and start winning designation command are stored in the storage area (step S660).
  If the received effect control command is a total pending storage number subtraction designation command (step S661), the effect control CPU 101 erases the first on-hold display in the total on-hold storage display unit 18c and sets the remaining on-hold display to 1. Shifting is performed one by one, and the total pending storage number display in the total pending storage display unit 18c is updated (step S662). For example, when the first to fifth hold displays of the combined hold storage display section 18c are lit up, the first hold display is deleted when the total hold storage number subtraction designation command is received. At the same time, the second hold display is shifted to the first display area, the third hold display is shifted to the second display area, and the fourth display is displayed. The held display that has been displayed is shifted to the third display area, and the held display that has been displayed fifth is shifted to the fourth display area. Then, the effect control CPU 101 starts to display the active hold display (step S662a). For example, the display of the active hold display is started in the same display mode as the hold display displayed in the first display area of the combined hold storage display unit 18c.
  Further, the production control CPU 101 deletes the data in the storage area 1 in the start winning command storage area, and shifts and stores the remaining data (step S663).
  If the received effect control command is another command, effect control CPU 101 sets a flag corresponding to the received effect control command (step S684). Then, control goes to a step S611.
  FIG. 34 is a flowchart showing the effect control process (step S705) in the main process shown in FIG. In the effect control process, the effect control CPU 101 first executes a hold display control process for performing control related to the hold display (step S800A). Then, the effect control CPU 101 executes specific effect processing for performing control related to the specific effect (step S800B).
  Next, the effect control CPU 101 performs any one of steps S800 to S810 according to the value of the effect control process flag. In each process, the following process is executed. In the effect control process, the display state of the effect display device 9 is controlled and variable display of the effect symbol is realized. However, control related to variable display of the effect symbol synchronized with the change of the first special symbol is also the second. Control related to the variable display of the effect symbol synchronized with the change of the special symbol is also executed in one effect control process. It should be noted that the variable display of the effect symbol synchronized with the variation of the first special symbol and the variable display of the effect symbol synchronized with the variation of the second special symbol may be executed by separate effect control process processing. Good. Further, in this case, it may be determined which special symbol variation display is being executed depending on which representation control process processing is performing the variation display of the representation symbol.
  Fluctuation pattern command reception waiting process (step S800): It is confirmed whether or not a variation pattern command has been received from the game control microcomputer 560. Specifically, it is confirmed whether or not the variation pattern command reception flag set in the command analysis process is set. If the change pattern command has been received, the value of the effect control process flag is changed to a value corresponding to the effect symbol change start process (step S801).
  Production symbol variation start processing (step S801): Control is performed so that the variation of the production symbol is started. Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol changing process (step S802).
  Production symbol variation processing (step S802): Controls the switching timing of each variation state (variation speed) constituting the variation pattern and monitors the end of the variation time. When the variation time ends, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation stop process (step S803).
  Effect symbol variation stop processing (step S803): Control is performed to stop the variation of the effect symbol and derive and display the display result (stop symbol). Then, the value of the effect control process flag is updated to a value corresponding to the big hit display process (step S804), and the value of the effect control process flag is changed to a value corresponding to the small hit display process (step S808) or the variation pattern command reception waiting process (step S800). .
  Big hit display process (step S804): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the big hit. Then, the value of the effect control process flag is updated to a value corresponding to the in-round processing (step S805).
  In-round processing (step S805): Display control during round is performed. If the round end condition is satisfied, if the final round has not ended, the value of the effect control process flag is updated to a value corresponding to the post-round processing (step S806). If the final round has ended, the value of the effect control process flag is updated to a value corresponding to the jackpot end process (step S807).
  Post-round processing (step S806): Display control between rounds is performed. When the round start condition is satisfied, the value of the effect control process flag is updated to a value corresponding to the in-round process (step S805).
  Big hit end effect processing (step S807): In the effect display device 9, display control is performed to notify the player that the big hit game state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).
  Small hit display process (step S808): After the end of the variation time, control is performed to display a screen for notifying the effect display device 9 of the occurrence of the small hit. Then, the value of the effect control process flag is updated to a value corresponding to the small hit opening process (step S809).
  Small hit opening process (step S809): A process for confirming the closing condition of the big prize opening is performed. If the closing condition for the big prize opening is satisfied and there is still a remaining opening, the value of the effect control process flag is updated to a value corresponding to the small hit display process (step S808). Further, when all the openings are finished, the value of the effect control process flag is updated to a value corresponding to the small hit end effect process (step S810).
  Small hit end effect processing (step S810): In the effect display device 9, display control is performed to notify the player that the small hit gaming state has ended. Then, the value of the effect control process flag is updated to a value corresponding to the variation pattern command reception waiting process (step S800).
  FIG. 35 is a flowchart showing the hold display control process (step S800A) in the effect control process shown in FIG. In the hold display control process, the effect control CPU 101 determines whether or not a new start winning command is received (step S3501), and if received, determines a display form for determining the display form of the hold display. A lottery is performed (step S3502). Specifically, a display mode determination lottery is performed using the display mode determination table shown in FIG.
  FIG. 36 is an explanatory diagram of a display mode determination table. The display mode determination table shown in FIG. 36 corresponds to the display mode of the pending display according to the determination result at the time of winning (15R probability variation big hit or 8R probability variation big hit, sudden probability variation big hit (surprise big hit) or small hit, super reach out, etc.) In the example shown in FIG. 36, the ratio of assigned determination values is shown in order to simplify the description. The effect control CPU 101 extracts, for example, a random number for display mode determination lottery, and determines the determination item to which a determination value matching the extracted random number is assigned.
  For example, when the determination result at the time of winning is 15R probability variation big hit or 8R probability variation big hit (when a symbol 2 designation command or symbol 3 designation command is received), the normal mode is a rate of 30/100 at a rate of 20/100. The first special mode is determined as the display mode at the ratio of 50/100.
  Also, for example, when the winning determination result is a sudden probability big hit (surprise big hit) or small hit (when a symbol 5 designation command or symbol 6 designation command is received), the normal mode is 50/100. The first special mode is determined as a display mode at a rate of / 100, and the second special mode is determined at a rate of 30/100.
  Also, for example, when the winning determination result is out of super reach (when a design 1 designation command is received and a variation category 8 designation command, a variation category 10 designation command or a variation category 12 designation command is received), 50 / The normal mode is determined as a display mode at a rate of 100, the first special mode at a rate of 30/100, and the second special mode at a rate of 20/100.
  Also, for example, when the determination result at the time of winning is other (when a design 1 designation command is received and a variation category 1 to 7 designation command, a variation category 9 designation command or a variation category 11 designation command is received), The normal mode is determined as a display mode at a rate of 100, and the first special mode is determined at a rate of 20/100. In addition, when the determination result at the time of winning is other, the second special mode is not determined, but the present invention is not limited to this.
  By determining the display mode at such a ratio, the reliability indicated by each display mode is “second special mode”> “first special mode”> “normal mode”.
  Next, the production control CPU 101 stores the data indicating the display form determined in step S3502 in the storage area (storage area corresponding to the total number of pending storage) in the start winning command storage area, thereby changing the display mode. It is stored (step S3503), and it is determined whether or not it is changing (step S3504). Specifically, when the effect control process flag is a value corresponding to the effect symbol changing process (see step S802), it is determined that the effect is changing. If the change is in progress, it is determined whether or not the remaining change time of the change is less than 1 second (step S3505). Specifically, it is determined whether or not the remaining variation time is less than 1 second by determining whether or not the value of the variation time timer set in step S8007 is smaller than a value corresponding to 1 second. . If it is not less than 1 second, the normal mode hold display is displayed (step S3506). That is, even if it is determined to display the hold display in any display mode, it is displayed once in the normal mode.
  Thereafter, the CPU for effect control 101 starts executing a specific effect according to the total number of pending storage (step S3507). Specifically, one image is selected and displayed from a plurality of images with different flight routes of arrows based on the display position of the hold display (the number of the hold display) that is the target of the specific effect. To do. For example, if the total reserved storage number is “3”, an image of the trajectory of the arrow hitting the third hold display is displayed.
