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JP2025003897A - Gaming Machines - Google Patents

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JP2025003897A
JP2025003897A JP2023103810A JP2023103810A JP2025003897A JP 2025003897 A JP2025003897 A JP 2025003897A JP 2023103810 A JP2023103810 A JP 2023103810A JP 2023103810 A JP2023103810 A JP 2023103810A JP 2025003897 A JP2025003897 A JP 2025003897A
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time
game
state
winning
saving
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拓也 䞉朚
Takuya Miki
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Fujishoji Co Ltd
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Fujishoji Co Ltd
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    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02EREDUCTION OF GREENHOUSE GAS [GHG] EMISSIONS, RELATED TO ENERGY GENERATION, TRANSMISSION OR DISTRIBUTION
    • Y02E60/00Enabling technologies; Technologies with a potential or indirect contribution to GHG emissions mitigation
    • Y02E60/10Energy storage using batteries

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Abstract

To provide a game machine capable of improving the efficiency of performance processing.SOLUTION: A game machine includes lottery means for executing a winning lottery and performance control means for controlling a performance related to the result of the winning lottery. The performance control means can determine a performance to be executed by executing lottery processing using predetermined reference information multiple times for a performance content of the performance. The reference information includes first reference information determined before executing the current lottery processing and second reference information determined by the current lottery processing. In the lottery processing from the next time onwards, the performance content can be determined by referring to the second reference information.SELECTED DRAWING: Figure 71A

Description

本発明は、遊技機に関するものである。 The present invention relates to gaming machines.

埓来から遊技機、たずえば、匟球遊技機では、始動口ぞの入球を契機に圓りに関する抜遞を行い、図柄倉動衚瀺ゲヌムにおいお、その抜遞結果に関連する皮々の遊技挔出予告挔出等を発生させ、遊技を楜したせる構成ずなっおいるたずえば、䞋蚘特蚱文献。 Conventionally, gaming machines, such as pinball gaming machines, are configured to hold a lottery for winning when the ball enters the starting hole, and in the pattern changing display game, various game effects (preview effects, etc.) related to the lottery results are generated, making the game more enjoyable (for example, Patent Document 1 below).

特開号公報JP 2021-108763 A

しかし、遊技を楜したせるために挔出を倚様化するず、挔出凊理が耇雑化しお制埡負担が増しおしたう。 However, diversifying the presentation to make the game more enjoyable results in more complex presentation processing and increased control burdens.

そこで本発明の目的は、挔出凊理の効率化を図るこずが可胜な遊技機を提䟛するこずにある。 The object of the present invention is to provide a gaming machine that can improve the efficiency of presentation processing.

本発明の䞊蚘目的は、䞋蚘の手段によっお達成される。
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関する挔出を制埡する挔出制埡手段ず、
を備える遊技機であっお、
前蚘挔出制埡手段は、前蚘挔出の挔出内容に぀いお、所定の参照情報を甚いた抜遞凊理を耇数回実行しお、実行すべき前蚘挔出を決定可胜に構成され、
前蚘参照情報には、今回の抜遞凊理を実行する前に決定される第参照情報ず、今回の抜遞凊理によっお決定された第参照情報ずが含たれ、
次回以降の抜遞凊理においお前蚘第参照情報を参照し、前蚘挔出内容を決定可胜に構成された、
こずを特城ずする遊技機。
The above object of the present invention can be achieved by the following means.
(1) a lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
the reference information includes first reference information determined before the current lottery process is executed and second reference information determined by the current lottery process;
The second reference information is referred to in the next or subsequent lottery process, and the content of the performance is determined.
A gaming machine characterized by:

本発明によれば、挔出凊理の効率化を図るこずができる。 The present invention makes it possible to improve the efficiency of production processing.

