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CN103285592A - Game machine - Google Patents

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CN103285592A
CN103285592A CN2012100507229A CN201210050722A CN103285592A CN 103285592 A CN103285592 A CN 103285592A CN 2012100507229 A CN2012100507229 A CN 2012100507229A CN 201210050722 A CN201210050722 A CN 201210050722A CN 103285592 A CN103285592 A CN 103285592A
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game
pattern
special
time
storage area
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渡边直幸
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Kyoraku Industrial Co Ltd
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Kyoraku Industrial Co Ltd
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Abstract

本发明的目的在于提供一种能够通过导入实物的移动与偶然性因素来提高对游戏的兴趣的游戏机。为此,当通过游戏者的第1操作发射至第1进入区域的游戏球进入起动区域时,进行有关是否执行特殊游戏的判定。此外,在执行特殊游戏时,通过第2操作进入第2进入区域的游戏球很容易进入可变入赏装置。

Figure 201210050722

The object of the present invention is to provide a game machine capable of increasing interest in the game by introducing movement and chance factors of real objects. For this reason, when the game ball launched into the first entry area by the player's first operation enters the activation area, it is determined whether to execute the special game. In addition, when the special game is executed, the game ball that enters the second entry area through the second operation can easily enter the variable prize winning device.

Figure 201210050722

Description

游戏机game console

技术领域 technical field

本发明涉及一种通过规定的操作来进行游戏的游戏机。The present invention relates to a game machine for playing games through predetermined operations.

背景技术 Background technique

先前,在操作装置上通过操作监视器画面上所显示的图像而进行游戏的视频游戏机广为人知。在此类视频游戏机中进行的游戏,通过利用手指操作设置在操作装置上的按钮或者控制杆等,指示监视器画面上对象图像的动作而进行游戏(例如,参照专利文献1)。Conventionally, video game machines in which games are played by manipulating images displayed on a monitor screen on an operating device are widely known. Games played on such video game machines are played by manipulating buttons or joysticks provided on an operating device with fingers to instruct movements of object images on a monitor screen (for example, refer to Patent Document 1).

然而,这样的视频游戏机,根据监视器画面图像的移动而进行游戏,而实物并不移动。因此,游戏内容完全取决于图像的移动,很难增加游戏的多样性。However, in such a video game machine, the game is played based on the movement of the image on the monitor screen, but the real object does not move. Therefore, the content of the game depends entirely on the movement of the image, and it is difficult to increase the variety of the game.

此外,视频游戏机将根据操作装置所输出的操作信号,由游戏机本体的CPU控制游戏的进行。即,游戏的进行全部被电子控制,受到偶然等因素影响的可能性很小。因此,可以说:根据能否非常熟练地进行操作而很容易产生差异,并且在视频游戏机中,初学者很难取得比老手更好的成绩。因此,当初学者和老手进行同样的游戏时,可能会降低对游戏的兴趣。In addition, the video game machine will control the progress of the game by the CPU of the game machine body according to the operating signal output by the operating device. That is, the progress of the game is all electronically controlled, and the possibility of being affected by factors such as accidents is very small. Therefore, it can be said that it is easy to make a difference according to whether it can be operated very skillfully, and it is difficult for a beginner to achieve better results than a veteran in video game consoles. Therefore, when beginners and veterans play the same game, it may reduce the interest in the game.

此外,在先前的视频游戏机中,通过操作设置在操作装置上的多个按钮来进行游戏,所以很容易使操作变得复杂。因此,对按钮操作有自信的游戏者能够通过挑战更难的操作而体会到游戏的乐趣,但是不擅长复杂操作的游戏者,可能会连玩游戏本身都放弃。Furthermore, in the conventional video game machine, the game is played by operating a plurality of buttons provided on the operating device, so the operation is easily complicated. Therefore, players who are confident in button operations can experience the fun of the game by challenging more difficult operations, but players who are not good at complicated operations may give up even playing the game itself.

【专利文献1】日本专利文献特开2002-263365号公报[Patent Document 1] Japanese Patent Application Laid-Open No. 2002-263365

发明内容 Contents of the invention

发明所要解决的问题The problem to be solved by the invention

因此,本发明的目的在于提供一种可以通过导入实物的移动和偶然性因素且将用来进行游戏的操作简单化而提高对游戏的兴趣的游戏机。Therefore, an object of the present invention is to provide a game machine that can increase interest in the game by introducing movement and chance factors of real objects and simplifying the operation for playing the game.

解决问题的手段means of solving problems

本发明的游戏机为通过规定的操作来进行游戏的游戏机,其特征为具备:发射装置,其用于发射游戏球;操作装置,其为了从上述发射装置发射游戏球而由游戏者操作;游戏区域,其由第1进入区域和第2进入区域所构成,上述第1进入区域进入通过上述操作装置的第1操作而发射的游戏球,上述第2进入区域进入通过上述操作装置的第2操作而发射的游戏球;起动区域,其设置成与进入上述第2进入区域的游戏球相比更容易使进入上述第1进入区域的游戏球进入;起动区域检测装置,其检测有游戏球进入上述起动区域;可变入赏装置,其设置成与进入上述第1进入区域的游戏球相比更容易使进入上述第2进入区域的游戏球进入,并且可使游戏机转变为容易接收游戏球的开启状态和难于接收游戏球的关闭状态;特殊游戏判定装置,其以检测到有游戏球进入上述起动区域为契机,判定是否进行在规定的开启状态下使上述可变入赏装置从上述关闭状态转变为上述开启状态的特殊游戏的控制;特殊游戏控制装置,其以通过上述特殊游戏判定装置判定了应实施上述特殊游戏的控制为条件,实施上述特殊游戏的控制。The game machine of the present invention is a game machine for playing games through predetermined operations, and is characterized by comprising: a launching device for launching game balls; an operating device operated by the player in order to launch game balls from the launching device; The game area is composed of a first entry area and a second entry area. The first entry area enters the game ball launched by the first operation of the operation device, and the second entry area enters the second entry area through the operation device. The game balls launched by operation; the start area, which is set so that the game balls entering the first entry area are easier to enter than the game balls entering the second entry area; the start area detection device, which detects the entry of the game balls The above-mentioned starting area; a variable reward device, which is arranged so that the game ball entering the above-mentioned second entry area is easier to enter than the game ball entering the above-mentioned first entry area, and the game machine can be changed to be easy to receive the game ball The open state of the game ball and the closed state that is difficult to receive the game ball; the special game judging device, which detects that the game ball enters the above-mentioned starting area as an opportunity, and judges whether to make the above-mentioned variable reward device from the above-mentioned closed state in the predetermined open state. The control of the special game in which the state has changed to the ON state; the special game control means executes the control of the special game on the condition that the control of the special game is determined by the special game judging means.

发明效果Invention effect

依据本发明,通过第1操作而进入第1进入区域的游戏球很容易进入起动区域,通过第2操作而进入第2进入区域的游戏球很容易进入可变入赏装置。因此,游戏者在通常情况下进行第1操作,而在执行特殊游戏期间进行第2操作。据此,既给游戏增加了实物的移动和偶然性因素,又使游戏者的操作变得简单,而且还能提高对游戏的兴趣。According to the present invention, the game ball entering the first entry area through the first operation can easily enter the starting area, and the game ball entering the second entry area through the second operation can easily enter the variable reward device. Therefore, the player normally performs the first operation, and performs the second operation during execution of the special game. According to this, the movement of real objects and chance factors are added to the game, the operation of the player is simplified, and the interest in the game can be increased.

附图说明 Description of drawings

图1是游戏机的正视图。Fig. 1 is a front view of the game machine.

图2是游戏机背面侧的斜视图。Fig. 2 is a perspective view of the back side of the game machine.

图3是游戏机的方块图。Fig. 3 is a block diagram of the game machine.

图4的(a)是第1特殊图案显示装置用中头彩判定表,图4的(b)是第2特殊图案显示装置用中头彩判定表,图4的(c)是普通图案显示装置用中头彩判定表。Fig. 4(a) is the jackpot judgment table for the first special pattern display device, Fig. 4(b) is the jackpot judgment table for the second special pattern display device, and Fig. 4(c) is the normal pattern display A jackpot judgment table for the device.

图5的(a)是中头彩时的图案决定表,图5的(b)是小中彩时的图案决定表,图5的(c)未中彩时的图案决定表。(a) of FIG. 5 is a pattern determination table when winning a jackpot, (b) of FIG. 5 is a pattern determination table for a minor winning, and (c) of FIG. 5 is a pattern determination table for losing a lottery.

图6是显示中头彩结束时设定数据表的说明图。FIG. 6 is an explanatory diagram showing a setting data table at the end of the jackpot.

图7是显示特殊电动装饰物动作方式决定表的说明图。Fig. 7 is an explanatory diagram showing a table for determining the operation mode of a special electric ornament.

图8是显示长时间中彩用开启方式决定表和短时间中彩用开启方式决定表、中小彩用开启方式决定表的说明图。Fig. 8 is an explanatory diagram showing a long-term lottery winning opening method determination table, a short-time lottery winning opening method determination table, and a small and medium lottery opening method determination table.

图9-1和图9-2是显示非特定游戏状态用(低概率游戏状态用)的变化模式决定表的说明图。9-1 and 9-2 are explanatory diagrams showing a change pattern determination table for an unspecified game state (for a low-probability game state).

图10-1和图10-2是显示高概率游戏状态用变化模式决定表的说明图。10-1 and 10-2 are explanatory diagrams showing a high-probability game state change pattern determination table.

图11是显示中小彩后的特定游戏期间用(低概率游戏状态用)的变化模式决定表的说明图。11 is an explanatory diagram showing a change pattern determination table for a specific game period (for a low-probability game state) after a small lottery.

图12是显示主控制基板中的主处理的说明图。Fig. 12 is an explanatory diagram showing main processing in the main control board.

图13是显示主控制基板中的定时器插入处理的说明图。Fig. 13 is an explanatory diagram showing timer insertion processing in the main control board.

图14是显示主控制基板中的输入控制处理的说明图。Fig. 14 is an explanatory diagram showing input control processing in the main control board.

图15是显示主控制基板中的第1起动口检测开关输入处理的说明图。Fig. 15 is an explanatory diagram showing a first activation port detection switch input process in the main control board.

图16是显示主控制基板中的通过口检测开关输入处理的说明图。Fig. 16 is an explanatory view showing input processing through a port detection switch in the main control board.

图17是显示主控制基板中的特图特电控制处理的说明图。FIG. 17 is an explanatory diagram showing special map special electric control processing in the main control board.

图18是显示主控制基板中的特殊图案存储判定处理的说明图。FIG. 18 is an explanatory diagram showing special pattern storage determination processing in the main control board.

图19是显示主控制基板中的中头彩判定处理的说明图。FIG. 19 is an explanatory diagram showing jackpot judging processing in the main control board.

图20是显示主控制基板中的特殊图案变化处理的说明图。FIG. 20 is an explanatory diagram showing special pattern change processing in the main control substrate.

图21是显示主控制基板中的特殊图案停止处理的说明图。FIG. 21 is an explanatory diagram showing special pattern stop processing in the main control board.

图22是显示主控制基板中的中头彩游戏处理的说明图。Fig. 22 is an explanatory diagram showing jackpot game processing in the main control board.

图23是显示主控制基板中的中小彩游戏处理的说明图。Fig. 23 is an explanatory diagram showing the small lottery game processing in the main control board.

图24是显示主控制基板中的特殊游戏结束处理的说明图。Fig. 24 is an explanatory diagram showing special game end processing in the main control board.

图25是显示主控制基板中的普图普电控制处理的说明图。FIG. 25 is an explanatory diagram showing general power control processing in the main control board.

图26是显示主控制基板中的普通图案变化处理的说明图。Fig. 26 is an explanatory diagram showing a general pattern changing process in the main control substrate.

图27是显示主控制基板中的普通电动装饰物控制处理的说明图。Fig. 27 is an explanatory diagram showing a general electric ornament control process in the main control substrate.

图28是显示起动可变入赏装置的开启方式决定表的说明图。Fig. 28 is an explanatory diagram showing an opening method determination table for activating the variable prize device.

图29是显示游戏显示控制基板中的主处理的说明图。Fig. 29 is an explanatory diagram showing main processing in the game display control board.

图30是显示游戏显示控制基板中的定时器插入处理的说明图。Fig. 30 is an explanatory diagram showing timer insertion processing in the game display control board.

图31是显示游戏显示控制基板中的命令分析处理1的说明图。FIG. 31 is an explanatory diagram showing command analysis processing 1 in the game display control board.

图32是显示游戏显示控制基板中的命令分析处理2的说明图。FIG. 32 is an explanatory diagram showing command analysis processing 2 in the game display control board.

图33是显示游戏显示控制基板中的变化游戏显示模式决定处理的说明图。FIG. 33 is an explanatory diagram showing a change game display mode determination process in the game display control board.

符号说明Symbol Description

1   游戏机                2   游戏盘1 game console 2 game board

3   操作手柄              3a  发射旋钮3 Operation handle 3a Launch knob

3b  触摸式传感器          4a  发射用螺线管3b Touch sensor 4a Solenoid for launch

5a  滑轨                  5b  滑轨5a slide rail 5b slide rail

6   游戏区域              6a  左旋游戏区域6 Game area 6a Left-handed game area

6b  右旋游戏区域          6c  第1进入区域6b Right-handed game area 6c 1st entry area

6d  第2进入区域           7   一般入赏口6d 2nd Entry Area 7 General Prize Entrance

7a  一般入赏口检测开关    8   普通图案通过口7a Ordinary prize entrance detection switch 8 Ordinary pattern through entrance

8a    通过口检测开关           9     第1起动口8a Passing port detection switch 9 1st starting port

9a    第1起动口检测开关        10    第2起动口9a Detecting switch of the 1st starting port 10 2nd starting port

10a   第2起动口检测开关        10b   可动片10a 2nd starter port detection switch 10b Movable piece

10c   起动口开关螺线管         10d   障碍物10c Starter port switch solenoid 10d Barrier

11    第1大入赏口              11a   第1大入赏口检测开关11 The 1st big reward port 11a The detection switch of the 1st big reward port

11c   第1大入赏口开关螺线管    13    液晶显示装置11c 1st big prize entry switch solenoid 13 Liquid crystal display device

16    游戏显示用照明装置       17    游戏显示按钮16 Lighting device for game display 17 Game display button

17a   游戏显示按钮检测开关     18    音频输出装置17a Game display button detection switch 18 Audio output device

19    第1特殊图案显示装置      20    第2特殊图案显示装置19 The first special pattern display device 20 The second special pattern display device

21    普通图案显示装置         22    第1特殊图案保留显示器21 Ordinary pattern display device 22 1st special pattern reserved display

23    第2特殊图案保留显示器    24    普通图案保留显示器23 2nd special pattern reserved display 24 Ordinary pattern reserved display

25    第2大入赏口              25a   大入赏口检测开关25 The 2nd big reward port 25a Large reward port detection switch

25b   第2大入赏口开关门        25c   大入赏口开关螺线管25b Opening and closing door of the 2nd big prize entrance 25c Solenoid for opening and closing of the large prize entrance

26    右旋报知显示器           30    游戏显示图案26 Right-hand notification display 30 Game display pattern

31    赔付电机                 32    赔付球计数检测开关31 Payout motor 32 Payout ball count detection switch

33    开门开关                 50    电源插头33 Door open switch 50 Power plug

60    异常检测开关             100   外框60 Abnormal detection switch 100 Frame

101   主控制基板               101a  主CPU101 main control board 101a main CPU

101b  主ROM                    101c  主RAM101b Main ROM 101c Main RAM

102   游戏显示控制基板         102a  副CPU102 Game Display Control Board 102a Sub-CPU

102b  副ROM                    102c  副RAM102b Secondary ROM 102c Secondary RAM

102d  RTC                      103   赔付控制基板102d RTC 103 Compensation control board

103a  赔付CPU                  103b  赔付ROM103a Pay for CPU 103b Pay for ROM

103c 赔付RAM             104  灯控制基板103c Compensation for RAM 104 Lamp control board

105  图像控制基板        106  发射控制基板105 Image Control Substrate 106 Emission Control Substrate

107  电源基板            108  游戏信息输出端子板107 Power base board 108 Game information output terminal board

110  玻璃框              111  合叶机构部110 Glass frame 111 Hinge mechanism department

具体实施方式 Detailed ways

下面,参照附图具体说明本发明的一实施例即游戏机。首先,使用图1及图2说明本发明的一实施例即游戏机的结构。图1是显示游戏机之一例的正视图,图2是显示游戏机背面侧的斜视图,图3是显示控制装置的内部结构的方块图。Next, a game machine which is an embodiment of the present invention will be described in detail with reference to the drawings. First, the structure of a game machine which is an embodiment of the present invention will be described using FIG. 1 and FIG. 2 . 1 is a front view showing an example of a game machine, FIG. 2 is a perspective view showing the back side of the game machine, and FIG. 3 is a block diagram showing an internal structure of a control device.

游戏机1具有固定于外框100的游戏盘2。在该游戏盘2中,设置有游戏球滚动、下落的游戏区域6,并且利用玻璃框110覆盖游戏区域6。The game machine 1 has a game board 2 fixed to an outer frame 100 . The game board 2 is provided with a game area 6 where game balls roll and fall, and the game area 6 is covered with a glass frame 110 .

在玻璃框110上,可旋动地设置有操作手柄3。游戏者一旦触碰操作手柄3,则操作手柄3内的触摸式传感器3b将检测游戏者触碰了操作手柄3,并将触摸信号传送至发射控制基板106。发射控制基板106,一旦从触摸式传感器3b接收到触摸信号,则允许发射用螺线管4a的通电。此外,一旦改变操作手柄3的旋转角度,则与操作手柄3直接连接的齿轮旋转,且与齿轮相连接的发射旋钮3a的旋钮旋转。与该发射旋钮3a的检测角度相对应的电压,将被施加到设置在游戏球发射机构上的发射用螺线管4a中。此外,如果向发射用螺线管4a施加电压,则发射用螺线管4a将根据施加电压进行动作,同时以与操作手柄3的旋转角度相对应的强度发射游戏球。On the glass frame 110, an operating handle 3 is rotatably arranged. Once the player touches the operating handle 3 , the touch sensor 3 b in the operating handle 3 will detect that the player has touched the operating handle 3 , and transmit the touch signal to the emission control board 106 . When the emission control board 106 receives a touch signal from the touch sensor 3b, it allows the energization of the emission solenoid 4a. In addition, once the rotation angle of the operating handle 3 is changed, the gear directly connected to the operating handle 3 rotates, and the knob of the firing knob 3a connected to the gear rotates. A voltage corresponding to the detected angle of the launch knob 3a is applied to the launch solenoid 4a provided on the game ball launch mechanism. Also, when a voltage is applied to the launching solenoid 4a, the launching solenoid 4a operates according to the applied voltage, and simultaneously launches the game ball with a strength corresponding to the rotation angle of the operating handle 3.

如上发射的游戏球,在滑轨5a、5b间上升,到达游戏盘2的上部位置后,根据发射的强度,进入第1进入区域6c或者第2进入区域6d中的任一进入区域中,然后沿着左旋游戏区域6a或者右旋游戏区域6b下落。The game ball launched as above rises between the slide rails 5a, 5b, and after arriving at the upper position of the game board 2, enters the first entry area 6c or the second entry area 6d according to the intensity of the emission, and enters any entry area in the area 6d, and then Fall along the left-handed game area 6a or the right-handed game area 6b.

具体地说,在游戏机1的正面图中,在游戏区域6的横向中心左侧设置有第1进入区域6c,在上述中心右侧设置有第2进入区域6d。因此,在操作手柄3的旋转角度小于规定角度时,游戏球进入第1进入区域6c,在操作手柄3的旋转角度大于规定角度时,游戏球进入第2进入区域6d。Specifically, in the front view of the game machine 1, a first entry area 6c is provided on the left side of the horizontal center of the game area 6, and a second entry area 6d is provided on the right side of the center. Therefore, when the rotation angle of the operating handle 3 is smaller than the predetermined angle, the game ball enters the first entry area 6c, and when the rotation angle of the operation handle 3 is greater than the predetermined angle, the game ball enters the second entry area 6d.

在上述左旋游戏区域6a中,设置有多个一般入赏口7。在这些一般入赏口7中,分别设置有一般入赏口检测开关7a,该一般入赏口检测开关7a一旦检测到有游戏球进入,则赔付规定的赏球(例如10个游戏球)。In the above-mentioned left-handed game area 6a, a plurality of general payouts 7 are provided. In these general betting mouths 7, be respectively provided with general betting opening detection switch 7a, once this general betting opening detection switch 7a detects that game ball enters, then pays out the specified rewarding ball (for example 10 game balls).

另外,在上述左旋游戏区域6a的下部位置,与上述一般入赏口7相同,设置有游戏球可以进入的第1起动口9。并且,在上述右旋游戏区域6b的下部位置,设置有第2起动口10。第2起动口10,具有一对可动片10b,并且被可动控制成上述一对可动片10b保持关闭状态的第1方式和一对可动片10b保持开启状态的第2方式。In addition, at the lower position of the above-mentioned left-handed game area 6a, the same as the above-mentioned general prize entry port 7, a first starting port 9 into which game balls can enter is provided. In addition, a second starting port 10 is provided at the lower position of the above-mentioned right-handed game area 6b. The second starting port 10 has a pair of movable pieces 10b, and is movably controlled in a first mode in which the pair of movable pieces 10b are kept closed and in a second mode in which the pair of movable pieces 10b are kept in an open state.

另外,在第2起动口10被控制成上述第1方式时,因为位于该第2起动口10正上方的障碍物10d,其无法或者难于接受游戏球。另一方面,在第2起动口10被控制成上述第2方式时,上述一对可动片10b将作为接盘发挥作用,游戏球很容易进入第2起动口10。即,第2起动口10,在处于第1方式时,基本上没有游戏球进入的机会,在处于第2方式时,游戏球的进球机会增多。In addition, when the second starting port 10 is controlled in the above-mentioned first mode, because of the obstacle 10d located directly above the second starting port 10, it cannot or is difficult to receive the game ball. On the other hand, when the second starting port 10 is controlled to the above-mentioned second mode, the above-mentioned pair of movable pieces 10b will function as a connecting plate, and game balls can easily enter the second starting port 10 . That is, the second starting port 10 basically has no chance of entering the game ball when it is in the first mode, and when it is in the second mode, the chances of scoring the game ball increase.

在上述第1起动口9以及第2起动口10中,分别设置有检测游戏球进入的第1起动口检测开关9a以及第2起动口检测开关10a,这些检测开关一旦检测到有游戏球进入,则进行获得执行下述中头彩游戏权利的抽选(以下,简称为“中头彩的抽选”)。另外,在检测开关9a、10a检测到有游戏球进入时,还赔付规定的赏球(例如3个游戏球)。In above-mentioned the 1st starting port 9 and the 2nd starting port 10, be respectively provided with the 1st starting port detection switch 9a that detects that game ball enters and the 2nd starting port detection switch 10a, once these detection switches detect that game ball enters, Then, a lottery (hereinafter, simply referred to as "the lottery for winning the jackpot") for obtaining the right to execute the following jackpot game is performed. In addition, when the detection switch 9a, 10a detects that game balls enter, a predetermined reward (for example, 3 game balls) is also paid out.

在左旋游戏区域6a的下方(上述第1起动口9的正下方),设置有第1大入赏口11。该第1大入赏口11,通常通过未图示的第1大入赏口开关门维持关闭状态,使游戏球无法进入。与此相对,一旦开始下述的特殊游戏,则第1大入赏口开关门开启,同时该第1大入赏口开关门将作为向第1大入赏口11引导游戏球的接盘发挥作用,可以使游戏球进入。Below the left-handed game area 6a (directly below the above-mentioned first starting port 9), a first big prize entry port 11 is provided. This 1st big prize entry port 11 is usually maintained in a closed state by a not-shown first large prize entry opening and closing door, so that game balls cannot enter. On the other hand, once the following special game starts, the opening and closing door of the first big prize opening will be opened, and the opening and closing door of the first big prize opening will function as a receiving plate for guiding game balls to the first big prize opening 11, The game ball can be made to enter.

在上述第1大入赏口11中,设置有第1大入赏口检测开关11a,该第1大入赏口检测开关11a在检测到有游戏球进入时,赔付预先设定的赏球(例如10个游戏球)。In the above-mentioned 1st big reward opening 11, be provided with the 1st big reward opening detection switch 11a, when this 1st big prize entry detection switch 11a detects that game ball enters, pay out the preset ball reward ( eg 10 game balls).

另一方面,在右旋游戏区域6b的下方(上述第2起动口10的正下方),设置有第2大入赏口25。该第2大入赏口25,通常通过第2大入赏口开关门25b维持关闭状态,使游戏球无法进入。与此相对,一旦开始下述的特殊游戏,则第2大入赏口开关门25b开启,同时该第2大入赏口开关门25b将作为向第2大入赏口25内引导游戏球的接盘发挥作用,可以使游戏球进入。On the other hand, below the right-handed game area 6b (immediately below the above-mentioned second starting port 10), a second big prize entry port 25 is provided. This 2nd big prize entry port 25 usually maintains a closed state by the 2nd large prize entry opening switch door 25b, so that game balls cannot enter. In contrast, once the following special game is started, the second big prize opening switch door 25b is opened, and the second big prize opening switch door 25b will be used as a guide for guiding game balls in the second big prize opening 25 simultaneously. The catch comes into play and allows the game ball to enter.

另外,在右旋游戏区域6b中游戏球下落区域的宽度,大体形成为与第2大入赏口25的宽度相同,所以,一旦第2大入赏口开关门25b开启,则进入右旋游戏区域6b中的大多数游戏球将进入第2大入赏口25中。因此,一旦开始特殊游戏,则通过向右旋游戏区域6b击出游戏球,可以在短时间内获得大量的赏球。In addition, in the right-handed game area 6b, the width of the game ball drop area is substantially formed to be the same as the width of the second big prize opening 25, so once the second large prize opening switch door 25b is opened, the right-handed game is entered. Most of the game balls in the area 6b will enter the second largest prize slot 25 . Therefore, once the special game starts, by hitting the game ball to the right-spin game area 6b, a large number of prizes can be obtained in a short time.

在上述第2大入赏口25中,设置有大入赏口检测开关25a,该大入赏口检测开关25a在检测到有游戏球进入时,赔付预先设定的赏球(例如10个游戏球)。In the above-mentioned 2nd big prize entry port 25, a large prize entry port detection switch 25a is provided. ball).

此外,在上述右旋游戏区域6b的上述第2起动口10的右侧,游戏球可通过地设置有普通图案通过口8。在普通图案通过口8中,设置有检测游戏球通过的通过口检测开关8a,该通过口检测开关8a一旦检测到有游戏球通过,则进行下述普通图案的抽选。In addition, on the right side of the second starting port 10 in the right-handed game area 6b, a normal pattern passing port 8 is provided so that game balls can pass therethrough. In the normal pattern passing port 8, a passing port detection switch 8a for detecting the passing of game balls is provided. Once the passing port detecting switch 8a detects the passing of game balls, the drawing of the following general patterns is performed.

在游戏区域6的最下部,左旋游戏区域6a和右旋游戏区域6b相汇合,并且设置有排出口12,其用于排出未进入一般入赏口7、第1起动口9、第2起动口10、第1大入赏口11、第2大入赏口25中任意一个的游戏球。At the bottom of the game area 6, the left-handed game area 6a and the right-handed game area 6b merge, and a discharge port 12 is provided, which is used to discharge the general prize entry port 7, the first start port 9, and the second start port. 10. The game ball of any one of the first big reward port 11 and the second big reward port 25.

另外,在本实施例中,由于各个入赏口的配置和钉等的盘面分布,进入第1进入区域6c的游戏球,只能进入一般入赏口7、第1起动口9以及第1大入赏口11中的任意一个,游戏球不可能进入普通图案通过口8或者进入第2起动口10以及第2大入赏口25中。In addition, in this embodiment, due to the configuration of each prize entry port and the distribution of the nails, etc., the game balls entering the first entry area 6c can only enter the general prize entry port 7, the first starting port 9 and the first large prize entry port. In any one of the reward openings 11, the game ball cannot enter the common pattern through the opening 8 or enter the 2nd starting mouth 10 and the 2nd largest reward opening 25.

另外,与此相反,进入第2进入区域6d的游戏球,将进入普通图案通过口8或者进入第2起动口10以及第2大入赏口25中,而不可能进入一般入赏口7、第1起动口9以及第1大入赏口11中。In addition, on the contrary, the game ball entering the 2nd entry area 6d will enter the common pattern passing port 8 or enter the 2nd starting port 10 and the 2nd large prize entry port 25, and it is impossible to enter the general prize entry port 7, In the first starting port 9 and the first big prize entry port 11.

但是,不一定仅限于此,一般入赏口7、第1起动口9以及第1大入赏口11,只要在进入第1进入区域6c的游戏球比进入第2进入区域6d的游戏球更容易进入的位置即可。另外,普通图案通过口8以及第2起动口10,只要在进入第2进入区域6d的游戏球比进入第1进入区域的游戏球更容易进入的位置即可。However, it is not necessarily limited thereto. In general, the prize entry port 7, the first start port 9 and the first large prize entry port 11, as long as the game balls entering the first entry area 6c are lower than the game balls entering the second entry area 6d. An easily accessible location will suffice. In addition, the normal pattern passage port 8 and the second activation port 10 may be at positions where game balls entering the second entry area 6d are easier to enter than game balls entering the first entry area.

另外,在上述游戏盘2中,设置有进行各种游戏显示的游戏显示装置。In addition, the above-mentioned game board 2 is provided with a game display device for displaying various games.

具体地说,在上述游戏区域6的大体中央部分,设置有由液晶显示器等构成的液晶显示装置13,此外,在游戏盘2的上部位置以及下部位置,均设置有游戏显示用照明装置16,在上述操作手柄3的左侧,设置有游戏显示按钮17。Specifically, a liquid crystal display device 13 made of a liquid crystal display or the like is provided in substantially the central part of the above-mentioned game area 6. In addition, an illumination device 16 for game display is provided at an upper position and a lower position of the game board 2. On the left side of the above-mentioned operation handle 3, a game display button 17 is arranged.