  In this embodiment, regardless of whether or not the specific effect is being executed, a predetermined condition (a new start winning occurs during the fluctuation and the remaining fluctuation time is not less than 1 second) is established. In this case, the execution of the specific effect is started, that is, the new specific effect can be executed even while the specific effect is being executed. The case where the predetermined condition is satisfied during execution of the specific performance is a case where a plurality of start winnings are generated in one second. Therefore, in this embodiment, when a plurality of start winnings occur in one second, a plurality of specific effects for each hold display can be executed in parallel. A plurality of specific effects may not be executed in parallel. For example, while a specific effect for one hold display is being executed, a specific effect for another hold display may not be executed.
  In the present embodiment, the specific effect is always executed when a predetermined condition (a new start winning occurs during the change and the remaining change time is not less than 1 second) is satisfied. The present invention is not limited to this, and the specific effect may be executed at a predetermined rate of less than 100% when the predetermined condition is satisfied.
  After step S3507, a specific effect in-progress flag corresponding to the total number of pending storage is set (step S3508). The specific effect flag is a flag indicating that the specific effect is being executed, and a first specific effect flag to an eighth specific effect flag are provided in accordance with the total number of pending storages. For example, when the total number of reserved storage is “3”, a third specific effect in-progress flag indicating that the specific effect for the third reserved memory is being executed is set, and the total number of reserved storage is “5”. In the case of the fifth specific effect flag indicating that the specific effect for the fifth reserved storage is being executed is set.
  In step S3505, if the remaining fluctuation time is less than 1 second, the presentation control CPU 101 displays the hold display in the display mode stored in step S3503 (step S3509), and ends the hold display control process. . As described above, when the variation being executed is completed within one second, the specific effect is not executed, so that the variation is prevented from being ended during the execution of the specific effect. If the change ends during execution of the specific effect, the hold display that was the effect target shifts, and the specific effect is performed on the hold display that is not the effect target (an arrow hits). The production becomes unnatural. Therefore, as described above, when the variation being executed is completed within one second, the specific effect is not executed, thereby preventing an unnatural effect from being executed.
  If the change is not being executed in step S3504, the effect control CPU 101 determines whether or not the total pending storage number is “1” (step S3510). The process moves to S3509. In this embodiment, when the start winning is generated when the total number of reserved storage is not “1”, it is possible to display the hold display in a special mode. It is good also as displaying a hold display in a normal mode, and displaying a hold display in a normal mode, and being able to change a display form into a special mode at other timings. Good. For example, when a start winning is generated during a period (during an interval) from when the change is completed and the next change is started in a state where the hold storage is stored, the hold display is displayed in the normal mode ( Step S3506 may be executed) and a specific effect may be executed. In that case, it is possible to execute a specific effect corresponding to the position where the display of the hold display is started (a specific effect in which an arrow jumps to a position before the hold display is shifted), and start the next fluctuation. A specific effect corresponding to the position after the hold display is shifted (a specific effect in which an arrow jumps to the position after the hold display is shifted) may be executed.
  If the total number of pending storages is “1” in step S3510, the pending display is displayed in the normal state (step S3511), and the pending display control process is terminated as it is. The case where the total number of reserved storage is “1” in step S3510 is a case where a start winning is generated when no change is made and no stored storage is stored. Since the fluctuation starts immediately after displaying the display, even if the specific effect is executed, it becomes an unnatural effect (for example, the specific effect is performed for the hold display that is not the effect target (the arrow is hit) Or the specific performance may be interrupted in the middle). Therefore, in such a case, it is configured to prevent the execution of an unnatural effect by configuring so as not to execute the specific effect.
  In this embodiment, when a new start winning command is received in step S3501, the processing from step S3502 is always performed. However, the present invention is not limited to this. For example, Y in step S3501. Even (that is, even when a start win occurs), the hold display control process is terminated without performing the processes after step S3502 if the timing is such as during the big hit gaming state or during the execution of the super reach effect. It is good as well. Generally, there is a gaming machine that hides the hold display during the big hit gaming state or during the execution of the super reach effect. Therefore, in such a gaming machine, even if a start win occurs, the hold display is started when it is the timing at which the hold display is not displayed (timing such as during the big hit gaming state or during the execution of the super reach effect) By not, it is possible to prevent only a new hold display from being displayed even though the hold display is hidden. In this case, when the jackpot gaming state or the super reach effect is finished, the display of the hold display corresponding to the start winning prize is started, and the display mode of the hold display is a predetermined mode (for example, a normal mode) Or a mode determined by a predetermined lottery (for example, a display mode determination lottery).
  In addition, in a game machine that does not hide the hold display during the big hit gaming state or during the execution of the super reach production, if the start winning occurs at the timing such as during the big hit gaming state or during the execution of the super reach production The hold display may be in a predetermined mode (a predetermined mode (for example, a normal mode) or a mode determined by a predetermined lottery (for example, a display mode determination lottery)). The specific effect may not be executed. Thereby, the effect and super reach effect in the big hit game state can be executed without hindering the content of the effect by the specific effect.
  Further, in this embodiment, when a start winning occurs during the fluctuation and the remaining fluctuation time is less than 1 second (in the case of Y in step S3505), the display mode determination lottery is always performed without performing the specific effect. Although the hold display is displayed in the display mode stored in (2), it is not limited to this. For example, if a plurality of specific effects with different execution periods are provided, the presence / absence of execution of the specific effect and the type of the specific effect to be executed are determined based on the length of the remaining fluctuation time. There may be. Specifically, when a specific effect A with an execution period of 0.6 seconds and a specific effect B with an execution period of 0.2 seconds are provided, the remaining variation time is 0.6 to 0. When it is 9 seconds, the normal mode hold display is displayed and the specific effect A is executed. When the remaining fluctuation time is 0.2 to 0.5 seconds, the normal mode hold display is displayed. When the specific effect B is executed and the remaining variation time is less than 0.2 seconds, the hold display may be displayed in the display mode stored in the display mode determination lottery without performing any specific effect.
  FIG. 37 is a flowchart showing the specific effect process (step S800B) in the effect control process shown in FIG. The effect control CPU 101 determines whether any specific effect flag is set (step S3901), and if it is set, determines whether any specific effect has ended. . Specifically, it may be determined whether or not the display of the image started in step S3507 is finished, or a value corresponding to 1 second in the timer at the start of the specific effect (step S3507). The timer may be decremented by one each time the specific effect process is executed, and it may be determined that the specific effect has ended based on the time-up. If the execution of any specific effect has not ended, the process ends.
  When any one of the specific effects ends, it is determined whether or not the hold mode stored in the start winning command storage area for the hold display corresponding to the ended specific effect is a special mode (step S3903). If it is a mode, the hold display is changed to the stored display mode (the first special mode or the second special mode) (step S3904), the corresponding specific effect flag is reset (step S3905), and remains as it is. End the process. As described above, the hold display displayed in the normal mode can be changed to the special mode when the specific effect ends. In step S3903, if the stored display mode is the normal mode, the process proceeds to step S3905 without changing the display mode of the hold display.
  In this embodiment, when the special mode is selected as the display mode of the hold display, the specific mode is always changed after the specific effect is executed. However, the present invention is not limited to this. For example, when the specific effect is executed when the special mode is selected as the display mode of the hold display, the display mode of the hold display may be changed at a predetermined ratio of less than 100%.
  Moreover, it is good also as a some production | presentation aspect being provided as a production | presentation aspect of a specific production | presentation. Specifically, it is good also as the production | presentation aspect (For example, the shape of an arrow, the behavior of an arrow, etc. differ) in which the change rate of the display mode of a hold display differs is provided.
  FIG. 38 is a flowchart showing a variation pattern command reception waiting process (step S800) in the effect control process shown in FIG. In the variation pattern command reception waiting process, the effect control CPU 101 confirms whether or not the variation pattern command reception flag is set (step S811). If the variation pattern command reception flag is set, the variation pattern command reception flag is reset (step S812). Then, the value of the effect control process flag is updated to a value corresponding to the effect symbol variation start process (step S801) (step S813). As described above, in this embodiment, the display result designation command is transmitted even when the power failure is restored (see step S44). However, in this embodiment, as shown in FIG. Based on the fact that the variation pattern command has been received, the transition to the production symbol variation start processing is started and the variation display of the production symbol is started. Therefore, if the display result designation command is received without receiving the variation pattern command, the variation of the representation symbol The display will not start.