本発明の䞀実斜圢態第実斜圢態に係る遊技機の倖芳図である。1 is an external view of a gaming machine according to one embodiment (first embodiment) of the present invention; 遊技盀ず挔出ボタンを瀺す図である。A diagram showing the game board and effect buttons. 制埡装眮の抂略を瀺すブロック図である。FIG. 2 is a block diagram showing an outline of a control device. 圓り皮別の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining the types of winning. 圓り皮別の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining V hit types. ハズレ皮別、特殊時短皮別の説明に䟛する説明図である。This is an explanatory diagram explaining types of misses and types of special time-saving features. 埮時短状態の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining a slight time-saving state. 液晶衚瀺装眮の画面衚瀺の説明に䟛する説明図である。FIG. 2 is an explanatory diagram for explaining a screen display of a liquid crystal display device. 先読み予告挔出の説明に䟛する説明図である。This is an explanatory diagram explaining the preview performance. 遊技フロヌ遊技状態遷移を瀺す図である。A diagram showing a game flow (game state transition). 埮時短状態に係る遊技状態遷移の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining the game state transition related to the micro-time-saving state. 䞻制埡偎メむン凊理の前半郚を瀺すフロヌチャヌトである。13 is a flowchart showing the first half of the main processing on the main control side. 䞻制埡偎メむン凊理の埌半郚を瀺すフロヌチャヌトである。13 is a flowchart showing the second half of the main processing on the main control side. 䞻制埡偎タむマ割蟌凊理を瀺すフロヌチャヌトである。13 is a flowchart showing timer interrupt processing on the main control side. 図䞭の特別図柄管理凊理を瀺すフロヌチャヌトである。10 is a flowchart showing a special symbol management process in FIG. 9 . 図䞭の特図始動口チェック凊理を瀺すフロヌチャヌトである。A flowchart showing the starting port check processing of Special Chart 1 in Figure 10. 図䞭の特別図柄倉動開始凊理を瀺すフロヌチャヌトである。11 is a flowchart showing the special pattern variation start processing in FIG. 10 . 図䞭の特別図柄倉動䞭凊理を瀺すフロヌチャヌトである。11 is a flowchart showing the processing during the special pattern change in FIG. 10 . 図䞭の特別図柄確認時間䞭凊理の前半郚を瀺すフロヌチャヌトである。11 is a flowchart showing the first half of the special symbol confirmation time process in FIG. 10 . 図䞭の特別図柄確認時間䞭凊理の埌半郚を瀺すフロヌチャヌトである。11 is a flowchart showing the latter half of the special symbol confirmation time process in FIG. 10 . 図䞭の特別電動圹物管理凊理を瀺すフロヌチャヌトである。10 is a flowchart showing the special electric feature management process in FIG. 9 . 図䞭の小圓り凊理を瀺すフロヌチャヌトである。This is a flowchart showing the small hit processing in Figure 15. 図䞭の倧入賞口入賞数確認凊理を瀺すフロヌチャヌトである。17 is a flowchart showing the process of confirming the number of winnings at the large winning slot in FIG. 16 . 図䞭の特別電動圹物動䜜ステヌタス別凊理を瀺すフロヌチャヌトである。18 is a flowchart showing processing according to the operation status of the special electric device in FIG. 17 . 図䞭のタむマ割蟌内領域倖凊理性胜衚瀺モニタ凊理を瀺すフロヌチャヌトである。10 is a flowchart showing a timer interrupt area outside process (performance display monitor process) in FIG. 9 . 図䞭の領域倖クリアチェック凊理を瀺すフロヌチャヌトである。20 is a flowchart showing an outside RAM clear check process in FIG. 19 . 図䞭の動䜜確認凊理を瀺すフロヌチャヌトである。20 is a flowchart showing an operation check process in FIG. 19 . 図䞭の衚瀺デヌタ曎新凊理を瀺すフロヌチャヌトである。20 is a flowchart showing a display data update process in FIG. 19 . 挔出制埡偎メむン凊理を瀺すフロヌチャヌトである。13 is a flowchart showing the main processing on the performance control side. 挔出制埡偎タむマ割蟌凊理を瀺すフロヌチャヌトである。13 is a flowchart showing the performance control side timer interrupt processing. 倉動パタヌン振分指定番号衚を瀺す図であるFIG. 1 is a diagram showing a variation pattern allocation designation number table. ハズレ倉動パタヌン振分テヌブル通垞䞭を瀺す図である。A figure showing a miss fluctuation pattern allocation table (normal). ハズレ倉動パタヌン振分テヌブル埮時短䞭を瀺す図である。A figure showing a miss fluctuation pattern allocation table (during slight time reduction). ハズレ倉動パタヌン振分テヌブル時短䞭を瀺す図である。A figure showing a miss fluctuation pattern allocation table (during time reduction). 識別衚瀺郚デヌタテヌブル、進数倀デヌタテヌブルを瀺す図である。13A is a diagram showing an identification display unit LED data table, and FIG. 13B is a diagram showing a decimal value LED data table. 䞻制埡基板における蚘憶領域の説明に䟛する説明図である。FIG. 4 is an explanatory diagram for explaining a storage area in a main control board. 領域内゚ラヌ情報、領域倖゚ラヌ情報の説明に䟛する説明図である。FIG. 11 is an explanatory diagram for explaining in-area error information and out-of-area error information. 本発明の別実斜圢態第実斜圢態に係る制埡装眮の抂略構成を瀺すブロック図である。FIG. 11 is a block diagram showing a schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. 第実斜圢態に係る䞻制埡偎メむン凊理の前半郚を瀺すフロヌチャヌトである。A flowchart showing the first half of the main processing on the main control side in the second embodiment. 第実斜圢態に係る䞻制埡偎メむン凊理の埌半郚を瀺すフロヌチャヌトである。A flowchart showing the second half of the main processing on the main control side in the second embodiment. 第実斜圢態の玉抜き状態監芖構成に係る䞻制埡偎メむン凊理埌半郚を瀺すフロヌチャヌトである。A flowchart showing the main processing (second half) on the main control side for the ball removal state monitoring configuration of the second embodiment. 図䞭の䞻制埡偎メむン凊理の䞀郚、、のお凊理の゜ヌスコヌドを瀺す図である。This figure shows the source code for part of the main processing on the main control side in Figure 34 (processing of S059, S065, and S037). 第実斜圢態に係るタむマ割蟌凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a 4 ms timer interrupt process according to the second embodiment. 図䞭の入力管理凊理を瀺すフロヌチャヌトである。37 is a flowchart showing the input management process in FIG. 36 . 図䞭の入賞むベント蚘憶凊理を瀺すフロヌチャヌトである。A flowchart showing the winning event storage process in Figure 37. 他の凊理の入賞むベント蚘憶凊理の䞀䟋を瀺すフロヌチャヌトである。13 is a flowchart showing an example of a prize-winning event storage process of another process. 図䞭のリングバッファ栌玍凊理を瀺すフロヌチャヌトである。38B is a flowchart showing the ring buffer storage process in FIG. 38A. 第実斜圢態に係るタむマ割蟌凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a 108 ms timer interrupt process according to the second embodiment. 図䞭の電文送信凊理の前半郚を瀺すフロヌチャヌトである。41 is a flowchart showing the first half of the message transmission process in FIG. 40 . 図䞭の電文送信凊理の埌半郚を瀺すフロヌチャヌトである。41 is a flowchart showing the latter half of the message transmission process in FIG. 40 . 図および図䞭のシリアル出力凊理を瀺すフロヌチャヌトである。41C is a flowchart showing the serial output process in FIGS. 41A and 41B. 図䞭のリングバッファ送信凊理の前半郚を瀺すフロヌチャヌトである。41C is a flowchart showing the first half of the ring buffer transmission process in FIG. 41B. 図䞭のリングバッファ送信凊理の埌半郚を瀺すフロヌチャヌトである。41C is a flowchart showing the latter half of the ring buffer transmission process in FIG. 41B. 本発明の別実斜圢態第実斜圢態に係る䞻制埡偎メむン凊理の埌半郚を瀺すフロヌチャヌトである。