上述液晶显示装置13,或者在未进行游戏的待机期间显示图像,或者显示随着游戏的进行而产生的图像。其中,在游戏球进入第1起动口9或者第2起动口10中时,变化显示向游戏者报知抽选结果的游戏显示图案30。所谓的游戏显示图案30,例如,是指在分别滚动显示3个数字的同时,在经过规定时间后停止该滚动,从而排列显示特定图案(数字)的图案。据此,在图案的滚动中,给予游戏者以宛如正在抽选的印象,同时根据滚动停止时所显示的图案,向游戏者报知抽选结果。在该游戏显示图案30的变化显示期间,通过显示各种各样的图像及角色等,带给游戏者或许会中头彩的很高期待感。The above-mentioned liquid crystal display device 13 either displays an image during a standby period when the game is not being played, or displays an image generated as the game progresses. Wherein, when the game ball enters the first starting port 9 or the second starting port 10, the game display pattern 30 for notifying the player of the drawing result is changed and displayed. The game display pattern 30 is, for example, a pattern in which specific patterns (numbers) are arranged and displayed while scrolling and displaying three numbers, and then stopping the scrolling after a predetermined time elapses. According to this, the player is given the impression that a lottery is being drawn during the scrolling of the symbols, and at the same time, the result of the lottery is notified to the player based on the symbols displayed when the scrolling stops. During the changing display period of the game display pattern 30, various images, characters, etc. are displayed, giving the player a high sense of expectation that the jackpot may be won.

另外,游戏显示用照明装置16,分别具备多个灯,并且一边改变各个灯的光照方向和发光颜色,一边进行各种各样的游戏显示。In addition, the game display lighting device 16 includes a plurality of lamps, and various game displays are performed while changing the lighting direction and light emission color of each lamp.

另外,在上述操作手柄3的左侧,设置有游戏者可进行按压操作的游戏显示按钮17。该游戏显示按钮17,例如,仅在上述液晶显示装置13中显示诸如操作上述游戏显示按钮17的提示时有效。在游戏显示按钮17中,设置有游戏显示按钮检测开关17a,并且一旦该游戏显示按钮检测开关17a检测到游戏者的操作,则根据该操作执行更进一步的游戏显示。In addition, on the left side of the above-mentioned operation handle 3, there is provided a game display button 17 that the player can press and operate. The game display button 17 is effective only when, for example, a prompt such as operating the game display button 17 is displayed on the liquid crystal display device 13 . In the game display button 17, a game display button detection switch 17a is provided, and once the game display button detection switch 17a detects a player's operation, further game display is performed according to the operation.

此外,虽然在图1中未图示,但是在游戏机1中设置有由扬声器构成的音频输出装置18(参照图3),并且除了上述各个游戏显示装置之外,还可以通过音频进行游戏显示。In addition, although not shown in FIG. 1 , an audio output device 18 (refer to FIG. 3 ) composed of a speaker is provided in the game machine 1, and in addition to the above-mentioned respective game display devices, game display can also be performed by audio. .

此外,在游戏区域6的下方,设置有第1特殊图案显示装置19、第2特殊图案显示装置20、普通图案显示装置21、第1特殊图案保留显示器22、第2特殊图案保留显示器23、普通图案保留显示器24、右旋报知显示器26。In addition, below the game area 6, the 1st special pattern display device 19, the 2nd special pattern display device 20, the common pattern display device 21, the 1st special pattern reserved display 22, the 2nd special pattern reserved display 23, the common Pattern reservation display 24, right-hand notification display 26.

上述第1特殊图案显示装置19,是一种报知以游戏球进入第1起动口9为契机而实施的中头彩抽选结果的装置,其由7段LED构成。即,设置有多个与中头彩的抽选结果相对应的特殊图案,并且通过在该第1特殊图案显示装置19中显示与中头彩的抽选结果相对应的特殊图案,向游戏者报知抽选结果。例如,在中头彩时,显示“7”,而在未中彩时,显示“-”。如此显示的“7”和“-”就是特殊图案,但是该特殊图案并非立即显示,而是经过规定时间的变化显示后,才停止显示。The above-mentioned first special pattern display device 19 is a device for notifying the result of the jackpot lottery when the game ball enters the first starting port 9, and is composed of 7-segment LEDs. That is, a plurality of special patterns corresponding to the drawing results of the jackpot are provided, and by displaying the special patterns corresponding to the drawing results of the winning lottery in the first special pattern display device 19, the players are shown Notification of lottery results. For example, "7" is displayed when the jackpot is won, and "-" is displayed when the jackpot is not won. The "7" and "-" displayed in this way are special patterns, but this special pattern is not displayed immediately, but stops displaying after a predetermined time has elapsed.

更具体地说,一旦游戏球进入第1起动口9,则进行中头彩的抽选,但是该中头彩的抽选结果并不是立即报知给游戏者,而是在经过规定时间以后才报知给游戏者。此外,在经过规定时间以后,通过停止显示与中头彩抽选结果相对应的特殊图案,而向游戏者报知抽选结果。另外,第2特殊图案显示装置20,是一种报知以游戏球进入第2起动口10为契机而实施的中头彩抽选结果的装置,其显示方式与上述第1特殊图案显示装置19中的特殊图案显示方式相同。More specifically, once the game ball enters the first starting port 9, the lottery is won, but the result of the lottery is not immediately notified to the player, but after a predetermined time has elapsed. Notify the player. Also, after a predetermined time elapses, the display of the special symbol corresponding to the jackpot lottery result is stopped to notify the player of the lottery result. In addition, the second special pattern display device 20 is a device for announcing the result of the jackpot lottery when the game ball enters the second starting port 10, and its display method is the same as that of the above-mentioned first special pattern display device 19. The special patterns in are displayed in the same way.

另外,普通图案显示装置21,是一种报知以游戏球通过普通图案通过口8为契机而实施的普通图案抽选结果的装置。详细内容将在后文中叙述,一旦通过该普通图案的抽选中彩,则普通图案显示装置21亮灯,然后,上述第2起动口10被控制成第2方式规定时间。另外,该普通图案也不是在游戏球通过普通图案通过口8之后立即报知抽选结果,而是直至经过规定时间,普通图案变化显示使普通图案显示装置21闪烁。In addition, the normal pattern display device 21 is a device for notifying the result of the normal pattern drawing performed when the game ball passes through the normal pattern passage opening 8 as an opportunity. The details will be described later, once the lottery is won by the lottery of the common pattern, the normal pattern display device 21 lights up, and then the above-mentioned second starting port 10 is controlled to the second mode for a predetermined time. In addition, the general pattern does not report the drawing result immediately after the game ball passes through the ordinary pattern passage port 8, but the normal pattern display means 21 blinks until a predetermined time passes.

此外,在特殊图案的变化显示期间以及下述特殊游戏期间,当游戏球进入第1起动口9或者第2起动口10而不能立即进行中头彩的抽选时,在一定条件下,保留中头彩抽选的权利。更具体地说,游戏球进入第1起动口9而保留的中头彩抽选的权利将被作为第1保留而保留,游戏球进入第2起动口10而保留的中头彩抽选的权利将被作为第2保留而保留。In addition, when the game ball enters the first starting port 9 or the second starting port 10 during the display period of the change of the special pattern and the following special game period, and the drawing of the jackpot cannot be carried out immediately, under certain conditions, the holding The right to a jackpot draw. More specifically, the right to win the jackpot lottery reserved by the game ball entering the first starting port 9 will be reserved as the first reservation, and the right to win the jackpot lottery reserved by the game ball entering the second starting port 10 Will be reserved as 2nd reservation.

上述两种保留,分别将上限保留个数设定为4个,其保留个数分别显示在第1特殊图案保留显示器22和第2特殊图案保留显示器23上。另外,当第1保留为1个时,第1特殊图案保留显示器22左侧的LED亮灯;当第1保留为2个时,第1特殊图案保留显示器22的2个LED亮灯。此外,当第1保留为3个时,第1特殊图案保留显示器22左侧的LED闪烁,同时右侧的LED亮灯;当第1保留为4个时,第1特殊图案保留显示器22的2个LED闪烁。此外,在第2特殊图案保留显示器23中,也与上述相同,显示第2保留的保留个数。For the above two reservations, the upper limit number of reservations is set to 4 respectively, and the number of reservations is displayed on the first special pattern reservation display 22 and the second special pattern reservation display 23 respectively. In addition, when the first reserved number is one, the LED on the left side of the first special pattern reserved display 22 lights up; when the first reserved number is two, the two LEDs of the first special pattern reserved display 22 light up. In addition, when the 1st reservation is 3, the LED on the left side of the 1st special pattern reservation display 22 flickers, and the LED on the right side lights up simultaneously; when the 1st reservation is 4, the 2nd special pattern reservation display 22 LEDs blink. In addition, on the second special pattern reserve indicator 23, the number of the second reserve objects is displayed in the same manner as above.

此外,普通图案的上限保留个数也被设定为4个,其保留个数通过与上述第1特殊图案保留显示器22以及第2特殊图案保留显示器23相同的方式,显示在普通图案保留显示器24上。In addition, the upper limit reserved number of common patterns is also set to 4, and its reserved number is displayed on the common pattern reserved display 24 by the same mode as the 1st special pattern reserved display 22 and the 2nd special pattern reserved display 23 above. superior.

另外,右旋报知显示器26,在游戏的进行过程中以瞄准第2进入区域6d发射游戏球为宜时,即,使游戏球进入右旋游戏区域6b为宜时亮灯。即,右旋报知显示器26的熄灯,向游戏者报知应该使游戏球进入左旋游戏区域6a,右旋报知显示器26的亮灯,向游戏者报知应该使游戏球进入右旋游戏区域6b。In addition, the right-handed notification indicator 26 lights up when it is appropriate to launch the game ball at the second entry area 6d during the game, that is, when it is appropriate to make the game ball enter the right-handed game area 6b. That is, turning off the light of the right-handed notification display 26 informs the player that the game ball should be entered into the left-handed game area 6a, and the lighting of the right-handed notification display 26 informs the player that the game ball should be entered into the right-handed game area 6a. 6b.

在这里,玻璃框110,在游戏盘2的前方(游戏者一侧)支撑着可视地覆盖游戏区域6的玻璃板(未图示)。玻璃板,可拆卸地固定在玻璃框110中。Here, the glass frame 110 supports a glass plate (not shown) that visibly covers the game area 6 in front of the game board 2 (on the player's side). The glass plate is detachably fixed in the glass frame 110 .

此外,玻璃框110在左右方向的一端侧(例如,正对游戏机的左侧)通过合叶机构部111与外框100相连接,并以合叶机构部111为支点使左右方向的另一端侧(例如,正对游戏机的右侧)可向从外框100开启的方向旋动。玻璃框110与玻璃板111一同覆盖游戏盘2,并以合叶机构部111为支点像门一样旋动,从而可以将包括游戏盘2在内的外框100的内侧部分开启。在玻璃框110的另一端侧,设置有将玻璃框110的另一端侧固定在外框100上的锁定机构。通过锁定机构而实现的固定,可利用专用钥匙解除。此外,在玻璃框110中,还设置有检测玻璃框110是否从外框100开启的开门开关33(参照图3)。In addition, one end side of the glass frame 110 in the left-right direction (for example, the left side facing the game machine) is connected to the outer frame 100 through the hinge mechanism part 111, and the other end in the left-right direction The side (for example, the right side facing the game machine) can be rotated in a direction to open from the outer frame 100 . The glass frame 110 covers the game board 2 together with the glass plate 111, and pivots like a door with the hinge mechanism part 111 as a fulcrum, so that the inner part of the outer frame 100 including the game board 2 can be opened. On the other end side of the glass frame 110, a locking mechanism for fixing the other end side of the glass frame 110 to the outer frame 100 is provided. The fixation achieved by the locking mechanism can be released with a special key. In addition, the glass frame 110 is provided with a door open switch 33 (refer to FIG. 3 ) for detecting whether the glass frame 110 is opened from the outer frame 100 or not.

在游戏机1的背面,设置有主控制基板101、游戏显示控制基板102、赔付控制基板103、电源基板107、游戏信息输出端子板108等。此外,在电源基板107中,设置有用于向游戏机供电的电源插头50以及未图示的电源开关。On the back of the game machine 1, a main control board 101, a game display control board 102, a payout control board 103, a power board 107, a game information output terminal board 108, etc. are provided. In addition, a power plug 50 for supplying power to the game machine and a power switch (not shown) are provided on the power board 107 .

(控制装置的内部结构)(internal structure of the control unit)

以下,使用图3所示游戏机的方块图,说明控制游戏进行的控制装置。Hereinafter, using the block diagram of the game machine shown in FIG. 3, the control device for controlling the progress of the game will be described.

主控制基板101控制游戏的基本动作。该主控制基板101,具备主CPU 101a、主ROM 101b、主RAM 101c。主CPU 101a基于来自各检测开关及定时器的输入信号,读取存储在主ROM 101b中的程序并进行运算处理,同时直接控制各装置及显示器,或者根据运算处理的结果向其他基板传送命令。主RAM 101c,作为主CPU 101a进行运算处理时的数据工作区域发挥作用。The main control substrate 101 controls the basic actions of the game. The main control board 101 includes a main CPU 101a, a main ROM 101b, and a main RAM 101c. The main CPU 101a reads the programs stored in the main ROM 101b based on the input signals from the detection switches and timers and performs arithmetic processing, and at the same time directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 101c functions as a data work area when the main CPU 101a performs calculation processing.

在上述主控制基板101的输入侧,连接有一般入赏口检测开关7a、通过口检测开关8a、第1起动口检测开关9a、第2起动口检测开关10a、第1大入赏口检测开关11a、第2大入赏口检测开关25a,并且游戏球的检测信号将输入至主控制基板101中。On the input side of the above-mentioned main control substrate 101, a general reward entry detection switch 7a, a passage detection switch 8a, a first start detection switch 9a, a second start detection switch 10a, and a first large reward detection switch are connected. 11a, the second big prize entry detection switch 25a, and the detection signal of the game ball will be input into the main control board 101 .

此外,在主控制基板101的输出侧,连接有使第2起动口10的一对可动片10b进行开关动作的起动口开关螺线管10c、使第1大入赏口开关门进行开关动作的第1大入赏口开关螺线管11c、使第2大入赏口开关门25b进行开关动作的大入赏口开关螺线管25c。In addition, the output side of the main control board 101 is connected with a pair of movable pieces 10b of the second starting port 10 to open and close the starting port switch solenoid 10c, which makes the opening and closing of the first large prize entry port open and close. The first large prize entry switch solenoid 11c, the large prize entry switch solenoid 25c that makes the second large prize entry switch door 25b switch.

另外,在主控制基板101的输出侧,还连接有第1特殊图案显示装置19、第2特殊图案显示装置20、普通图案显示装置21、第1特殊图案保留显示器22、第2特殊图案保留显示器23、普通图案保留显示器24以及右旋报知显示器26,并且通过输出端口输出各种信号。In addition, on the output side of the main control substrate 101, the first special pattern display device 19, the second special pattern display device 20, the common pattern display device 21, the first special pattern reserved display 22, and the second special pattern reserved display are also connected. 23. Ordinary pattern reservation display 24 and right-hand notification display 26, and various signals are output through the output port.

此外,主控制基板101,将在游戏店的专用计算机等中为管理游戏机而必要的外部信息信号输出至游戏信息输出端子板108。In addition, the main control board 101 outputs external information signals necessary for managing the game machines in a dedicated computer in a game store, etc., to the game information output terminal board 108 .

另外,在主控制基板101的输入侧,连接有异常检测开关60。异常检测开关60,可以检测游戏机1中的各种异常,例如,磁气及各开关的未连接(断线)等。In addition, an abnormality detection switch 60 is connected to the input side of the main control board 101 . The abnormality detection switch 60 can detect various abnormalities in the game machine 1, for example, magnetism, disconnection (disconnection) of each switch, and the like.

在主控制基板101的主ROM 101b中,存储有游戏控制用程序及各种游戏所需的数据、表。In the main ROM 101b of the main control board 101, a game control program and data and tables necessary for various games are stored.

例如,判定特殊图案变化的停止结果是否为中头彩时参照的中头彩判定表(参照图4(a)、图4(b))、判定普通图案变化的停止结果是否为中彩时参照的中彩判定表(参照图4(c))、决定特殊图案的停止图案的图案决定表(参照图5)、用来基于特殊图案和游戏状态缓冲器中的数据决定游戏状态的中头彩结束时设定数据表(参照图6)、决定大入赏口开关条件的特殊电动装饰物动作方式决定表(参照图7)、长时间中彩用开启方式决定表(参照图8(a))、短时间中彩用开启方式决定表(参照图8(b))、中小彩用开启方式决定表(参照图8(c))、决定特殊图案的变化模式的变化模式决定表(参照图9至图11)等均存储在主ROM 101b中。这些各种表的具体例,将在后文中使用图4至图12进行叙述。For example, refer to the jackpot judgment table (see Fig. 4(a) and Fig. 4(b)) when judging whether the stop result of the change of the special symbol is the jackpot, and refer to when judging whether the stop result of the change of the normal symbol is the jackpot The winning judgment table (refer to Fig. 4(c)), the pattern determination table (refer to Fig. 5) for determining the stop pattern of the special pattern, the jackpot for determining the game state based on the special pattern and the data in the game state buffer Set the data table at the end (refer to Fig. 6), determine the action mode determination table (refer to Fig. 7) of the special electric decoration of the opening and closing conditions of the big prize entrance, and determine the table (refer to Fig. 8 (a) for opening the lottery for a long time ), a short-term winning lottery with an opening method determination table (refer to Fig. 8 (b)), a small and medium lottery with an opening method determination table (refer to Fig. 9 to FIG. 11) etc. are all stored in the main ROM 101b. Specific examples of these various tables will be described later using FIGS. 4 to 12 .

另外,在本实施例的表中,上述表仅仅是所列举典型表的一例,在进行游戏时,除此之外还设置有很多未图示的表及程序。In addition, among the tables of this embodiment, the above-mentioned table is only an example of a typical table, and many other tables and programs not shown are provided during the game.

主控制基板101的主RAM 101c具有多个存储区域。The main RAM 101c of the main control substrate 101 has a plurality of storage areas.

例如,在主RAM 101c中,设置有普通图案保留数(G)存储区域、普通图案保留存储区域、第1特殊图案保留数(U1)存储区域、第2特殊图案保留数(U2)存储区域、判定存储区域、第1特殊图案存储区域、第2特殊图案存储区域、高概率游戏次数(X)存储区域、缩时游戏次数(J)存储区域、一局游戏次数(R)存储区域、开启次数(K)存储区域、大入赏口进球数(C)存储区域、游戏状态存储区域、游戏状态缓冲器、停止图案数据存储区域、游戏显示用传输数据存储区域等。并且,游戏状态存储区域,具备缩时游戏标志存储区域、高概率游戏标志存储区域、特图特电处理数据存储区域、普图普电处理数据存储区域。另外,上述存储区域也仅仅是一例,除此之外还设置有很多存储区域。For example, in the main RAM 101c, there are common pattern reserved number (G) storage areas, common pattern reserved storage areas, the 1st special pattern reserved number (U1) storage area, the 2nd special pattern reserved number (U2) storage area, Judgment storage area, 1st special pattern storage area, 2nd special pattern storage area, high probability game count (X) storage area, time-lapse game count (J) storage area, round game count (R) storage area, opening count (K) storage area, the number of goals in the jackpot (C) storage area, game state storage area, game state buffer, stop pattern data storage area, game display transmission data storage area, etc. Moreover, the game state storage area includes a time-lapse game logo storage area, a high-probability game logo storage area, a special map and special power processing data storage area, and a general map and general power processing data storage area. In addition, the above-mentioned storage area is only an example, and many other storage areas are provided.

游戏信息输出端子板108,是用于向游戏店的专用计算机等输出在主控制基板101中所生成的外部信息信号的基板。游戏信息输出端子板108,与主控制基板101接线连接,并且还设置有用于连接游戏店的专用计算机等的连接器。The game information output terminal board 108 is a board for outputting external information signals generated by the main control board 101 to a dedicated computer in a game shop or the like. The game information output terminal board 108 is wired to the main control board 101, and is also provided with a connector for connecting to a dedicated computer or the like in a game shop.

电源基板107,具备由电容器构成的备用电源,并监控供给至游戏机的电源电压,在电源电压下降到规定值以下时,向主控制基板101输出断电检测信号。更具体地说,如果断电检测信号为高电平,则主CPU 101a进入可动作状态;如果断电检测信号为低电平,则主CPU 101a进入动作停止状态。备用电源不仅限于电容器,例如也可以是电池,还可以同时使用电容器和电池。The power supply board 107 has a backup power supply composed of capacitors, monitors the power supply voltage supplied to the game machine, and outputs a power failure detection signal to the main control board 101 when the power supply voltage drops below a predetermined value. More specifically, if the power-off detection signal is at a high level, the main CPU 101a enters an actionable state; if the power-off detection signal is at a low level, the main CPU 101a enters an action-stopped state. Backup power is not limited to capacitors, for example, batteries can also be used, and capacitors and batteries can be used at the same time.

游戏显示控制基板102,主要控制游戏期间及待机期间的各种游戏显示。该游戏显示控制基板102,具备副CPU 102a、副ROM 102b、副RAM102c,并且从该主控制基板101至游戏显示控制基板102的单一方向上可通信地连接在主控制基板101中。副CPU 102a,基于由主控制基板101传送的命令、或者来自上述游戏显示按钮检测开关17a、定时器的输入信号,读取存储在副ROM 102b中的程序并进行运算处理,同时基于上述处理,将对应的数据传送至灯控制基板104或者图像控制基板105。副RAM102c,将作为副CPU 102a在运算处理时的数据工作区域发挥作用。The game display control substrate 102 mainly controls various game displays during the game period and the standby period. The game display control substrate 102 is provided with a sub-CPU 102a, a sub-ROM 102b, and a sub-RAM 102c, and is communicably connected to the main control substrate 101 in a single direction from the main control substrate 101 to the game display control substrate 102. The sub-CPU 102a reads the program stored in the sub-ROM 102b and performs arithmetic processing based on the command transmitted by the main control substrate 101 or from the input signal of the above-mentioned game display button detection switch 17a and timer, and simultaneously based on the above-mentioned processing, The corresponding data is transmitted to the lamp control substrate 104 or the image control substrate 105 . The sub-RAM 102c functions as a data work area for the sub-CPU 102a during calculation processing.

在游戏显示控制基板102的副ROM 102b中,存储有游戏显示控制用的程序及各种游戏所需的数据、表。In the sub-ROM 102b of the game display control substrate 102, programs for game display control and data and tables necessary for various games are stored.

例如,在副ROM 102b中,存储有基于从主控制基板101接收的变化模式指定命令决定游戏显示模式的变化游戏显示模式决定表(省略图示)、用来决定停止显示的游戏显示图案30之组合的游戏显示图案模式决定表(省略图示)等。另外,在本实施例的表中,上述表仅仅是所列举典型表的一例,在进行游戏时,除此之外还设置有很多未图示的表及程序。For example, in the sub-ROM 102b, there are stored a change game display mode determination table (not shown) for determining a game display mode based on a change mode specifying command received from the main control board 101, and a game display pattern 30 for determining stop display. The combined game displays a pattern pattern determination table (not shown) and the like. In addition, among the tables of this embodiment, the above-mentioned table is only an example of a typical table, and many other tables and programs not shown are provided during the game.

游戏显示控制基板102的副RAM 102c,具有多个存储区域。The secondary RAM 102c of the game display control substrate 102 has a plurality of storage areas.

在副RAM 102c中,设置有命令接收缓冲器、游戏状态存储区域、游戏显示方式存储区域、游戏显示模式存储区域、游戏显示图案存储区域、判定存储区域(第0存储区域)、第1保留存储区域、第2保留存储区域等。另外,上述存储区域也仅仅是一例,除此之外还设置有很多存储区域。In the sub-RAM 102c, a command receiving buffer, a game state storage area, a game display mode storage area, a game display mode storage area, a game display pattern storage area, a judgment storage area (the 0th storage area), and a first reserved storage area are provided. area, the second reserved storage area, etc. In addition, the above-mentioned storage area is only an example, and many other storage areas are provided.

此外,在本实施例中,在游戏显示控制基板102中,安装有输出当前时间的RTC(实时时钟)102d。副CPU 102a,从RTC 102d输入表示当前日期的日期信号和表示当前时间的时间信号,并基于当前的时间执行各种处理。RTC 102d,通常在游戏机中供给有电源时,利用来自游戏机的电源进行动作,而在游戏机的电源被切断时,利用从安装在电源基板107上的备用电源所供给的电源进行动作。因此,RTC 102d,即使在游戏机的电源被切断时,也可计时当前的时间。另外,RTC 102d,也可以在游戏显示控制基板102上设置电池,并利用该电池进行动作。Furthermore, in the present embodiment, in the game display control board 102, an RTC (Real Time Clock) 102d that outputs the current time is mounted. The sub CPU 102a inputs a date signal representing the current date and a time signal representing the current time from the RTC 102d, and executes various processing based on the current time. The RTC 102d normally operates with the power from the game machine when the power is supplied to the game machine, and operates with the power supplied from the backup power supply mounted on the power board 107 when the power of the game machine is cut off. Therefore, the RTC 102d can measure the current time even when the power supply of the game machine is cut off. In addition, the RTC 102d can also be provided with a battery on the game display control board 102, and can operate using the battery.

赔付控制基板103,进行游戏球的发射控制和赏球的赔付控制。该赔付控制基板103,具备赔付CPU 103a、赔付ROM 103b、赔付RAM 103c,并且双向可通信地与主控制基板101相连接。赔付CPU 103a,基于来自检测是否已赔付游戏球的赔付球计数开关32、开门开关33以及定时器的输入信号,读取存储在赔付ROM 103b中的程序并进行运算处理,同时基于上述处理,将对应的数据传送至主控制基板101。另外,在赔付控制基板103的输出侧,连接有用于从游戏球的存积部向游戏者赔付规定数量赏球的赏球赔付装置的赔付电机31。赔付CPU 103a,基于从主控制基板101传送的赔付个数指定命令,在从赔付ROM 103b读取规定的程序并进行运算处理的同时,通过控制赏球赔付装置的赔付电机31向游戏者赔付规定的赏球。此时,赔付RAM 103c,将作为赔付CPU 103a在运算处理时的数据工作区域发挥作用。The payout control substrate 103 is used to control the launching of game balls and the payout control of ball viewing. The payment control substrate 103 has a payment CPU 103a, a payment ROM 103b, and a payment RAM 103c, and is connected to the main control substrate 101 in a two-way communicative manner. The payout CPU 103a reads the program stored in the payout ROM 103b based on input signals from the payout ball count switch 32, the door open switch 33, and the timer for detecting whether the payout game ball has been paid out. The corresponding data is transmitted to the main control substrate 101 . In addition, to the output side of the payout control board 103, the payout motor 31 of the ball prize payout device for paying a predetermined number of ball prizes to the player from the pool of game balls is connected. Compensation CPU 103a, based on the designated command of the number of compensations sent from the main control substrate 101, reads the prescribed program from the compensation ROM 103b and performs calculation processing, and pays the specified amount to the player by controlling the compensation motor 31 of the ball watching compensation device. ball appreciation. At this time, the compensation RAM 103c will function as a data work area for the compensation CPU 103a during calculation and processing.

此外,确认未图示的游戏球租借装置(卡片单元)是否与赔付控制基板103相连接,如果已连接有游戏球租借装置(卡片单元),则向发射控制基板106传送允许发射游戏球的发射控制数据。In addition, it is confirmed whether a game ball rental device (card unit) not shown is connected to the payout control board 103, and if a game ball rental device (card unit) is connected, the launch control board 106 is sent to the launch control board 106 to allow the launch of the game ball. control data.

发射控制基板106,一旦从赔付控制基板103接收发射控制数据,则允许发射。此外,读取来自触摸式传感器3b的触摸信号以及来自发射旋钮3a的输入信号,通电控制发射用螺线管4a,并发射游戏球。The launch control board 106 permits the launch upon receiving the launch control data from the payout control board 103 . In addition, the touch signal from the touch sensor 3b and the input signal from the launch knob 3a are read, and the solenoid 4a for launch is energized and controlled to launch the game ball.

在这里,发射用螺线管4a的旋转速度,参照基于设置在发射控制基板106中的水晶振荡器的输出周期计算的频率,设定为约99.9(次/分)。据此,发射用螺线管每旋转1次发射1个游戏球,所以1分钟内发射的游戏球数约为99.9(个/分)。即,大约每0.6秒发射1个游戏球。Here, the rotational speed of the emission solenoid 4 a is set to about 99.9 (times/minute) with reference to the frequency calculated based on the output cycle of the crystal oscillator provided in the emission control board 106 . According to this, one game ball is launched for every rotation of the launching solenoid, so the number of game balls launched in one minute is approximately 99.9 (pieces/minute). That is, 1 game ball is launched approximately every 0.6 seconds.

灯控制基板104,亮灯控制设置在游戏盘2中的游戏显示用照明装置16,或者对用于更改光照方向的电机实施驱动控制。此外,通电控制使游戏显示用装饰物装置进行动作的螺线管及电机等驱动源。该灯控制基板104,与游戏显示控制基板102相连接,并基于由游戏显示控制基板102传送的数据,进行上述各种控制。The light control board 104 is used to turn on and control the game display lighting device 16 provided on the game board 2, or to drive and control a motor for changing the direction of light. In addition, drive sources such as solenoids and motors that operate the game display decoration device are controlled by energization. The light control board 104 is connected to the game display control board 102 , and performs the various controls described above based on data transmitted from the game display control board 102 .

图像控制基板105,具备用于实施上述液晶显示装置13的图像显示控制的未图示图像CPU、图像ROM、图像RAM、VRAM和音频CPU、音频ROM、音频RAM。该图像控制基板105,双向可通信地与上述游戏显示控制基板102相连接,并在其输出侧连接有上述液晶显示装置13及音频输出装置18。The image control board 105 includes an unillustrated image CPU, image ROM, image RAM, and VRAM, and an audio CPU, audio ROM, and audio RAM for performing image display control of the liquid crystal display device 13 described above. The image control board 105 is bidirectionally communicably connected to the game display control board 102, and the liquid crystal display device 13 and the audio output device 18 are connected to the output side thereof.

在上述图像ROM中,存储有很多在液晶显示装置13上显示的游戏显示图案30及背景等图像数据,图像CPU在基于由游戏显示控制基板102传送的命令读取规定程序的同时,从图像ROM向VRAM读取规定的图像数据,从而实施液晶显示装置13中的显示控制。In the above-mentioned image ROM, image data such as a large number of game display patterns 30 and backgrounds displayed on the liquid crystal display device 13 are stored. Display control in the liquid crystal display device 13 is performed by reading predetermined image data into the VRAM.

另外,图像CPU对于液晶显示装置13实施背景图像显示处理、游戏显示图案显示处理、角色图像显示处理等各种图像处理,但背景图像、游戏显示图案图像、角色图像,将在液晶显示装置13的显示画面上重叠显示。In addition, the graphics CPU performs various image processing such as background image display processing, game display pattern display processing, and character image display processing on the liquid crystal display device 13. are superimposed on the display screen.