  FIG. 39 is a flowchart showing the effect symbol variation start process (step S801) in the effect control process shown in FIG. In the effect symbol variation start process, the effect control CPU 101 first reads a variation pattern command from the variation pattern command storage area (step S8001). Next, the CPU 101 for effect control displays the display result (stop) of the effect symbol according to the variation pattern command read in step S8002 and the data stored in the display result specifying command storage area (that is, the received display result specifying command). (Design) is determined (step S8002). That is, when the CPU 101 for effect control executes the process of step S8002, the display result of the variable display of the identification information (stop of the effect symbol) according to the variable display pattern (variation pattern) determined by the variable display pattern determination means. A display result determining means for determining (design) is realized. If the pseudo-ream is designated by the variation pattern command, the effect control CPU 101 determines that the chance stop symbol (for example, “223” or “445”) is used as the temporary stop symbol in the pseudo-ream in step S8002. , A combination of symbols that are not reach, but one symbol is shifted from one symbol, or a combination of symbols including special images that may not be displayed normally (may be images other than numbers). Is also determined.) In addition, when it is determined in step S8002 that the effect control CPU 101 executes the continuous effect of the effect mode of “change in variation pattern at the time of symbol variation”, the so-called chance symbol symbol is used as the stop symbol of the effect symbol. (For example, a combination of symbols that are not reachable, such as “223” and “445”, but that is not one reach and one symbol is shifted). The effect control CPU 101 stores data indicating the determined effect stop symbols in the effect symbol display result storage area. In step S8002, the effect control CPU 101 may determine whether or not it is a big hit based on the received variation pattern command, and may determine the stop symbol of the effect symbol based only on the variation pattern command. .
  FIG. 40 is an explanatory diagram showing an example of the stop symbol of the effect symbol in the effect display device 9. In the example shown in FIG. 40, when the received display result designation command indicates “15R probability variation big hit” or “8R probability variation big hit” (the received display result designation command designates display result 2 designation command or display result 3 designation). In the case of a command), the effect control CPU 101 determines a combination of effect symbols in which three symbols are arranged in the same symbol as stop symbols. It should be noted that the determination ratio of the stop symbol may be varied depending on whether it is “15R probability variation big hit” or “8R probability variation big hit”. For example, in the case of “15R probability variation big hit”, the ratio of determining the combination of production symbols in which the three symbols are the same odd number is increased, and in the case of “8R probability variation big hit”, the three symbols are the same even number. You may make it raise the ratio which determines the combination of the production | presentation symbol arranged with the symbol.
  Further, when the received display result designation command indicates “suddenly probable big hit” or “small hit” (when the received display result designation command is a display result 5 designation command or a display result 6 designation command), The effect control CPU 101 determines a combination of effect symbols such as “135” as the stop symbol. In the case of “out of” (when the received display result designation command is a display result 1 designation command), a combination of effect symbols other than the above is determined. However, when a reach effect is involved, a combination of effect symbols in which two left and right symbols are aligned is determined. The combination of the three symbols derived and displayed on the effect display device 9 is the “stop symbol” of the effect symbol.
  The effect control CPU 101 extracts, for example, a random number for determining the stop symbol, and uses the stop symbol determination table in which the data indicating the combination of effect symbols and numerical values are associated with each other to generate the stop symbol of the effect symbol. decide. That is, the stop symbol is determined by selecting data indicating the combination of effect symbols corresponding to the numerical value matching the extracted random number.
  In addition, as for the effect symbols, a stop symbol reminiscent of a big hit (a combination of symbols in which the left, middle and right are all the same symbols) is called a big hit symbol. In addition, a stop symbol that recalls a loss is called a loss symbol.
  Next, the effect control CPU 101 performs a notice effect (for example, a step-up notice effect, a mini-character notice effect, a movable object notice effect, an effect blade accessory notice effect, etc.) in the effect display device 9 during the display of the effect symbol variation. It is determined whether or not to execute the notification effect setting process, and the notice effect setting process for setting the effect mode of the notice effect is executed (step S8003).
  Next, when executing the variation pattern or the notice effect, the effect control CPU 101 selects a process table corresponding to the notice effect (step S8004). Then, the process timer in the process data 1 of the selected process table is started (step S8005).
  FIG. 41 is an explanatory diagram of a configuration example of the process table. The process table is a table in which process data referred to when the effect control CPU 101 executes control of the effect device is set. That is, the effect control CPU 101 controls effect devices (effect components) such as the effect display device 9 according to the process data set in the process table. The process table includes data in which a plurality of combinations of process timer set values, display control execution data, lamp control execution data, and sound number data are collected. In the display control execution data, data indicating each variation aspect constituting the variation aspect during the variable display time (variation time) of the variable display of the effect symbols is described. Specifically, data relating to the change of the display screen of the effect display device 9 is described. The process timer set value is set with a change time in the form of the change. The effect control CPU 101 refers to the process table and performs control to display the effect design in the variation mode set in the display control execution data for the time set in the process timer set value.
  The process table shown in FIG. 41 is stored in the ROM of the effect control board 80. A process table is prepared for each variation pattern.
  The effect control CPU 101 is determined to execute the notice effect, and when executing the notice effect, the process table corresponding to the notice effect is selected in step S8004.
  In addition, in the process table used when effect control is executed for a variation pattern with reach effect, the left symbol is stopped when a predetermined time has elapsed from the start of the variation, and the right symbol is stopped when a predetermined time further elapses. Process data indicating that it is to be displayed is set. In addition, instead of setting the symbols to be stopped and displayed in the process table, an image for displaying the symbols is synthesized and generated according to the determined stop symbols, pseudo-stops, and temporary stop symbols in the sliding effect. May be.
  In addition, the CPU 101 for effect control, according to the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1), effects device (effect display device 9 as an effect component, effect component as an effect component) Control of the various lamps and the speaker 27) as an effect part is executed (step S8006). For example, a command is output to the VDP 109 in order to display an image according to the variation pattern on the effect display device 9. In addition, a control signal (lamp control execution data) is output to the lamp driver board 35 in order to perform on / off control of various lamps. In addition, a control signal (sound number data) is output to the sound output board 70 in order to output sound from the speaker 27.
  In this embodiment, the effect control CPU 101 performs control so that the effect symbol is variably displayed by the change pattern corresponding to the change pattern command on a one-to-one basis. The variation pattern to be used may be selected from a plurality of types of variation patterns corresponding to.
  Next, the effect control CPU 101 sets a value corresponding to the variation time specified by the variation pattern command in the variation time timer (step S8007). Then, the effect control CPU 101 sets the value of the effect control process flag to a value corresponding to the effect symbol changing process (step S802) (step S8008).
  FIG. 42 is a flowchart showing the effect symbol variation stop process (step S803) in the effect control process. In the effect symbol variation stop process, the effect control CPU 101 first checks whether or not a stop symbol display flag indicating that a stop symbol of the effect symbol is being displayed is set (step S8301). If the stop symbol display flag is set, the process proceeds to step S8305. In this embodiment, when a big hit symbol is displayed as the stop symbol of the effect symbol, a stop symbol display flag is set in step S8304. Then, the stop symbol display flag is reset when the fanfare effect is executed. Accordingly, the fact that the stop symbol display flag is set is a stage where the jackpot symbol is stopped and displayed but the fanfare effect is not yet executed, and therefore the processing of displaying the stop symbol of the effect symbol in step S8302 is executed. Instead, the process proceeds to step S8305.
  When the stop symbol display flag is not set, the effect control CPU 101 performs control to stop and display the determined stop symbol (offset symbol, jackpot symbol) (step S8302). Then, when neither the big hit symbol nor the small hit symbol is displayed in the process of step S8302 (that is, when the off symbol is displayed) (N in step S8303), the CPU 101 for effect control. Shifts to step S8313.
  When the big hit symbol or the small hit symbol is stopped and displayed in the process of step S8302 (Y in step S8303), the effect control CPU 101 sets the stop symbol display flag (step S8304) and receives the big hit start designation command. It is checked whether a big hit start designation command reception flag indicating that a small hit / sudden probability sudden change big hit start designation command reception flag is set or not (step S8305). . When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the stop symbol display flag (step S8306), and responds to the fanfare effect. A process table is selected (step S8307). When the big hit start designation command reception flag or the small hit / sudden probability sudden change big hit start designation command reception flag is set, the effect control CPU 101 resets the set flag.