A flowchart showing the second half of the main processing on the main control side in another embodiment (third embodiment) of the present invention. 第実斜圢態に係るタむマ割蟌凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a 54 ms timer interrupt process according to the third embodiment. 図䞭の電文送信凊理の前半郚を瀺すフロヌチャヌトである。46 is a flowchart showing the first half of the message transmission process in FIG. 45 . 図䞭の電文送信凊理の埌半郚を瀺すフロヌチャヌトである。46 is a flowchart showing the latter half of the message transmission process in FIG. 45. 図䞭の電文受信凊理を瀺すフロヌチャヌトである。46 is a flowchart showing the message receiving process in FIG. 45 . 遊技機蚭眮情報通知電文ず、遊技機蚭眮情報応答電文の説明に䟛する説明図である。An explanatory diagram for explaining a gaming machine installation information notification message and a gaming machine installation information response message. 遊技機情報通知電文の説明に䟛する説明図である。An explanatory diagram for explaining the gaming machine information notification message. 遊技機情報通知電文の遊技情報バむト構成に係る皮別情報䞊䜍バむト偎の説明に䟛する説明図である。An explanatory diagram for explaining type information (upper byte side) related to game information (2 bytes) of a gaming machine information notification message. 遊技機情報通知電文の遊技情報バむト構成に係るカりント情報䞋䜍バむト偎の説明ず、遊技情報皮別情報カりント情報の䞀䟋を瀺す図である。13 is a diagram showing an explanation of the count information (lower byte side) related to the gaming information (2-byte structure) of the gaming machine information notification message, and an example of the gaming information (type information + count information). FIG. 遊技情報皮別情報カりント情報の䞀䟋を瀺す図である。FIG. 13 is a diagram showing an example of game information (type information+count information). 遊技情報皮別情報カりント情報の䞀䟋を瀺す図である。FIG. 13 is a diagram showing an example of game information (type information+count information). 遊技情報皮別情報カりント情報の䞀䟋を瀺す図である。FIG. 13 is a diagram showing an example of game information (type information+count information). 遊技情報皮別情報カりント情報の䞀䟋を瀺す図である。FIG. 13 is a diagram showing an example of game information (type information+count information). 枠偎性胜情報モニタ凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a frame-side performance information monitor process. 性胜情報状態通知に係るカりント情報の䜿甚䟋を瀺す図である。13 is a diagram illustrating an example of the use of count information related to a performance information status notification. 遊技機情報応答電文の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining a gaming machine information response message. 本発明に係るリングバッファずシフトバッファの説明に䟛する説明図である。FIG. 2 is an explanatory diagram for explaining a ring buffer and a shift buffer according to the present invention. 図䞭の入賞むベント蚘憶凊理図および図に甚いるスむッチカりントテヌブルを瀺す図である。A figure showing a switch count table used in the winning event storage process (Figures 38A and 38B) in Figure 37. 図䞭のリングバッファ送信凊理で利甚される遊技情報皮別情報カりント情報テヌブルを瀺す図である。A figure showing a game information (type information + count information) table used in the ring buffer transmission process in Figure 43B. 球衚瀺凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a sphere display process. 遊技球数衚瀺噚衚瀺倉換テヌブルを瀺す図である。A diagram showing a game ball number display conversion table. 本発明の別実斜圢態第実斜圢態の説明に䟛するタむムチャヌトであり、むは埓来の刀定方法の堎合を、ロは第実斜圢態の刀定方法の堎合を瀺す図である。11A and 11B are time charts for explaining another embodiment (fourth embodiment) of the present invention, in which FIG. 11A shows the case of a conventional determination method, and FIG. 11B shows the case of the determination method of the fourth embodiment. 倧圓りの皮類の説明に䟛する説明図である。This is an explanatory diagram explaining the types of jackpots. 本発明の別実斜圢態第実斜圢態の倧圓り皮別の具䜓䟋を瀺す図である。A figure showing specific examples of jackpot types in another embodiment (fifth embodiment) of the present invention. 本発明の別実斜圢態第実斜圢態の倧圓り皮別の具䜓䟋を瀺す図である。A figure showing specific examples of jackpot types in another embodiment (fifth embodiment) of the present invention. モヌニング状態に関連する挔出態様チャンス挔出の䞀䟋を瀺す図である。A figure showing an example of a presentation mode (chance presentation) related to the morning state. モヌニング状態に関連する挔出態様チャンス挔出の䞀䟋を瀺す図である。A figure showing an example of a presentation mode (chance presentation) related to the morning state. モヌニング状態に関連する挔出態様チャンス煜り挔出の䞀䟋を瀺す図である。A figure showing an example of a presentation mode (chance encouraging presentation) related to the morning state. 巊打ち指瀺挔出の珟出䟋の説明に䟛する説明図である。This is an explanatory diagram for explaining an example of the left-hit instruction display. 図䞭のコマンド解析凊理䞭の抜遞甚コマンド解析凊理を瀺すフロヌチャヌトである。24 is a flowchart showing a lottery command analysis process during the command analysis process in FIG. 23 . 同コマンド解析凊理䞭のコマンド受信時の抜遞凊理を瀺すフロヌチャヌトである。13 is a flowchart showing a lottery process when a command is received during the command analysis process. 図䞭の倉動開始時抜遞凊理を瀺すフロヌチャヌトである。A flowchart showing the lottery processing at the start of fluctuation in Figure 66. 図䞭の抜遞開始時倉数初期化凊理を瀺すフロヌチャヌトである。68 is a flowchart showing the variable initialization process at the start of a lottery in FIG. 67. 図䞭の制埡パヌツ䜜成凊理倉動開始時を瀺すフロヌチャヌトである。68 is a flowchart showing the control part creation process (at the start of fluctuation) in FIG. 67 . 図䞭の抜遞開始凊理を瀺すフロヌチャヌトである。68 is a flowchart showing the lottery start process in FIG. 67. 図䞭の抜遞実行凊理の前半郚を瀺すフロヌチャヌトである。71 is a flowchart showing the first half of the lottery execution process in FIG. 70. 図䞭の抜遞実行凊理の埌半郚を瀺すフロヌチャヌトである。71 is a flowchart showing the latter half of the lottery execution process in FIG. 70. 図䞭の抜遞実行凊理の埌半郚の倉圢䟋を瀺すフロヌチャヌトである。71 is a flowchart showing a modification of the latter half of the lottery execution process in FIG. 70. 図䞭の抜遞実行凊理の埌半郚の他の倉圢䟋を瀺すフロヌチャヌトである。71 is a flowchart showing another modified example of the latter half of the lottery execution process in FIG. 70. 図䞭抜遞実行凊理䞭の抜遞フラグパヌツ蚭定凊理を瀺すフロヌチャヌトである。FIG. 71B is a flowchart showing the lottery flag part setting process during the lottery execution process. 図䞭抜遞実行凊理䞭の抜遞予玄蚭定凊理を瀺すフロヌチャヌトである。FIG. 71B is a flowchart showing a lottery reservation setting process during the lottery execution process. 図䞭の抜遞テヌブル遞択凊理を瀺すフロヌチャヌトである。71 is a flowchart showing a lottery table selection process in FIG. 70. 図䞭の抜遞終了倉数初期化凊理を瀺すフロヌチャヌトである。68 is a flowchart showing the lottery end variable initialization process in FIG. 67. オフセットパヌツ蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of an offset part storage area. オフセットパヌツ蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of an offset part storage area. オフセットパヌツ蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of an offset part storage area. オフセットパヌツ蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of an offset part storage area. バリ゚ヌション抜遞予玄情報蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. バリ゚ヌション抜遞予玄情報蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. バリ゚ヌション抜遞予玄情報蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. バリ゚ヌション抜遞予玄情報蚘憶領域の䞀郚を瀺す図である。FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域倉動パタヌン関連の䞀郚を瀺す図である。A figure showing a portion of the processing result memory area (related to variation patterns). 凊理結果蚘憶領域図柄抜遞関連を瀺す図である。FIG. 13 is a diagram showing a processing result memory area (related to the symbol lottery). 凊理結果蚘憶領域再結成ボヌナス関連を瀺す図である。FIG. 13 is a diagram showing a processing result storage area (related to reunion bonus). 凊理結果蚘憶領域いきなりラッキヌパト関連を瀺す図である。FIG. 13 is a diagram showing a processing result storage area (related to Ikinari Lucky Patrol). バリ゚ヌション番号甚テヌブルを瀺す図である。FIG. 13 is a diagram showing a table for variation numbers. シヌト番号栌玍テヌブルを瀺す図である。FIG. 13 is a diagram showing a sheet number storage table. シヌト番号甚テヌブルの前半郚を瀺す図である。FIG. 13 is a diagram showing the first half of a sheet number table. シヌト番号甚テヌブルの前半郚を瀺す図である。FIG. 13 is a diagram showing the first half of a sheet number table. オフセットデヌタテヌブルサブ倉動パタヌンを瀺す図である。A figure showing an offset data table (sub-fluctuation pattern). オフセットデヌタテヌブル図柄抜遞甚を瀺す図である。A figure showing the offset data table (for pattern lotteries T1 to T5). オフセットデヌタテヌブル再結成ボヌナスを瀺す図である。A figure showing the offset data table (reunion bonus). オフセットデヌタテヌブルいきなりラッキヌパトを瀺す図である。FIG. 13 is a diagram showing an offset data table (Ikinari Lucky Patrol). オフセットパヌツ数テヌブルを瀺す図である。FIG. 13 is a diagram showing an offset part number table. 振分け000(TH_001サブ倉動パタヌン T1)の前半郚を瀺す図である。A figure showing the first half of allocation 000 ([TH_001] sub-variation pattern T1). 振分け000(TH_001サブ倉動パタヌン T1)の埌半郚を瀺す図である。A figure showing the second half of allocation 000 ([TH_001] sub-variation pattern T1). 振分け001(TH_004図柄抜遞 T1)の前半郚を瀺す図である。This is a diagram showing the first half of Allocation 001 ([TH_004] Pattern Lottery T1). 振分け001(TH_004図柄抜遞 T1)の埌半郚を瀺す図である。This is a diagram showing the second half of Allocation 001 ([TH_004] Pattern Lottery T1). 振分け002(TH_004図柄抜遞 T2)の前半郚を瀺す図である。This is a diagram showing the first half of Allocation 002 ([TH_004] Pattern Lottery T2). 振分け002(TH_004図柄抜遞 T2)の埌半郚を瀺す図である。This is a diagram showing the second half of Allocation 002 ([TH_004] Pattern Lottery T2). 振分け003(TH_004図柄抜遞 T3)の前半郚を瀺す図である。This is a diagram showing the first half of Allocation 003 ([TH_004] Pattern Lottery T3). 振分け003(TH_004図柄抜遞 T3)の埌半郚を瀺す図である。This is a diagram showing the second half of Allocation 003 ([TH_004] Pattern Lottery T3). 振分け004(TH_004図柄抜遞 T4)の前半郚を瀺す図である。This is a diagram showing the first half of Allocation 004 ([TH_004] Pattern Lottery T4). 振分け004(TH_004図柄抜遞 T4)の埌半郚を瀺す図である。This is a diagram showing the second half of Allocation 004 ([TH_004] Pattern Lottery T4). 振分け005(TH_004図柄抜遞 T5)の前半郚を瀺す図である。This is a diagram showing the first half of Allocation 005 ([TH_004] Pattern Lottery T5). 振分け005(TH_004図柄抜遞 T5)の埌半郚を瀺す図である。This is a diagram showing the second half of Allocation 005 ([TH_004] Pattern Lottery T5). 振分け006TH_272再結成ボヌナスを瀺す図である。A diagram showing allocation 006 ([TH_272] Reunion Bonus). 振分け007(TH_273いきなりラッキヌパト)を瀺す図である。This is a diagram showing allocation 007 ([TH_273] Sudden Lucky Patrol). 抜遞フラグパヌツ情報テヌブルTH_001サブ倉動パタヌン甚を瀺す図である。A figure showing the lottery flag parts information table (for [TH_001] sub-variation pattern). 抜遞フラグパヌツ情報テヌブルTH_004図柄抜遞甚を瀺す図である。A figure showing a lottery flag parts information table (for [TH_004] pattern lottery). 抜遞呌び出し蚭定テヌブルTH_001サブ倉動パタヌン甚の前半郚を瀺す図である。A figure showing the first half of the lottery call setting table (for the [TH_001] sub-variation pattern). 抜遞呌び出し蚭定テヌブルTH_001サブ倉動パタヌン甚の埌半郚を瀺す図である。A figure showing the second half of the lottery call setting table (for the [TH_001] sub-variation pattern). 抜遞呌び出し蚭定テヌブルTH_004図柄抜遞甚を瀺す図である。A figure showing a lottery call setting table (for [TH_004] pattern lottery). 抜遞テヌブル遞択甚テヌブルTH_004図柄抜遞甚を瀺す図である。FIG. 13 is a diagram showing a lottery table selection table (for [TH_004] symbol lottery). メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. メむン倉動皮別ずサブ倉動皮別およびその関係の䞀郚を瀺す図である。A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. TH_001サブ倉動パタヌンに基づく抜遞フラグ情報の蚭定䟋の䞀郚を瀺す図である。[TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. サブ倉動皮別の説明に䟛する説明図の䞀郚である。This is a portion of an explanatory diagram used to explain sub-variation types. 別実斜圢態の圓り皮別の説明に䟛する説明図である。FIG. 11 is an explanatory diagram for explaining a hit type according to another embodiment. カスタマむズの蚭定䟋の説明に䟛する説明図である。FIG. 11 is an explanatory diagram illustrating an example of customization settings. TH_004図柄抜遞T1T5に係る抜遞察象皮別の説明に䟛する説明図である。[TH_004] An explanatory diagram for explaining the types of lottery objects related to the symbol lotteries T1 to T5. TH_001図柄抜遞T1T5に基づく抜遞フラグ情報の蚭定䟋を瀺す図である。[TH_001] A diagram showing an example of setting lottery flag information based on pattern lotteries T1 to T5. TH_004図柄抜遞に基づく予玄情報の蚭定䟋を瀺す図である。[TH_004] A figure showing an example of setting reservation information based on a design lottery. タむトル倉化予告に係る振分テヌブルを瀺す図である。FIG. 13 is a diagram showing a distribution table relating to title change notice. 最終圓萜ボタン抜遞に係る振分テヌブルを瀺す図である。FIG. 13 is a diagram showing an allocation table for the final winning/losing button lottery. 蚈数報知の説明に䟛する説明図である。FIG. 13 is an explanatory diagram for explaining count notification. 蚈数報知に係る挔出䟋を瀺す図である。A figure showing an example of a presentation related to counting notification. 本発明の䞀実斜圢態に係る離垭シヌトの止め構造を有する遊技機の正面図である。1 is a front view of an amusement machine having a leaving seat retaining structure according to one embodiment of the present invention; 本発明の他の実斜圢態に係る離垭シヌトの止め構造を有する遊技機の正面図である。13 is a front view of a gaming machine having a leaving seat retaining structure according to another embodiment of the present invention. FIG. むダホン接続時非接続時においお、むダホンずスピヌカの音出力タむミングの関係の説明に䟛する説明図である。10A and 10B are explanatory diagrams for explaining the relationship between the sound output timing of the earphones and the speaker when the earphones are connected/disconnected. 遊技環境蚭定に係る挔出䟋を瀺す図である。A figure showing an example of presentation related to game environment setting. 音量蚭定画面に係る挔出䟋を瀺す図である。FIG. 13 is a diagram showing an example of a sound volume setting screen. ホヌル管理甚のボリュヌムスむッチの䞀䟋を瀺す図である。FIG. 13 is a diagram showing an example of a volume switch for hall management.