即,游戏显示图案图像及角色图像显示为比背景图像更靠前。此时,如果背景图像与图案图像在同一位置重叠,则通过参照根据Z缓冲器算法等众所周知的消隐算法算出的各个图像数据的Z缓冲器的Z值,优先将图案图像存储到VRAM。That is, the game display pattern image and the character image are displayed in front of the background image. At this time, if the background image and the pattern image overlap at the same position, the pattern image is preferentially stored in the VRAM by referring to the Z value of the Z buffer of each image data calculated by a well-known blanking algorithm such as the Z buffer algorithm.

此外,在上述音频ROM中,存储有很多从音频输出装置18输出的音频数据,音频CPU,在基于由游戏显示控制基板102传送的命令读取规定程序的同时,控制音频输出装置18的音频输出。In addition, in the above-mentioned audio ROM, many audio data output from the audio output device 18 are stored, and the audio CPU controls the audio output of the audio output device 18 while reading a predetermined program based on a command transmitted from the game display control board 102. .

以下,参照图4至图11,说明存储在主ROM 101b中的各种表的详细内容。Hereinafter, details of various tables stored in the main ROM 101b will be described with reference to FIGS. 4 to 11.

图4(a)、图4(b)是显示在判定特殊图案变化的停止结果是否为中头彩时参照的中头彩判定表的说明图。图4(a)是在第1特殊图案显示装置19中参照的中头彩判定表,图4(b)是在第2特殊图案显示装置20中参照的中头彩判定表。在图4(a)与图4(b)的表中,中小彩的中奖概率不同,但是中头彩概率相同。4( a ) and FIG. 4( b ) are explanatory diagrams showing a jackpot judgment table referred to when judging whether the stop result of the special symbol change is a jackpot. 4( a ) is a jackpot judgment table referred to by the first special symbol display device 19 , and FIG. 4( b ) is a jackpot judgment table referred to by the second special symbol display device 20 . In the tables of Fig. 4(a) and Fig. 4(b), the winning probabilities of the small and medium lotteries are different, but the probabilities of winning the jackpot are the same.

具体地说,中头彩判定表由低概率时随机数判定表和高概率时随机数判定表所构成,参照游戏状态,选择低概率时随机数判定表或者高概率时随机数判定表,并基于所选择的表和抽取的特殊图案判定用随机值,判定是“中头彩”、“中小彩”还是“未中彩”。Specifically, the jackpot judgment table is composed of a random number judgment table for low probability and a random number judgment table for high probability. Referring to the game state, the random number judgment table for low probability or the random number judgment table for high probability is selected, and Based on the selected table and the random value for judging the special pattern extracted, it is judged whether it is a "jackpot", a "medium-sized lottery" or a "missing lottery".

例如,依据图4(a)所示的第1特殊图案显示装置19中的低概率时随机数判定表,“7”、“317”这两个特殊图案判定用随机值被判定为中头彩。另一方面,依据高概率时随机数判定表,“7”、“37”、“67”、“97”、“127”、“157”、“187”、“217”、“247”、“277”、“317”、“337”、“367”、“397”、“427”、“457”、“487”、“517”、“547”、“577”这20个特殊图案判定用随机值被判定为中头彩。此外,无论使用低概率时随机数判定表还是使用高概率时随机数判定表,当特殊图案判定用随机值为“50”、“100”、“150”、“200”这4个特殊图案判定用随机值时,被判定为“中小彩”。另外,在上述以外的随机值时,被判定为“未中彩”。For example, according to the low-probability random number judgment table in the first special pattern display device 19 shown in FIG. . On the other hand, according to the high-probability random number determination table, "7", "37", "67", "97", "127", "157", "187", "217", "247", " 277", "317", "337", "367", "397", "427", "457", "487", "517", "547", "577" value is judged as winning the jackpot. In addition, regardless of whether the random number judgment table is used when the low probability is used or the random number judgment table is used when the high probability is used, when the special pattern is judged, the four special pattern judgments with random values of "50", "100", "150" and "200" are used. When a random value is used, it is judged as a "small and medium lottery". In addition, in the case of a random value other than the above, it is judged as "not winning the lottery".

因此,特殊图案判定用随机值的随机数范围是0~199,所以在低概率时被判定为中头彩的概率为1/99.50,在高概率时被判定为中头彩的概率翻10倍为1/9.95。此外,被判定为中小彩的概率,在低概率时和高概率时均为1/49.75。Therefore, the random number range of the random value for special pattern judgment is 0~199, so the probability of being judged as winning the jackpot is 1/99.50 when the probability is low, and the probability of being judged as winning the jackpot is 10 times when the probability is high is 1/9.95. In addition, the probability of being judged as a small lottery is 1/49.75 at low probability and high probability.

图4(c)是显示在判定普通图案变化的停止结果是否为中彩时所参照的中彩判定表的说明图。FIG. 4( c ) is an explanatory diagram showing a winning judgment table referred to when judging whether the stop result of normal pattern change is a winning.

具体地说,中彩判定表由非缩时游戏状态时随机数判定表和缩时游戏状态时随机数判定表所构成,参照游戏状态,选择非缩时游戏状态时随机数判定表或者缩时游戏状态时随机数判定表,并基于所选择的表和抽取的中彩判定用随机值,判定是“中彩”还是“未中彩”。Specifically, the winning lottery determination table is composed of a random number determination table in the non-time-lapse game state and a random number determination table in the time-lapse game state. With reference to the game state, the random number determination table or the time-lapse game state are selected The random number judgment table is used in the game state, and based on the selected table and the random value drawn for the judgment of winning the lottery, it is judged whether it is "winning" or "not winning".

例如,依据图4(c)所示的非缩时游戏状态时随机数判定表,叫做“0”~“7”的7个中彩判定用随机值被判定为中彩。另一方面,依据该缩时游戏状态时随机数判定表,“0”~“9”这10个中彩判定用随机值被判定为中彩。另外,在上述以外的随机值时,被判定为“未中彩”。For example, according to the random number determination table in the non-time-lapse game state shown in FIG. 4( c ), seven random values for winning the lottery, called "0" to "7", are determined as winning the lottery. On the other hand, according to the random number judgment table in the time-lapse game state, ten random values for winning the lottery of "0" to "9" are judged as winning the lottery. In addition, in the case of a random value other than the above, it is judged as "not winning the lottery".

因此,中彩判定用随机值的随机数范围是0~10,所以在非缩时游戏状态时被判定为中头彩的概率为7/11,在缩时游戏状态时被判定为中头彩的概率翻10倍为10/11。Therefore, the random number range of the random value for winning the lottery is 0 to 10, so the probability of winning the jackpot is 7/11 in the non-time-lapse game state, and it is judged as the jackpot in the time-lapse game state The probability of multiplying by 10 times is 10/11.

图5是显示决定特殊图案的停止图案的图案决定表的说明图。FIG. 5 is an explanatory diagram showing a pattern determination table for determining a stop pattern of a special pattern.

图5(a)是在中头彩时用于决定停止图案的图案决定表,图5(b)是在中小彩时用于决定停止图案的图案决定表,图5(c)是在未中彩时用于决定停止图案的图案决定表。此外,更具体地说,在每一个特殊图案显示装置中均构成有图案决定表,其由第1特殊图案显示装置用图案决定表和第2特殊图案显示装置用图案决定表所构成。Fig. 5 (a) is the pattern determination table for determining the stop pattern when winning the first lottery, Fig. 5 (b) is the pattern decision table for determining the stop pattern when winning the jackpot, Fig. 5 (c) is the pattern decision table for not winning A pattern determination table used to determine a stop pattern at color time. Furthermore, more specifically, each special pattern display device has a pattern determination table composed of a first pattern determination table for the special pattern display device and a second pattern determination table for the special pattern display device.

根据图案决定表,基于所抽取的中头彩图案用随机值或者中小彩图案用随机值等,决定特殊图案的种类(停止图案数据)。例如,在第1特殊图案显示装置的中头彩时参照中头彩图案用随机值,如果中头彩图案用随机值为“30”,则作为停止图案数据决定“01”(第1特殊图案1)。此外,在第2特殊图案显示装置的中头彩时参照中头彩图案用随机值,作为停止图案数据决定“04”(第2特殊图案1)。According to the symbol determination table, the type of the special symbol (stop symbol data) is determined based on the extracted random value for the jackpot symbol or the random value for the small jackpot symbol. For example, when the first special pattern display device wins the jackpot, refer to the random value for the jackpot pattern, and if the random value for the jackpot pattern is "30", then "01" is determined as the stop pattern data (the first special pattern 1). In addition, when the second special symbol display device wins the jackpot, "04" (second special symbol 1) is determined as the stop pattern data by referring to the random value for the jackpot symbol.

此外,在中小彩时参照中小彩图案用随机值,如果中小彩图案用随机值为“50”,则作为停止图案数据决定“08”(中小彩用特殊图案B)。另外,在未中彩时不参照随机值,而作为停止图案数据决定“00”(特殊图案0)。In addition, when referring to the random value for the small prize pattern in the small prize, if the random value for the small prize pattern is "50", then "08" (special pattern B for the small prize) is determined as stop pattern data. In addition, when the lottery is not won, "00" (special pattern 0) is determined as the stop pattern data without referring to the random value.

另外,在特殊图案开始变化时,基于所决定的特殊图案种类(停止图案数据),生成作为特殊图案信息的游戏显示图案指定命令。在这里,游戏显示图案指定命令,其1个命令由2个字节的数据构成,并且为了识别控制命令的分类,由1个字节的MODE和显示所执行控制命令内容(功能)的1个字节的DATA所构成。这种情况也与下述的变化模式指定命令、起动入赏指定命令等相同。Also, when the special symbol starts to change, based on the determined special symbol type (stop symbol data), a game display symbol specifying command is generated as special symbol information. Here, the game display pattern designation command, its 1 command is composed of 2 bytes of data, and in order to identify the classification of the control command, it consists of 1 byte of MODE and 1 byte indicating the content (function) of the executed control command Consists of byte DATA. This is also the same as the change pattern designation command, the activation prize designation command, and the like described below.

另外,如下所述,根据特殊图案的种类(停止图案数据),决定中头彩结束后的游戏状态(参照图6)、中头彩方式(参照图7),所以可以说特殊图案的种类决定中头彩结束后的游戏状态和中头彩方式。In addition, as described below, according to the type of special symbol (stop symbol data), the game state after the jackpot is over (see FIG. 6 ) and the way of winning the jackpot (see FIG. 7 ), so it can be said that the type of special symbol determines The state of the game after winning the jackpot and the way to win the jackpot.

图6是用于决定中头彩结束后的游戏状态的中头彩结束时设定数据表。根据图6所示的中头彩结束时设定数据表,基于特殊图案的种类(停止图案数据)和存储在游戏状态缓冲器中的中头彩时的游戏状态,进行高概率游戏标志的设定、高概率游戏次数(X)的设定、缩时游戏标志的设定和缩时游戏次数(J)的设定。Fig. 6 is a jackpot ending time setting data table for determining the game state after the jackpot is over. According to the setting data table when winning the first lottery shown in FIG. The setting of fixed, high-probability game number of times (X), the setting of time-lapse game sign and the setting of time-lapse game number of times (J).

另外,显示中头彩时游戏状态的游戏状态缓冲器的“00H”,表示未设置缩时游戏标志和高概率游戏标志的游戏状态信息,“01H”表示虽然设置了缩时游戏标志但没有设置高概率游戏标志的游戏状态信息,“02H”表示虽然未设有缩时游戏标志但设有高概率游戏标志的游戏状态信息,“03H”表示即设有缩时游戏标志又设有高概率游戏标志的游戏状态信息。In addition, "00H" of the game state buffer showing the game state when winning the jackpot indicates that the game state information of the time-lapse game flag and the high-probability game flag is not set, and "01H" represents that although the time-lapse game flag is set, it is not set. The game state information of the high-probability game flag, "02H" means that although there is no time-lapse game flag, the game state information with the high-probability game flag is set, "03H" means that both the time-lapse game flag and the high-probability game are set Flags for game state information.

另外,在中小彩结束后的特定游戏期间,为了进行特定的游戏显示,设置特定期间次数,以使决定专用的变化模式决定表(参照图11)。具体地说,当游戏状态缓冲器为00H时,即,在低概率游戏状态且非缩时游戏状态下当选为中小彩时,为了使中小彩结束后至5次进行特殊图案的变化显示的期间为特定游戏期间,将特定期间次数(T)设定为5次。在该特定游戏期间(当特定期间次数(T)>0时),如下所述决定图11所示的中小彩后的特定游戏期间用(低概率游戏状态用)的变化模式决定表,在特定游戏期间以外(当特定期间次数(T)=0时),决定图9所示的非特定游戏状态(低概率游戏状态用)的变化模式决定表或者图10所示的高概率游戏状态用的变化模式决定表。In addition, in the specific game period after the end of the small lottery, in order to perform a specific game display, set the number of times in a specific period to determine a dedicated change pattern determination table (refer to FIG. 11 ). Specifically, when the game state buffer is 00H, that is, when the low-probability game state and the non-time-lapse game state are selected as the small lottery, in order to make the small lottery end to the period during which the special pattern is displayed for 5 times For the specific game period, the specific period count (T) is set to 5 times. During this specific game (when the number of times (T)>0 during the specific period), the change pattern determination table for the specific game period (low probability game state) after the small lottery shown in Fig. 11 is determined as follows. Outside the game period (when the number of times (T)=0 during the specific period), determine the change pattern determination table for the non-specific game state (for low-probability game state) shown in FIG. 9 or for the high-probability game state shown in FIG. 10 . Change pattern decision table.

图7是决定第1大入赏口11以及第2大入赏口25的大入赏口开关条件的特殊电动装饰物动作方式决定表。根据图7的表,基于特殊图案的种类(停止图案数据),决定在中头彩游戏中进行的一局游戏的次数以及大入赏口的开启方式表。Fig. 7 is a table for determining the action mode of special electric decorations for determining the opening and closing conditions of the first big prize entrance 11 and the second big prize entrance 25. According to the table in FIG. 7 , the number of times of one game played in the jackpot game and the opening method table of the jackpot are determined based on the type of the special symbol (stop symbol data).

另外,在本实施例中,通过第1特殊图案显示装置19和第2特殊图案显示装置20所决定的表相异,但是这仅仅是一例,在两个显示装置19、20中决定什么样的表,只要适当设定即可。In addition, in this embodiment, the tables determined by the first special pattern display device 19 and the second special pattern display device 20 are different, but this is only an example. table, as long as it is set appropriately.

图8是显示图7中决定的大入赏口开启方式表之详细内容的开启方式决定表,图8(a)是长时间中彩用开启方式决定表、图8(b)是短时间中彩用开启方式决定表、图8(c)是中小彩用开启方式决定表。Fig. 8 is an opening method determination table showing the details of the big prize slot opening method table determined in Fig. 7, Fig. 8 (a) is a long-term lottery opening method determination table, Fig. 8 (b) is a short-term The lottery uses the opening mode determination table, Fig. 8 (c) is the small and medium lottery with the opening mode determination table.

具体地说,分别对应存储一局游戏次数(R)、一局中大入赏口的开启次数(K)、开启时间、关闭时间。Specifically, the number of games (R) in one round, the number of opening times (K) of the big prize slot in one round, the opening time, and the closing time are respectively stored correspondingly.

一旦决定图8(a)所示的长时间中彩用开启方式决定表,则在第1~7次的各一局游戏中分别开启一次第2大入赏口25。此时的第2大入赏口25的最长开启时间被设定为29.500秒,各一局之间的停止时间(第2大入赏口25的关闭时间)被设定为2.000秒。Once the long-time winning lottery shown in FIG. 8 (a) is determined, the opening mode determination table is opened, and the second big prize slot 25 is opened once in each of the 1st to 7th rounds of games. The maximum opening time of the 2nd big reward port 25 at this moment is set as 29.500 seconds, and the stop time (the closing time of the 2nd big prize port 25) between each inning is set as 2.000 seconds.

一旦决定图8(b)所示的短时间中彩用开启方式决定表,则在第1~7次的各一局游戏中分别开启一次第1大入赏口11。此时的第1大入赏口11的最长开启时间被设定为6.000秒,各一局之间的停止时间(第1大入赏口11的关闭时间)被设定为2.000秒。Once the opening method determination table for short-term lottery shown in FIG. 8( b) is determined, the first big prize slot 11 is opened once in each of the 1st to 7th rounds of games. The maximum opening time of the 1st big reward port 11 at this moment is set as 6.000 seconds, and the stop time (closing time of the 1st big prize port 11) between each inning is set as 2.000 seconds.

一旦决定图8(c)所示的中小彩用开启方式决定表,则执行第1大入赏口11反复开启0.052秒和关闭2.000秒的中小彩游戏。该中小彩游戏,被设定为第1大入赏口11连续反复开关7次的一种游戏。In case the medium and small lotteries shown in Fig. 8 (c) are decided to use the opening mode determination table, then the first big prize entry port 11 is repeatedly opened for 0.052 seconds and closed for 2.000 seconds for the medium and small lotteries games. This small lottery game is set as a kind of game in which the first big prize entry port 11 is continuously switched and switched 7 times.

另外,“中小彩”的开启时间(0.052秒),如上所述一样要比发射1个游戏球的时间(大约0.6秒)短,因此即使开启第1大入赏口开关门11b,游戏球也很难进入第1大入赏口11。In addition, the opening time (0.052 seconds) of "Medium and Small Lottery" is shorter than the time (about 0.6 seconds) of launching a game ball as mentioned above, so even if the first big prize entrance opening and closing door 11b is opened, the game ball will not be released. It is difficult to enter the No. 1 prize pool 11.

另一方面,“短时间中彩”的开启时间(6.000秒),要比发射1个游戏球的时间(大约0.6秒)长,因此可以称为“有利的开启方式”。“长时间中彩”的开启时间(29.5秒),要比发射1个游戏球的时间(大约0.6秒)长,因此可以称为更“有利的开启方式”。On the other hand, the opening time (6.000 seconds) of "short-time lottery winning" is longer than the time (about 0.6 seconds) for launching a game ball, so it can be called "favorable opening method". The opening time (29.5 seconds) of "Long Time Winning Lottery" is longer than the time (about 0.6 seconds) of launching a game ball, so it can be called a more "favorable opening method".

图9至图11是显示用于决定特殊图案变化模式的变化模式决定表,图9主要是在非特定游戏状态(低概率游戏状态用)时参照的非特定游戏状态(低概率游戏状态用)的变化模式决定表,图10主要是在高概率游戏状态时参照的高概率游戏状态用变化模式决定表,图11是在中小彩结束后的特定游戏期间参照的中小彩后特定游戏期间用(低概率游戏状态用)变化模式决定表。另外,中小彩结束后的特定游戏期间,如在图6所示的中头彩结束时设定数据表的说明中所述,其在中小彩时,只在是低概率游戏状态且非缩时游戏状态时决定。Fig. 9 to Fig. 11 show the change mode determination table for determining the special pattern change mode, and Fig. 9 mainly refers to the non-specific game state (for low-probability game state) when referring to the non-specific game state (for low-probability game state) Fig. 10 is mainly the high-probability game state that refers to when the high-probability game state is in the high-probability game state. Low-probability game state) change pattern determination table. In addition, during the specific game period after the end of the small lottery, as described in the description of the setting data table at the end of the jackpot shown in FIG. Determined during game state.

具体地说,在变化模式决定表中,基于特殊图案显示装置的类别、特殊图案判定用随机值(中头彩的当选或落选)、中头彩图案用随机值(中头彩图案)、缩时游戏状态的有无、特殊图案保留数、抵达判定用随机值以及变化模式用随机值,决定变化模式。变化模式,在特殊图案的变化开始时决定,并基于所决定的变化模式,生成变化模式指定命令。该变化模式指定命令,在输出控制处理中,从主控制基板101传送至游戏显示控制基板102。Specifically, in the change pattern determination table, based on the type of the special pattern display device, the random value for special pattern judgment (winning or losing the jackpot), the random value for the jackpot pattern (the jackpot pattern), the reduced The presence or absence of the game state at the time, the number of reserved special patterns, the random value for the arrival judgment, and the random value for the change mode determine the change mode. The change pattern is determined when the change of the special pattern is started, and a change pattern specifying command is generated based on the determined change pattern. This change mode specifying command is transmitted from the main control board 101 to the game display control board 102 in the output control process.

另外,在中头彩或者中小彩时,由于构成为必须进行抵达,所以在中头彩或者中小彩时,构成为不参照抵达判定用随机值。In addition, in the case of the jackpot or the small lottery, since the arrival must be made, the random value for arrival determination is not referred to in the case of the jackpot or the small lottery.

此外,变化模式指定命令,在作为MODE是“E6H”时,表示游戏球进入第1起动口9并与在第1特殊图案显示装置19的特殊图案变化开始时所决定的变化模式相对应的变化模式指定命令;在作为MODE是“E7H”时,表示游戏球进入第2起动口10并与在第2特殊图案显示装置20的特殊图案变化开始时所决定的变化模式相对应的变化模式指定命令。此外,变化模式指定命令的DATA,表示具体的变化模式编号。即,变化模式指定命令也是表示变化模式的信息。In addition, the change mode designation command, when the MODE is "E6H", indicates that the game ball enters the first starting port 9 and changes corresponding to the change mode determined when the special pattern change of the first special pattern display device 19 starts. Mode designation order; When being " E7H " as MODE, represent game ball enters the 2nd starting port 10 and the change mode designation command corresponding to the change mode determined when the special pattern change of the 2nd special pattern display device 20 starts . In addition, the DATA of the change mode specification command indicates a specific change mode number. That is, the change mode specifying command is also information indicating the change mode.

此外,在图9所示的非特定游戏状态用(低概率游戏状态用)变化模式决定表和图10所示的高概率游戏状态用变化模式决定表中,即使参照了相同的随机值等,也会构成为决定不同的变化模式。因此,可以根据变化模式的类别,区别是决定为高概率游戏状态的变化模式,还是决定为低概率游戏状态的变化模式。In addition, in the change pattern determination table for non-specific game state (for low probability game state) shown in FIG. 9 and the change pattern decision table for high probability game state shown in FIG. It will also be constituted to determine different patterns of change. Therefore, depending on the type of change pattern, it is possible to distinguish between a change pattern determined as a high-probability game state and a change pattern determined as a low-probability game state.

同样,在图9所示的非特定游戏状态用(低概率游戏状态用)变化模式决定表和图11所示的中小彩后的特定游戏期间用(低概率游戏状态用)变化模式决定表中,即使参照了相同的随机值等,也构成为决定不同的变化模式。因此,可以根据变化模式的类别,区别是非特定游戏状态,还是中小彩后的特定游戏期间。与此相对,在图10所示的高概率游戏状态用变化模式决定表和图11所示的中小彩后的特定游戏期间用(低概率游戏状态用)变化模式决定表中,构成为可以决定相同的变化模式。因此,无法通过变化模式的类别,区别是低概率游戏状态还是高概率游戏状态。Similarly, in the non-specific game state shown in Figure 9 (for the low probability game state) change pattern determination table and during the specific game period after the small lottery shown in Figure 11 (for the low probability game state) change pattern decision table , even if the same random value and the like are referred to, different change patterns are determined. Therefore, according to the category of the change pattern, it can be distinguished whether it is a non-specific game state or a specific game period after a small lottery. In contrast, in the high-probability game state shown in FIG. 10 and the specific game period (low-probability game state) change pattern decision table after the small lottery shown in FIG. 11, it is configured to determine Same variation pattern. Therefore, it is impossible to distinguish whether it is a low-probability game state or a high-probability game state by the category of the change mode.

此外,作为图9至图11所示的变化模式决定表的特点,在中头彩的判定结果为未中彩的情况下游戏状态是缩时游戏状态时,将特殊图案的变化时间设定为较短。例如,如果是图9所示的变化模式决定表,则在中头彩的判定结果为未中彩的情况下保留球数为2时,只要是缩时游戏状态就基于抵达判定用随机值,以95%的概率决定变化时间为5000ms的变化模式8(缩短变化),但是,只要是非缩时游戏状态则决定变化时间超过5000ms的变化模式。如上所述,如果处于缩时游戏状态,则将变化时间设定为较短。In addition, as a feature of the change pattern determination tables shown in FIGS. shorter. For example, if it is the change pattern determination table shown in FIG. 9, when the number of remaining balls is 2 when the judgment result of winning the lottery is not winning, as long as it is a time-lapse game state, it is based on the random value for reaching judgment, The transition mode 8 (short transition) with a transition time of 5000 ms is determined with a probability of 95%, however, as long as it is a non-time-lapse game state, a transition mode with a transition time exceeding 5000 ms is determined. As described above, if it is in the time-lapse game state, the change time is set to be short.

另外,在本实施例中所谓的“抵达”,是指在报知向特殊游戏转移的游戏显示图案30的组合之一部分停止显示后,继续变化显示剩余部分的游戏显示图案30的状态。例如是指,如果作为报知向中头彩游戏转移的游戏显示图案30的组合而设定“777”这3位数的游戏显示图案30的组合,则2个游戏显示图案30将以“7”停止显示,剩余游戏显示图案30进行变化显示的状态。In addition, in this embodiment, the so-called "arrival" refers to the state of continuing to change and display the remaining game display patterns 30 after one of the combinations of the game display patterns 30 notifying the transition to the special game stops displaying. For example, if a combination of game display symbols 30 with three digits of "777" is set as a combination of game display symbols 30 for reporting a shift to the jackpot game, then two game display symbols 30 will be represented by "7". "Stop displaying, and the remaining game display pattern 30 is displayed in a changing state.

(游戏状态的说明)(Description of game state)

以下,关于进行游戏时的游戏状态进行说明。在本实施例中,在“低概率游戏状态”、“高概率游戏状态”、“缩时游戏状态”、“非缩时游戏状态”中的任意一个游戏状态中进行游戏。但是,在游戏的进行期间,当游戏状态为“低概率游戏状态”或者“高概率游戏状态”时,必须为“缩时游戏状态”或者“非缩时游戏状态”。即,存在既是“低概率游戏状态”又是“缩时游戏状态”时、既是“低概率游戏状态”又是“非缩时游戏状态”时、既是“高概率游戏状态”又是“缩时游戏状态”时和既是“高概率游戏状态”又是“非缩时游戏状态”时。Hereinafter, the game state at the time of playing the game will be described. In this embodiment, the game is played in any one of the "low probability game state", "high probability game state", "time-lapse game state" and "non-time-lapse game state". However, during the progress of the game, when the game state is "low probability game state" or "high probability game state", it must be "time-lapse game state" or "non-time-lapse game state". That is, when there is both a "low probability game state" and a "time-lapse game state", a "low-probability game state" and a "non-time-lapse game state", a "high-probability game state" and a "time-lapse game state". game state" and when it is both a "high probability game state" and a "non-time-lapse game state".

此外,在既是“低概率游戏状态”又是“非缩时游戏状态”时,存在是中小彩结束后的特定游戏期间时和不是中小彩结束后的特定游戏期时。在既是该“低概率游戏状态”又是“非缩时游戏状态”时,将不是中小彩结束后的特定游戏期间时称为“非特定游戏状态”。In addition, when it is both a "low probability game state" and a "non-time-lapse game state", there are times when it is a specific game period after the end of the small lottery and when it is not a specific game period after the end of the small lottery. When being both this "low probability game state" and "non-time-lapse game state", it is not called "non-specific game state" during the specific game period after the end of the small lottery.

本实施例中所说的“低概率游戏状态”是指,在以游戏球进入第1起动口9或者第2起动口10为条件而进行的中头彩的抽选中,中头彩的当选概率被设定为1/99.50的游戏状态。在这里所说的中头彩的当选,是指获取执行下述“长时间中彩游戏”或者“短时间中彩游戏”的权利。The "low-probability game state" mentioned in this embodiment refers to the probability of winning the first lottery in the lottery drawing on the condition that the game ball enters the first starting port 9 or the second starting port 10 The game state is set to 1/99.50. The winning of the jackpot mentioned here refers to obtaining the right to execute the following "long-term winning game" or "short-time winning game".

与此相反,所谓“高概率游戏状态”是指,上述中头彩的当选概率被设定为1/9.95的游戏状态。因此,在“高概率游戏状态”中,与“低概率游戏状态”相比,更容易获取执行“长时间中彩游戏”或者“短时间中彩游戏”的权利。In contrast, the "high-probability game state" refers to a game state in which the probability of winning the jackpot is set to 1/9.95. Therefore, in the "high-probability game state", it is easier to acquire the right to execute the "long-time winning game" or "short-time winning game" than in the "low-probability game state".

本实施例中所说的“非缩时游戏状态”是指,在以游戏球通过普通图案通过口8为条件而进行的普通图案的抽选中,其抽选所需的时间被设定为1.0秒,并且,在当选中彩时的第2起动口10的开启控制时间被设定为0.2秒的游戏状态。即,游戏球一旦通过普通图案通过口8,则进行普通图案的抽选,其抽选结果,将在开始该抽选1.0秒后确定。另外,当抽选结果为中彩时,其后,第2起动口10被控制成第2方式约0.2秒。Said "non-time-lapse game state" in the present embodiment refers to, in the drawing of the common pattern carried out on the condition that the game ball passes through the opening 8 of the common pattern, the time required for its drawing is set to 1.0 Seconds, and the opening control time of the 2nd starting port 10 when the lottery is selected is set to the game state of 0.2 seconds. That is, once the game ball passes through the opening 8 of the ordinary pattern, the drawing of the ordinary pattern is carried out, and the result of the drawing will be determined 1.0 seconds after starting the drawing. In addition, when the lottery is won as a result of the lottery, thereafter, the second activation port 10 is controlled in the second mode for about 0.2 seconds.

与此相反,所谓的“缩时游戏状态”是指,在上述普通图案的抽选中所需时间被设定为1.0秒,并且在当选中彩时的第2起动口10的开启控制时间被设定为3.5秒比“非缩时游戏状态”更长的游戏状态。另外,在“非缩时游戏状态”中,在普通图案的抽选中当选中彩的概率被设定为7/11,在“缩时游戏状态”中,在普通图案的抽选中当选中彩的概率被设定为10/11。On the contrary, the so-called "time-lapse game state" means that the time required for the drawing of the above-mentioned common patterns is set to 1.0 seconds, and the opening control time of the second starting port 10 when the lottery is selected is set to 1.0 seconds. Set to be 3.5 seconds longer than the "non-time-lapse game state" game state. In addition, in the "non-time-lapse game state", the probability of winning the lottery in the drawing of ordinary symbols is set to 7/11, and in the "time-lapse game state", the probability of winning the lottery in the drawing of ordinary symbols is set to 7/11. The probability is set at 10/11.