  Then, the production control CPU 101 starts the process timer by setting the process timer set value in the process timer (step S8308), and the contents of the process data 1 (display control execution data 1, lamp control execution data 1, sound number) According to the data 1, the movable member control data 1), the production device (the production display device 9 as the production component, various lamps as the production component, the speaker 27 as the production component, and the movable member 78 as the production component and production. The blades 79a and 79b) are controlled (step S8309). Thereafter, the value of the effect control process flag is updated to a value corresponding to the jackpot display process (step S804) (step S8310).
  When it is determined that neither big hit nor small hit is made (N in step S8303), the effect control CPU 101 resets a predetermined flag (step S8311). For example, the effect control CPU 101 resets the first symbol variation designation command reception flag and the second symbol variation designation command reception flag. The effect control CPU 101 may reset the command reception flag immediately after being referred to in the effect control process or the fourth symbol process (for example, as shown in step S811 in FIG. 38, the variation pattern). The fluctuation pattern command reception flag may be reset immediately after confirming the command reception flag). However, for example, because the symbol variation designation command is referred to in both the effect control process and the fourth symbol process, as shown in this embodiment, the effect symbol variation stop process or the like at the end of the variation. It is desirable to reset at the end of the big hit or at the end of the big hit effect processing. Then, the effect control CPU 101 updates the value of the effect control process flag to a value corresponding to the variation pattern command reception waiting process (step S800) (step S8312).
  Next, a display example in this embodiment will be described. FIG. 43 is an explanatory diagram showing a display example of the specific effect in the present embodiment. For example, first, as shown in (A1), when an active hold display 500 and one hold display 501 are displayed, and a start winning is generated during a change corresponding to the active hold display 500, (A2) As shown, the new hold display 502 corresponding to the start winning is displayed in the normal mode, and the arrow 503 in the specific effect is displayed. At this time, the display mode is determined and stored in the start winning command storage area.
  Thereafter, the arrow 503 approaches the new hold display 502 as shown in (A3), and the arrow 503 hits the new hold display 502 as shown in (A4) and (A5). When the special mode is determined as the display result at the time of starting winning, the display mode of the new hold display 502 changes to the special mode as shown in (A4), while the normal mode is determined. As shown in (A5), the display mode of the new hold display 502 does not change. In this way, the player feels the expectation that the display mode of the hold display will change from when the display of the hold display 502 is started until the specific effect ends (until the arrow 503 hits the hold display 502). Can be given to.
  FIG. 44 is an explanatory diagram showing a display example of the specific effect in the present embodiment. For example, as shown in (B1), when an active hold display 500 and one hold display 501 are displayed and a start winning occurs during the fluctuation corresponding to the active hold display 500, it is shown in (B2). As described above, the new hold display 502 corresponding to the start winning is displayed in the normal mode, and the arrow 503 in the specific effect is displayed. At this time, it is assumed that the normal mode is determined as the display mode and stored in the start winning command storage area.
  Next, when a start win occurs when the arrow 503 is approaching the new hold display 502 (that is, during execution of a specific effect), as shown in (B3), a new hold corresponding to the start win is generated. A display 504 is displayed in a normal manner, and an arrow 505 in a specific effect is displayed. At this time, it is assumed that a special mode is determined as the display mode and is stored in the command storage area at the start winning prize.
  Thereafter, as shown in (B4), the arrow 503 hits the new hold display 502, and the arrow 505 approaches the new hold display 504. At this time, the normal state is determined as the display result of the hold display 502 at the time of starting winning, and the display state does not change. Then, as shown in (B5), the arrow 505 hits the new hold display 504, and the display mode of the new hold display 504 changes to a special mode. In this way, even if a start prize is generated during execution of a specific effect, the specific effect can be executed in parallel, and the start prize is continuously generated within a predetermined period. Can also give players a sense of expectation.
  As described above, according to this embodiment, a gaming machine that performs variable display (in this example, changes in identification information (special symbol, production symbol)), and has not yet started variable display. On-hold storage means for storing as on-hold storage (in this example, the first on-hold storage buffer and second on-hold storage buffer) and on-hold display means for displaying on-hold display corresponding to the on-hold storage (in this example, the microcomputer for effect control) 100 in step S3506, S3509, and S3511), and during the period from when the display of the hold display is started until the variable display that is being executed when the hold display is displayed ends. A specific effect execution means (in this example, an effect control display) that can execute a specific effect for the hold display (in this example, an effect that displays an image in which an arrow is released and hits the hold display). The hold display means includes a display mode of the hold display corresponding to the executed specific effect (in this example, a normal mode, a first special mode, and a second special mode). (In this example, the production control microcomputer 100 can execute step S3907), and the specific effect execution means executes the specific effect even for the hold display whose display mode does not change. (In this example, the production control microcomputer 100 can execute step S3507 regardless of which display mode is determined in step S3502). As a result, in the period from when the display of the hold display is started until when the variable display that is being executed when the display of the hold display is started, the expectation that the display mode of the hold display will change is expected. Can be given to the player, and the interest can be improved.
  In the present embodiment, as the “specific effect”, an effect of displaying an image in which an arrow is released and hits the hold display is executed, but the present invention is not limited to this. For example, an effect of displaying an image in which light or meteor displayed at a predetermined position moves from the predetermined position to the hold display may be executed as the specific effect. Moreover, while displaying a treasure chest as a hold display, a specific effect of displaying an image for opening the treasure chest using a key may be executed to show different degrees of expectation depending on the contents of the treasure chest. Moreover, while displaying the image which simulated the target as a hold display, it is good also as performing as a specific effect the effect which displays the image which an arrow moves toward a hold display like this Embodiment. In that case, the presence or absence of a change in the display form or the reliability of the display form that changes depending on the location where the arrow hits may be indicated. For example, it is good also as a display form changing easily, so that the place where an arrow hits is near the center of a target.
  In addition, as a “specific effect”, an effect that performs an external action on the hold display (displays an image in which an object such as an arrow, light, meteor, or key moves toward the hold display) Is not limited to the one that executes the effect), but the effect that the hold display itself changes may be executed as the specific effect. For example, an image simulating a bomb may be displayed as a hold display, and an effect in which the fire on the lead wire approaches the bomb may be executed as a specific effect.
  Also, as in this embodiment, as a “specific effect”, an effect that exerts an external effect on the hold display (an object such as an arrow, light, meteor, or key moves toward the hold display) If the predetermined object (arrow, light, meteor, key, etc.) reaches the hold display, the movement path is displayed in advance, and the predetermined object is displayed on the movement path. The moving effect may be executed as a specific effect.
  Further, in this embodiment, the specific effect is executed from the timing when the display of the hold display is started. However, “the display is being executed when the hold display is displayed after the display of the hold display is started. The present invention is not limited to this as long as it is executed during the “period until the variable display ends”. For example, the specific effect may be executed from the timing when a predetermined period has elapsed since the start of the hold display.
  In the present embodiment, the display form of the hold display is changed at the timing when the specific effect is executed. However, the display form of the hold display is changed at any timing after the specific effect is executed. It may be changed. For example, the display mode of the hold display is changed at a timing when a predetermined period (for example, 1 second) has elapsed since the execution of the specific effect, or when a predetermined action of the player is detected after the specific effect is executed. It is good.
  Further, in the present embodiment, the display of the hold display and the specific effect are executed on the effect display device 9, but any effect display device can be used as long as a plurality of effect display devices are provided. The display of the hold display and the specific effect may be executed. For example, if a sub-effect display device is provided in addition to the effect display device 9, the sub-effect display device may display a hold display and execute a specific effect. Moreover, a specific effect may be performed over a plurality of effect display devices. For example, even if the hold display is displayed on the effect display device 9 and the effect that the arrow displayed on the sub-effect display device flies toward the hold display of the effect display device 9 is executed as the specific effect. Good.
  In the present embodiment, the active hold display corresponding to the change being executed is displayed. However, as long as the hold display is displayed, the active hold display may not be displayed. Further, it is possible to display an active hold display that does not inherit the display form of the hold display.
  Moreover, in this Embodiment, although it was set as the timing which can change the display form of a hold display only at the time of completion | finish of a specific production (when an arrow hits a hold display), it is not restricted to this. For example, the display form may be changeable when the hold display is shifted, or after the hold display is shifted once and another change is being performed. In addition, as in the present embodiment, if the display mode of the hold display is taken over as the active hold display, the corresponding change is started (when the display of the corresponding active hold display is started) or The display form may be changeable when the change is being executed (while the corresponding active hold display is being displayed).