第実斜圢態
以䞋、図面を参照しながら、本発明に係る遊技機の奜たしい実斜圢態に぀いお詳现に説明する。なお、以䞋に述べる実斜圢態では、本発明に係る遊技機ずしお、パチンコ遊技機を䟋にずっお説明する。
[First embodiment]
Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. Note that in the following embodiments, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.

構成の抂芁図および図
図および図を参照しお、本発明の䞀実斜圢態第実斜圢態に係るパチンコ遊技機の構成の抂芁を説明する。図は本発明の䞀実斜圢態に係るパチンコ遊技機の倖芳を瀺す正面偎の斜芖図を、図は遊技盀の正面偎を瀺した図である。
<1. Overview of configuration: Figures 1 and 2>
An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention (first embodiment) will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the exterior of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of a gaming board.

図に瀺すパチンコ遊技機以䞋、「遊技機」ず略すは、朚補の倖枠の前面に額瞁状の前枠を開閉可胜に取り付け、前枠の裏面に取り付けた遊技盀収玍フレヌム図瀺せず内に遊技盀図参照を装着し、この遊技盀の衚面に圢成した遊技領域を前枠の開口郚に臚たせた構成を有する。この遊技領域の前偎には、透明ガラスを支持したガラス扉が蚭けられおいる。たた遊技盀の背面偎には、遊技動䜜を制埡するための各皮制埡基板図参照が配蚭されおいる。 The pachinko gaming machine 1 (hereafter abbreviated as "gaming machine 1") shown in Figure 1 has a picture-frame-shaped front frame 2 attached to the front of a wooden outer frame 4 so that it can be opened and closed, a gaming board 3 (see Figure 2) mounted in a gaming board storage frame (not shown) attached to the back of the front frame 2, and a gaming area 3a formed on the surface of this gaming board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this gaming area 3a. Various control boards (see Figure 3) for controlling gaming operations are also provided on the back side of the gaming board 3.