因此,在“缩时游戏状态”中,只要游戏球通过普通图案通过口8,则第2起动口10要比“非缩时游戏状态”更容易被控制成第2方式。据此,在“缩时游戏状态”中,游戏者无需消费游戏球便可进行游戏。Therefore, in the "time-lapse game state", as long as the game ball passes through the mouth 8 through the common pattern, the 2nd starting port 10 is more easily controlled into the second mode than the "non-time-lapse game state". Accordingly, in the "time-lapse game state", the player can play the game without consuming game balls.

另外,在普通图案的抽选中,不管是“非缩时游戏状态”还是“缩时游戏状态”的哪一种游戏状态,也可以将当选中彩的概率设定为不变。In addition, in the drawing of ordinary patterns, regardless of the game state of "non-time-lapse game state" or "time-lapse game state", the probability of winning the lottery can also be set to be constant.

另外,在本实施例中,将第2起动口10以及用来开启第2起动口10的普通图案通过口8设置在右旋游戏区域6b中(参照图1)。因此,在“缩时游戏状态”中,游戏者为了使游戏球进入第2进入区域6d,而通过所谓的右旋,可以进行有利的游戏。另一方面,在“非缩时游戏状态”中,即使游戏球进入普通图案通过口8,游戏球也很难进入第2起动口10中。因此,游戏者通过进行使游戏球进入第1进入区域6c的操作瞄准第1起动口9,更能进行有利的游戏。In addition, in this embodiment, the second starting port 10 and the normal pattern passing port 8 for opening the second starting port 10 are provided in the right-handed game area 6b (refer to FIG. 1 ). Therefore, in the "time-lapse game state", the player can play an advantageous game by so-called clockwise spin in order to make the game ball enter the second entry area 6d. On the other hand, in the "non-time-lapse game state", even if the game ball enters the ordinary pattern passing port 8, it is difficult for the game ball to enter the second starting port 10. Therefore, the player can play the game more advantageously by aiming at the first starting port 9 by performing an operation to enter the game ball into the first entry area 6c.

在本实施例中,所谓的“中小彩结束后的特定游戏期间”是指,为了使游戏者抱有对高概率游戏状态的期待,而参照能够决定与高概率游戏状态相同的游戏显示的变化模式决定表(参照图11)的游戏期间。In this embodiment, the so-called "specific game period after the end of the small lottery" means that in order to make the player have expectations for the high-probability game state, refer to the change of the game display that can determine the same game state as the high-probability game state. The game period of the mode determination table (see FIG. 11 ).

下面,使用流程图说明游戏机1中游戏的进行。Next, the progress of the game in the game machine 1 will be described using a flowchart.

(主控制基板的主处理)(Main processing of the main control board)

以下,使用图12说明主控制基板101的主处理。Hereinafter, main processing of the main control board 101 will be described using FIG. 12 .

一旦通过电源基板107供给电源,则在主CPU 101a中发生系统重置,主CPU 101a进行以下主处理。Once power is supplied through the power board 107, a system reset occurs in the main CPU 101a, and the main CPU 101a performs the following main processing.

(步骤S10)(step S10)

首先,在步骤S10中,主CPU 101a进行初始化处理。在该处理中,主CPU 101a根据电源的接通,从主ROM 101b中读取启动程序,同时对存储在主RAM 101c中的标志等进行初始化处理,或者进行将游戏显示控制基板102中的各种命令存储至游戏显示用传输数据存储区域中的处理。First, in step S10, the main CPU 101a performs initialization processing. In this process, the main CPU 101a reads the startup program from the main ROM 101b according to the power supply, and at the same time, initializes the flags and the like stored in the main RAM 101c, or executes the game display control board 102. The process of storing such commands in the transfer data storage area for game display.

(步骤S20)(step S20)

在步骤S20中,主CPU 101a进行更新变化模式用随机值、抵达判定用随机值的游戏显示随机数更新处理。In step S20, the main CPU 101a performs a game display random number update process of updating the random value for the change pattern and the random value for the arrival determination.

(步骤S30)(step S30)

在步骤S30中,主CPU 101a进行特殊图案判定用初始值随机数、中头彩图案用初始值随机数、中小彩图案用初始值随机数的更新。然后,直至进行规定的插入处理,反复进行步骤S20和步骤S30的处理。In step S30, the main CPU 101a updates the initial value random number for special pattern judgment, the initial value random number for the jackpot pattern, and the initial value random number for the small and medium lottery pattern. Then, the processing of step S20 and step S30 is repeated until predetermined interrupt processing is performed.

(主控制基板的定时器插入处理)(Timer insertion processing of the main control board)

以下,使用图13说明主控制基板101的定时器插入处理。Hereinafter, timer insertion processing of the main control board 101 will be described with reference to FIG. 13 .

通过设置在主控制基板101中的重置用定时脉冲发生电路,在每一个规定周期(4毫秒,以下简称为“4ms”)内产生一次定时脉冲,从而执行以下所述的定时器插入处理。The reset timing pulse generation circuit provided in the main control board 101 generates a timing pulse every predetermined period (4 milliseconds, hereinafter referred to as "4ms"), thereby executing the timer insertion process described below.

(步骤S100)(step S100)

首先,在步骤S100中,主CPU 101a使存储在主CPU 101a的寄存器中的信息退出到堆栈区。First, in step S100, the main CPU 101a causes the information stored in the register of the main CPU 101a to exit to the stack area.

(步骤S110)(step S110)

在步骤S110中,主CPU 101a进行特殊图案时间计数器的更新处理、特殊电动装饰物的开启时间等特殊游戏定时计数器的更新处理、普通图案时间计数器的更新处理、普电开启时间计数器的更新处理等更新各种定时计数器的时间控制处理。具体地说,进行从特殊图案时间计数器、特殊游戏定时计数器、普通图案时间计数器、普电开启时间计数器中减“1”的处理。In step S110, the main CPU 101a performs update processing of special pattern time counters, update processing of special game timer counters such as the opening time of special electric decorations, update processing of common pattern time counters, update processing of common electric turn-on time counters, etc. Time control processing for updating various timer counters. Specifically, a process of decrementing "1" from the special pattern time counter, the special game timer counter, the normal pattern time counter, and the normal power-on time counter is performed.

(步骤S120)(step S120)

在步骤S120中,主CPU 101a进行特殊图案判定用随机值、中头彩图案用随机值、中小彩图案用随机值、中彩判定用随机值的随机数更新处理。In step S120, the main CPU 101a performs a random number updating process of the random value for special pattern judgment, the random value for jackpot pattern, the random value for small lottery pattern, and the random value for jackpot judgment.

具体地说,通过在各个随机数计数器上加“1”,而更新随机数计数器。另外,在相加之后的结果超过了随机数范围的最大值时,将随机数计数器还原为0,并在随机数计数器循环1周时,根据当时的初始值随机数的值更新随机数。Specifically, the random number counters are updated by adding "1" to each random number counter. In addition, when the result after the addition exceeds the maximum value of the random number range, the random number counter is restored to 0, and when the random number counter circulates for one cycle, the random number is updated according to the value of the initial random number at that time.

(步骤S130)(step S130)

在步骤S130中,主CPU 101a在特殊图案判定用初始值随机数计数器、中头彩图案用初始值随机数计数器、中小彩图案用初始值随机数计数器上加1,从而进行更新随机数计数器的初始值随机数更新处理。In step S130, the main CPU 101a adds 1 to the initial value random number counter for special pattern judgment, the initial value random number counter for the jackpot pattern, and the initial value random number counter for the small lottery pattern, thereby updating the random number counter. Initial value random number update processing.

(步骤S200)(step S200)

在步骤S200中,主CPU 101a进行输入控制处理。In step S200, the main CPU 101a performs input control processing.

在该处理中,主CPU 101a进行判定是否从一般入赏口检测开关7a、通过口检测开关8a、第1起动口检测开关9a、第2起动口检测开关10a、第1大入赏口检测开关11a以及第2大入赏口检测开关25a的大入赏口检测开关(以下,单独称为“第入赏口检测开关”)等各个开关进行输入的输入处理。具体内容将在后文中使用图14至图16进行说明。In this process, the main CPU 101a judges whether the general prize entry detection switch 7a, the passing entry detection switch 8a, the first start entry detection switch 9a, the second start entry detection switch 10a, the first large prize entry detection switch 11a and each switch of the second big prize slot detection switch 25a (hereinafter, individually referred to as "the first prize slot detection switch") and other switches perform the input processing of the input. The specific content will be described later using FIGS. 14 to 16 .

(步骤S300)(step S300)

在步骤S300中,主CPU 101a进行用于控制特殊图案、特殊电动装饰物的特图特电控制处理。详细内容将在后文中使用图17至图24进行说明。In step S300, the main CPU 101a performs a special map and special electric control process for controlling special patterns and special electric decorations. Details will be described later using FIGS. 17 to 24 .

(步骤S400)(step S400)

在步骤S400中,主CPU 101a进行用于控制普通图案、普通电动装饰物的普图普电控制处理。详细内容将在后文中使用图25至图27进行说明。In step S400, the main CPU 101a performs general electric control processing for controlling ordinary patterns and ordinary electric decorations. Details will be described later using FIGS. 25 to 27 .

(步骤S500)(step S500)

在步骤S500中,主CPU 101a进行赔付控制处理。In step S500, the main CPU 101a performs compensation control processing.

在该处理中,主CPU 101a确认在第1大入赏口11及第2大入赏口25的大入赏口(以下,单独称为“大入赏口”)、第1起动口9、第2起动口10、一般入赏口7中是否有游戏球进入,如果有游戏求进入,则将分别与其相对应的赔付个数指定命令传送至赔付控制基板103中。In this process, the main CPU 101a confirms the big prize slots at the first big prize slot 11 and the second big prize slot 25 (hereinafter, individually referred to as "big prize slots"), the first start slot 9, Whether there are game balls to enter in the 2nd starting port 10, the general reward port 7, if there is a game begging to enter, then the specified commands corresponding to it will be sent to the payout control substrate 103 respectively.

更具体地说,确认在下述图15中更新的一般入赏口赏球计数器、大入赏口赏球计数器、起动口赏球计数器,并将与各个入赏口相对应的赔付个数指定命令传送至赔付控制基板103。然后,从与所传送的赔付个数指定命令相对应的赏球计数器中减去规定的数据而进行更新。More specifically, confirm the general reward ball counter, the big prize ball counter, and the activated reward ball counter updated in the following figure 15, and specify the number of payouts corresponding to each reward port. It is sent to the payout control board 103. Then, it updates by subtracting predetermined data from the bouncing ball counter corresponding to the transmitted payout number designation command.

(步骤S600)(step S600)

在步骤S600中,主CPU 101a进行外部信息数据、起动口开关螺线管数据、大入赏口开关螺线管数据、特殊图案显示装置数据、普通图案显示装置数据、存储数指定命令的数据生成处理。In step S600, the main CPU 101a performs data generation of external information data, start port switch solenoid data, large reward port switch solenoid data, special pattern display device data, common pattern display device data, and storage number designation command deal with.

(步骤S700)(step S700)

在步骤S700中,主CPU 101a进行输出控制处理。在该处理中,进行输出在上述步骤S600中所生成的外部信息数据、起动口开关螺线管数据、大入赏口开关螺线管数据信号的端口输出处理。此外,为了使特殊图案显示装置19、20以及普通图案显示装置21的各个LED亮灯,而进行输出在上述步骤S600中所生成的特殊图案显示装置数据和普通图案显示装置数据的显示装置输出处理。此外,还进行命令传送处理,其传送设置在主RAM 101c的游戏显示用传输数据存储区域中的命令。In step S700, the main CPU 101a performs output control processing. In this process, a port output process of outputting the external information data, the start port switch solenoid data, and the big reward port switch solenoid data signals generated in the above-mentioned step S600 is performed. In addition, in order to turn on the respective LEDs of the special pattern display devices 19 and 20 and the normal pattern display device 21, a display device output process of outputting the special pattern display device data and the normal pattern display device data generated in the above-mentioned step S600 is performed. . In addition, a command transmission process of transmitting a command set in the transfer data storage area for game display of the main RAM 101c is also performed.

(步骤S800)(step S800)

在步骤S800中,主CPU 101a将在步骤S100中退出的信息恢复到主CPU 101a的寄存器中。In step S800, the main CPU 101a restores the information exited in step S100 to the register of the main CPU 101a.

以下,使用图14说明主控制基板101的输入控制处理。Hereinafter, input control processing of the main control board 101 will be described using FIG. 14 .

(步骤S210)(step S210)

首先,在步骤S210中,主CPU 101a判定是否从一般入赏口检测开关7a输入了检测信号,即,判定游戏球是否进入了一般入赏口7。主CPU101a,在从一般入赏口检测开关7a输入检测信号时,通过在用于赏球的一般入赏口赏球计数器上相加规定的数据而进行更新。First, in step S210, the main CPU 101a determines whether a detection signal is input from the general prize entry detection switch 7a, that is, determines whether the game ball enters the general prize entry port 7. The main CPU 101a is updated by adding predetermined data to the general prize opening counter for ball hunting when a detection signal is input from the general prize entry detection switch 7a.

(步骤S220)(step S220)

在步骤S220中,主CPU 101a判定是否输入来自第1大入赏口检测开关11a以及第2大入赏口检测开关25a的检测信号,即,判定游戏球是否进入大入赏口11及大入赏口25。主CPU 101a,在从第1大入赏口检测开关11a以及第2大入赏口检测开关25a的大入赏口检测开关输入了检测信号时,在用于赏球的大入赏口赏球计数器上相加规定的数据而进行更新的同时,相加用于计数进入第1大入赏口11以及第2大入赏口25的大入赏口中的游戏球的大入赏口进球计数器(C)存储区域的计数器值而更新。In step S220, the main CPU 101a determines whether the detection signals from the first big prize entry detection switch 11a and the second large prize entry detection switch 25a are input, that is, whether the game ball enters the large prize entry port 11 and the large prize entry port. Reward 25. The main CPU 101a, when the detection signal is input from the first large prize entry detection switch 11a and the second large prize entry detection switch 25a of the large prize entry detection switch 25a, is used to reward the ball at the large prize entry port for rewarding the ball. While adding predetermined data to the counter and updating it, add the big prize slot goal counter for counting the game balls entering the first big prize slot 11 and the second big prize slot 25 (C) The counter value of the storage area is updated.

(步骤S230)(step S230)

在步骤S230中,主CPU 101a判定是否输入来自第1起动口检测开关9a的检测信号,即,判定游戏球是否进入第1起动口9,并设定用于判定中头彩的规定数据。详细内容将在后文中使用图15进行说明。In step S230, the main CPU 101a determines whether a detection signal from the first starting port detection switch 9a is input, that is, determines whether the game ball enters the first starting port 9, and sets predetermined data for judging winning the jackpot. Details will be described later using FIG. 15 .

(步骤S240)(step S240)

在步骤S240中,主CPU 101a判定是否输入了来自第2起动口检测开关10a的检测信号,即,判定游戏球是否进入了第2起动口10。主CPU101a,在从第2起动口检测开关10a输入了检测信号时,进行与上述步骤S230相同的处理。然而,在该第2起动口检测开关输入处理中,在第2特殊图案保留数(U2)存储区域中相加“1”,然后将所抽出的特殊图案判定用随机值、中头彩图案用随机值、中小彩图案用随机值、抵达判定用随机值存储在第2特殊图案存储区域。即,在第1起动口检测开关输入处理和第2起动口检测开关输入处理中,仅存储各种数据的存储区域不同,其他全部进行相同处理。In step S240, the main CPU 101a determines whether a detection signal from the second starting port detection switch 10a is input, that is, determines whether the game ball has entered the second starting port 10. The main CPU 101a performs the same process as the above-mentioned step S230 when a detection signal is input from the second start port detection switch 10a. However, in this second start port detection switch input process, "1" is added to the second special symbol reserved number (U2) storage area, and then the extracted random value for special symbol judgment and jackpot pattern are extracted. The random value, the random value for the small and medium lottery pattern, and the random value for the arrival judgment are stored in the second special pattern storage area. That is, in the first start port detection switch input processing and the second start port detection switch input process, only the storage area for storing various data is different, and the same processing is performed for all other things.

(步骤S250)(step S250)

在步骤S250中,主CPU 101a判定通过口检测开关8a是否输入了信号,即,判定游戏球是否通过了普通图案通过口8。关于该通过口检测开关输入处理,将在后文中使用图16进行说明。In step S250, the main CPU 101a determines whether a signal has been input by the port detection switch 8a, that is, determines whether the game ball has passed through the port 8 of the common pattern. This port detection switch input processing will be described later using FIG. 16 .

以下,使用图15说明主控制基板101的第1起动口检测开关9a的输入处理。Hereinafter, the input processing of the first start port detection switch 9 a of the main control board 101 will be described using FIG. 15 .

(步骤S230-1)(step S230-1)

首先,在步骤S230-1中,主CPU 101a判定是否输入了来自第1起动口检测开关9a的检测信号。First, in step S230-1, the main CPU 101a determines whether or not a detection signal from the first start port detection switch 9a is input.

在输入了来自第1起动口检测开关9a的检测信号时,将处理转移至步骤S230-2,在未输入来自第1起动口检测开关9a的检测信号时,结束第1起动口检测开关输入处理。When the detection signal from the first start port detection switch 9a is input, the process is transferred to step S230-2, and when the detection signal from the first start port detection switch 9a is not input, the first start port detection switch input process is ended. .

(步骤S230-2)(step S230-2)

在步骤S230-2中,主CPU 101a进行在用于赏球的起动口赏球计数器上相加规定的数据而更新的处理。In step S230-2, the main CPU 101a performs a process of adding predetermined data to the starting ball game counter for ball game and updating it.

(步骤S230-3)(step S230-3)

在步骤S230-3中,主CPU 101a判定设定在第1特殊图案保留数(U1)存储区域中的保留个数是否小于4。当设定在第1特殊图案保留数(U1)存储区域中的保留个数小于4时,将处理转移至步骤S230-4,当设定在第1特殊图案保留数(U1)存储区域中的保留个数不小于4时,结束第1起动口检测开关输入处理。In step S230-3, the main CPU 101a determines whether the reserved number set in the first special pattern reserved number (U1) storage area is less than 4. When the number of reservations set in the first special pattern reservation number (U1) storage area is less than 4, the process is transferred to step S230-4, when the number of reservations in the first special pattern reservation number (U1) storage area is set When the reserved number is not less than 4, the first start port detection switch input processing is ended.

(步骤S230-4)(step S230-4)

在步骤S230-4中,主CPU 101a在第1特殊图案保留数(U1)存储区域中相加“1”而存储。In step S230-4, the main CPU 101a adds "1" to the first special pattern reserved number (U1) storage area and stores it.

(步骤S230-5)(step S230-5)

在步骤S230-5中,主CPU 101a获取特殊图案判定用随机值,然后从第1特殊图案存储区域中的第1存储部开始依次搜索空闲的存储部,并将所获取的特殊图案判定用随机值存储在空闲的存储部中。In step S230-5, the main CPU 101a acquires a random value for judging a special pattern, then searches for a free storage part sequentially from the first storage part in the first special pattern storage area, and stores the acquired random value for judging a special pattern. The value is stored in a free storage unit.

(步骤S230-6)(step S230-6)

在步骤S230-6中,主CPU 101a获取中头彩图案用随机值,然后从第1特殊图案存储区域中的第1存储部开始依次搜索空闲的存储部,并将所获取的中头彩图案用随机值存储在空闲的存储部中。In step S230-6, the main CPU 101a acquires the random value for the winning jackpot pattern, and then sequentially searches for free storage units from the first storage part in the first special pattern storage area, and stores the acquired winning jackpot pattern A random value is stored in a free storage unit.

(步骤S230-7)(step S230-7)

在步骤S230-7中,主CPU 101a获取中小彩图案用随机值,然后从第1特殊图案存储区域中的第1存储部开始依次搜索空闲的存储部,并将所获取的中小彩图案用随机值存储在空闲的存储部中。In step S230-7, the main CPU 101a obtains the random value for the small and medium color pattern, then starts to search for a free storage portion sequentially from the first storage part in the first special pattern storage area, and uses the random value for the obtained small and medium color pattern The value is stored in a free storage unit.

(步骤S230-8)(step S230-8)

在步骤S230-8中,主CPU 101a获取游戏显示用随机值(变化模式用随机值以及抵达判定用随机值),然后从第1特殊图案存储区域中的第1存储部开始依次搜索空闲的存储部,并将所获取的游戏显示用随机值(变化模式用随机值以及抵达判定用随机值)存储在空闲的存储部中。In step S230-8, the main CPU 101a acquires random values for game display (random values for change patterns and random values for arrival determination), and then sequentially searches for free storage parts from the first storage part in the first special pattern storage area. part, and the acquired random values for game display (random values for change patterns and random values for arrival determination) are stored in a free storage part.

(步骤S230-9)(step S230-9)

在步骤S230-9中,主CPU 101a进行预先判定处理,其分别基于与当前的游戏状态相对应的表判定在上述步骤S230-5至步骤S230-8中获取的各个随机值。另外,该预先判定处理,与下述中头彩判定处理以及变化模式决定处理同样地进行。In step S230-9, the main CPU 101a performs a pre-judgment process of judging the respective random values acquired in the above-mentioned steps S230-5 to S230-8 based on tables corresponding to the current game state, respectively. In addition, this preliminary determination processing is performed in the same manner as the jackpot determination processing and change pattern determination processing described below.

具体地说,在当前的游戏状态下,基于图4(a)所示的中头彩判定表判定特殊图案判定用随机值。其结果,在判定为中头彩时,基于图5(a)所示的图案决定表判定中头彩图案用随机值,在判定为中小彩时,基于图5(b)所示的图案决定表判定中小彩图案用随机值。另外,通过上述判定结果,此次基于图9至图11所示的变化模式决定表判定抵达判定用随机值以及变化模式用随机值。Specifically, in the current game state, a random value for special symbol determination is determined based on the jackpot determination table shown in FIG. 4( a ). As a result, when it is judged to be a jackpot, the random value for the jackpot pattern is determined based on the pattern determination table shown in FIG. The random value is used to determine the small and medium color patterns in the table. In addition, based on the determination result described above, the random value for arrival determination and the random value for change pattern are determined this time based on the change pattern determination table shown in FIGS. 9 to 11 .

(步骤S230-10)(step S230-10)

其次,主CPU 101a,将在上述步骤S230-9中通过预先判定处理决定的起动入赏指定命令设定在游戏显示用传输数据存储区域中。该起动入赏指定命令,与图9至图11所示的变化模式指定命令进行相同的设定。Next, the main CPU 101a sets in the game display transmission data storage area the start-up reward designation command determined by the pre-judgment process in the above-mentioned step S230-9. The command to designate the start prize is set in the same way as the change pattern designation command shown in FIGS. 9 to 11 .

以下,使用图16说明主控制基板101的通过口检测开关输入处理。Hereinafter, the input processing through the port detection switch of the main control board 101 will be described using FIG. 16 .

(步骤S250-1)(step S250-1)

首先,主CPU 101a判定是否输入了来自通过口检测开关8a的检测信号。First, the main CPU 101a judges whether or not a detection signal from the through port detection switch 8a is input.

在输入了来自通过口检测开关8a的检测信号时,将处理转移至步骤S250-2,在未输入来自通过口检测开关8a的检测信号时,结束该通过口检测开关输入处理。When the detection signal from the passage detection switch 8a is input, the processing proceeds to step S250-2, and when the detection signal from the passage detection switch 8a is not input, the passage detection switch input process is ended.

(步骤S250-2)(step S250-2)

在上述步骤S250-1中,在判定输入了来自通过口检测开关8a的检测信号时,主CPU 101a判定普通图案保留数(G)是否小于4。在本实施例中,游戏球一旦通过普通图案通过口8,则进行普通图案的变化显示,但是该普通图案的变化显示的权利的上限保留数设定为“4”。在判定普通图案保留数(G)小于4时,将处理转移至步骤S250-3,在判定普通图案保留数(G)不小于4(为4)时,结束通过口检测开关输入处理。In the above-mentioned step S250-1, the main CPU 101a determines whether the number of normal pattern reservations (G) is less than 4 when it is determined that the detection signal from the passage detection switch 8a is input. In this embodiment, once the game ball passes through the normal pattern passing port 8, the normal pattern is displayed in a change, but the upper limit reserved number of rights for the change display of the normal pattern is set to "4". When it is determined that the reserved number of ordinary patterns (G) is less than 4, the process is transferred to step S250-3, and when it is determined that the reserved number of ordinary patterns (G) is not less than 4 (4), the input processing of the detection switch through the port is ended.

(步骤S250-3)(step S250-3)

在上述步骤S250-2中,在判定普通图案保留数(G)为小于4时,主CPU 101a,将在存储于普通图案保留数(G)存储区域中的普通图案保留数(G)上相加“1”的值作为新的普通图案保留数(G)而存储。In the above-mentioned step S250-2, when it is determined that the reserved number of ordinary patterns (G) is less than 4, the main CPU 101a will compare the number of reserved ordinary patterns (G) stored in the reserved number of ordinary patterns (G) storage area. A value added with "1" is stored as a new normal pattern reserved number (G).

(步骤S250-4)(step S250-4)

其次,主CPU 101a,从预先准备的随机数范围(例如,0~10)中抽取1个中彩判定用随机值,同时将所抽取的随机值存储在普通图案保留存储区域中。Next, the main CPU 101a extracts a random value for winning a lottery from a pre-prepared random number range (for example, 0 to 10), and stores the extracted random value in the common pattern reserved storage area.

以下,使用图17说明主控制基板101的特图特电控制处理。Hereinafter, the special map and special electric control processing of the main control board 101 will be described using FIG. 17 .

(步骤S301)(step S301)

首先,在步骤S301中,载入特图特电处理数据的值,并从在步骤S302中载入的特图特电处理数据中参照分支地址,当特图特电处理数据=0时,将处理转移至特殊图案存储判定处理(步骤S310);当特图特电处理数据=1时,将处理转移至特殊图案变化处理(步骤S320);当特图特电处理数据=2时,将处理转移至特殊图案停止处理(步骤S330);当特图特电处理数据=3时,将处理转移至中头彩游戏处理(步骤S340);当特图特电处理数据=4时,将处理转移至中小彩游戏处理(步骤S350);当特图特电处理数据=5时,将处理转移至特殊游戏结束处理(步骤S360)。详细内容将在后文中使用图18至图24进行说明。First, in step S301, load the value of the special map and special electric processing data, and refer to the branch address from the special map and special electric processing data loaded in step S302, when the special map and special electric processing data = 0, set Handling is transferred to special pattern storage judgment processing (step S310); When the special figure and special electric processing data=1, the processing is transferred to the special pattern change processing (step S320); when the special figure and special electric processing data=2, the processing Transfer to the special pattern stop processing (step S330); when the special figure and special electricity processing data=3, the processing is transferred to the jackpot game processing (step S340); when the special figure and special electricity processing data=4, the processing is transferred To the small lottery game processing (step S350); when the special figure and special electricity processing data=5, the processing is transferred to the end processing of the special game (step S360). Details will be described later using FIGS. 18 to 24 .

以下,使用图18说明主控制基板101的特殊图案存储判定处理。Hereinafter, the special pattern storage determination process of the main control board 101 will be described using FIG. 18 .

(步骤S310-1)(step S310-1)

在步骤S310-1中,主CPU 101a判定是否为特殊图案的变化显示中。在这里,如果是特殊图案的变化显示中(特殊图案时间计数器≠0),则结束特殊图案存储判定处理,如果不是特殊图案的变化显示中(特殊图案时间计数器=0),则将处理转移至步骤S310-2。In step S310-1, the main CPU 101a determines whether the display of the change of the special pattern is in progress. Here, if the change display of the special pattern is in progress (special pattern time counter ≠ 0), then the special pattern storage determination process ends, and if it is not in the change display of the special pattern (special pattern time counter=0), then the processing is transferred to Step S310-2.

(步骤S310-2)(step S310-2)

在步骤S310-2中,主CPU 101a,在不是特殊图案的变化显示中时,判定第2特殊图案保留数(U2)存储区域是否为1以上。在第2特殊图案保留数(U2)存储区域为非1以上时,将处理转移至步骤S310-4,如果判定第2特殊图案保留数(U2)存储区域为“1”以上,则将处理转移至步骤S310-3。In step S310-2, the main CPU 101a determines whether the second special pattern reservation number (U2) storage area is 1 or more when the change display of the special pattern is not in progress. When the second special pattern reserved number (U2) storage area is not more than 1, the process will be transferred to step S310-4, if it is determined that the second special pattern reserved number (U2) storage area is more than "1", then the process will be transferred Go to step S310-3.

据此,第2特殊图案存储区域比第1特殊图案存储区域优先得到处理。Accordingly, the second special pattern storage area is processed in priority over the first special pattern storage area.

(步骤S310-3)(step S310-3)

在步骤S310-3中,主CPU 101a从存储在第2特殊图案保留数(U2)存储区域中的值中减去“1”而存储。In step S310-3, the main CPU 101a subtracts "1" from the value stored in the second special pattern reserved number (U2) storage area, and stores it.

(步骤S310-4)(step S310-4)

在步骤S310-4中,主CPU 101a判定第1特殊图案保留数(U1)存储区域是否为1以上。如果第1特殊图案保留数(U1)存储区域为非1以上,则将处理转移至步骤S319-1,如果判定第1特殊图案保留数(U1)存储区域为“1”以上,则将处理转移至步骤S310-5。In step S310-4, the main CPU 101a judges whether the storage area of the first reserved number of special patterns (U1) is 1 or more. If the 1st special pattern reserved number (U1) storage area is not more than 1, then the processing will be transferred to step S319-1, if it is determined that the 1st special pattern reserved number (U1) storage area is more than "1", then the processing will be transferred Go to step S310-5.

(步骤S310-5)(step S310-5)

在步骤S310-5中,主CPU 101a从存储在第1特殊图案保留数(U1)存储区域中的值中减去“1”而存储。In step S310-5, the main CPU 101a subtracts "1" from the value stored in the first special pattern reserved number (U1) storage area, and stores it.