  Further, in this embodiment, in some cases (if a start prize is generated in a state where no change is made and no storage is held, a remaining fluctuation of a change executed when the start prize occurs) The specific effect is executed for all the hold displays except when the time is less than 1 second), but the present invention is not limited to this. For example, the presence or absence of execution of the specific effect may be determined by a predetermined lottery, and the specific effect may be executed based on the determination result.
  Further, in this embodiment, whether or not to change the display mode of the hold display is determined at the time of starting winning, but is not limited to this, for example, the timing of starting execution of the specific effect or the end It may be determined by timing.
  Further, in the present embodiment, the hold display is displayed in the display form indicating the reliability for the big hit advantageous to the player, but the present invention is not limited to this. For example, if a plurality of effect modes having different effect contents are provided, the hold display may be displayed in a display mode indicating the reliability with respect to the effect mode transition. In addition, a display indicating the reliability of execution of an effect based on the player's action (for example, an effect of displaying a predetermined image when an operation on an operation member such as the push button 120 or the stick controller 122 is received). It is good also as displaying a hold display in a mode.
  Further, in this embodiment, the display modes (normal mode, first special mode, and second special mode) with different display colors are provided as the display mode of the hold display. However, the display mode is not limited to this. Absent. For example, display forms having different shapes, sizes, characters, or patterns may be provided. Moreover, if there are a plurality of types of display modes, the number is not limited to three, but may be two or four or more.
  In the present embodiment, the specific effect execution means performs the specific effect on the hold display corresponding to the hold storage stored when the variable display is not executed and the hold storage is not stored. (In this example, the production control microcomputer 100 does not execute step S3507 when the result is N in step S3504 and Y in step S3510). This can prevent an unnatural effect from being executed.
  Further, in the present embodiment, the specific effect execution means displays each of the displayed items when a plurality of hold displays are started within a predetermined period (in this example, 1 second which is the execution period of the specific effect). A specific effect for the hold display can be executed in parallel (in this example, the effect control microcomputer 100 executes step S3507 when a start prize is generated regardless of whether or not the specific effect is being executed. In other words, when a new start prize occurs during execution of a specific effect, a new specific effect corresponding to the new start prize can be executed, and a plurality of specific effects can be executed in parallel. It was feasible). Thereby, even when a plurality of game media passes through the start area continuously (when a plurality of hold display is started within a predetermined period), it is possible to give the player a sense of expectation.
  In this embodiment, the display of the hold display is started during the change, and when the remaining change time is less than 1 second, the hold display is displayed in the stored display mode. It is not limited. For example, in such a case, the hold display is temporarily displayed in one of the display modes (for example, the normal mode), and the specific display is not executed, and the hold display is shifted or corresponds to the hold display. When the display of the active hold display is started, the display mode of the hold display may be changeable. Alternatively, the hold display may be displayed once in any display mode (for example, the normal mode) and the specific effect may be executed halfway.
  Moreover, in this Embodiment, about the hold display which is the production | presentation object of a specific production, it always displayed in the normal mode at the time of start winning, but it is not restricted to this. For example, the display may be suspended in a special mode that suggests the degree of expectation that changes from the normal mode to the special mode. For example, as shown in FIGS. 43 and 44, the hold display, which is the production target of the specific effect, is displayed as “O” which is the normal mode, but “□” which is easily changed to the first special mode. The hold display may be displayed in a special mode such as “Δ” that easily changes to the second special mode. In that case, it is good also as producing effects, such as sound output accompanying lamp display of special mode, and lamp lighting. Moreover, it is good also as the some special aspect from which the ease of the change to a special aspect differs is provided.
  Further, in the present embodiment, when a start winning occurs, it is possible to execute a specific effect for the hold display corresponding to the start winning. However, the present invention is not limited to this. For example, a start winning occurs. In this case, a specific effect for the hold display or the active hold display different from the hold display corresponding to the start winning prize may be executed. Specifically, when a start winning occurs, a first special specific effect in which an arrow is released with respect to a hold display different from the hold display corresponding to the start win, or when a start win occurs A second special specific effect in which an arrow is released for the active hold display may be provided, and the display mode of the hold display or the active hold display in which the arrow hits may be changeable. In that case, since the execution condition of the first special specific effect and the second special specific effect is the occurrence of the start prize, it is possible to continue and promote the release of the game ball to the player, and to improve the operation rate. be able to.
  In the present embodiment, the display mode of the hold display is only the display mode in which the hold display is fixedly displayed. However, the display mode is not limited to this. For example, a specific hold display that displays an operation at a predetermined cycle may be displayed. Specifically, a description will be given using the following modification. Note that description of the same portions as those in the above-described embodiment is omitted.
  In this modified example, unlike the above-described embodiment, when the first hold memory and the second hold memory are stored, the change display for the second hold memory rather than the change display for the first hold memory. Is executed with priority.
  Also, in this modification, unlike the above-described embodiment, when a start winning to the first start winning opening 13 occurs, the game control microcomputer 560 applies to the effect control microcomputer 100. When the first reserved memory number addition designation command designating that the first reserved memory number has increased by 1 is transmitted and a start winning to the second start winning port 14 occurs, the game control microcomputer 560 A second reserved memory number addition designation command for designating that the second reserved memory number has increased by 1 is transmitted to the effect control microcomputer 100.
  Also, in this modified example, unlike the above-described embodiment, when the fluctuation for the first reserved memory is finished and the next fluctuation is started, the game control microcomputer 560 to the effect control microcomputer. When a first reserved memory number subtraction designation command designating that the first reserved memory number has decreased by 1 is sent to 100, and the next change is started after the change to the second reserved memory is completed. The game control microcomputer 560 transmits a second reserved memory number subtraction command for designating that the second reserved memory number has decreased by 1 to the effect control microcomputer 100.
  Moreover, in this modification, it replaces with the total pending | holding memory | storage display part 18c shown in embodiment mentioned above, the 1st pending | holding memory display part which displays a 1st pending | holding memory number, and the 2nd memory | storage number which displays a 2nd pending memory number 2 A reserved storage display unit is provided.
  Further, in this modification, unlike the above-described embodiment, the total pending storage number display is not updated in step S662.
  Also, in this modified example, unlike the above-described embodiment, the gaming state includes a normal state (low probability / low base state), a short time state (low probability / high base state), and a probability variation state (high probability / high probability). Base state) is provided, and when changing to the probability changing state, the probability changing flag indicating the probability changing state is set, and when changing to the time saving state, the time shortening flag indicating the time shortening state is set. Is. Specifically, in addition to the jackpot type shown in the above-described embodiment, a normal jackpot that shifts to a short time state after the jackpot gaming state is provided.
  45 to 48 are flowcharts showing the hold display control process (step S800A) in the modification. In the hold display control process, the production control CPU 101 first confirms whether or not the customer waiting demonstration display is in progress (step S6000). Note that whether or not the customer waiting demonstration is being displayed is, for example, not in the display of fluctuation of the effect symbol (for example, the value of the variable time timer set in step S8007 is 0), The determination can be made by confirming that there is no 2 pending storage (for example, the total number of pending storage is 0). If the customer waiting demonstration is being displayed, the hold display control process is terminated. In other words, even if a new start win occurs during the customer waiting demonstration display, since the variable display is started immediately and there is almost no time for displaying the hold display, the process of displaying the hold display after step S6001 is not performed. The process is terminated as it is (without displaying the hold display).
  Note that even when the effect symbol is being displayed in a variable manner, there is neither the first reserved memory nor the second reserved memory, and the remaining time of the variable display being executed is very short and immediately before the end of the variable display (for example, the remaining Even if it is within 1 second), even if a new start win occurs, there is substantially no time for displaying the hold display, so the process of displaying the hold display after step S6001 is not performed (hold) You may make it complete | finish a process as it is, without displaying a display.
  Also, for example, the customer waiting demonstration display is not started immediately after stopping the variation display of the production symbol, but the customer waiting demonstration display is displayed after a predetermined period (for example, 1 minute) has elapsed since the last variation display was finished. If it is configured to start, since it is a period during which the display is not held and the variable display is not executed even during the predetermined period, it is determined as Y in step S6000, and the process is ended as it is. Also good.