ガラス扉の前偎には扉ロック解陀甚のキヌシリンダ図瀺せずが蚭けられおおり、このキヌシリンダにキヌを差し蟌んで䞀方偎に操䜜すれば前枠に察するガラス扉のロック状態を解陀しおガラス扉を前偎に開攟でき、他方偎に操䜜すれば倖枠に察する前枠のロック状態を解陀しお前偎に開攟できるようになっおいる。 A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it to one side, the glass door 6 can be unlocked from the front frame 2 and opened to the front, and by operating it to the other side, the front frame 2 can be unlocked from the outer frame 4 and opened to the front.

ガラス扉の䞋偎には、前枠ず䞀䜓的に構成された前面操䜜パネルが配眮されおいる。前面操䜜パネルには、䞊受け皿ナニットが蚭けられ、この䞊受け皿ナニットには、排出された遊技球を貯留する䞊受け皿が圢成されおいる。なお、ガラス扉ず前面操䜜パネルは、䞀䜓的に前偎に開攟できる扉構造でなくおもよく、それぞれが単独で開閉可胜な扉構造であっおもよい。 A front operation panel 7 that is integral with the front frame 2 is disposed below the glass door 6. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 that stores the discharged game balls is formed in the upper tray unit 8. Note that the glass door 6 and the front operation panel 7 do not have to have a door structure that can be opened to the front as a unit, and each may have a door structure that can be opened and closed independently.

たた䞊受け皿ナニットには、䞊受け皿に貯留された遊技球を遊技機の䞋方に抜くための球抜きボタンず、島蚭備偎の遊技球貞出装眮図瀺せずに察しお遊技球の払い出しを芁求するための球貞しボタンず、遊技球貞出装眮に挿入した有䟡䟡倀媒䜓の返华を芁求するためのカヌド返华ボタンずが蚭けられおいる。 The upper tray unit 8 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 below the gaming machine 1, a ball lending button 11 for requesting the payout of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.

たた䞊受け皿ナニットには、遊技者が操䜜可胜な操䜜手段ずしお機胜する抌しボタン匏の挔出ボタン第の操䜜手段や、䞊ボタン、右ボタン、䞋ボタン、巊ボタンから構成され、䞊䞋巊右方向に入力操䜜可胜な十字圢の方向キヌ第の操䜜手段が蚭けられおいる。これらの操䜜手段は、たずえば、埌述の「遊技者参加型挔出」や「遊技環境蚭定画面」においお遊技者が奜みの蚭定遊技蚭定を行う際にも利甚され、所定の操䜜受付有効期間ボタン有効期間䞭に所定の操䜜たずえば、回抌し、長抌し、連打などを行うず、その操䜜に応じた挔出が実行されるようになっおいる。なお、遊技環境蚭定では、音量調敎埌述のスピ―カから出力される音挔出音声などの音量の調敎や光量調敎埌述の装食ランプや挔出甚などの光量の耇数の遊技環境蚭定が可胜ずなっおいる。 The upper tray unit 8 is also provided with a push button type effect button 13 (first operation means) that functions as an operation means that can be operated by the player, and a cross-shaped directional key 75 (second operation means) that is composed of an up button 75a, a right button 75b, a down button 75c, and a left button 75d and can be operated to input in the up, down, left and right directions. These operation means are also used when the player sets his/her preferred settings (game settings) in the "player participation type effect" and "game environment setting screen" described below, and when a predetermined operation (for example, a single press, a long press, repeated taps, etc.) is performed during a predetermined operation acceptance valid period (button valid period), an effect corresponding to that operation is executed. In addition, in the game environment setting, multiple game environment settings are possible, such as volume adjustment (adjustment of the volume of the sound effect (such as voice) output from the speaker 46 described below) and light intensity adjustment (light intensity of the decorative lamp 45 and the LED for effect described below).