(步骤S310-6)(step S310-6)

在步骤S310-6中,主CPU 101a对存储在与在上述步骤S310-2至S310-5中减去的特殊图案保留数(U)存储区域相对应的特殊图案保留存储区域中的规定的随机值(特殊图案判定用随机值、中头彩图案用随机值、中小彩图案用随机值、抵达判定用随机值、变化模式用随机值)和起动入赏指定命令实施移动处理。具体地说,将在第1特殊图案存储区域或者第2特殊图案存储区域的第1存储部至第4存储部中所存储的规定随机值和起动入赏指定命令转移到前1个存储部。在这里,存储在第1存储部的规定随机值和起动入赏指定命令,被转移到判定存储区域(第0存储部)。此时,存储在第1存储部的规定随机值和起动入赏指定命令,被写入判定存储区域(第0存储部),同时从特殊图案保留存储区域中删除已经写入判定存储区域(第0存储部)中的数据。据此,在上次游戏中使用的规定随机值和起动入赏指定命令均被删除。此外,移动后,对应移动后的存储区域,对起动入赏指定命令的MODE实施加工处理。In step S310-6, the main CPU 101a stores the specified random number in the special pattern reserved storage area corresponding to the special pattern reserved number (U) storage area subtracted in the above-mentioned steps S310-2 to S310-5. Value (random value for special symbol judgment, random value for jackpot pattern, random value for small and medium lottery pattern, random value for arrival judgment, random value for change mode) and start prize designation command to implement movement processing. Specifically, the predetermined random value and the command to activate the winning designation stored in the first storage part to the fourth storage part of the first special pattern storage area or the second special pattern storage area are transferred to the first storage part. Here, the predetermined random value stored in the first storage unit and the activation prize designation command are transferred to the judgment storage area (the zeroth storage unit). At this time, the specified random value stored in the 1st storage unit and the designated instruction for starting a reward are written into the judgment storage area (the 0th storage unit), and simultaneously the written judgment storage area (the 0th storage unit) is deleted from the special pattern reserved storage area. 0 storage unit) data. Accordingly, both the predetermined random value and the command to activate the winning designation used in the previous game are deleted. In addition, after the movement, processing is performed on the MODE for activating the prize specifying command corresponding to the moved storage area.

例如,在将第1特殊图案保留存储区域的第2存储部中的起动入赏指定命令和规定随机值转移至第1特殊图案保留存储区域的第1存储部中以后,将起动入赏指定命令的MODE“A2H”加工处理为“A1H”。同样,在将第1特殊图案保留存储区域的第3存储部中的起动入赏指定命令和规定随机值转移至第2存储部中以后,将起动入赏指定命令的MODE“A3H”加工处理为“A2H”,在将第1特殊图案保留存储区域的第4存储部中的起动入赏指定命令和规定随机值转移至第3存储部中以后,将起动入赏指定命令的MODE“A4H”加工处理为“A3H”。同样,如果向第2特殊图案保留存储区域的第1存储部至第3存储部移动,则将“B2H”加工处理为“B1H”,将“B3H”加工处理为“B2H”,将“B4H”加工处理为“B3H”。在这里,在移动第4存储部的数据以后,在新的第4存储区域中设定空白数据,并清除第4存储区域的数据。For example, after transferring the start award designation command and the specified random value in the second storage section of the first special pattern reserve storage area to the first storage section of the first special pattern reserve storage area, the start award designation command The MODE "A2H" is processed as "A1H". Equally, in the 2nd storage part, after the designated order of starting rewarding in the 3rd storage part of the 1st special pattern reservation storage area and the prescribed random value are transferred, the MODE " A3H " of the designating command of starting rewarding is processed as "A2H", after transferring the start-up reward designation command and the specified random value in the fourth storage part of the first special pattern reserve storage area to the third storage part, the MODE "A4H" of the start-up reward designation command will be processed Handled as "A3H". Similarly, if moving to the first storage part to the third storage part of the second special pattern reserved storage area, then "B2H" will be processed into "B1H", "B3H" will be processed into "B2H", and "B4H" will be processed into "B2H". Processing is "B3H". Here, after the data in the fourth storage unit is moved, blank data is set in a new fourth storage area, and the data in the fourth storage area is cleared.

(步骤S311)(step S311)

在步骤S311中,主CPU 101a基于在上述步骤S310-6中写入特殊图案保留存储区域的判定存储区域(第0存储部)中的数据(特殊图案判定用随机值、中头彩图案用随机值、中小彩图案用随机值),执行中头彩判定处理。详细内容将在后文中使用图19进行说明。In step S311, the main CPU 101a based on the data (random value for special symbol judgment, random Value, random value for small and medium lottery patterns), execute the jackpot judgment process. Details will be described later using FIG. 19 .

(步骤S312)(step S312)

在步骤S312中,主CPU 101a实施变化模式决定处理。In step S312, the main CPU 101a performs change mode determination processing.

变化模式决定处理,首先,参照主RAM101c的游戏状态存储区域,决定基于当前游戏状态的变化模式决定表。具体地说,在高概率游戏状态时决定图10所示的高概率游戏状态用变化模式决定表,在低概率游戏状态下特定期间次数(T)=0时,决定图9所示的非特定游戏状态(低概率游戏状态用)的变化模式决定表,在低概率游戏状态下特定期间次数(T)>0时,决定图11所示的中小彩后的特定游戏期间用(低概率游戏状态用)变化模式决定表。In the change mode determination process, first, a change mode determination table based on the current game state is determined by referring to the game state storage area of the main RAM 101c. Specifically, the high-probability game state change pattern determination table shown in FIG. 10 is determined in the high-probability game state, and the non-specific change pattern table shown in FIG. 9 is determined in the low-probability game state. The change pattern determination table of game state (low probability game state is useful), when specific period number of times (T) > 0 under low probability game state, determine the specific game period usefulness (low probability game state) after the small lottery shown in Fig. 11 Use) change mode decision table.

然后,参照特殊图案判定用随机值、中头彩图案用随机值、抵达判定用随机值以及变化模式用随机值,并基于所决定的变化模式决定表,决定变化模式。Then, the variation pattern is determined based on the determined variation pattern determination table with reference to the random value for special symbol determination, the random value for jackpot pattern, the random value for arrival determination, and the random value for variation pattern.

(步骤S313)(step S313)

在步骤S313中,主CPU 101a将与所决定的变化模式相对应的变化模式指定命令设定在游戏显示用传输数据存储区域中。In step S313, the main CPU 101a sets a change mode specifying command corresponding to the determined change mode in the game display transmission data storage area.

(步骤S314)(step S314)

在步骤S314中,主CPU 101a确认变化开始时的游戏状态,并将与当前的游戏状态相对应的游戏状态指定命令设定在游戏显示用传输数据存储区域中。In step S314, the main CPU 101a confirms the game state when the change starts, and sets a game state specifying command corresponding to the current game state in the game display transmission data storage area.

(步骤S315)(step S315)

在步骤S315中,主CPU 101a在特殊图案显示装置19、20中开始变化显示特殊图案。即,将特殊图案的变化显示数据设定在处理区域中。据此,当写入处理区域的信息与第1保留(U1)相关时,使特殊图案显示装置19闪烁,当与第2保留(U2)相关时,使特殊图案显示装置20闪烁。In step S315, the main CPU 101a starts to display special patterns on the special pattern display devices 19, 20 in a changing manner. That is, change display data of a special pattern is set in the processing area. Accordingly, when the information written in the processing area is related to the first reserve (U1), the special pattern display device 19 is blinked, and when it is related to the second reserve (U2), the special pattern display device 20 is blinked.

(步骤S316)(step S316)

在步骤S316中,一旦如上开始变化显示特殊图案,则主CPU 101a将基于在上述步骤S312中决定的变化模式的变化时间(计数器值)设定在特殊图案时间计数器中。另外,特殊图案时间计数器,在上述步骤S110中,每4ms进行一次减法运算处理。In step S316, once the special pattern is changed and displayed as above, the main CPU 101a sets the change time (counter value) based on the change pattern determined in the above-mentioned step S312 in the special pattern time counter. In addition, the special pattern time counter performs a subtraction process every 4 ms in the above-mentioned step S110.

(步骤S317)(step S317)

在步骤S317中,主CPU 101a在演示判定标志中设定00H。即,清除演示判定标志。另外,所谓的演示判定标志=“00H”表示当前是特殊图案的变化显示中,或者是特殊游戏中。另一方面,如果既不是特殊图案的变化显示中也不是特殊游戏中,则存储演示判定标志“01H”。如果存储有演示判定标志=“01H”,则在下述步骤S319-3中设定演示指定命令,并向游戏显示控制基板102传达既不是特殊图案的变化显示中也不是特殊游戏中的信息。In step S317, the main CPU 101a sets 00H in the demonstration determination flag. That is, the demo judgment flag is cleared. In addition, the so-called demonstration determination flag="00H" indicates that the special symbol is currently being displayed in a change, or the special game is in progress. On the other hand, if neither the change display of the special symbol nor the special game is in progress, the demo determination flag "01H" is stored. If the demo judgment flag="01H" is stored, a demo designation command is set in the following step S319-3, and the game display control board 102 is notified that neither a special pattern is displayed nor a special game is in progress.

(步骤S318)(step S318)

在步骤S318中,主CPU 101a设定特图特电处理数据=1,并将处理转移至图20所示的特殊图案变化处理,结束特殊图案存储判定处理。In step S318, the main CPU 101a sets the special pattern and special electric processing data=1, and transfers the processing to the special pattern change processing shown in FIG. 20 , and ends the special pattern storage determination processing.

(步骤S319-1)(step S319-1)

在上述步骤S310-4中,如果判定第1保留(U1)为“0”,即,未保留第1保留(U1)以及第2保留(U2)中的任意一个,则主CPU 101a判定在演示判定标志中是否设定有01H。如果在演示判定标志中设定有01H,则结束特殊图案存储判定处理,如果在演示判定标志中未设有01H,则将处理转移至步骤S319-2。In the above step S310-4, if it is determined that the first reservation (U1) is "0", that is, neither the first reservation (U1) nor the second reservation (U2) is reserved, the main CPU 101a determines that the demonstration Determine whether 01H is set in the flag. If 01H is set in the demonstration determination flag, the special pattern storage determination process ends, and if 01H is not set in the demonstration determination flag, the process shifts to step S319-2.

(步骤S319-2)(step S319-2)

在步骤S319-2中,主CPU 101a为避免在下述步骤S319-3中多次设定演示指定命令,而在演示判定标志中设定01H。In step S319-2, the main CPU 101a sets 01H in the demonstration determination flag in order to avoid setting the demonstration specifying command multiple times in step S319-3 described below.

(步骤S319-3)(step S319-3)

在步骤S319-3中,主CPU 101a将演示指定命令设定在游戏显示用传输数据存储区域中,结束特殊图案存储判定处理。In step S319-3, the main CPU 101a sets the demonstration specifying command in the game display transmission data storage area, and ends the special pattern storage determination process.

以下,使用图19说明中头彩判定处理。Hereinafter, the jackpot judging process will be described using FIG. 19 .

(步骤S311-1)(step S311-1)

首先,在步骤S311-1中,主CPU 101a判定在高概率游戏标志存储区域中高概率游戏标志是否被设为ON。所谓高概率游戏标志被设为ON时,是指当前的游戏状态为高概率游戏状态时。在高概率游戏标志被设为ON时,将处理转移至步骤S311-2,在高概率游戏标志并未设为ON时,将处理转移至步骤S311-3。First, in step S311-1, the main CPU 101a determines whether the high probability game flag is set to ON in the high probability game flag storage area. When the high-probability game flag is set to ON, it means that the current game state is a high-probability game state. When the high-probability game flag is ON, the process proceeds to step S311-2, and when the high-probability game flag is not ON, the process proceeds to step S311-3.

(步骤S311-2)(step S311-2)

在步骤S311-2中,主CPU 101a,如果判定当前的游戏状态为高概率游戏状态,则选择“高概率时随机数判定表”。In step S311-2, if the main CPU 101a determines that the current game state is a high-probability game state, then select the "high-probability random number determination table".

(步骤S311-3)(step S311-3)

在步骤S311-3中,主CPU 101a,如果判定当前的游戏状态为非高概率游戏状态(低概率游戏状态),则选择“低概率时随机数判定表”。In step S311-3, if the main CPU 101a determines that the current game state is a non-high-probability game state (low-probability game state), then select "low-probability random number determination table".

(步骤S311-4)(step S311-4)

在步骤S311-4中,主CPU 101a基于在上述步骤S311-2或者步骤S311-3中所选择的“高概率时随机数判定表”或者“低概率时随机数判定表”,判定在上述步骤S310-6中写入特殊图案保留存储区域的判定存储区域(第0存储部)中的特殊图案判定用随机值。In step S311-4, the main CPU 101a judges that in the above-mentioned step S311-2 or step S311-3 based on the "high probability random number determination table" or "low probability random number determination table" selected in the above step S311-2 or step S311-3 In S310-6, the random value for special pattern determination is written in the determination storage area (0th storage unit) of the special pattern reserve storage area.

更具体地说,如果在上述步骤S310-6中转移的特殊图案保留存储区域是第1特殊图案存储区域,则参照图4(a)的第1特殊图案显示装置用中头彩判定表;如果在上述步骤S310-6中转移的特殊图案保留存储区域是第2特殊图案存储区域,则参照图4(b)的第2特殊图案显示装置用中头彩判定表,并基于特殊图案判定用随机值,判定是“中头彩”、“中小彩”还是“未中彩”。More specifically, if the special pattern reserve storage area transferred in the above step S310-6 is the first special pattern storage area, then refer to the jackpot judging table for the first special pattern display device of FIG. 4( a); if The special pattern reserve storage area transferred in the above step S310-6 is the second special pattern storage area, then refer to the jackpot judging table for the second special pattern display device in FIG. Value, to determine whether it is "winning the jackpot", "small and medium lottery" or "not winning the lottery".

(步骤S311-5)(step S311-5)

在步骤S311-5中,主CPU 101a判定上述步骤S311-4中的中头彩判定结果是否被判定为中头彩。如果判定为中头彩,则将处理转移至步骤S311-6,如果未判定为中头彩,则将处理转移至步骤S311-9。In step S311-5, the main CPU 101a determines whether the result of the jackpot winning determination in the above-mentioned step S311-4 is judged to be a jackpot winning. If it is judged that the jackpot has been won, the process moves to step S311-6, and if it is not judged that the jackpot is won, the process shifts to step S311-9.

(步骤S311-6)(step S311-6)

在步骤S311-6中,主CPU 101a实施中头彩图案决定处理,其通过判定在上述步骤S310-6中写入特殊图案保留存储区域的判定存储区域(第0存储部)中的中头彩图案用随机值,决定特殊图案的种类(停止图案数据),并将所决定的停止图案数据设定在停止图案数据存储区域中。In step S311-6, the main CPU 101a implements the jackpot symbol determination process by judging the jackpot in the judgment storage area (the 0th storage section) written in the special symbol reserved storage area in the above-mentioned step S310-6. The pattern uses a random value to determine the type of special pattern (stop pattern data), and the determined stop pattern data is set in the stop pattern data storage area.

具体地说,如果在上述步骤S310-6中转移的特殊图案保留存储区域是第1特殊图案存储区域,则参照第1特殊图案显示装置用图案决定表(参照图5(a));如果在上述步骤S310-6中转移的特殊图案保留存储区域是第2特殊图案存储区域,则参照第2特殊图案显示装置用图案决定表(参照图5(b)),并基于中头彩图案用随机值,决定表示停止的特殊图案种类的停止图案数据,然后将所决定的停止图案数据设定在停止图案数据存储区域中。Specifically, if the special pattern reserve storage area transferred in the above step S310-6 is the first special pattern storage area, then refer to the pattern determination table for the first special pattern display device (refer to FIG. 5 (a)); The special pattern reservation storage area transferred in the above step S310-6 is the second special pattern storage area, then refer to the pattern determination table for the second special pattern display device (refer to FIG. 5 (b)), and use random value, determine the stop pattern data representing the special pattern type of stop, and then set the determined stop pattern data in the stop pattern data storage area.

另外,所决定的特殊图案,如下所述,在图21的特殊图案停止处理中使用于决定是“中头彩”还是“中小彩”,同时在图22的中头彩游戏处理和图23的中小彩游戏处理中使用于决定大入赏口的动作方式,而且在图24的特殊游戏结束处理中使用于决定中头彩结束后的游戏状态。In addition, the determined special pattern, as described below, is used in the special pattern stop processing of FIG. 21 to determine whether it is a "jackpot" or a "small lottery". The small lottery game process is used to determine the action mode of the big jackpot, and is used to determine the game state after the end of the jackpot in the special game end process of FIG. 24 .

(步骤S311-7)(step S311-7)

在步骤S311-7中,主CPU 101a为了将与特殊图案相对应的数据传送至游戏显示控制基板102,生成与中头彩用特殊图案相对应的游戏显示图案指定命令,并设定在游戏显示用传输数据存储区域中。In step S311-7, in order to transmit the data corresponding to the special pattern to the game display control substrate 102, the main CPU 101a generates a game display pattern specifying command corresponding to the special pattern for the jackpot, and sets it on the game display. In the transfer data storage area.

(步骤S311-8)(step S311-8)

在步骤S311-8中,主CPU 101a根据设定在游戏状态存储区域(缩时游戏标志存储区域、高概率游戏标志存储区域)中的信息判定当选中头彩时的游戏状态,并将表示当选中头彩时的游戏状态的游戏状态信息设定在游戏状态缓冲器中。具体地说,当缩时游戏标志和高概率游戏标志两者均未被设定时,设定00H;当虽然设定有缩时游戏标志但未设定高概率游戏标志时,设定01H;当虽然未设定缩时游戏标志但设定有高概率游戏标志时,设定02H;当缩时游戏标志和高概率游戏标志均已设定时,设定03H。In step S311-8, the main CPU 101a judges the game state when the first lottery is selected according to the information set in the game state storage area (time-lapse game flag storage area, high probability game flag storage area), and displays the selected The game state information of the game state at the time of winning the jackpot is set in the game state buffer. Specifically, when neither the time-lapse game flag nor the high-probability game flag is set, 00H is set; when the time-lapse game flag is set but the high-probability game flag is not set, 01H is set; When the time-lapse game flag is not set but the high-probability game flag is set, 02H is set; when both the time-lapse game flag and the high-probability game flag are set, 03H is set.

如上所述,与游戏状态存储区域(缩时游戏标志存储区域、高概率游戏标志存储区域)不同,在游戏状态缓冲器中设定当选中头彩时的游戏状态,是因为:在中头彩游戏中重置游戏状态存储区域(缩时游戏标志存储区域、高概率游戏标志存储区域)中的高概率游戏标志和缩时游戏标志,所以在中头彩结束后基于当选中头彩时的游戏状态,重新决定中头彩结束时的游戏状态时,无法参照游戏状态存储区域。如上所述,与游戏状态存储区域不同,通过设置用于存储表示当选中头彩时的游戏状态的游戏信息的游戏状态缓冲器,便可在中头彩结束后通过参照游戏状态缓冲器中的游戏信息,并基于当选中头彩时的游戏状态重新设定中头彩结束后的游戏状态(缩时游戏状态和缩时次数等)。As mentioned above, different from the game state storage area (time-lapse game flag storage area, high-probability game flag storage area), the game state when the jackpot is selected is set in the game state buffer because: During the game, reset the high-probability game flags and time-lapse game flags in the game state storage area (time-lapse game flag storage area, high-probability game flag storage area), so after winning the jackpot, based on the game when the jackpot is selected State, when re-determining the game state at the end of the jackpot, the game state storage area cannot be referred to. As described above, different from the game state storage area, by providing a game state buffer for storing game information indicating the game state when the jackpot is selected, it is possible to refer to the game state buffer after winning the jackpot. Game information, and based on the game state when the jackpot is selected, the game state (time-lapse game state and time-lapse times, etc.) after the end of the jackpot is reset.

(步骤S311-9)(step S311-9)

在上述步骤S311-5中,如果未判定为中头彩,则主CPU 101a判定是否被判定为中小彩。如果判定为中小彩,则将处理转移至步骤S311-10,如果未判定为中小彩,则将处理转移至步骤S311-12。In the above-mentioned step S311-5, if it is not judged as winning the first lottery, then the main CPU 101a determines whether it is judged as a small lottery. If it is determined to be a small lottery, then the process will be transferred to step S311-10, if not determined to be a small lottery, then the process will be transferred to step S311-12.

(步骤S311-10)(step S311-10)

在步骤S311-10中,主CPU 101a实施中小彩图案决定处理,其通过判定在上述步骤S310-6中写入特殊图案保留存储区域的判定存储区域(第0存储部)中的中小彩图案用随机值,而决定特殊图案的种类,并将所决定的停止图案数据设定在停止图案数据存储区域中。In step S311-10, the main CPU 101a implements the small and medium color pattern determination process, which is used to determine the small and medium color pattern in the judgment storage area (the 0th storage section) written in the special pattern reservation storage area in the above-mentioned step S310-6. A random value is used to determine the type of the special pattern, and the determined stop pattern data is set in the stop pattern data storage area.

具体地说,参照图5(b)的图案决定表,并基于中小彩图案用随机值决定表示特殊图案种类的停止图案数据,然后将所决定的停止图案数据设定在停止图案数据存储区域中。另外,在本实施例中,作为“中小彩”的种类,设置有“中小彩A”和“中小彩B”。然而,不论当选为哪一种“中小彩”,在其后执行的中小彩游戏的内容完全相同,在“中小彩A”和“中小彩B”中,只有在特殊图案显示装置19、20中停止显示的特殊图案不同。Specifically, refer to the pattern determination table of Fig. 5 (b), and determine the stop pattern data representing the special pattern type with a random value based on the small and medium color patterns, and then set the determined stop pattern data in the stop pattern data storage area . In addition, in this embodiment, "small lottery A" and "small lottery B" are provided as types of "small lottery". However, no matter which kind of "small lottery" is selected, the content of the small lottery games executed thereafter is exactly the same. In "small lottery A" and "small lottery B", only the special pattern display device The special pattern that stops showing is different.

(步骤S311-11)(step S311-11)

在步骤S311-11中,主CPU 101a为了将与特殊图案相对应的数据传送至游戏显示控制基板102,而生成与中小彩用特殊图案相对应的游戏显示图案指定命令,设定在游戏显示用传输数据存储区域中,并将处理转移至步骤S311-8。In step S311-11, in order to transmit the data corresponding to the special pattern to the game display control substrate 102, the main CPU 101a generates a game display pattern designation command corresponding to the special pattern for the small lottery, and sets it in the game display. in the transfer data storage area, and the process moves to step S311-8.

(步骤S311-12)(step S311-12)

在步骤S311-12中,主CPU 101a通过参照图5(c)的图案决定表决定未中彩用特殊图案,并将所决定的未中彩用停止图案数据设定在停止图案数据存储区域中。In step S311-12, the main CPU 101a determines the special pattern for not winning the lottery by referring to the pattern determination table of Fig. 5 (c), and sets the determined stop pattern data for not winning the lottery in the stop pattern data storage area .

(步骤S311-13)(step S311-13)

在步骤S311-13中,主CPU 101a为了将与特殊图案相对应的数据传送至游戏显示控制基板102,生成与未中彩用特殊图案相对应的游戏显示图案指定命令,并设定在游戏显示用传输数据存储区域中,结束中头彩判定处理。In step S311-13, in order to transmit the data corresponding to the special pattern to the game display control substrate 102, the main CPU 101a generates a game display pattern designation command corresponding to the special pattern for not winning the lottery, and sets it on the game display. In the transmission data storage area, the jackpot judging process ends.

以下,使用图20说明特殊图案变化处理。Hereinafter, the special pattern changing process will be described using FIG. 20 .

(步骤S320-1)(step S320-1)

在步骤S320-1中,主CPU 101a判定是否经过了在步骤S316中设定的变化时间(特殊图案时间计数器=0?)。其结果,如果判定为未经过变化时间,则结束特殊图案变化处理,并执行下一个子程序。In step S320-1, the main CPU 101a determines whether the change time set in step S316 has elapsed (special pattern time counter=0?). As a result, if it is determined that the change time has not passed, the special pattern change process is terminated, and the next subroutine is executed.

(步骤S320-2)(step S320-2)

如果判定为经过了在上述步骤S320-1中所设定的时间,则主CPU101a在该特殊图案变化处理之前的程序处理(中头彩判定处理)中,将在上述步骤S311-6、S311-10、S311-12中所设定的特殊图案停止显示在特殊图案显示装置19、20上。据此,向游戏者报知中头彩的判定结果。If it is determined that the time set in the above-mentioned step S320-1 has passed, the main CPU 101a will perform the above-mentioned steps S311-6, S311- 10. The special pattern set in S311-12 stops being displayed on the special pattern display devices 19 and 20 . Accordingly, the player is notified of the result of judging the jackpot.

(步骤S320-3)(step S320-3)

在步骤S320-3中,主CPU 101a将图案确定命令设定在游戏显示用传输数据存储区域中。In step S320-3, the main CPU 101a sets the pattern determination command in the transfer data storage area for game display.

(步骤S320-4)(step S320-4)

在步骤S320-4中,如上所述,主CPU 101a一旦开始停止显示特殊图案,则在特殊图案时间计数器中设定图案停止时间(1秒=1500计数器值)。另外,特殊图案时间计数器,在上述步骤S110中,每4ms进行一次-1的减法运算处理。In step S320-4, as mentioned above, once the main CPU 101a starts to stop displaying the special pattern, the pattern stop time (1 second=1500 counter value) is set in the special pattern time counter. In addition, the special pattern time counter performs a subtraction process of -1 every 4 ms in the above-mentioned step S110.

(步骤S320-5)(step S320-5)

在步骤S320-5中,主CPU 101a在特图特电处理数据中设定2,并将处理转移至图21所示的特殊图案停止处理,结束特殊图案变化处理。In step S320-5, the main CPU 101a sets 2 in the special pattern special electric processing data, and transfers the processing to the special pattern stop processing shown in FIG. 21 , and ends the special pattern change processing.

以下,使用图21说明特殊图案停止处理。Hereinafter, the special pattern stop processing will be described using FIG. 21 .

(步骤S330-1)(step S330-1)

在步骤S330-1中,主CPU 101a判定是否经过了在步骤S320-4中设定的图案停止时间(特殊图案时间计数器=0?)。其结果,如果判定为未经过图案停止时间,则结束特殊图案停止处理,并执行下一个子程序。In step S330-1, the main CPU 101a determines whether the pattern stop time set in step S320-4 has elapsed (special pattern time counter=0?). As a result, if it is determined that the pattern stop time has not passed, the special pattern stop process is terminated, and the next subroutine is executed.

(步骤S330-2)(step S330-2)

在步骤S330-2中,主CPU 101a判定在缩时游戏标志存储区域中标志是否被设为ON。所谓在缩时游戏标志存储区域中标志被设为ON时,是指当前的游戏状态为缩时游戏状态时。如果在缩时游戏标志存储区域中标志被设为ON,则将处理转移至步骤S330-3,如果在缩时游戏标志存储区域中标志被设为OFF,则将处理转移至步骤S330-4。In step S330-2, the main CPU 101a determines whether or not a flag is set to ON in the time-lapse game flag storage area. When the flag is set to ON in the time-lapse game flag storage area, it means that the current game state is the time-lapse game state. If the flag is ON in the time-lapse game flag storage area, the process shifts to step S330-3, and if the flag is OFF in the time-lapse game flag storage area, the process shifts to step S330-4.

(步骤S330-3)(step S330-3)

在步骤S330-3中,主CPU 101a实施缩时游戏结束判定处理。具体地说,在从存储在缩时游戏次数(J)存储区域中的(J)中减去“1”的同时,作为新的剩余变化次数(J)而存储,并判定所存储的缩时游戏次数(J)是否为“0”,如果缩时游戏次数(J)=0,则清除(OFF)存储在缩时游戏标志存储区域中的标志。另一方面,如果并非缩时游戏次数(J)=0,则在缩时游戏标志存储区域中所存储的标志保持ON的状态下,直接将处理转移至步骤S330-4。In step S330-3, the main CPU 101a executes the time-lapse game end determination process. Specifically, while subtracting "1" from (J) stored in the time-lapse game count (J) storage area, it is stored as a new remaining number of changes (J), and the stored time-lapse game count is determined. Whether the game number of times (J) is "0", if the time-lapse game number of times (J)=0, then clear (OFF) the sign that is stored in the time-lapse game flag storage area. On the other hand, if the number of time-lapse games (J) is not 0, the process proceeds directly to step S330-4 while the flag stored in the time-lapse game flag storage area remains ON.

另外,在该步骤S330-3中,在缩时游戏次数(J)=0的状态下将缩时游戏标志存储区域的标志设为OFF时,即,在从缩时游戏状态切换为非缩时游戏状态时,主CPU 101a实施使亮灯的右旋报知显示器26熄灭的控制。In addition, in this step S330-3, when the flag of the time-lapse game flag storage area is set to OFF in the state where the number of time-lapse games (J)=0, that is, when switching from the time-lapse game state to the non-time-lapse game state, During the game state, the main CPU 101a performs control to turn off the right-handed notification indicator 26 that is lit.

(步骤S330-4)(step S330-4)

在步骤S330-4中,主CPU 101a判定在高概率游戏标志存储区域中标志是否被设为ON。所谓在高概率游戏标志存储区域中标志被设为ON时,是指当前的游戏状态为高概率游戏状态时。如果在高概率游戏标志存储区域中标志被设为ON,则将处理转移至步骤S330-5,如果在高概率游戏标志存储区域中标志被设为OFF,则将处理转移至步骤S330-6。In step S330-4, the main CPU 101a determines whether or not a flag is set to ON in the high-probability game flag storage area. When the flag is set to ON in the high-probability game flag storage area, it means that the current game state is a high-probability game state. If the flag is turned ON in the high-probability game flag storage area, the process shifts to step S330-5, and if the flag is turned OFF in the high-probability game flag storage area, the process shifts to step S330-6.

(步骤S330-5)(step S330-5)

在步骤S330-5中,主CPU 101a实施高概率游戏结束判定处理。具体地说,在从存储在高概率游戏次数(X)存储区域中的(X)中减去“1”的同时,作为新的高概率游戏次数(X)而存储,并判定所存储的高概率游戏次数(X)是否为“0”,如果判定高概率游戏次数(X)=0,则清除(OFF)存储在高概率游戏标志存储区域中的标志。另一方面,如果判定并非高概率游戏次数(X)=0,则将处理转移至步骤S330-6。In step S330-5, the main CPU 101a executes high-probability game end determination processing. Specifically, while subtracting "1" from (X) stored in the high-probability game count (X) storage area, it is stored as a new high-probability play count (X), and the stored high-probability play count (X) is determined. Whether the probability game number of times (X) is "0", if it is determined that the high probability game number of times (X)=0, then clear (OFF) the flag stored in the high probability game flag storage area. On the other hand, if it is determined that the number of times of high-probability games (X) = 0, the process shifts to step S330-6.

(步骤S330-6)(step S330-6)

在步骤S330-6中,主CPU 101a判定是否为特定期间次数计数器(T)=0,如果特定期间次数计数器(T)=0,则将处理转移至步骤S330-8,如果并非特定期间次数计数器(T)=0,则将处理转移至步骤S330-7。In step S330-6, the main CPU 101a judges whether it is the number of times counter (T)=0 during the specific period, if the number of times counter (T)=0 during the specific period, then the processing is transferred to step S330-8, if it is not the number of times counter during the specific period (T) = 0, then the process shifts to step S330-7.