  When the customer waiting demonstration is being displayed and it is determined as Y in step S6000 and the hold display control process is terminated, a hold memory number addition designation command (first hold memory number addition designation command, second hold memory number addition designation). Command) is not incremented even if a command is received, a subsequent subtraction designation command (first subtraction memory number subtraction designation command, second subtraction memory number subtraction designation command) is received. , Control not to delete the hold display. In this case, for example, when it is determined in the command analysis process that a new pending storage number addition designation command has been received, it is confirmed whether the customer waiting demonstration is being displayed. After that, when a flag indicating that the reserved storage number is subtracted is received, if the flag is set, the process for deleting the hold display may not be executed. In this case, not only the process for increasing / decreasing the hold display but also the process for increasing / decreasing the first reserved memory number or the second reserved memory number itself may not be performed.
  If the customer waiting demonstration is not being displayed, the production control CPU 101 confirms whether or not a new start winning has occurred and a new start winning command has been received (step S6001). Specifically, the start winning command storage area shown in FIG. 33 (a different storage area for each start winning opening where a winning occurs (for example, a first start winning command storage area corresponding to the first start winning opening 13 and If a new command is stored in the second start award command storage area corresponding to the second start award port 14), a new start award is generated and a new start award is It can be determined that the command has been received.
  If a new start winning command has been received (Y in step S6001), the effect control CPU 101 checks whether or not the gaming state is a probable change state (high probability / high base state) (step S6002). ). Note that whether or not the gaming state is a probability variation state can be specifically determined by confirming whether or not the probability variation state flag is set.
  If it is not the certain change state, the CPU 101 for effect control confirms whether or not the game state is a short time state (low probability / high base state) (step S6003). Note that whether or not the gaming state is the short-time state can be specifically determined by confirming whether or not the short-time state flag is set.
  If the gaming state is the short-time state (low probability / high base state), the effect control CPU 101 uses the hold notice determination table (not shown) for determining whether or not to execute the hold notice effect. Based on the received change category command, a lottery process using a random number for determining whether or not to execute the hold notice effect is performed to determine whether or not to execute the hold notice effect (step S6004). The “holding notice effect” is a kind of so-called prefetching notice effect that is executed before the start of the fluctuating display that is the subject of the notice effect, and in the first hold memory display unit and the second hold memory display unit This is a notice effect performed by displaying the hold display in a display mode different from the normal display mode.
  When it is determined not to execute the hold notice effect (N in step S6005), the effect control CPU 101 starts executing the appearance effect in the normal effect mode (step S6006).
  In this modification, when the gaming state is a probability change state (high probability / high base state) or a short time state (low probability / high base state), a specific hold display different from the normal hold display is displayed. The “specific hold display” is a hold display that displays an operation at a predetermined cycle. In this modification, a specific hold display is displayed that rotates once counterclockwise at a cycle of 1 second. Note that the “specific hold display” is not limited to the one shown in this modified example, and may be one that swings in the horizontal direction or the vertical direction at a predetermined cycle, for example, It may be one that changes in size at a predetermined cycle, or one that changes the pattern or color in the hold display at a predetermined cycle.
  Moreover, in this modification, when the specific hold display is displayed, the appearance effect is executed. The “appearance effect” is an effect that is executed in accordance with the display of the specific hold display. In this modified example, as the appearance effect, the density is gradually increased from a state in which the hold display is thin and difficult to see. An effect that changes to an easy state is executed. In this modification, it takes about 1 second after the appearance effect is started, and the density of the hold display is maximized so that it can be visually recognized.
  Note that the “appearance effect” is not limited to the one shown in this modification example, and may be any effect aspect effect as long as it is an effect executed in accordance with the display of the specific hold display. For example, it is not limited to the one in which the density of the hold display is gradually changing, but as an appearance effect, an effect in which the size of the hold display is small and difficult to see and gradually changes to a state that is easy to see May be executed. In addition, it is not always necessary to display the hold display in the appearance effect, and if the player can recognize that it is being executed with the display of the specific hold display, without displaying the hold display as the appearance effect. You may perform the effect of the aspect which displays a predetermined character. In addition, in this modified example, the case where the on-hold display is easy to visually recognize after about 1 second from the start of the appearing effect is shown, but the effect period of the appearing effect is shown in this modified example. For example, the appearance period of the appearance effect may be extremely short (for example, 0.1 second), and the hold display may appear to be displayed almost immediately.
  Further, in this modification, when the gaming state is the probability variation state (high probability / high base state), the operation display of the hold display is started from the execution of the appearance effect. Accordingly, in the case of the probability variation state (high probability / high base state), an effect that the density gradually increases while the on-hold display is operating is displayed, and the specific on-hold display is displayed while the appearance effect is being executed. The display is started in such a manner as to start. On the other hand, when the game state is the short time state (low probability / high base state), the operation display of the hold display is started after the appearance effect is executed. Therefore, in the short-time state (low probability / high base state), an effect that the density gradually increases without displaying the on-hold display and the operation display of the on-hold display after the appearance effect is finished. Is started, and the display of the specific hold display is started after the appearance effect is executed.
  In this modification, when it is decided not to execute the hold notice effect, the specific hold display and the appearance effect are executed in the normal effect mode, but it is decided to execute the hold notice effect. In this case, the specific hold display and the appearance effect are executed in the pre-reading notice mode. In this modified example, while the hold display is displayed as a white triangle display inside the white round display, the specific hold display and the appearance effect of the normal effect mode are executed, whereas the hold display is displayed as a white circle. The specific hold display and the appearance effect of the pre-reading notice mode are executed in a mode of displaying in a red triangle display inside the shape display. Hereinafter, in this modification, the specific hold display and the appearance effect of the normal effect mode are also referred to as “normal specific hold display” and “normal appearance effect”, respectively. It is also called “hold display” or “prefetch appearance effect”.
  Note that the modes of “normal specific hold display”, “normal appearance effect”, “prefetch specific hold display”, and “prefetch appearance effect” are not limited to those shown in this modified example, but a hold notice effect (prefetch notice effect) As long as it can recognize whether or not is executed. For example, while the “normally specified hold display” or “normal appearance effect” rotates the hold display, the “prefetch specific hold display” or “prefetch appearance effect” swings the hold display horizontally or vertically. You may do it.
  In step S6006, the effect control CPU 101 starts execution of the normal appearance effect without the operation display of the hold display. In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a stored number addition designation command, execution of the normal appearance effect is started in the first reserved storage display unit. At this time, for example, if no hold display is displayed on the first hold storage display section (that is, if there is no first hold storage), the first area of the first hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the first hold storage display portion (that is, if there is one first hold storage), the second hold display portion of the first hold storage display portion The execution of the normal appearance effect is started in the area. On the other hand, if it is the second reserved memory number addition designation command, execution of the normal appearance effect is started in the second reserved memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the second hold memory display section (that is, if there is one second hold memory), the second hold storage display section is second. The execution of the normal appearance effect is started in the area.
  Next, the effect control CPU 101 sets a normal appearance effect execution flag (no operation) indicating that the normal appearance effect is being executed without the operation display of the hold display (step S6007). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to an appearance effect period measurement timer for measuring the effect period of the appearance effect (step S6008). Then, control goes to a step S6027.
  When it is determined to execute the hold notice effect (Y of step S6005), the effect control CPU 101 starts executing the prefetch appearance effect without the operation display of the hold display (step S6009). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the prefetch appearance effect is started and one hold display is displayed on the second hold memory display unit (that is, if there is one second hold memory), the second hold storage display unit The execution of the pre-read appearance effect is started in the area.
  Next, the effect control CPU 101 sets a pre-read appearance appearance executing flag (no operation) indicating that the pre-read appearance effect that is not accompanied by the operation display of the hold display is being executed (step S6010). In addition, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6011). Then, control goes to a step S6027.
  If the gaming state is a probable change state (high probability / high base state) (Y in step S6002), the CPU 101 for effect control uses the pending notice determination table according to the same processing as in step S6004 to newly receive the change. Based on the category command, a lottery process using a random number is performed to determine whether or not to execute the hold notice effect (step S6012).