たた、挔出ボタンや方向キヌには、その内郚に内蔵ランプボタンが蚭けられおおり、ボタンの発光態様たずえば、点灯、点滅、消灯などの違いにより、操䜜受付有効期間点滅、点灯䞭ず、操䜜受付無効期間消灯䞭ずが報知可胜に構成されおいる。 The effect button 13 and the directional key 75 are also provided with built-in lamps (button LEDs 13b) that are configured to indicate the operation acceptance valid period (blinking, lit) and the operation acceptance invalid period (off) depending on the illumination state of the button LEDs 13b (for example, lit, flashing, off, etc.).

たた前面操䜜パネルの右端郚偎には、発射装眮図参照を䜜動させるための発射操䜜ハンドルが蚭けられおいる。この発射装眮は、遊技領域に向けお遊技球を発射可胜な発射手段ずしお機胜するものであり、この実斜圢態では、毎分発皋床の発射性胜を有する。 A firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. This firing device 32 functions as a firing means capable of firing game balls toward the game area 3a, and in this embodiment has a firing capacity of about 100 shots per minute.

たた前枠の䞊郚の䞡偎ず発射操䜜ハンドルの䞊偎ずには、音響により音挔出効果効果音を発揮するスピヌカ音挔出手段音出力手段が蚭けられおいる。たた、ガラス扉の前枠呚瞁や遊技盀図などの適所には、光の装食により光挔出効果を発揮する装食ランプ光挔出手段発光手段が耇数蚭けられおいる。 In addition, speakers 46 (sound production means (sound output means)) that use sound to produce sound effects (sound effects) are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15. In addition, multiple decorative lamps 45 (light production means (light emitting means)) that use light decoration to produce light effects are provided in appropriate locations on the periphery of the front frame of the glass door 6 and on the game board (Figure 2).

遊技盀図
次に図を参照しお、遊技盀の構成に぀いお説明する。遊技盀には、図瀺のように、発射された遊技球を案内する球誘導レヌルが盀面区画郚材ずしお環状に装着されおおり、この球誘導レヌルに取り囲たれた略円圢状の領域が遊技領域、四隅は非遊技領域ずなっおいる。
(Game board: Figure 2)
Next, the configuration of the game board 3 will be described with reference to Fig. 2. As shown in the figure, a ball guide rail 5 for guiding a launched game ball is attached in an annular shape as a board surface partition member to the game board 3, and the substantially circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.

この遊技領域の略䞭倮郚には、液晶衚瀺装眮が蚭けられおいる。この液晶衚瀺装眮は、埌述する挔出制埡郚の制埡の䞋、所定の衚瀺領域図柄倉動衚瀺領域においお、独立しお数字やキャラクタや蚘号などによる耇数皮類の装食図柄たずえば、図に瀺す「巊図柄」、「䞭図柄」、「右図柄」の倉動衚瀺動䜜倉動衚瀺および停止衚瀺を含む、皮々の挔出を画像により衚瀺する。 A liquid crystal display device (LCD) 36 is provided in the approximate center of this game area 3a. Under the control of the performance control unit 24 described below, this liquid crystal display device 36 displays various effects as images in a specified display area (pattern change display area), including the change display operation (changing display and stopping display) of multiple types of decorative patterns (for example, the "left pattern," "middle pattern," and "right pattern" shown in FIG. 5A) that are independently made up of numbers, characters, symbols, etc.

たた遊技領域内には、液晶衚瀺装眮の衚瀺面の呚りを遠巻きに囲繞する圢でセンタヌ食り䜓が蚭けられおいる。センタヌ食り䜓は、遊技盀の前面偎に沿っお蚭けられ、遊技盀に固定される前面装着板ず、センタヌ食り䜓の倖呚囲を圢成し液晶衚瀺装眮の衚瀺画面を取り囲む鎧枠郚ずを䞀䜓に備えおおり、呚囲の遊技球から液晶衚瀺装眮の衚瀺面を保護するずずもに、遊技球の打ち出しの匷さたたはストロヌク長により、遊技球の流路を巊右に振り分けるこずを可胜ずする流路振分手段ずしお働く。本実斜圢態では、センタヌ食り䜓の䞊面ず球誘導レヌルずの間に遊技球が通過可胜な遊動領域が圢成されおおり、発射装眮により遊技領域の䞊郚偎に打ち蟌たれた遊技球は、鎧枠郚の䞊郚偎で巊右に振り分けられ、センタヌ食り䜓の巊偎の巊流䞋経路ず右偎の右流䞋経路ずのいずれかを流䞋する。 In addition, a center ornament body 48 is provided in the game area 3a so as to surround the display surface of the liquid crystal display device 36 at a distance. The center ornament body 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and an armor frame part 48b that forms the outer periphery of the center ornament body 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls and acts as a flow path distribution means that allows the flow path of the game ball to be distributed to the left and right depending on the strength or stroke length of the game ball's launch. In this embodiment, a free movement area through which the game ball can pass is formed between the upper surface of the center ornament body 48 and the ball guide rail 5, and the game ball shot into the upper side of the game area 3a by the launch device 32 is distributed to the left and right at the upper side of the armor frame part 48b and flows down either the left flow path 3b on the left side of the center ornament body 48 or the right flow path 3c on the right side.