(步骤S330-7)(step S330-7)

在步骤S330-7中,主CPU 101a将从特定期间次数计数器(T)中减去“1”的计算值,作为新的特定期间次数计数器(T)而存储。In step S330-7, the main CPU 101a stores a calculated value obtained by subtracting "1" from the specific period count counter (T) as a new specific period count counter (T).

(步骤S330-8)(step S330-8)

在步骤S330-8中,主CPU 101a确认当前的游戏状态,并将游戏状态指定命令设定在游戏显示用传输数据存储区域中。In step S330-8, the main CPU 101a confirms the current game state, and sets the game state specifying command in the game display transmission data storage area.

(步骤S330-9)(step S330-9)

在步骤S330-9中,主CPU 101a判定是否为中头彩。具体地说,判定存储在停止图案数据存储区域中的停止图案数据是否为中头彩图案(停止图案数据=01~06?)的数据。在这里,如果判定为中头彩图案,则将处理转移至步骤S330-13,如果未判定为中头彩图案,则将处理转移至步骤S330-10。In step S330-9, the main CPU 101a determines whether it is a first prize. Specifically, it is determined whether the stop symbol data stored in the stop symbol data storage area is data of a jackpot symbol (stop symbol data=01 to 06?). Here, if it is judged that it is a jackpot pattern, the process moves to step S330-13, and if it is not determined that it is a jackpot pattern, the process moves to step S330-10.

(步骤S330-10)(step S330-10)

在步骤S330-10中,主CPU 101a判定是否为中小彩。具体地说,判定存储在停止图案数据存储区域中的停止图案数据是否为中小彩图案(停止图案数据=07~10?)。在这里,如果判定为中小彩图案,则将处理转移至步骤S330-11,如果未判定为中小彩图案,则将处理转移至步骤S330-12。In step S330-10, the main CPU 101a determines whether it is a small lottery. Specifically, it is determined whether the stop pattern data stored in the stop pattern data storage area is a small and medium color pattern (stop pattern data=07 to 10?). Here, if it is determined that it is a small lottery pattern, the process will be transferred to step S330-11, and if it is not determined to be a small lottery pattern, the process will be transferred to step S330-12.

(步骤S330-11)(step S330-11)

在步骤S330-11中,主CPU 101a在特图特电处理数据中设定4,并将处理转移至步骤S330-15。In step S330-11, the main CPU 101a sets 4 in the special map special electric processing data, and transfers the process to step S330-15.

(步骤S330-12)(step S330-12)

在上述步骤S330-10中,如果判定为非中小彩图案,则主CPU 101a在特图特电处理数据中设定0,并将处理转移至图18所示的特殊图案存储判定处理中。In the above-mentioned step S330-10, if it is determined that it is not a small and medium color pattern, then the main CPU 101a sets 0 in the special figure and special electric processing data, and transfers the process to the special pattern storage determination process shown in Figure 18.

(步骤S330-13)(step S330-13)

在上述步骤S330-9中,如果判定为中头彩图案,则主CPU 101a在特图特电处理数据中设定3,并将处理转移至图22所示的中头彩游戏处理中。In the above-mentioned step S330-9, if it is judged to be the jackpot pattern, then the main CPU 101a sets 3 in the special figure and special electricity processing data, and transfers the processing to the jackpot game process shown in FIG. 22 .

(步骤S330-14)(step S330-14)

在步骤S330-14中,主CPU 101a重置游戏状态和缩时次数。具体地说,清除在高概率游戏标志存储区域、高概率游戏次数(X)存储区域、缩时游戏标志存储区域、缩时游戏次数(J)存储区域中的数据。In step S330-14, the main CPU 101a resets the game state and time-lapse times. Specifically, clear the data in the high-probability game sign storage area, the high-probability game times (X) storage area, the time-lapse game sign storage area, and the time-lapse game times (J) storage area.

(步骤S330-15)(step S330-15)

在步骤S330-15中,主CPU 101a根据停止图案数据,判定是“长时间中彩”、“短时间中彩”、“中小彩”中的哪一个,并将与这些类别相对应的开始命令设定在游戏显示用传输数据存储区域中。In step S330-15, the main CPU 101a judges which one of "winning the lottery for a long time", "winning the lottery for a short time" and "small and medium lottery" according to the stop pattern data, and sends the start commands corresponding to these categories Set in the transfer data storage area for game display.

(步骤S330-16)(step S330-16)

在步骤S330-16中,主CPU 101a根据停止图案数据,判定是“长时间中彩”、“短时间中彩”、“中小彩”中的哪一个,并将与这些类别相对应的开始时间设定在特殊游戏定时计数器中。另外,特殊游戏定时计数器,在上述步骤S110中,每4ms进行一次减法运算处理。一旦本处理结束,则结束特殊图案停止处理。In step S330-16, the main CPU 101a judges which one of "long-term lottery winning", "short-time lottery winning" and "medium and small lottery" according to the stop pattern data, and sets the start time corresponding to these categories Set in the special game timer counter. In addition, the special game timer counter performs a subtraction operation every 4 ms in the above-mentioned step S110. Once this processing ends, the special pattern stop processing ends.

以下,使用图22说明中头彩游戏处理。Hereinafter, the jackpot game processing will be described using FIG. 22 .

(步骤S340-1)(step S340-1)

首先,在步骤S340-1中,主CPU 101a判定当前是否为开始中。例如,如果在一局游戏次数(R)存储区域中存储有“0”,则当前为开始中,所以参照一局游戏次数(R)存储区域,判定当前是否为开始中。如果判定当前为开始中,则将处理转移至步骤S340-2,如果判定当前并非开始中,则将处理转移至步骤S340-7。First, in step S340-1, the main CPU 101a determines whether the process is currently being started. For example, if "0" is stored in the number of games in one round (R) storage area, it is currently in progress, so refer to the number of times of games in one round (R) storage area to determine whether it is currently in progress. If it is judged that it is currently being started, the process will shift to step S340-2, and if it is judged that it is not currently being started, the process will be shifted to step S340-7.

(步骤S340-2)(step S340-2)

在步骤S340-2中,主CPU 101a判定是否经过了预先设定的开始时间。即,判定在上述步骤S330-16中所设定的特殊游戏定时计数器是否为“0”,如果特殊游戏定时计数器=0,则判定为经过了开始时间。其结果,如果未经过开始时间,则结束该中头彩游戏处理,如果经过了开始时间,则将处理转移至步骤S340-3。In step S340-2, the main CPU 101a determines whether or not a preset start time has elapsed. That is, it is determined whether the special game timer counter set in the above step S330-16 is "0", and if the special game timer counter=0, it is determined that the start time has passed. As a result, if the start time has not passed, the jackpot game process ends, and if the start time has passed, the process proceeds to step S340-3.

(步骤S340-3)(step S340-3)

在步骤S340-3中,主CPU 101a实施中头彩开始设定处理。In step S340-3, the main CPU 101a executes the jackpot start setting process.

中头彩开始设定处理,首先根据停止图案数据,决定与中头彩的类别相对应的开启方式决定表。具体地说,如图7所示,根据停止图案数据,决定长时间中彩1用开启方式决定表(图8(a))、长时间中彩2用开启方式决定表(图8(b))、长时间中彩3用开启方式决定表(图8(c))、短时间中彩用开启方式决定表(图8(d))中的任意一个并设定。The jackpot setting process is started, and first, the opening method determination table corresponding to the category of the jackpot is determined based on the stop pattern data. Specifically, as shown in Figure 7, according to the stop pattern data, determine the long-time winning lottery 1 with the opening mode determination table (Fig. 8 (a)), the long-time winning lottery 2 with the opening mode determination table (Fig. ), winning the lottery for a long time 3 with the opening mode determination table (Fig. 8 (c)), and winning the lottery in a short time with any one in the opening mode determination table (Fig. 8 (d)) and setting.

接着,在一局游戏次数(R)存储区域中所存储的当前一局游戏次数(R)上加“1”而存储。另外,在本步骤S340-3中,一局游戏次数(R)存储区域中未存储任何信息。即,一次也没有进行一局游戏,所以在一局游戏次数(R)存储区域中存储“1”。Next, "1" is added to the current number of games (R) stored in the number of times of one game (R) storage area, and stored. In addition, in this step S340-3, no information is stored in the storage area for the number of times of a round of games (R). That is, since one game is not played at a time, "1" is stored in the one-round game count (R) storage area.

(步骤S340-4)(step S340-4)

在步骤S340-4中,主CPU 101a实施大入赏口开启处理。该大入赏口开启处理,在设定大入赏口开关螺线管25c的通电开始数据的同时,参照在上述步骤S340-3中所设定的表,并基于当前的一局游戏次数(R)以及开启次数(K),将大入赏口25的开启时间设定在特殊游戏定时计数器中。In step S340-4, the main CPU 101a implements the opening process of the big reward slot. The big prize slot opening process refers to the table set in the above-mentioned step S340-3 while setting the energization start data of the big prize slot switch solenoid 25c, and based on the current number of times of a round of games ( R) and opening times (K), the opening time of the big reward port 25 is set in the special game timing counter.

(步骤S340-5)(step S340-5)

在步骤S340-5中,主CPU 101a判定是否为K=1,如果是K=1,则向游戏显示控制基板102传送一局游戏次数的信息,所以根据一局游戏次数(R)将大入赏口开启(R)一局指定命令设定在游戏显示用传输数据存储区域中。例如,在中头彩的第1次一局游戏开始时,一局游戏次数(R)被设定为“1”,且K=1,所示将大入赏口开启一局指定命令设定在游戏显示用传输数据存储区域中。另一方面,如果不是K=1,则不将大入赏口开启(R)一局指定命令设定在游戏显示用传输数据存储区域中,而结束中头彩游戏处理。即,所谓K=1时意味着一局的开始,所以只有在开始一局时,才传送大入赏口开启(R)一局指定命令。In step S340-5, the main CPU 101a judges whether it is K=1, if K=1, then transmits the information of the number of times of a round of games to the game display control substrate 102, so according to the number of times of games of a round of games (R) will enter The reward opening (R) one-game designation command is set in the transmission data storage area for game display. For example, when the 1st round of the jackpot starts, the number of times of a round of games (R) is set to "1", and K=1, as shown, the big reward port is opened and the designated command of a round is set In the transfer data storage area for game display. On the other hand, if it is not K=1, then the jackpot game process is ended without setting the big prize opening (R) one round designation command in the game display transmission data storage area. That is, when so-called K=1, it means the beginning of a round, so only when starting a round, the big reward port is opened (R) and a designated order for a round is transmitted.

在本实施例中,如图8所示,设定每进行1次一局游戏时的大入赏口开启次数为1次,所以在该步骤S340 5中必须设定大入赏口开启(R)一局指定命令。然而,如果设定每进行1次一局游戏时大入赏口25开启多次,则只有在上述K=1时,才传送大入赏口开启(R)一局指定命令。In the present embodiment, as shown in Figure 8, it is set that the number of times that the big reward port is opened every time a game is carried out is 1 time, so in this step S3405, the large reward port must be set to open (R ) specifies the command in one bureau. However, if it is set that the big reward port 25 is opened multiple times when a game is carried out once, then only when the above K=1, the big reward port is sent to open (R) a designated command for one round.

(步骤S340-6)(step S340-6)

在步骤S340-6中,主CPU 101a判定当前是否为结束中。在这里所说的结束,是指完全结束预先设定的一局游戏后的处理。因此,如果判定当前为结束中,则将处理转移至步骤S340-19,如果判定当前并非结束中,则将处理转移至步骤S340-7。In step S340-6, the main CPU 101a determines whether the process is currently being completed. The end mentioned here refers to the processing after a preset game is completely ended. Therefore, if it is judged that it is currently being completed, the process will shift to step S340-19, and if it is judged that it is not currently being completed, the process will be shifted to step S340-7.

(步骤S340-7)(step S340-7)

在步骤S340-7中,主CPU 101a判定第1大入赏口11以及第2大入赏口是否处于大入赏口的关闭中。如果判定为大入赏口的关闭中,则将处理转移至步骤S340-8,如果判定大入赏口并非关闭中,则将处理转移至步骤S340-9。In step S340-7, the main CPU 101a judges whether the first big prize entry port 11 and the second large prize entry port are in the closing of the large prize entry port. If it is determined that the big prize slot is being closed, the process moves to step S340-8, and if it is determined that the big prize slot is not being closed, the process moves to step S340-9.

(步骤S340-8)(step S340-8)

在步骤S340-8中,主CPU 101a判定是否经过了在下述步骤S340-10中所设定的关闭时间。另外,关闭时间也与开始时间相同,判定是否为特殊游戏定时计时器=0。其结果,如果未经过关闭时间,则结束该中头彩游戏处理,如果经过了关闭时间,则将处理转移至步骤S340-4。In step S340-8, the main CPU 101a determines whether or not the off time set in step S340-10 described later has elapsed. In addition, the closing time is also the same as the starting time, and it is judged whether or not the special game timer=0. As a result, if the closing time has not passed, the jackpot game process ends, and if the closing time has passed, the processing proceeds to step S340-4.

(步骤S340-9)(step S340-9)

在步骤S340-9中,主CPU 101a判定用于结束开启大入赏口的“开启结束条件”是否成立。In step S340-9, the main CPU 101a judges whether the "opening end condition" for ending the opening of the big reward slot is established.

该“开启结束条件”在大入赏口进球计数器(C)的值达到最大个数(例如9个)时,或者经过了最长开启时间时(特殊游戏定时计数器=0时)适用。This "opening end condition" is applicable when the value of the jackpot goal counter (C) reaches the maximum number (for example, 9), or when the longest opening time has passed (when the special game timing counter=0).

另外,如果判定“开启结束条件”成立,则将处理转移至步骤S340-10,如果判定“开启结束条件”不成立,则结束该中头彩游戏处理。In addition, if it is judged that the "opening end condition" is satisfied, the processing will be transferred to step S340-10, and if it is judged that the "opening end condition" is not satisfied, the jackpot game processing will be ended.

(步骤S340-10)(step S340-10)

在步骤S340-10中,主CPU 101a实施大入赏口关闭处理。In step S340-10, the main CPU 101a implements the closing process of the big reward slot.

大入赏口关闭处理,为了关闭大入赏口,在设定大入赏口开关螺线管25c的通电停止数据的同时,参照在上述步骤S340-3中所决定的开启方式决定表(参照图8),并基于当前的一局游戏次数(R)以及开启次数(K),将大入赏口的关闭时间设定在特殊游戏定时计数器中。据此,关闭大入赏口。In order to close the big prize slot, the big prize slot closing process refers to the opening method determination table (refer to Fig. 8), and based on the current number of times of a game (R) and the number of times of opening (K), the closing time of the big reward port is set in the special game timing counter. Accordingly, close the big reward entrance.

(步骤S340-11)(step S340-11)

在步骤S340-11中,主CPU 101a判定1次一局游戏是否结束。具体地说,1次一局游戏,是以开启次数(K)达到最大开启次数或者大入赏口进球计数器(C)的值达到最大个数(例如9个)为条件而结束,所以判定上述条件是否成立。In step S340-11, the main CPU 101a judges whether the game once in a round is over. Specifically, one game at a time ends on the condition that the number of times of opening (K) reaches the maximum number of times of opening or the value of the goal counter (C) of the big reward port reaches the maximum number (for example, 9), so it is determined Whether the above conditions are true.

此外,如果判定1次一局游戏结束,则将处理转移至步骤S340-12,如果判定1次一局游戏没有结束,则结束该中头彩游戏处理。In addition, if it is determined that one round of the game is over, then the processing is transferred to step S340-12, and if it is determined that one round of the game is not over, then the jackpot game processing is ended.

(步骤S340-12)(step S340-12)

在步骤S340-12中,主CPU 101a在开启次数(K)存储区域中设定0,同时在大入赏口进球数(C)存储区域中设定0。即,清除开启次数(K)存储区域以及大入赏口进球数(C)存储区域。In step S340-12, the main CPU 101a sets 0 in the opening times (K) storage area, and sets 0 in the number of goals (C) storage area of the big prize entry port simultaneously. That is, clear the opening times (K) storage area and the number of goals (C) storage area in the big prize slot.

(步骤S340-13)(step S340-13)

在步骤S340-13中,主CPU 101a判定在一局游戏次数(R)存储区域中所存储的一局游戏次数(R)是否为最大。如果一局游戏次数(R)为最大,则将处理转移至步骤S340-16,如果一局游戏次数(R)并非最大,则将处理转移至步骤S340-14。In step S340-13, the main CPU 101a determines whether the number of times (R) of a round of games stored in the number of times of one round of games (R) storage area is the maximum. If the number of games (R) in one round is the maximum, then the processing is transferred to step S340-16, and if the number of games (R) in one round is not the largest, the processing is transferred to step S340-14.

(步骤S340-14)(step S340-14)

在步骤S340-14中,主CPU 101a为了将一局游戏的结束信息传送至游戏显示控制基板102,根据一局游戏次数(R)将一局游戏结束指定命令设定在游戏显示用传输数据存储区域中。In step S340-14, in order to transmit the end information of a round of game to the game display control substrate 102, the main CPU 101a sets the end of a round of game designation command in the game display transmission data storage according to the number of times (R) of a round of games. in the area.

(步骤S340-15)(step S340-15)

然后,主CPU 101a在一局游戏次数(R)存储区域中所存储的当前一局游戏次数(R)上加“1”而存储。Then, the main CPU 101a adds "1" to the current number of games (R) stored in the number of times of one game (R) storage area and stores it.

(步骤S340-16)(step S340-16)

另一方面,在上述步骤S340-13中,如果判定一局游戏次数(R)为最大,则主CPU 101a重置存储在一局游戏次数(R)存储区域中的一局游戏次数(R)。On the other hand, in the above-mentioned step S340-13, if it is determined that the number of times of one game (R) is the maximum, then the main CPU 101a resets the number of times of one game (R) stored in the number of times of one game (R) storage area. .

(步骤S340-17)(step S340-17)

接着,主CPU 101a根据停止图案数据,判定是“长时间中彩”和“短时间中彩”中的哪一种中头彩,并为了将与中头彩类别相对应的结束命令传送至游戏显示控制基板102而设定在游戏显示用传输数据存储区域中。Next, the main CPU 101a judges which of the "long-term winning" and "short-time winning" based on the stop pattern data, and transmits an end command corresponding to the winning category to the game. The display control board 102 is set in the transfer data storage area for game display.

(步骤S340-18)(step S340-18)

在步骤S340-18中,主CPU 101a根据停止图案数据,判定是“长时间中彩”和“短时间中彩”中的哪一种中头彩,并将与中头彩类别相对应的结束时间设定在特殊游戏定时计数器中。In step S340-18, the main CPU 101a determines which one of the "long-term lottery winning" and "short-time lottery winning" is the winning lottery according to the stop pattern data, and will end the jackpot corresponding to the winning lottery category. The time is set in a special game timer counter.

(步骤S340-19)(step S340-19)

在步骤S340-19中,主CPU 101a判定是否经过了所设定的结束时间,如果判定经过了结束时间,则将处理转移至步骤S340-20,如果判定未经过结束时间,则直接结束该中头彩游戏处理。In step S340-19, the main CPU 101a determines whether the set end time has passed, if it is determined that the end time has passed, the process will be transferred to step S340-20, if it is determined that the end time has not passed, the process will be directly ended. Jackpot game processing.

(步骤S340-20)(step S340-20)

接着,主CPU 101a在特图特电处理数据中设定5,将处理转移至图24所示的特殊游戏结束处理。Then, the main CPU 101a sets 5 in the special map special electric processing data, and transfers the processing to the special game end processing shown in FIG. 24 .

以下,使用图23说明中小彩游戏处理。Hereinafter, the small lottery game processing will be described using FIG. 23 .

(步骤S350-1)(step S350-1)

首先,在步骤S350-1中,主CPU 101a判定当前是否为开始中。如果判定当前是开始中,则将处理转移至步骤S350-2,如果判定当前并非开始中,则将处理转移至步骤S350-5。First, in step S350-1, the main CPU 101a determines whether the process is currently being started. If it is judged that it is currently being started, the process will shift to step S350-2, and if it is judged that it is not currently being started, the process will be shifted to step S350-5.

(步骤S350-2)(step S350-2)

在步骤S350-2中,主CPU 101a判定是否经过了预先设定的开始时间。即,判定是否为特殊游戏定时计数器=0,如果特殊游戏定时计数器=0,则判定为经过了开始时间。其结果,如果没有经过开始时间,则结束该中小彩游戏处理,如果经过了开始时间,则将处理转移至步骤S350-3。In step S350-2, the main CPU 101a determines whether or not a preset start time has elapsed. That is, it is determined whether or not the special game timer counter=0, and if the special game timer counter=0, it is determined that the start time has passed. As a result, if the start time has not passed, the small lottery game processing is ended, and if the start time has passed, the process is shifted to step S350-3.

(步骤S350-3)(step S350-3)

在步骤S350-3中,主CPU 101a实施中小彩开始设定处理。In step S350-3, the main CPU 101a implements the small lottery start setting process.

中小彩开始设定处理,根据停止图案数据,决定与中小彩的类别相对应的开启方式决定表。The small and medium lottery starts the setting process, and determines the opening method determination table corresponding to the category of the small and medium lottery according to the stop pattern data.

具体地说,如图7所示,根据停止图案数据,决定中小彩用开启方式决定表(图8(c))。Specifically, as shown in FIG. 7, the opening mode determination table for the small lottery is determined based on the stop pattern data (FIG. 8(c)).

(步骤S350-4)(step S350-4)

在步骤S350-4中,主CPU 101a实施大入赏口开启处理。大入赏口开启处理,首先,在存储于开启次数(K)存储区域中的开启次数(K)上加“1”而存储。此外,为了开启大入赏口开关门而设定大入赏口开关螺线管25c的通电开始数据,同时参照在上述步骤S350-3中所决定的开启方式决定表(参照图8),并基于开启次数(K)将大入赏口25的开启时间设定在特殊游戏定时计数器中。In step S350-4, the main CPU 101a implements the opening process of the big reward slot. In the bonus opening process, first, "1" is added to the number of times of opening (K) stored in the number of times of opening (K) storage area, and stored. In addition, to set the energization start data of the big prize opening switch solenoid 25c in order to open the big prize entry opening and closing door, refer to the opening method determination table (refer to FIG. 8 ) determined in the above-mentioned step S350-3, and The opening time of the big reward port 25 is set in the special game timing counter based on the opening times (K).

(步骤S350-5)(step S350-5)

在步骤S350-5中,主CPU 101a判定当前是否为结束中。在这里所谓的结束,是指完全结束预先设定开启次数(K)的游戏后的处理。因此,如果判定当前是结束中,则将处理转移至步骤S350-14,如果判定当前并非结束中,则将处理转移至步骤S350-6。In step S350-5, the main CPU 101a determines whether the process is currently being completed. The so-called end here refers to the processing after the game with the preset number of opening times (K) is completely ended. Therefore, if it is judged that it is currently being completed, the process will shift to step S350-14, and if it is judged that it is not currently being completed, the process will be shifted to step S350-6.

(步骤S350-6)(step S350-6)

在步骤S350-6中,主CPU 101a判定大入赏口25是否处于关闭中。如果判定是大入赏口25的关闭中,则将处理转移至步骤S350-7,如果判定并非大入赏口的关闭中,则将处理转移至步骤S350-8。In step S350-6, the main CPU 101a determines whether the big reward port 25 is closed. If it is determined that the big prize slot 25 is being closed, the process moves to step S350-7, and if it is determined that the big prize slot is not being closed, the process moves to step S350-8.

(步骤S350-7)(step S350-7)

在步骤S350-7中,主CPU 101a判定是否经过了在下述步骤S350-9中所设定的关闭时间。另外,关闭时间也与开始时间相同,判定是否为特殊游戏定时计时器=0。其结果,如果没有经过关闭时间,则结束该中小彩游戏处理,如果经过了关闭时间,则将处理转移至步骤S350-4。In step S350-7, the main CPU 101a determines whether or not the off time set in step S350-9 described below has elapsed. In addition, the closing time is also the same as the starting time, and it is judged whether or not the special game timer=0. As a result, if the closing time has not passed, the small lottery game processing ends, and if the closing time has passed, the processing is transferred to step S350-4.

(步骤S350-8)(step S350-8)

在步骤S350-8中,主CPU 101a判定用于结束开启大入赏口25的“开启结束条件”是否成立。In step S350-8, the main CPU 101a determines whether the "opening end condition" for ending the opening of the big reward port 25 is established.

该“开启结束条件”在大入赏口进球计数器(C)的值达到最大个数(例如9个)时,或者经过了大入赏口25的1次开启时间时(特殊游戏定时计数器=0时)适用。This "opening end condition" reaches the maximum number (such as 9) when the value of the big reward port goal counter (C), or when 1 opening time of the big reward port 25 has passed (the special game timing counter= 0 hours) apply.

此外,如果判定“开启结束条件”成立,则将处理转移至步骤S350-9,如果判定“开启结束条件”不成立,则结束该中小彩游戏处理。In addition, if it is judged that the "opening end condition" is satisfied, the process will be transferred to step S350-9, and if it is judged that the "opening end condition" is not satisfied, the small lottery game processing will be ended.

(步骤S350-9)(step S350-9)

在步骤S350-9中,主CPU 101a实施大入赏口关闭处理。In step S350-9, the main CPU 101a implements the closing process of the big prize slot.

大入赏口关闭处理,为了关闭大入赏口开关门,在设定大入赏口开关螺线管25c的通电停止数据的同时,参照在上述步骤S350-3中所决定的开启方式决定表(参照图8),并基于当前的开启次数(K),将大入赏口25的关闭时间设定在特殊游戏定时计数器中。据此,关闭大入赏口25。In the closing process of the big prize opening, in order to close the opening and closing door of the big prize entrance, while setting the energization stop data of the big prize opening switch solenoid 25c, refer to the opening method determination table determined in the above-mentioned step S350-3. (with reference to Fig. 8), and based on the current opening times (K), the closing time of the big reward port 25 is set in the special game timing counter. Accordingly, close the big reward port 25 .

(步骤S350-10)(step S350-10)

在步骤S350-10中,主CPU 101a判定中小彩结束条件是否成立。作为中小彩结束条件,有开启次数(K)达到最大开启次数,或者大入赏口进球计数器(C)的值达到最大个数(例如9个)。In step S350-10, the main CPU 101a judges whether the end condition of the small lottery is established. As a condition for the end of the small lottery, the number of openings (K) reaches the maximum number of openings, or the value of the goal counter (C) of the big prize entrance reaches the maximum number (for example, 9).

另外,如果判定中小彩结束条件成立,则将处理转移至步骤S350-11,如果判定中小彩结束条件不成立,则结束该中小彩游戏处理。In addition, if it is determined that the end condition of the small lottery is satisfied, the processing will be transferred to step S350-11, and if it is determined that the end condition of the small lottery is not established, then the processing of the small lottery game will be ended.

(步骤S350-11)(step S350-11)

在步骤S350-11中,主CPU 101a在开启次数(K)存储区域中设定0,同时在大入赏口进球数(C)存储区域中设定0。即,清除开启次数(K)存储区域以及大入赏口进球数(C)存储区域。In step S350-11, the main CPU 101a sets 0 in the opening times (K) storage area, and sets 0 in the number of goals (C) storage area of the big prize entry port simultaneously. That is, clear the opening times (K) storage area and the number of goals (C) storage area in the big prize slot.

(步骤S350-12)(step S350-12)

在步骤S350-12中,主CPU 101a根据停止图案数据,为了将与中小彩类别相对应的结束命令传送至游戏显示控制基板102而设定在游戏显示用传输数据存储区域中。In step S350-12, the main CPU 101a is set in the game display transmission data storage area in order to transmit the end command corresponding to the small lottery category to the game display control substrate 102 according to the stop pattern data.

(步骤S350-13)(step S350-13)

在步骤S350-13中,主CPU 101a根据停止图案数据,将与中小彩的类别相对应的结束时间设定在特殊游戏定时计数器中。In step S350-13, the main CPU 101a sets the end time corresponding to the category of the small and medium lottery in the special game timer counter according to the stop pattern data.

(步骤S350-14)(step S350-14)

在步骤S350-14中,主CPU 101a判定是否经过了所设定的结束时间,如果判定经过了结束时间,则将处理转移至步骤S350-15,如果判定没有经过结束时间,则结束中小彩游戏处理。In step S350-14, the main CPU 101a determines whether the set end time has passed, if it is determined that the end time has passed, then the process will be transferred to step S350-15, if it is determined that the end time has not passed, then the small lottery game will be ended deal with.

(步骤S350-15)(step S350-15)

在步骤S350-15中,主CPU 101a在特图特电处理数据中设定5,并将处理转移至下述图24所示的特殊游戏结束处理。In step S350-15, the main CPU 101a sets 5 in the special map special power processing data, and transfers the processing to the special game end processing shown in FIG. 24 below.

使用图24说明特殊游戏结束处理。The special game end process will be described using FIG. 24 .

(步骤S360-1)(step S360-1)

在步骤S360-1中,主CPU 101a载入设定在停止图案数据存储区域中的停止图案数据以及游戏状态缓冲器中的游戏信息。In step S360-1, the main CPU 101a loads the stop pattern data set in the stop pattern data storage area and the game information in the game state buffer.

(步骤S360-2)(step S360-2)

在步骤S360-2中,主CPU 101a参照图6所示的中头彩结束时设定数据表,并基于在上述步骤S360-1中所载入的停止图案数据以及游戏状态缓冲器中的游戏信息,实施在中头彩结束时是否在高概率游戏标志存储区域中设定高概率游戏标志的处理。例如,如果停止图案数据是“02”,则在高概率游戏标志存储区域中设定高概率标志(设为ON)。In step S360-2, the main CPU 101a refers to the setting data table at the end of the jackpot shown in FIG. 6, and based on the stop pattern data loaded in the above step S360-1 and the game state buffer information, implement the processing of whether to set the high probability game flag in the high probability game flag storage area at the end of the jackpot. For example, if the stop pattern data is "02", the high probability flag is set (turned ON) in the high probability game flag storage area.

(步骤S360-3)(step S360-3)

在步骤S360-3中,主CPU 101a参照图6所示的中头彩结束时设定数据表,并基于在上述步骤S360-1中所载入的停止图案数据以及游戏状态缓冲器中的游戏信息,在高概率游戏次数(X)存储区域中设定规定的次数。例如,如果停止图案数据是“02”,则在高概率游戏状次数(X)存储区域中设定5次。In step S360-3, the main CPU 101a refers to the setting data table at the end of the jackpot shown in FIG. 6, and based on the stop pattern data loaded in the above step S360-1 and the game status buffer Information, set a predetermined number of times in the high-probability game number (X) storage area. For example, if the stop pattern data is "02", five times are set in the high-probability game-like count (X) storage area.