  When it is decided not to execute the hold notice effect (N in step S6013), the effect control CPU 101 has already specified a specific hold display (normal specific hold display, It is confirmed whether or not “pre-read specific hold display” is displayed (step S6014). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6015). In this modified example, as described above, the specific hold display is displayed in such a manner that the triangle display is displayed inside the round display, but a state in which one vertex of the triangle of the triangle display faces upward is predetermined. It is assumed that this is the state of the reference operation position. If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the effect control CPU 101 indicates that it does not immediately start the normal appearance effect but is waiting for the start of the normal appearance effect. A normal standby flag is set (step S6016). Then, control goes to a step S6027.
  When the specific hold display is not displayed (N in step S6014) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6015), the production control CPU 101 Then, the execution of the normal appearance effect with the operation display of the hold display is started (step S6017). In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a stored number addition designation command, execution of the normal appearance effect is started in the first reserved storage display unit. At this time, for example, if no hold display is displayed on the first hold storage display section (that is, if there is no first hold storage), the first area of the first hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the first hold storage display portion (that is, if there is one first hold storage), the second hold display portion of the first hold storage display portion The execution of the normal appearance effect is started in the area. On the other hand, if it is the second reserved memory number addition designation command, execution of the normal appearance effect is started in the second reserved memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the second hold memory display section (that is, if there is one second hold memory), the second hold storage display section is second. The execution of the normal appearance effect is started in the area.
  When the execution of the normal appearance effect accompanied with the operation display of the hold display is started in step S6017, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.
  Next, the effect control CPU 101 sets a normal appearance effect executing flag (with motion) indicating that the normal appearance effect with the operation display of the hold display is being executed (step S6018). The effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6019). Then, control goes to a step S6027.
  When it is determined to execute the hold notice effect (Y in step S6013), the effect control CPU 101 has already indicated a specific hold display (usually a specific hold display, a normal hold display, It is confirmed whether or not “pre-read specific hold display” is displayed (step S6020). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6021). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the effect control CPU 101 indicates that the prefetch appearance effect is not started immediately but is waiting for the start of the prefetch appearance effect. A prefetch standby flag is set (step S6022). Then, control goes to a step S6027.
  When the specific hold display is not displayed (N in step S6020) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6021), the effect control CPU 101 Then, execution of the prefetch appearance effect with the operation display of the hold display is started (step S6023). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the prefetch appearance effect is started and one hold display is displayed on the second hold memory display unit (that is, if there is one second hold memory), the second hold storage display unit The execution of the pre-read appearance effect is started in the area.
  When the execution of the prefetch appearance effect accompanied with the operation display of the hold display is started in step S6023, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.
  Next, the effect control CPU 101 sets a prefetch appearance effect executing flag (with motion) indicating that the prefetch appearance effect with the operation display of the hold display is being executed (step S6024). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6025). Then, control goes to a step S6027.
  When the gaming state is neither the probability change state nor the time-short state (N in step S6003, that is, in the normal state (low probability / low base state)), the effect control CPU 101 is not in the specific hold display. The hold display of the mode is increased by 1 (step S6026). In this case, if the newly received pending memory count addition designation command is the first pending memory count addition designation command, the effect control CPU 101 performs the first pending display in the normal mode on the first pending memory display unit (for example, White round display) is increased by one. In addition, if the newly received pending memory number addition designation command is the second pending memory number addition designation command, the effect control CPU 101 performs the second pending display (for example, white) in the normal mode on the second pending memory display unit. (Circle display) is increased by one.
  Next, the effect control CPU 101 checks whether or not the normal standby flag is set (step S6027). If the normal standby flag is set, the CPU 101 for effect control confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6028). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the normal standby flag (step S6029).
  Next, the effect control CPU 101 starts execution of the normal appearance effect with the operation display of the hold display (step S6030). In this case, the effect control CPU 101 confirms whether the newly received pending storage number addition designation command is the first pending storage number addition designation command or the second pending memory number addition designation command, If it is a stored number addition designation command, execution of the normal appearance effect is started in the first reserved storage display unit. At this time, for example, if no hold display is displayed on the first hold storage display section (that is, if there is no first hold storage), the first area of the first hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the first hold storage display portion (that is, if there is one first hold storage), the second hold display portion of the first hold storage display portion The execution of the normal appearance effect is started in the area. On the other hand, if it is the second reserved memory number addition designation command, execution of the normal appearance effect is started in the second reserved memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the normal appearance effect is started and one hold display is displayed on the second hold memory display section (that is, if there is one second hold memory), the second hold storage display section is second. The execution of the normal appearance effect is started in the area.
  When the execution of the normal appearance effect accompanied by the operation display of the hold display is started in step S6030, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.
  Next, the effect control CPU 101 sets a normal appearance effect executing flag (with motion) (step S6031). In addition, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6032). Then, control goes to a step S6039.
  Next, the effect control CPU 101 checks whether or not the prefetch standby flag is set (step S6033). If the prefetch standby flag is set, the production control CPU 101 confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6034). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the prefetch standby flag (step S6035).
  Next, the effect control CPU 101 starts execution of the prefetch appearance effect accompanied by the operation display of the hold display (step S6036). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 starts executing the prefetch appearance effect in the second hold memory display unit. At this time, for example, if no hold display is displayed on the second hold storage display section (that is, if there is no second hold storage), the first area of the second hold storage display section If the execution of the prefetch appearance effect is started and one hold display is displayed on the second hold memory display unit (that is, if there is one second hold memory), the second hold storage display unit The execution of the pre-read appearance effect is started in the area.
  When the execution of the normal appearance effect accompanied by the operation display of the hold display is started in step S6036, the hold display is in a predetermined reference operation position (in this example, the triangle inside the round display of the hold display). It is assumed that the rotation operation of the hold display is started from the state in which one vertex of the display triangle faces upward.
  Next, the effect control CPU 101 sets a prefetch appearance effect executing flag (with motion) (step S6037). Further, the effect control CPU 101 sets a predetermined value (a value corresponding to 1 second in this example) to the appearance effect period measurement timer (step S6038). Then, control goes to a step S6039.
  In this modified example, when the gaming state is a probable change state (high probability / high base state) by executing the processes of steps S6014 to S6025 and S6027 to S6038, the specific hold already displayed Control is performed so as to start execution of an appearance effect (normal appearance effect, pre-read appearance effect) accompanied by the operation display of the hold display in a manner synchronized with the operation display of the display.
  In this modified example, the operation display of the hold display is “synchronized” so that the timing at which the hold display becomes a predetermined reference operation position is the same among a plurality of hold displays accompanied by the operation display. That is. Specifically, in this modified example, when a plurality of specific on-hold displays are displayed or when an appearance effect accompanying the operation of the on-hold display is executed, one of the triangular triangles inside the round display of the on-hold display is displayed. Display control is performed so that the timing when the apex is facing upward is the same timing.
  Note that the mode of synchronizing the operation display of the hold display is not limited to that shown in this modification. For example, even if there is a mixture of hold displays with different operation cycles, such as when there are a plurality of hold displays that have a rotation cycle of 1 second and 2 seconds, the hold display is upward. The timing for turning to the same state is the same timing (in this case, when the hold display with a rotation cycle of 2 seconds turns once again and goes up again, the hold display with a rotation cycle of 1 second turns twice and goes up again. It will be a direction). In addition, for example, there is a holding display that rotates and a holding display that swings, and even when there are mixed holding displays with different operation modes, one of the holding displays faces upward. When the rotation operation is started and the other hold display is started to swing up and down from the lowest position, one hold display is turned upward again after one cycle of operation. The other hold display may again be in the position at the lower end. As such, it is only necessary that the timing at which the hold display becomes the predetermined reference motion position is the same timing in some form.
  Further, in this modified example, when the game state is a probable change state (high probability / high base state) by executing the processes of steps S6014 to S6025 and S6027 to S6038, the timing at which a new start winning is generated If the specific hold display already displayed at is not the predetermined reference motion position, it waits until it reaches the predetermined reference motion position, and then the appearance effect (normal appearance effect, pre-read appearance effect) with the operation display of the hold display ) Is started, the appearance effect accompanying the operation display of the hold display is executed in a manner synchronized with the operation display of the specific hold display already displayed. Therefore, there is a time lag between the timing at which the start winning is generated and the timing at which the appearance effect accompanied by the operation display of the hold display is started. In this modification, the operation cycle of the hold display is 1 Since it is about 2 seconds, there is no great discomfort.