(步骤S360-4)(step S360-4)

在步骤S360-4中,主CPU 101a参照图6所示的中头彩结束时设定数据表,并基于在上述步骤S360-1中所载入的停止图案数据以及游戏状态缓冲器中的游戏信息,实施是否在缩时游戏标志存储区域中设定标志的处理。例如,如果停止图案数据是“01”,则在缩时游戏标志存储区域中设定标志(设为ON)(参照图6)。In step S360-4, the main CPU 101a refers to the setting data table at the end of the jackpot shown in FIG. 6, and based on the stop pattern data loaded in the above step S360-1 and the game status buffer information, implements whether to set the flag in the time-lapse game flag storage area. For example, if the stop pattern data is "01", a flag is set (turned ON) in the time-lapse game flag storage area (see FIG. 6 ).

此外,如果在缩时游戏标志存储区域中设定标志,则与此同时,主CPU 101a点亮右旋报知显示器26。In addition, if the flag is set in the time-lapse game flag storage area, then at the same time, the main CPU 101a lights the right-handed notification display 26.

(步骤S360-5)(step S360-5)

在步骤S360-5中,主CPU 101a参照图6所示的中头彩结束时设定数据表,并基于在上述步骤S360-1中所载入的停止图案数据以及游戏状态缓冲器中的游戏信息,在缩时游戏次数(J)存储区域中设定规定的次数。例如,如果停止图案数据是“01”,则在缩时游戏次数(J)存储区域中设定100次。In step S360-5, the main CPU 101a refers to the setting data table at the end of the jackpot shown in FIG. 6, and based on the stop pattern data loaded in the above step S360-1 and the game status buffer Information, set a predetermined number of times in the time-lapse game number (J) storage area. For example, if the stop pattern data is "01", 100 times are set in the time-lapse game count (J) storage area.

(步骤S360-6)(step S360-6)

在步骤S360-6中,主CPU 101a参照图6所示的中头彩结束时设定数据表,并基于在上述步骤S360-1中所载入的停止图案数据以及游戏状态缓冲器中的游戏信息,在特定期间次数计数器(T)中设定规定的次数。具体地说,如果停止图案数据是“07”~“10”,而游戏状态缓冲器是00H,则在特定期间次数计数器(T)中设定5次。In step S360-6, the main CPU 101a refers to the setting data table at the end of the jackpot shown in FIG. 6, and based on the stop pattern data loaded in the above step S360-1 and the game status buffer information, set a predetermined number of times in the number of times counter (T) for a specific period. Specifically, if the stop pattern data is "07" to "10" and the game state buffer is 00H, 5 times are set in the specific period count counter (T).

(步骤S360-7)(step S360-7)

在步骤S360-7中,主CPU 101a确认游戏状态,并将游戏状态指定命令设定在游戏显示用传输数据存储区域中。In step S360-7, the main CPU 101a confirms the game state, and sets the game state specifying command in the game display transmission data storage area.

(步骤S360-8)(step S360-8)

在步骤S360-8中,主CPU 101a在特图特电处理数据中设定0,并将处理转移至图18所示的特殊图案存储判定处理。In step S360-8, the main CPU 101a sets 0 in the special pattern special electric processing data, and transfers the processing to the special pattern storage determination processing shown in FIG. 18 .

使用图25说明普图普电控制处理。Using FIG. 25 , the general power control process of Putu will be described.

(步骤S401)(步骤S402)(step S401) (step S402)

首先,在步骤S401中载入普图普电处理数据的值,并在步骤S402中所载入的普图普电处理数据中参照分支地址,当普图普电处理数据=0时,将处理转移至普通图案变化处理(步骤S410);当普图普电处理数据=1时,将处理转移至普通电动装饰物控制处理(步骤S420)。关于具体内容,将在后文中使用图26、27进行说明。First, load the value of Putu general electric processing data in step S401, and refer to the branch address in the Putu general electric processing data loaded in step S402. When Putu general electric processing data=0, the processing Transfer to normal pattern change processing (step S410); when the general electric processing data of general map=1, transfer the processing to normal electric decorative object control processing (step S420). The specific content will be described later using FIGS. 26 and 27 .

使用图26说明普通图案变化处理。The general pattern changing process will be described using FIG. 26 .

(步骤S410-1)(step S410-1)

在步骤S410-1中,主CPU 101a判定是否为普通图案的变化显示中。如果是普通图案的变化显示中,则将处理转移至步骤S410-13,如果不是普通图案的变化显示中,则将处理转移至步骤S410-2。In step S410-1, the main CPU 101a judges whether the change display of the normal pattern is in progress. If the normal pattern is being displayed in a change, the process is shifted to step S410-13, and if the normal pattern is not being displayed in a change, the process is shifted to step S410-2.

(步骤S410-2)(step S410-2)

在步骤S410-2中,如果不是普通图案的变化显示中,则主CPU 101a判定存储在普通图案保留数(G)存储区域中的普通图案保留数(G)是否为1以上。如果保留数(G)为“0”,则不进行普通图案的变化显示,所以结束普通图案变化处理。In step S410-2, if it is not in the change display of the common pattern, then the main CPU 101a determines whether the reserved number of ordinary patterns (G) stored in the reserved number of ordinary patterns (G) storage area is more than 1. If the reserved number (G) is "0", the change display of the normal pattern is not performed, so the normal pattern change process ends.

(步骤S410-3)(step S410-3)

在步骤S410-3中,主CPU 101a在步骤S410-2中,如果判定普通图案保留数(G)为“1”以上,则从存储在特殊图案保留数(G)存储区域中的值(G)中减去“1”而存储新的保留数(G)。In step S410-3, in step S410-2, if the main CPU 101a judges that the common pattern reserved number (G) is "1" or more, then the value (G) stored in the special pattern reserved number (G) storage area is selected. ) to store a new reserved number (G) by subtracting "1".

(步骤S410-4)(step S410-4)

在步骤S410-4中,主CPU 101a对存储在普通图案保留存储区域中的数据实施移动处理。具体地说,将存储在第1存储部至第4存储部中的各个数据转移到前1个存储部中。此时,存储在前1个存储部中的数据,将被写入规定的处理区域,同时从普通图案保留存储区域中删除。In step S410-4, the main CPU 101a performs move processing on the data stored in the normal pattern reserved storage area. Specifically, each data stored in the first to fourth storage units is transferred to the previous storage unit. At this time, the data stored in the previous storage unit will be written into the predetermined processing area, and will be deleted from the normal pattern reserved storage area at the same time.

(步骤S410-5)(step S410-5)

在步骤S410-5中,主CPU 101a判定存储在普通图案保留存储区域中的中彩随机值。另外,在存储有多个中彩随机数时,按照存储该中彩随机数的顺序读取。In step S410-5, the main CPU 101a determines the winning random value stored in the ordinary pattern reserved storage area. In addition, when a plurality of lottery random numbers are stored, the lottery random numbers are read in the order in which the lottery random numbers are stored.

具体地说,参照图4(c)所示的中彩判定表,对照上述表判定所抽取的中彩判定用随机值是否中彩。例如,依据上述表,如果是非缩时游戏状态,则将“0”~“10”的中彩随机数中的“0”~“7”这7个中彩判定用随机值判定为中彩;如果是缩时游戏状态,则将“0”~“10”的中彩随机数中的“0”~“9”这10个中彩判定用随机值判定为中彩,而其他随机数将被判定为未中彩。Specifically, referring to the winning determination table shown in FIG. 4( c ), it is determined whether the extracted random value for winning determination is a winning or not by referring to the table. For example, according to the above table, if it is a non-time-lapse game state, the seven winning random numbers "0"-"7" among the winning random numbers "0"-"10" are judged as winning the lottery with random values; If it is a time-lapse game state, the 10 winning random numbers "0"-"9" among the winning random numbers "0"-"10" will be judged as winning with random values, and other random numbers will be judged as winning. Judged as not winning the lottery.

(步骤S410-6)(步骤S410-7)(步骤S410-8)(Step S410-6) (Step S410-7) (Step S410-8)

在步骤S410-6中,主CPU 101a参照在上述步骤S410-5中的中彩随机数判定结果,在判定为中彩时,在步骤S410-7中设置中彩图案,在判定为未中彩时,在步骤S410-8中设置未中彩图案。In step S410-6, the main CPU 101a refers to the winning random number judgment result in the above-mentioned step S410-5, and when it is judged as winning the lottery, the pattern of winning the lottery is set in step S410-7, and when it is judged as not winning the lottery , in step S410-8, the pattern of not winning the lottery is set.

在这里所说的中彩图案,是指在上述普通图案显示装置21上LED最终亮灯的图案;所谓未中彩图案,是指最终LED未亮灯而熄灭的图案。此外,所谓中彩图案的设置,是指将在普通图案显示装置21中使LED亮灯的命令存储在规定的存储区域中;所谓未中彩图案的设置,是指将在普通图案显示装置21中使LED熄灭的命令存储在规定的存储区域中。The pattern of winning the lottery mentioned here refers to the pattern in which the LED is finally turned on on the above-mentioned common pattern display device 21; In addition, the setting of the so-called winning pattern refers to storing the command to turn on the LED in the normal pattern display device 21 in a specified storage area; The command to turn off the LED is stored in the specified storage area.

(步骤S410-9)(step S410-9)

在步骤S410-9中,主CPU 101a判定在缩时游戏标志存储区域中标志是否被设为ON。所谓在缩时游戏标志存储区域中标志被设为ON时,是指游戏状态处于缩时游戏状态时,所谓上述标志并没有被设为ON,是指游戏状态处于非缩时游戏状态时。In step S410-9, the main CPU 101a determines whether or not a flag is set to ON in the time-lapse game flag storage area. When the so-called flag is set to ON in the time-lapse game flag storage area, it means that the game state is in the time-lapse game state. When the so-called above-mentioned flag is not set to ON, it means that the game state is in the non-time-lapse game state.

(步骤S410-10)(步骤S410-11)(step S410-10) (step S410-11)

此外,主CPU 101a,如果判定在缩时游戏标志存储区域中标志被设为ON,则在步骤S410-10中在普通图案时间计数器上设定与1秒相对应的计数器值,如果判定在缩时游戏标志存储区域中标志并没有被设为ON,则同样在步骤S410-11中在普通图案时间计数器上设定与1秒相对应的计数器值。通过该步骤S410-10或者步骤S410-11的处理,决定普通图案的变化显示时间。另外,普通图案时间计数器,在上述步骤S110中,每4ms进行一次减法运算处理。In addition, the main CPU 101a, if it is determined that the flag is set to ON in the time-lapse game flag storage area, sets a counter value corresponding to 1 second on the ordinary pattern time counter in step S410-10, and if it is determined that the time-lapse game is in the time-lapse game When the flag in the game flag storage area is not set to ON, then also set the counter value corresponding to 1 second on the common pattern time counter in step S410-11. Through the process of step S410-10 or step S410-11, the change display time of the normal pattern is determined. In addition, the normal pattern time counter performs a subtraction process every 4 ms in the above-mentioned step S110.

(步骤S410-12)(step S410-12)

在步骤S410-12中,主CPU 101a在普通图案显示装置21中开始普通图案的变化显示。所谓普通图案的变化显示,是指在普通图案显示装置21中以规定的间隔使LED闪烁,带给游戏者好似正在抽选中的印象。该普通图案的变化显示,只持续进行在上述步骤S410-10或者步骤S410-11中所设定的时间。一旦本处理结束,则结束普通图案变化处理。In step S410-12, the main CPU 101a starts the change display of the normal pattern in the normal pattern display device 21. The changing display of the normal pattern means that the LEDs are blinked at predetermined intervals in the normal pattern display device 21 to give the player the impression that the game is being drawn. The change display of the normal pattern only lasts for the time set in the above step S410-10 or step S410-11. Once this process ends, the normal pattern changing process ends.

(步骤S410-13)(step S410-13)

在步骤S410-13中,如果在上述步骤S S410-1中判定是普通图案的变化显示中,则主CPU 101a判定是否经过了所设定的变化时间。即,判定普通图案时间计数器是否每4ms进行一次减法运算处理,且所设定的普通图案时间计数器是否为0。其结果,如果判定未经过所设定的变化时间,则由于需要原样继续变化显示,所以在结束普通图案变化处理后执行下一个子程序。In step S410-13, if it is determined in the above-mentioned step S410-1 that it is in the change display of the common pattern, then the main CPU 101a determines whether the set change time has passed. That is, it is determined whether the normal pattern time counter is subtracted every 4 ms and whether the set normal pattern time counter is 0 or not. As a result, if it is determined that the set change time has not elapsed, the change display needs to be continued as it is, so the next subroutine is executed after the normal pattern change process is completed.

(步骤S410-14)(step S410-14)

在步骤S410-14中,如果判定经过了所设定的变化时间,则主CPU101a停止普通图案显示装置21中普通图案的变化。此时,在普通图案显示装置21中,停止显示通过之前的程序处理设定的普通图案(中彩图案或者未中彩图案)。据此,向游戏者报知普通图案的抽选结果。In step S410-14, if it is determined that the set change time has elapsed, the main CPU 101a stops the change of the normal pattern in the normal pattern display device 21. At this time, in the ordinary pattern display device 21, the display of the ordinary pattern (a winning pattern or a non-winning pattern) set by the previous program processing is stopped. Accordingly, the result of the drawing of the normal pattern is notified to the player.

(步骤S410-15)(步骤S410-16)(Step S410-15) (Step S410-16)

在步骤S410-15中,主CPU 101a判定所设定的普通图案是否为中彩图案,如果所设定的普通图案是中彩图案,则在步骤S410-16中设定普图普电处理数据=1,并将处理转移至普通电动装饰物控制处理,如果所设定的普通图案并非中彩图案,则直接结束普通图案变化处理。In step S410-15, the main CPU 101a determines whether the set common pattern is a winning pattern, and if the set common pattern is a winning pattern, then in step S410-16, set the common pattern of the common pattern and process the data =1, and the processing is transferred to the ordinary electric ornament control processing, if the set ordinary pattern is not a winning pattern, the ordinary pattern change processing is directly ended.

使用图27说明普通电动装饰物控制处理。A general motorized accessory control process will be described using FIG. 27 .

(步骤S420-1)(step S420-1)

在步骤S420-1中,主CPU 101a判定第2起动口10是否为开启中。In step S420-1, the main CPU 101a determines whether the second startup port 10 is being opened.

(步骤S420-2)(step S420-2)

在步骤S420-2中,主CPU 101a判定在缩时游戏标志存储区域中缩时游戏标志是否被设为ON。In step S420-2, the main CPU 101a determines whether the time-lapse game flag is set to ON in the time-lapse game flag storage area.

(步骤S420-3)(step S420-3)

在步骤S420-3中,主CPU 101a,如果判定在缩时游戏标志存储区域中缩时游戏标志被设为ON,即,当前的游戏状态为缩时游戏状态,则在普电开启时间计数器中设定与3.5秒相对应的计数器值。In step S420-3, if the main CPU 101a determines that the time-lapse game flag is set to ON in the time-lapse game flag storage area, that is, the current game state is the time-lapse game state, then in the normal power-on time counter A counter value corresponding to 3.5 seconds is set.

(步骤S420-4)(step S420-4)

在步骤S420-4中,主CPU 101a如果判定在缩时游戏标志存储区域中缩时游戏标志并没有被设为ON,则在普电开启时间计数器中设定与0.2秒相对应的计数器值。In step S420-4, if the main CPU 101a judges that the time-lapse game sign is not set to ON in the time-lapse game sign storage area, then a counter value corresponding to 0.2 seconds is set in the normal power on time counter.

(步骤S420-5)(step S420-5)

在步骤S420-5中,主CPU 101a开始对起动口开关螺线管10c通电。据此,第2起动口10开启,被控制成第2方式。In step S420-5, the main CPU 101a starts energizing the starter port switch solenoid 10c. Accordingly, the second activation port 10 is opened and controlled to the second mode.

(步骤S420-6)(step S420-6)

在步骤S420-6中,主CPU 101a判定是否经过了所设定的普电开启时间。即,判定普电开启时间计数器是否每4ms进行一次减法运算处理,所设定的普电开启时间计数器是否为0。In step S420-6, the main CPU 101a determines whether the set normal power-on time has passed. That is, it is determined whether the normal power-on time counter performs a subtraction operation every 4 ms, and whether the set normal power-on time counter is 0.

(步骤S420-7)(step S420-7)

在步骤S420-7中,主CPU 101a,在判定为经过了所设定的普电开启时间时,停止向起动口开关螺线管10c通电。据此,第2起动口10恢复至第1方式,游戏球再次进入无法或难以进球的状态,结束执行中的辅助游戏。In step S420-7, the main CPU 101a stops energizing the starter switch solenoid 10c when it is determined that the set normal power-on time has elapsed. Accordingly, the second starting port 10 returns to the first mode, the game ball enters the state of being unable or difficult to score again, and the auxiliary game in execution ends.

(步骤S420-8)(step S420-8)

在步骤S420-8中,主CPU 101a通过设定为普图普电处理数据=0,而将处理转移至图26的普通图案变化处理,结束普通电动装饰物控制处理。In step S420-8, the main CPU 101a transfers the processing to the normal pattern change processing in FIG. 26 by setting the general electric processing data=0, and ends the normal electric ornament control processing.

使用图28说明第2起动口10(起动可变入赏装置)的开启方式。The opening method of the second starting port 10 (starting the variable reward device) will be described using FIG. 28 .

本实施例的第2起动口10,按照第1条件及第2条件,被控制成可以开或关。在这里,所谓的第1条件,是指将以游戏球进入普通图案通过口8为契机而判定的中彩判定结果的比例设为7/11,将变化时间设为1秒,将起动可变入赏装置的开启时间设为0.2秒。在上述第1条件下,在特殊游戏中,将进球比例设定为:假设有80个球进入了第2进入区域,则该80个球中至少有1个球可以进入第2起动口10。The second activation port 10 of this embodiment is controlled to be open or closed according to the first condition and the second condition. Here, the so-called first condition refers to setting the ratio of the winning lottery judgment result judged by the chance of the game ball entering the ordinary pattern through the mouth 8 as 7/11, setting the change time as 1 second, and setting the starting variable The opening time of the prize-winning device is set to 0.2 seconds. Under the above-mentioned first condition, in the special game, the goal ratio is set as: assuming that 80 balls have entered the 2nd entry area, then at least 1 ball in the 80 balls can enter the 2nd starting port 10 .

在特殊游戏中,作为游戏球在第1条件下进入第2起动口10的情况之一例,假设将一局游戏设定为9次,将一局游戏次数设定为7局的特殊游戏中而进行说明。In the special game, as an example of the situation in which the game ball enters the second starting port 10 under the first condition, it is assumed that one game is set to 9 times, and the number of times of one game is set to 7 in the special game. Be explained.

在一局游戏被设定为9次的特殊游戏中,完成9次游戏所需的时间,由于通过发射装置能够以0.6秒/个的速度发射游戏球,所以大概需要5.4秒的时间。In a special game in which one game is set to 9 times, the time required to complete 9 games takes about 5.4 seconds because the game balls can be launched at a speed of 0.6 seconds per ball by the launching device.

此外,在特殊游戏为7局时,完成该7局游戏所需的时间,包括2.0秒的关闭时间,大概需要52秒。此时,完成特殊游戏所需的时间为52秒,而在这期间能够进入第2进入区域的游戏球大概为86个球。In addition, when the special game consists of 7 rounds, the time required to complete the 7 rounds of the game, including the closing time of 2.0 seconds, takes about 52 seconds. At this time, the time required to complete the special game is 52 seconds, and the game balls that can enter the second entry area during this period are approximately 86 balls.

在这86个球中,在约有5个球通过了普通图案通过口8时,如果按照非特定游戏状态的中彩判定结果比例为7/11来换算,则起动可变入赏装置在特殊游戏中,被设定为大约开启3次。Among these 86 balls, when approximately 5 balls have passed through the opening 8 of the common pattern, if the ratio of the result of winning the lottery according to the non-specific game state is converted as 7/11, then the variable prize-winning device can be started in the special In the game, it is set to open about 3 times.

另外,作为在第1条件下起动可变入赏装置的开启方式,如上所述,将开启时间设为0.2秒。因此,起动可变入赏装置在特殊游戏中开启0.6秒,所以有1个球可以进入。如上所述,在第1条件下,进球比例被设定为:在80个球中,至少有1个球可以进入第2起动口10。据此,在特殊游戏结束后的中头彩抽选中,可以消耗掉第2保留。In addition, as an opening method for activating the variable prize money device under the first condition, the opening time is set to 0.2 seconds as described above. Therefore, starting the variable payout device is turned on for 0.6 seconds in the special game, so 1 ball can be entered. As described above, under the first condition, the goal ratio is set such that at least one ball can enter the second starting port 10 out of 80 balls. Accordingly, the second reserve can be consumed in the jackpot draw after the end of the special game.

此外,游戏球进入第1起动口9的比例,如果假设为25个球比250个球(25/250),则大致为1/10。另外,如上所述,游戏球进入第2起动口10的比例大致为1/80。In addition, the ratio of the game balls entering the first starting port 9 is approximately 1/10 if it is assumed that 25 balls are compared to 250 balls (25/250). In addition, as described above, the ratio of the game ball entering the second starting port 10 is approximately 1/80.

因此,在特殊游戏中,即使设定为游戏球可以进入第2起动口10,在非缩时游戏状态下,以第1起动口9为目标的设定更为有利。据此,可以制止游戏者在非缩时游戏状态时以第2进入区域为目标进行游戏。Therefore, in the special game, even if it is set that the game ball can enter the second starting port 10, in the non-time-lapse game state, it is more advantageous to set the first starting port 9 as the target. Accordingly, the player can be prevented from playing the game targeting the second entry area in the non-time-lapse game state.

此外,在本实施例的游戏机1中,通过在决定以游戏球进入第1起动口9为契机而获得的第1特殊图案1时的中头彩游戏(长时间中彩游戏)可以获得的赏球数,被设定为比通过在决定以游戏球进入第2起动口10为契机而获得的第2特殊图案1时的中头彩游戏可以获得的赏球数多,或者相同。In addition, in the game machine 1 of this embodiment, it can be obtained by the jackpot game (long-term lottery game) when the first special pattern 1 obtained when the game ball enters the first starting port 9 is determined. The number of balls to be won is set to be more than or equal to the number of balls to be won in the jackpot game when the second special pattern 1 obtained when the game ball enters the second starting port 10 is determined.

作为该游戏机1的游戏性之一例,在决定为以游戏球进入第1起动口9为契机而获得的第1特殊图案1时的中头彩游戏中,设定为7局、9次、10个赏球。即,在决定为第1特殊图案1时的中头彩游戏中,可以获得630个赏球。此外,在决定为以游戏球进入第2起动口10为契机而获得的第2特殊图案1时的中头彩游戏中,同样设定为7局、9次、10个赏球。即,在决定为第2特殊图案1时的中头彩游戏中,大约可以获得630个赏球。As an example of the gameplay of the game machine 1, in the jackpot game when the first special symbol 1 obtained when the game ball enters the first starting port 9 is determined as an opportunity, it is set to 7 rounds, 9 times, 10 prizes. That is, in the jackpot game when the first special symbol 1 is determined, 630 bounties can be obtained. In addition, in the jackpot game when the second special pattern 1 obtained when the game ball enters the second starting port 10 is determined as an opportunity, 7 innings, 9 times, and 10 ball prizes are similarly set. That is, in the jackpot game when the second special pattern 1 is determined, approximately 630 bounties can be obtained.

如上所述,通过在以游戏球进入第1起动口9为契机而获得的游戏利益上包含比以游戏球进入第2起动口10为契机而获得的游戏利益更有利于游戏者或者相同的游戏利益,假定在非缩时游戏状态时游戏球进入各个起动口的情况,则可以在非缩时游戏状态时以第1起动口9为目标进行游戏。即,可以避免在非缩时游戏状态时以第2起动口10为目标进行游戏。As mentioned above, it is more beneficial to the player or the same game by including the game benefit obtained when the game ball enters the first starting port 9 than the game benefit obtained when the game ball enters the second starting port 10. Advantage, assume that the game ball enters each starting port during the non-time-lapse game state, then the game can be played with the first start-up port 9 during the non-time-lapse game state. That is, it is possible to avoid playing the game with the second starting port 10 as the target in the non-time-lapse game state.

此外,作为本实施例中游戏机1的游戏性之一例,可以通过第1大入赏口11执行决定为以游戏球进入第1起动口9为契机而获得的第1特殊图案2或者第1特殊图案3时的中头彩游戏(短时间中彩游戏)。In addition, as an example of the gameplay of the game machine 1 in the present embodiment, the first special pattern 2 or the first special pattern 2 or the first prize that is determined to be obtained when the game ball enters the first starting port 9 can be executed through the first big prize slot 11. The jackpot game when the special pattern is 3 (short-term jackpot game).

因此,在短时间中彩游戏中,游戏者的意识倾向于第1大入赏口11,游戏球进入第2起动口10的可能性较低。即,在特殊游戏结束后,从非缩时游戏状态向缩时游戏状态转移时,游戏球可以进入第2起动口10;在特殊游戏结束后,维持非缩时状态时,游戏球不会进入第2起动口10。据此,在本实施例的游戏机1中,可以向游戏者提供与特殊游戏结束后的游戏状态相对应的游戏利益。Therefore, in the short-term lottery game, the player's consciousness tends to the first big prize entry port 11, and the possibility of the game ball entering the second starting port 10 is low. That is, after the special game ends, when transferring from the non-time-lapse game state to the time-lapse game state, the game ball can enter the second starting port 10; after the special game ends, when maintaining the non-time-lapse state, the game ball will not enter The second starting port 10. Accordingly, in the gaming machine 1 of the present embodiment, game benefits corresponding to the game state after the end of the special game can be provided to the player.

以下,关于通过游戏显示控制基板102中的副CPU 102a所执行的处理进行说明。Hereinafter, the processing executed by the sub-CPU 102a in the game display control board 102 will be described.

(游戏显示控制基板102的主处理)(Main processing of the game display control board 102)

使用图29说明游戏显示控制基板102的主处理。The main processing of the game display control board 102 will be described with reference to FIG. 29 .

(步骤S1000)(step S1000)

在步骤S1000中,副CPU 102a进行初始化处理。在该处理中,副CPU 102a根据电源的接通,从副ROM 102b中读取主处理程序,同时对存储在副RAM 102c中的标志等进行初始化和设定的处理。如果该处理结束,则将处理转移至步骤S1100。In step S1000, the sub CPU 102a performs initialization processing. In this processing, the sub CPU 102a reads the main processing program from the sub ROM 102b in response to power-on, and at the same time performs initialization and setting processing of flags and the like stored in the sub RAM 102c. If this process ends, the process will transfer to step S1100.

(步骤S1100)(step S1100)

在步骤S1100中,副CPU 102a实施游戏显示用随机数更新处理。在该处理中,副CPU 102a进行更新存储在副RAM 102c中的各种随机值的处理。然后,直至进行规定的插入处理,反复进行上述步骤S1100的处理。In step S1100, the sub-CPU 102a executes a random number update process for game display. In this processing, the sub CPU 102a performs processing of updating various random values stored in the sub RAM 102c. Then, the processing of step S1100 described above is repeated until predetermined interrupt processing is performed.

(游戏显示控制基板102的定时器插入处理)(Timer insertion processing of the game display control board 102)

使用图30说明游戏显示控制基板102的定时器插入处理。The timer interrupt processing of the game display control board 102 will be described with reference to FIG. 30 .

虽然未图示,但是通过设置在游戏显示控制基板102中的重置用时钟脉冲发生电路,在每一个规定周期(2毫秒)内发生一次时钟脉冲,读取定时器插入处理程序,并执行游戏显示控制基板的定时器插入处理。Although not shown in the figure, a clock pulse is generated once every predetermined cycle (2 milliseconds) by the reset clock pulse generation circuit provided in the game display control board 102, and the timer insertion processing program is read and the game is executed. Displays the timer insertion processing of the control board.

(步骤S1400)(step S1400)

首先,在步骤S1400中,副CPU 102a使存储在副CPU 102a的寄存器中的信息退出到堆栈区。First, in step S1400, the sub-CPU 102a causes the information stored in the register of the sub-CPU 102a to exit to the stack area.

(步骤S1500)(step S1500)

在步骤S1500中,副CPU 102a进行在游戏显示控制基板102中所使用的各种定时计数器的更新处理。In step S1500, the sub-CPU 102a performs update processing of various timer counters used in the game display control board 102.

(步骤S1600)(step S1600)

在步骤S1600中,副CPU 102a进行命令分析处理。在该处理中,副CPU 102a进行分析存储在副RAM 102c的接收缓冲器中之命令的处理。关于命令分析处理,将在后文中使用图31及图32具体说明。In step S1600, the sub CPU 102a performs command analysis processing. In this processing, the sub CPU 102a performs processing of analyzing commands stored in the receive buffer of the sub RAM 102c. The command analysis processing will be specifically described later using FIGS. 31 and 32 .

另外,游戏显示控制基板102一旦接收来自主控制基板101的命令,则发生未图示的游戏显示控制基板102的命令接收插入处理,并将所接收的命令存储在接收缓冲器中。然后,进行在本步骤S1600中所接收命令的分析处理。In addition, when the game display control board 102 receives a command from the main control board 101 , a command reception interruption process of the game display control board 102 (not shown) occurs, and the received command is stored in a reception buffer. Then, analyze the command received in this step S1600.

(步骤S1750)(step S1750)

在步骤S1750中,副CPU 102a检查游戏显示按钮检测开关17a的信号,并进行与游戏显示按钮17相关的游戏显示输入控制处理。具体地说,在通过游戏显示按钮检测开关17a检测到游戏显示按钮17的按压操作时,将游戏显示按钮输入命令存储在传送缓冲器中。一旦在传送缓冲器中存储游戏显示按钮输入命令,则在下一个数据输出处理中将游戏显示按钮输入命令传送至图像控制基板105,并向图像控制基板105传达游戏显示按钮17被按压操作。In step S1750, the sub CPU 102a checks the signal of the game display button detection switch 17a, and performs a game display input control process related to the game display button 17. Specifically, when the pressing operation of the game display button 17 is detected by the game display button detection switch 17a, the game display button input command is stored in the transfer buffer. Once the game display button input command is stored in the transmission buffer, the game display button input command is transmitted to the image control board 105 in the next data output process, and the game display button 17 is pressed to the image control board 105 .

(步骤S1800)(step S1800)

在步骤S1800中,副CPU 102a将设定在副RAM 102c的传送缓冲器中的各种数据传送至图像控制基板105及灯控制基板104。In step S1800, the sub CPU 102a transfers various data set in the transfer buffer of the sub RAM 102c to the image control board 105 and the lamp control board 104.

(步骤S1900)(step S1900)

在步骤S1900中,副CPU 102a将在上述步骤S1400中退出的信息恢复到副CPU 102a的寄存器中。In step S1900, the sub-CPU 102a restores the information exited in the above-mentioned step S1400 into the register of the sub-CPU 102a.

(游戏显示控制基板的命令分析处理)(command analysis and processing of the game display control board)

使用图31及图32说明游戏显示控制基板102的命令分析处理。另外,图32的命令分析处理2,将紧接着图31的命令分析处理1而实施,在这里,主要关于接收到特殊游戏中游戏显示关系命令、变化游戏显示关系命令、入赏关系命令以及保留关系命令时的处理进行说明。The command analysis processing of the game display control board 102 will be described with reference to FIGS. 31 and 32 . In addition, the command analysis processing 2 of FIG. 32 will be implemented following the command analysis processing 1 of FIG. The processing at the time of the relation command will be described.

(步骤S1601)(step S1601)

在步骤S1601中,副CPU 102a通过确认在接收缓冲器中是否有命令,来确认是否接收了命令。In step S1601, the sub CPU 102a confirms whether or not the command has been received by confirming whether or not there is a command in the receive buffer.

副CPU 102a,在接收缓冲器中没有命令时,结束命令分析处理,在接收缓冲器中有命令时,将处理转移至步骤S1610。The sub CPU 102a ends the command analysis process when there is no command in the receive buffer, and shifts the process to step S1610 if there is a command in the receive buffer.

(步骤S1610)(step S1610)

在步骤S1610中,副CPU 102a,确认存储在接收缓冲器中的命令是否为演示指定命令。另外,将在主控制基板101的步骤S319-3中设定演示指定命令。In step S1610, the sub CPU 102a confirms whether the command stored in the receive buffer is a demonstration designation command. In addition, a demonstration specifying command will be set in step S319-3 of the main control substrate 101 .

副CPU 102a,在接收缓冲器中所存储的命令为演示指定命令时,将处理转移步骤S1611,在不是演示指定命令时,将处理转移至步骤S1620。The sub CPU 102a transfers the processing to step S1611 when the command stored in the reception buffer is a demonstration designation command, and transfers the processing to step S1620 when it is not a demonstration designation command.

(步骤S1611)(step S1611)

在步骤S1611中,副CPU 102a进行决定演示游戏显示模式的演示游戏显示模式决定处理。In step S1611, the sub CPU 102a performs demo game display mode determination processing for determining a demo game display mode.

具体地说,在决定演示游戏显示模式并将所决定的演示游戏显示模式设定在游戏显示模式存储区域中的同时,为了将所决定的演示游戏显示模式的信息传送至图像控制基板105和灯控制基板104,将基于所决定演示游戏显示模式的数据设定在副RAM 102b的传送缓冲器中。Specifically, when the demonstration game display mode is determined and the determined demonstration game display mode is set in the game display mode storage area, in order to transmit the information of the determined demonstration game display mode to the image control board 105 and the lamp The control board 104 sets data based on the determined demo game display mode in the transfer buffer of the sub-RAM 102b.

(步骤S1620)(step S1620)

在步骤S1620中,副CPU 102a,确认存储在接收缓冲器中的命令是否为起动入赏指定命令。另外,将在主控制基板101的步骤S230-10中设定起动入赏指定命令。In step S1620, the sub-CPU 102a confirms whether the command stored in the receiving buffer is a command to activate a reward designation. In addition, the start-up prize designation command will be set in step S230-10 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为起动入赏指定命令时,将处理转移步骤S1621,在不是起动入赏指定命令时,将处理转移至步骤S1630。The sub-CPU 102a transfers the process to step S1621 when the command stored in the receiving buffer is a designated command for starting a reward, and transfers the process to step S1630 when it is not a designated command for starting a reward.

(步骤S1621)(step S1621)

在步骤S1621中,副CPU 102a实施保留显示方式决定处理,其分析起动入赏指定命令(保留增加命令及保留预先判定命令),并将用来以规定的方式进行保留显示的保留显示命令传送至图像控制基板105和灯控制基板104。据此,在液晶显示装置13上,显示第1保留(U1)及第2保留(U2)当前的保留个数。In step S1621, the sub-CPU 102a implements a reservation display method determination process, which analyzes and activates the prize-winning designation command (reservation increase command and reservation pre-judgment command), and transmits the reservation display command for performing reservation display in a prescribed manner to Image control substrate 105 and lamp control substrate 104 . Accordingly, on the liquid crystal display device 13 , the current numbers of the first reservation ( U1 ) and the second reservation ( U2 ) are displayed.

(步骤S1630)(step S1630)

在步骤S1630中,副CPU 102a确认存储在接收缓冲器中的命令是否为变化模式指定命令。另外,变化模式指定命令,将在主控制基板101的步骤S313中设定。In step S1630, the sub CPU 102a confirms whether the command stored in the receive buffer is a change mode specifying command. In addition, the change mode designation command is set in step S313 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为变化模式指定命令时,将处理转移步骤S1631,在不是变化模式指定命令时,将处理转移至步骤S1640。The sub CPU 102a shifts the process to step S1631 when the command stored in the reception buffer is a change mode designation command, and shifts the process to step S1640 when it is not a change mode designation command.

(步骤S1631)(step S1631)

在步骤S1631中,副CPU 102a实施变化游戏显示模式决定处理,其基于所接收的变化模式指定命令,从多个变化游戏显示模式中决定1个变化游戏显示模式。关于该变化游戏显示模式决定处理,将在后文中使用图33进行说明。In step S1631, the sub-CPU 102a executes a change game display mode determination process of determining one change game display mode from among a plurality of change game display modes based on the received change mode specifying command. This changing game display mode determination process will be described later using FIG. 33 .

(步骤S1632)(step S1632)

在步骤S1632中,副CPU 102a实施保留显示方式更新处理,其移动存储在第1保留存储区域以及第2保留存储区域中的保留显示数据和与起动入赏指定命令相对应的数据,并将移动后的保留显示数据的信息传送至图像控制基板105和灯控制基板104。另外,该保留显示方式更新处理,将基于第1保留减少命令或者第2保留减少命令而实施。In step S1632, the sub-CPU 102a implements a reserve display method update process, which moves the reserve display data stored in the first reserve storage area and the second reserve storage area and the data corresponding to the command to activate the reward designation, and moves The information of the remaining display data is transmitted to the image control board 105 and the lamp control board 104 . In addition, this reserve display format update process is executed based on the first reserve decrease command or the second reserve decrease command.

(步骤S1640)(step S1640)

在步骤S1640中,副CPU 102a确认存储在接收缓冲器中的命令是否为游戏显示图案指定命令。另外,游戏显示图案指定命令,将在主控制基板101的步骤S311-7、步骤S311-11以及步骤S311-13中设定。In step S1640, the sub-CPU 102a confirms whether the command stored in the reception buffer is a game display pattern designation command. In addition, the game display pattern designation command is set in steps S311-7, S311-11, and S311-13 of the main control board 101.

副CPU 102a,在接收缓冲器中所存储的命令为游戏显示图案指定命令时,将处理转移步骤S1641,在不是游戏显示图案指定命令时,将处理转移至步骤S1650。The sub CPU 102a transfers the processing to step S1641 when the command stored in the reception buffer is a game display pattern designation command, and transfers the processing to step S1650 when it is not a game display pattern designation command.

(步骤S1641)(step S1641)

在步骤S1641中,副CPU 102a实施游戏显示图案决定处理,其基于所接收的游戏显示图案指定命令的内容,决定停止显示在游戏显示显示装置13上的游戏显示图案30。In step S1641, the sub-CPU 102a executes a game display pattern determination process for determining the game display pattern 30 to stop being displayed on the game display device 13 based on the content of the received game display pattern specifying command.

具体地说,在分析游戏显示图案指定之后,根据中头彩的有无、中头彩的类别来决定构成游戏显示图案30之组合的游戏显示图案数据,并将所决定的游戏显示图案数据设定在游戏显示图案存储区域中。Specifically, after analyzing the designation of the game display pattern, determine the game display pattern data that constitutes the combination of the game display pattern 30 according to the presence or absence of the jackpot and the category of the jackpot, and set the determined game display pattern data to Set in the game display pattern storage area.

(步骤S1650)(step S1650)

在步骤S1650中,副CPU 102a确认存储在接收缓冲器中的命令是否为图案确定命令。另外,图案确定命令,将在主控制基板101的步骤S320-3中设定。In step S1650, the sub CPU 102a confirms whether the command stored in the reception buffer is a pattern determination command. In addition, the pattern determination command is set in step S320-3 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为图案确定命令时,将处理转移步骤S1651,在不是图案确定命令时,将处理转移至步骤S1660。The sub CPU 102a transfers the process to step S1651 when the command stored in the reception buffer is a pattern determination command, and transfers the process to step S1660 if it is not a pattern determination command.

(步骤S1651)(step S1651)

在步骤S1651中,副CPU 102a实施游戏显示图案停止显示处理,其为了停止显示游戏显示图案30,将基于在上述步骤S1641中所决定的游戏显示图案数据的数据,以及用于停止显示游戏显示图案的停止指示数据设定在副RAM 102b的传送缓冲器中。In step S1651, the sub-CPU 102a implements the game display pattern stop display process, which uses the data based on the game display pattern data determined in the above-mentioned step S1641 and the game display pattern data used to stop displaying the game display pattern 30 in order to stop displaying the game display pattern 30. The stop instruction data of 102b is set in the transfer buffer of the sub-RAM 102b.

(步骤S1660)(step S1660)

在步骤S1660中,副CPU 102a确认存储在接收缓冲器中的命令是否为游戏状态指定命令。另外,游戏状态指定命令,将在主控制基板101的步骤S314以及步骤S330-8中设定。In step S1660, the sub-CPU 102a confirms whether the command stored in the receive buffer is a game state specifying command. In addition, the game state specifying command is set in step S314 and step S330-8 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为游戏状态指定命令时,将处理转移步骤S1661,在不是游戏状态指定命令时,将处理转移至步骤S1670。The sub CPU 102a transfers the processing to step S1661 when the command stored in the reception buffer is a game state specifying command, and shifts the processing to step S1670 when it is not a game state specifying command.

(步骤S1661)(step S1661)

在步骤S1661中,副CPU 102a将基于所接收的游戏状态指定命令的游戏状态设定在副RAM 102c中的游戏状态存储区域中。In step S1661, the sub CPU 102a sets the game state based on the received game state specifying command in the game state storage area in the sub RAM 102c.

(步骤S1670)(step S1670)

在步骤S1670中,副CPU 102a确认存储在接收缓冲器中的命令是否为开始命令。另外,开始命令,将在主控制基板101的步骤S330-15中设定。In step S1670, the sub CPU 102a confirms whether the command stored in the reception buffer is a start command. In addition, the start command is set in step S330-15 of the main control board 101 .

副CPU 102a,在接收缓冲器所存储中的命令为开始命令时,将处理转移步骤S1671,在不是开始命令时,将处理转移至步骤S1680。The sub CPU 102a shifts the process to step S1671 when the command stored in the reception buffer is a start command, and shifts the process to step S1680 if it is not a start command.

(步骤S1671)(step S1671)

在步骤S1671中,副CPU 102a实施决定中彩开始游戏显示模式的中彩开始游戏显示模式决定处理。In step S1671, the sub CPU 102a executes a winning start game display mode determination process for determining a winning start game display mode.

具体地说,基于开始命令决定中彩开始游戏显示模式,且在将所决定的中彩开始游戏显示模式设定在游戏显示模式存储区域中的同时,为了将所决定的中彩开始游戏显示模式的信息传送至图像控制基板105和灯控制基板104中,而将基于所决定的中彩开始游戏显示模式的数据设定在副RAM 102b的传送缓冲器中。Specifically, based on the start command, the winning start game display mode is determined, and while the determined winning lottery starting game display mode is set in the game display mode storage area, in order to set the determined winning lottery starting game display mode The information is transmitted to the image control board 105 and the light control board 104, and the data based on the determined winning lottery start game display mode is set in the transmission buffer of the sub-RAM 102b.

(步骤S1680)(step S1680)

在步骤S1680中,副CPU 102a确认存储在接收缓冲器中的命令是否为大入赏口开启指定命令。另外,大入赏口开启指定命令,将在主控制基板101的步骤S340-5中设定。In step S1680, the sub-CPU 102a confirms whether the command stored in the receiving buffer is a designated command for opening a big prize slot. In addition, the specified command for opening the big prize slot will be set in step S340-5 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为大入赏口开启指定命令时,将处理转移步骤S1681,在不是大入赏口开启指定命令时,将处理转移至步骤S1690。The sub-CPU 102a transfers the processing to step S1681 when the command stored in the receiving buffer is the designated command for opening the reward slot, and transfers the processing to step S1690 when it is not the designated command for opening the reward slot.

(步骤S1681)(step S1681)

在步骤S1681中,副CPU 102a实施决定中头彩游戏显示模式的一局游戏中游戏显示模式决定处理。In step S1681, the sub-CPU 102a executes an in-game game display mode determination process for determining a jackpot game display mode.

具体地说,基于具有有关开始第几次一局游戏的信息的大入赏口开启指定命令,在每开始一局游戏时决定一局游戏中游戏显示模式。此外,在将所决定的一局游戏中游戏显示模式设定在游戏显示模式存储区域中的同时,为了将该游戏显示模式的信息传送至图像控制基板105和灯控制基板104中,将对应的数据设定在副RAM 102b的传送缓冲器中。Specifically, the in-game display mode of a game is determined every time a game is started based on the big prize slot opening designation command having information about how many times a game is started. In addition, while setting the determined game display mode in the game display mode storage area in the game display mode storage area, in order to transmit the information of the game display mode to the image control board 105 and the light control board 104, the corresponding Data is set in the transfer buffer of the sub-RAM 102b.

(步骤S1690)(step S1690)

在步骤S1690中,副CPU 102a确认存储在接收缓冲器中的命令是否为一局游戏结束指定命令。另外,一局游戏结束指定命令,将在主控制基板101的步骤S340-14中设定。In step S1690, the sub-CPU 102a confirms whether the command stored in the receiving buffer is a game end designation command. In addition, the end designation command of a game will be set in step S340-14 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为一局游戏结束指定命令时,将处理转移步骤S1691,在不是一局游戏结束指定命令时,将处理转移至步骤S1700。The sub-CPU 102a transfers the processing to step S1691 when the command stored in the receiving buffer is a designation command to end a game, and transfers the processing to step S1700 when it is not a designation command to end a game.

(步骤S1691)(step S1691)

在步骤S1691中,副CPU 102a实施决定各一局游戏间游戏显示模式的停止中游戏显示模式决定处理。In step S1691, the sub-CPU 102a executes a game display mode determination process for determining a game display mode during inactivity for each round of the game.

(步骤S1700)(step S1700)

在步骤S1700中,副CPU 102a确认存储在接收缓冲器中的命令是否为结束命令。另外,结束命令,将在主控制基板101的步骤S340-17以及步骤S350-12中设定。In step S1700, the sub CPU 102a confirms whether the command stored in the receive buffer is an end command. In addition, the end command is set in step S340-17 and step S350-12 of the main control board 101 .

副CPU 102a,在接收缓冲器中所存储的命令为结束命令时,将处理转移步骤S1701,在不是结束命令时,结束命令分析处理。The sub CPU 102a transfers the processing to step S1701 when the command stored in the receiving buffer is an end command, and ends the command analysis process when it is not an end command.

(步骤S1701)(step S1701)

在步骤S1701中,副CPU 102a实施决定中彩结束游戏显示模式的中彩结束游戏显示模式决定处理。In step S1701, the sub CPU 102a executes a lottery over game display mode determination process for determining a lottery over game display mode.

具体地说,基于结束命令决定中彩结束游戏显示模式,并且在将所决定的中彩结束游戏显示模式设定在游戏显示模式存储区域中的同时,为了将所决定的中彩结束游戏显示模式的信息传送至图像控制基板105和灯控制基板104,将基于所决定的中彩结束游戏显示模式的数据设定在副RAM102b的传送缓冲器中。Specifically, based on the end command, the winning lottery game display mode is determined, and while the determined winning lottery game display mode is set in the game display mode storage area, in order to set the determined winning lottery game display mode The information is transmitted to the image control board 105 and the lamp control board 104, and the data based on the determined winning lottery end game display mode is set in the transfer buffer of the sub-RAM 102b.

以下,使用图33说明变化游戏显示模式决定处理。该变化游戏显示模式决定处理,在特殊图案的变化显示中,决定显示如何控制以液晶显示装置13为中心的各种游戏显示用装置的变化游戏显示模式。该处理,以接收在主控制基板101的特殊图案存储判定处理中的步骤S313(图18)中所设定的变化模式指定命令为契机而开始。Hereinafter, the changing game display mode determination process will be described using FIG. 33 . This changing game display mode determination process determines how to display and control the changing game display modes of various game display devices including the liquid crystal display device 13 in the changing display of special patterns. This process starts upon receiving the change pattern designation command set in step S313 ( FIG. 18 ) in the special pattern storage determination process of the main control board 101 .

(步骤S1631-1)(step S1631-1)

首先,副CPU 102a获取在上述步骤S1100中更新的游戏显示用随机值。First, the sub CPU 102a acquires the random value for game display updated in the above step S1100.

(步骤S1631-2)(step S1631-2)

然后,副CPU 102a基于存储在副ROM 102b中的变化游戏显示模式决定表和在上述步骤S1631-1中所获取的游戏显示用随机值,决定变化游戏显示模式。虽然省略详细说明,但是变化游戏显示模式决定表,在每一高概率游戏状态、低概率游戏状态、缩时游戏状态、非缩时游戏状态、特定期间、非特定期间、各个游戏显示模式组合在一起的状态下准备,每一个游戏显示用随机值均对应一个变化游戏显示模式。例如,在既是高概率游戏状态又是缩时游戏状态,而且还是通常模式时的表中,设有5个与执行抵达B的变化模式2相对应的变化游戏显示模式,根据游戏显示用随机值决定究竟设为上述变化游戏显示模式中的哪一种。Then, the sub-CPU 102a determines a changed game display mode based on the changed game display mode determination table stored in the sub-ROM 102b and the random value for game display acquired in the above-mentioned step S1631-1. Although detailed description is omitted, the change game display mode determination table is combined in each of the high probability game state, low probability game state, time-lapse game state, non-time-lapse game state, specific period, non-specific period, and each game display mode. Prepared in the same state, each random value for game display corresponds to a changing game display mode. For example, in the table when it is both a high-probability game state and a time-lapse game state, and it is still in the normal mode, there are 5 change game display modes corresponding to the change mode 2 that is executed to reach B, and the random value is used according to the game display. Decide which of the above-mentioned changing game display modes should be set.

(步骤S1631-3)(step S1631-3)

然后,副CPU 102a,为了将在上述步骤S1631-2中所决定的变化游戏显示模式传达至图像控制基板105以及灯控制基板104,将变化游戏显示模式命令设定在传输数据存储区域中。据此,结束变化游戏显示模式决定处理。另外,变化游戏显示模式命令一旦传送到图像控制基板105以及灯控制基板104中,则基于变化游戏显示模式命令控制液晶显示装置13、游戏显示用照明装置16、音频输出装置18、游戏显示用装饰物装置。Then, the sub CPU 102a sets a change game display mode command in the transmission data storage area in order to transmit the change game display mode determined in the above step S1631-2 to the image control board 105 and the light control board 104. Accordingly, the change game display mode determination process ends. In addition, once the command to change the game display mode is transmitted to the image control board 105 and the light control board 104, the liquid crystal display device 13, the lighting device 16 for game display, the audio output device 18, and the decoration for game display are controlled based on the command for changing the game display mode. object device.

另外,在本实施例中,如果在传送原先被分类为第1类的命令时,并没有存储被分类为第1类的命令,而仅仅存储有被分类为第2类的命令,则代替第1类传送被分类为第2类的命令。但是,也可以不实施上述处理,而只是每4ms交替传送不同分类的命令。此时,例如,在将被分类为第1类的命令传送至游戏显示控制基板102中的程序处理中,如果存储有被分类为第2类的命令,则该被分类为第2类的命令直至下一个(4ms)程序处理,一直原样存储在游戏显示用传输数据存储区域中。此外,这些存储在游戏显示用传输数据存储区域中的命令,在下一个程序处理中的输出控制处理中,与新存储的命令(第2类)一起,从主控制基板101传送至游戏显示控制基板102。In addition, in this embodiment, if the command classified as the first class is not stored when transmitting the command originally classified as the first class, but only the command classified as the second class is stored, then the first class is replaced. Class 1 transmits commands classified as Class 2. However, instead of performing the above processing, commands of different categories may be alternately transmitted every 4 ms. At this time, for example, in the program processing of transferring the command classified into the first type to the game display control board 102, if the command classified into the second type is stored, the command classified into the second type Until the next (4ms) program processing, it is stored in the transfer data storage area for game display as it is. In addition, these commands stored in the game display transmission data storage area are transmitted from the main control board 101 to the game display control board together with the newly stored commands (type 2) in the output control processing in the next program processing. 102.

此外,在本实施例中,如果在传送原先被分类为第1类的命令时,传送了被分类为第2类的命令(步骤S700-2→步骤S700-2→步骤S700-6),则将第1标志存储区域的标志设为OFF。据此,同一分类的命令有可能经过2次程序处理而被连续传送,但是如果能够准确地交替传送不同分类的命令,例如,在步骤S700-6的处理后不实施步骤S700-4的处理而结束输出控制处理,并在步骤S700-11的处理后不实施步骤S700-9的处理而结束输出控制处理即可。In addition, in this embodiment, if a command classified as Class 2 is transmitted when a command originally classified as Class 1 is transmitted (step S700-2→step S700-2→step S700-6), then Turn OFF the flag in the 1st flag storage area. Accordingly, the commands of the same category may be continuously transmitted through two program processes, but if the commands of different categories can be accurately transmitted alternately, for example, after the processing of step S700-6, the processing of step S700-4 is not performed. The output control processing may be terminated, and the output control processing may be terminated without performing the processing of step S700-9 after the processing of step S700-11.

但是,即使同一分类的命令经过2次程序处理而被连续传送,也不会产生意外的问题。However, even if the commands of the same category are continuously transmitted through the program processing twice, unexpected problems do not occur.

另外,在本实施例中,小入赏口11相当于第2特殊可变入赏装置,大入赏口25相当于第2特殊可变入赏装置。此外,在本实施例中,第2起动口10相当于起动可变入赏装置。In addition, in this embodiment, the small prize entry port 11 corresponds to the second special variable prize entry device, and the large prize entry port 25 corresponds to the second special variable prize entry device. In addition, in this embodiment, the second starting port 10 corresponds to starting a variable reward device.

此外,在本实施例中,主CPU 101a基于存储在主控制基板101的主ROM 101b中的各种表和存储在主RAM 101c中的各种存储信息执行的处理相当于游戏利益决定手段。Furthermore, in the present embodiment, the processing performed by the main CPU 101a based on various tables stored in the main ROM 101b of the main control substrate 101 and various storage information stored in the main RAM 101c corresponds to the game benefit determining means.

另外,依据本实施例,在检测到游戏球进入第1起动口14或者第2起动口15中时,在获取特殊图案判定用随机值等而进行中头彩抽选的同时,赔付规定的赏球(例如3个游戏球)。但是,并不仅限于此,在检测到游戏球进入第1起动口14或者第2起动口15中时,也可以只进行中头彩的抽选,而不赔付赏球。此外,与此相同,即使游戏球进入了一般入赏口12或者第1大入赏口16、第2大入赏口17,也可以不赔付赏球。另外,在游戏球通过了普通图案通过口13时,不赔付赏球,但是也可以在检测到游戏球通过普通图案通过口13时,赔付规定的赏球(例如1个游戏球)。In addition, according to this embodiment, when it is detected that the game ball enters the first starting port 14 or the second starting port 15, a predetermined prize is paid out while obtaining a random value for special pattern judgment and the like to perform a jackpot draw. Balls (eg 3 game balls). However, it is not limited to this, when it is detected that the game ball enters the first starting port 14 or the second starting port 15, it is also possible to only carry out the lottery drawing for winning the jackpot, without paying out the prize ball. In addition, similar to this, even if the game ball enters the general prize entry port 12 or the first large prize entry port 16 or the second large prize entry port 17, the prize ball does not need to be paid out. In addition, when the game ball passes through the normal pattern passage opening 13, the bonus ball is not paid out, but when it is detected that the game ball passes through the normal pattern passage opening 13, a predetermined reward ball (for example, 1 game ball) may be paid out.

此外,在本实施例中,当检测到有游戏球进入第1起动口14、第2起动口15、一般入赏口12、第1大入赏口16以及第2大入赏口17时,赔付规定个数的游戏球。但是,也可以在游戏球进入一般入赏口12、第1起动口14、第2起动口15、第1大入赏口16以及第2大入赏口17中的任意一个时,赔付彩票或者游戏币等规定的赔付介质。In addition, in this embodiment, when it is detected that a game ball enters the first starting port 14, the second starting port 15, the general prize entry port 12, the first large prize entry port 16 and the second large prize entry port 17, Pay out the specified number of game balls. However, when the game ball enters any one of the general prize entry port 12, the first start port 14, the second start port 15, the first large prize entry port 16 and the second large prize entry port 17, the lottery ticket or The specified payment medium such as game currency.

此外,在本实施例中,如果在中头彩的抽选中当选(在中头彩判定中判定为“中头彩”时),则直至经过规定时间,或者直至开启规定次数,或者直至有规定个数的游戏球进入第1大入赏口16或者第2大入赏口17,执行第1大入赏口16或者第2大入赏口17开启的中头彩游戏。但是,并不仅限于此,以在中头彩的抽选中当选为契机,还可以赔付规定的赏球(例如1000个游戏球),或者赔付规定个数的彩票或者游戏币等规定的赔付介质。In addition, in this embodiment, if you are selected in the jackpot lottery (when it is judged as "winning the jackpot" in the jackpot judgment), until the specified time passes, or until the specified number of times is turned on, or until the specified The number of game balls enters the first big prize entry port 16 or the second large prize entry port 17, and executes the jackpot game that the first large prize entry port 16 or the second large prize entry port 17 opens. However, it is not limited to this, and by winning the jackpot lottery as an opportunity, a predetermined reward (for example, 1000 game balls) may be paid out, or a predetermined number of lottery tickets or game coins may be paid out.

另外,在本实施例中,如果在以游戏球通过普通图案通过口13为契机而进行的普通图案的抽选中当选(判定为“中彩”时),则第2起动口15被控制成第2方式规定时间。但是,并不仅限于此,例如也可以在规定个数的游戏球通过普通图案通过口13时,第2起动口15被控制成第2方式规定时间,或者第2起动口15每隔规定时间(例如每30秒)被控制成第2方式规定时间(例如0.2秒)等,其方式可以自动变化。这种情况下,在“缩时游戏状态”和“非缩时游戏状态”中,也可以使第2起动口15被控制成第2方式的间隔和控制时间不同,在被控制成“缩时游戏状态”期间,第2起动口15还可以被控制成第2方式。In addition, in the present embodiment, if the game ball is passed through the ordinary pattern through the opening 13 as an opportunity to win the drawing of the ordinary pattern (when it is judged as "winning"), the second starting port 15 is controlled to be the second opening. 2 modes set time. However, it is not limited thereto. For example, when a predetermined number of game balls pass through the opening 13 through the common pattern, the second starting opening 15 is controlled to the second mode for a predetermined time, or the second starting opening 15 is controlled every predetermined time ( For example, every 30 seconds) is controlled to the second mode for a predetermined time (for example, 0.2 seconds), and the mode can be changed automatically. In this case, in the "time-lapse game state" and "non-time-lapse game state", it is also possible to make the second starting port 15 controlled to be different from the control time of the second mode, and to be controlled as "time-lapse game state". Game state " period, the 2nd starting port 15 can also be controlled into the 2nd mode.

Claims (1)

1. operation game machine of playing by regulation is characterized in that possessing:
Emitter, it is used for the emission game ball;
Operating means, it is in order to be operated by the player from above-mentioned emitter emission game ball;
Game area, its by the 1st enter the zone and the 2nd enter the zone constituted, the above-mentioned the 1st enters the zone enters the game ball of launching by the 1st operation of aforesaid operations device, and the above-mentioned the 2nd enters the zone enters the game ball of launching by the 2nd operation of aforesaid operations device;
Starting zone, it is arranged at above-mentioned game area, and this game area with enter the above-mentioned the 2nd game ball that enters the zone and compare easier making and enter the above-mentioned the 1st game ball that enters the zone and enter;
The starting regional detection device, its detection has game ball to enter above-mentioned starting zone;
Variablely go into to appreciate device, it is arranged at entering the above-mentioned the 1st game ball that enters the zone and compares easier making and enter the above-mentioned the 2nd above-mentioned game area that enters of game ball that enters the zone, can make game machine change the opening of easy reception game ball into and is difficult to receive the closed condition of game ball;
The special play decision maker, whether to enter above-mentioned starting zone be opportunity to have detected game ball for it, judge and carry out making above-mentioned variable device changes the special play of above-mentioned opening into from above-mentioned closed condition the control of going into to appreciate under the opening of regulation;
The special play control device, it implements the control of above-mentioned special play to have judged the condition that is controlled to be that should implement above-mentioned special play by above-mentioned special play decision maker.
CN2012100507229A 2012-02-29 2012-02-29 Game machine Pending CN103285592A (en)

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008178755A (en) * 2008-04-24 2008-08-07 Fujishoji Co Ltd Bullet ball machine
JP2008272118A (en) * 2007-04-26 2008-11-13 Aruze Corp Game machine
JP2011062232A (en) * 2009-09-15 2011-03-31 Sanyo Product Co Ltd Game machine
CN102049133A (en) * 2009-10-30 2011-05-11 京乐产业.株式会社 Game machine
JP2012005696A (en) * 2010-06-25 2012-01-12 Sanyo Product Co Ltd Gaming machine

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008272118A (en) * 2007-04-26 2008-11-13 Aruze Corp Game machine
JP2008178755A (en) * 2008-04-24 2008-08-07 Fujishoji Co Ltd Bullet ball machine
JP2011062232A (en) * 2009-09-15 2011-03-31 Sanyo Product Co Ltd Game machine
CN102049133A (en) * 2009-10-30 2011-05-11 京乐产业.株式会社 Game machine
JP2012005696A (en) * 2010-06-25 2012-01-12 Sanyo Product Co Ltd Gaming machine

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Application publication date: 20130911