  It should be noted that an appearance effect (for example, a still image) is displayed in a mode that is not accompanied by an operation display at the timing when the start prize is generated, and the operation display of the appearance effect is started at the timing when the predetermined reference operation position is reached. It may be. Further, for example, the appearance effect accompanied by the operation display of the hold display may be started in synchronization with the hold display already displayed simultaneously with the occurrence of the start winning prize without waiting for the predetermined reference operation position. In this case, for example, the appearance effect accompanying the operation of the hold display is always executed in the background, and the display of the appearance effect that was executed in the background is started at the timing of the start winning. do it.
  In addition, as shown in this modification, after a new start prize is generated, an appearance effect accompanied by the operation display of the hold display is executed after waiting for a predetermined reference operation position (position where the operation display can be synchronized). When configured to do so, there may be a case in which a new start winning is generated while waiting for the operation display to be synchronized. In such a case, for example, information such as the appearance effect for the on-hold hold and the specific hold display mode is temporarily stored, and the processes of S6014 to S6025 and S6027 to S6038 are executed for the latest start winning. You can do it. And even if there are a plurality of holds, the synchronization timing of the action display in the appearance effect and specific hold display is the same, so when it becomes a position where the action display can be synchronized with the latest start prize, The appearance effect with the operation display of the hold display may be started simultaneously by simultaneously starting the appearance effect with respect to the latest hold and the appearance effect with respect to the hold on standby.
  Next, the effect control CPU 101 checks whether or not the value of the appearance effect period measurement timer is 0 (step S6039). If the value of the appearance effect period measurement timer is not 0, the effect control CPU 101 subtracts 1 from the value of the appearance effect period measurement timer (step S6040). Then, the effect control CPU 101 checks whether or not the value of the appearance effect period measurement timer after subtraction is 0 (step S6041).
  If the value of the appearance effect period measurement timer after subtraction is 0 (that is, if the effect period of the appearance effect ends), the effect control CPU 101 is set with a normal appearance effect execution flag (no operation). It is confirmed whether or not (step S6042). If the normal appearance effect execution flag (no operation) is set, the effect control CPU 101 resets the normal appearance effect execution flag (no operation) (step S6043).
  Next, the production control CPU 101 confirms whether or not the specific hold display (normal specific hold display, pre-read specific hold display) is already displayed on the first hold memory display unit or the second hold memory display unit (step S6044). ). If the specific hold display has already been displayed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6045). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the production control CPU 101 does not immediately start the display of the normal specific hold display and waits for the display of the normal specific hold display to start. The normal hold standby flag indicating that it is present is set (step S6046). Then, control goes to a step S6059.
  When the specific hold display is not displayed (N in step S6044) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6045), the effect control CPU 101 Then, display of the normal specific hold display is started (step S6047). In this case, when the normal appearance effect is executed in the first hold memory display unit, the effect control CPU 101 normally displays the specific hold display at the position where the normal appearance effect is executed in the first hold memory display unit. Increase by one. Further, when the normal appearance effect is executed in the second hold storage display unit, the effect control CPU 101 displays the normal specific hold display at the position where the normal appearance effect is executed in the second hold storage display unit. Increase by one.
  When display of the normal specific hold display is started in step S6047, the hold display is in a predetermined reference operation position (in this example, one vertex of a triangular display triangle inside the round display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.
  Moreover, in this modification, in the normal appearance effect that was executed before the process of step S6047, the effect that the density of the hold display gradually increases is performed. Then, after the density of the hold display is gradually increased and becomes in a state where it is easy to visually recognize, the display that the operation display of the hold display is started is performed.
  If the normal appearance effect execution flag (no operation) is not set (N in step S6042), the effect control CPU 101 confirms whether or not the prefetch appearance effect execution flag (no operation) is set ( Step S6048). If the pre-read appearance effect execution flag (no operation) is set, the effect control CPU 101 resets the pre-read appearance effect execution flag (no operation) (step S6049).
  Next, the production control CPU 101 confirms whether or not the specific hold display (normal specific hold display, pre-read specific hold display) is already displayed on the first hold memory display unit or the second hold memory display unit (step S6050). ). If the specific hold display has already been performed, it is confirmed whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6051). If the operation position of the specific hold display being displayed is not the predetermined reference operation position, the production control CPU 101 does not immediately start the display of the prefetch specific hold display but waits for the display start of the prefetch specific hold display. A pre-read hold flag indicating that the image has been received is set (step S6052). Then, control goes to a step S6059.
  When the specific hold display is not displayed (N in step S6050) or when the operation position of the specific hold display being displayed is the predetermined reference operation position (Y in step S6051), the effect control CPU 101 The display of the pre-read specific hold display is started (step S6053). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 is in the position where the prefetch appearance effect is executed in the second hold memory display unit. Increase the prefetch specific hold display by one.
  When the display of the pre-read specific hold display is started in step S6053, the hold display is in a predetermined reference operation position (in this example, one vertex of the triangle of the triangular display inside the circular display of the hold display) It is assumed that the rotation operation of the hold display is started from the state where is facing upward.
  Moreover, in this modification, in the pre-read appearance appearance effect that was executed before the process of step S6053 is performed, the effect that the density of the hold display gradually increases is performed. Then, after the density of the hold display is gradually increased and becomes in a state where it is easy to visually recognize, the display that the operation display of the hold display is started is performed.
  If the pre-read appearance effect executing flag (no action) is not set (N in step S6048), the effect control CPU 101 confirms whether or not the normal appearance effect executing flag (with action) is set ( Step S6054). If the normal appearance effect executing flag (with motion) is set, the effect control CPU 101 resets the normal appearance effect executing flag (with motion) (step S6055).
  Next, the effect control CPU 101 starts displaying the normal specific hold display (step S6056). In this case, when the normal appearance effect is executed in the first hold memory display unit, the effect control CPU 101 normally displays the specific hold display at the position where the normal appearance effect is executed in the first hold memory display unit. Increase by one. Further, when the normal appearance effect is executed in the second hold storage display unit, the effect control CPU 101 displays the normal specific hold display at the position where the normal appearance effect is executed in the second hold storage display unit. Increase by one.
  In this modified example, the appearance effect accompanied by the operation display is executed before the process of step S6056 is executed, and the effect period of the appearance effect is just at the timing when the operation display of the operation cycle of one cycle is performed. Since the process is switched to the normal specific display in the process of step S6056, the normal specific hold display is displayed in synchronization with the operation display of the other specific hold display even when a plurality of specific hold displays are displayed. Will be. In addition, visually, a display is performed so that the density of the hold display is gradually increased while the operation display of the hold display is executed, so that the display becomes easy to visually recognize.
  If the normal appearance effect execution flag (with motion) is not set (N in step S6054, that is, if the prefetch appearance effect execution flag (with motion) is set), the effect control CPU 101 performs prefetch appearance. The effect execution flag (with motion) is reset (step S6057).
  Next, the effect control CPU 101 starts displaying the prefetch specific hold display (step S6058). In this case, since the hold notice effect is executed when the second hold memory is incremented by 1, the effect control CPU 101 is in the position where the prefetch appearance effect is executed in the second hold memory display unit. Increase the prefetch specific hold display by one.
  In this modified example, the appearance effect accompanied by the operation display is executed before the process of step S6058 is executed, and the effect period of the appearance effect is just at the timing when the operation display of the operation cycle of one cycle is performed. Since the processing is switched to the prefetch specific display in the process of step S6058, even if a plurality of specific hold displays are displayed, the prefetch specific hold display is displayed in synchronization with the operation display of other specific hold displays. Will be. In addition, visually, a display is performed so that the density of the hold display is gradually increased while the operation display of the hold display is executed, so that the display becomes easy to visually recognize.
  Next, the effect control CPU 101 checks whether or not the normal hold standby flag is set (step S6059). If the normal hold standby flag is set, the production control CPU 101 confirms whether or not the operation position of the specific hold display being displayed is a predetermined reference operation position (step S6060). If the operation position of the specific hold display being displayed is the predetermined reference operation position, the effect control CPU 101 resets the normal hold standby flag (step S6061).
  Next, the effect control CPU 101 starts displaying the normal specific hold display (step S6062). In this case, when the normal appearance effect is executed in the first hold memory display unit, the effect control CPU 101 normally displays the specific hold display at the position where the normal appearance effect is executed in the first hold memory display unit. Increase by one. Further, when the normal appearance effec