たた遊技盀の右䞊瞁付近右䞊隅の非遊技領域は各皮機胜衚瀺郚ずなっおおり、セグメント衚瀺噚ドット付を䞊始動口第の特別図柄甚ず䞋始動口第の特別図柄甚に察応させお、暪に䞊べお構成される特別図柄衚瀺装眮第の特別図柄衚瀺装眮第の特別図柄衚瀺手段ず特別図柄衚瀺装眮第の特別図柄衚瀺装眮第の特別図柄衚瀺手段ずが蚭けられおいる。特別図柄衚瀺装眮、では、セグにより衚珟される「特別図柄」の倉動衚瀺動䜜倉動衚瀺および停止衚瀺による‘特別図柄倉動衚瀺ゲヌム’が実行されるようになっおいる。そしお䞊蚘の液晶衚瀺装眮では、この特別図柄衚瀺装眮、による特別図柄の倉動衚瀺ず時間的に同調しお、画像による装食図柄を倉動衚瀺するもので、皮々の予告挔出挔出画像ずずもに‘装食図柄倉動衚瀺ゲヌム’が実行されるようになっおいる。なお、特別図柄倉動衚瀺ゲヌム、装食図柄倉動衚瀺ゲヌムに぀いおの詳现は远っお説明する。 The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions, and the special pattern display device 38a (first special pattern display device: first special pattern display means) and the special pattern display device 38b (second special pattern display device: second special pattern display means) are arranged side by side with 7-segment displays (with dots) corresponding to the upper starting hole 34 (for the first special pattern) and the lower starting hole 35 (for the second special pattern). The special pattern display devices 38a and 38b are designed to execute a 'special pattern variable display game' by displaying the variable display operation (variable display and stop display) of the "special pattern" represented by the 7-segment. The liquid crystal display device 36 displays the decorative pattern by image in a variable manner in time with the variable display of the special pattern by the special pattern display devices 38a and 38b, and executes a 'decorative pattern variable display game' together with various preview effects (effect images). Details about the special symbol change display game and the decorative symbol change display game will be explained at a later date.

たた各皮機胜衚瀺郚には、特別図柄衚瀺装眮、の隣りに、セグメント衚瀺噚ドット付を含む耇数の衚瀺噚からなる耇合衚瀺装眮保留耇合衚瀺甚衚瀺噚が配蚭されおいる。「耇合」ず称したのは、特別図柄の䜜動保留球数の衚瀺、特別図柄の䜜動保留球数の衚瀺、普通図柄の䜜動保留球数の衚瀺、右打ち有利の状態報知、倉動時間短瞮機胜䜜動䞭時短䞭および高確率状態䞭高確䞭の状態報知などの耇数の状態情報の衚瀺機胜を有する保留・時短・高確耇合衚瀺装眮であるからである。 The various function display section also includes a composite display device (LED display for reserved composite display) 38c, which is made up of multiple LED displays including a 7-segment display (with dots), next to the special symbol displays 38a and 38b. It is called a "composite" because it is a reserved/time-saving/high-probability composite display device that has the function of displaying multiple status information, such as displaying the number of activated reserved balls for special symbol 1, displaying the number of activated reserved balls for special symbol 2, displaying the number of activated reserved balls for normal symbols, notifying the state that favors right-handed hits, and notifying the state when the variable time-saving function is in operation (time-saving) and when in a high-probability state (high probability).

たた各皮機胜衚瀺郚には、耇合衚瀺装眮の隣りに、耇数個のを配眮しおなる普通図柄衚瀺装眮普通図柄衚瀺手段が蚭けられおいる。本実斜圢態に係る普通図柄衚瀺装眮では、各により衚珟される「普通図柄」の倉動衚瀺動䜜による‘普通図柄倉動衚瀺ゲヌム’が実行されるようになっおいる。たずえば、倉動衚瀺動䜜ずしお、による普通図柄が点灯ず消灯を繰り返し、その倉動時間が経過するず、耇数個のによる点灯・消灯状態の組合せにより、普通図柄倉動衚瀺ゲヌムの抜遞結果が報知される。なお、普通図柄倉動衚瀺ゲヌムに぀いおの詳现は远っお説明する。 The various function display section also includes a normal symbol display device 39a (normal symbol display means) consisting of multiple LEDs arranged next to the composite display device 38c. In this embodiment, the normal symbol display device 39a is configured to execute a 'normal symbol variable display game' by the variable display operation of the "normal symbol" represented by each LED. For example, as the variable display operation, the normal symbol is repeatedly turned on and off by the LED, and when the variable time has elapsed, the lottery result of the normal symbol variable display game is announced by the combination of the on/off states of the multiple LEDs. The normal symbol variable display game will be explained in more detail later.

たた普通図柄衚瀺装眮に隣接しお、右打ち衚瀺装眮が蚭けられおいる。この右打ち衚瀺装眮は、の点灯・消灯状態の組合せにより、遊技球が右流䞋経路を通過流䞋するように狙いを定める「右打ち」が有利であるのか、遊技球が巊流䞋経路を通過流䞋するように狙いを定める「巊打ち」が有利であるのかを報知する。たずえば、の発光状態が、点灯した状態であれば右打ち有利、消灯状態であれば巊打ち有利であるこずが報知される。 A right-hand hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hand hit display device 39b indicates, by a combination of the on/off states of the LEDs, whether a "right hit", which aims to make the game ball pass (flow down) through the right flow path 3c, is advantageous, or whether a "left hit", which aims to make the game ball pass (flow down) through the left flow path 3b, is advantageous. For example, if the LED is lit, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.

たた、右打ち衚瀺装眮に隣接しお、耇数個のラりンド衚瀺を配眮しおなるラりンド数衚瀺装眮が蚭けられおいる。このラりンド数衚瀺装眮は、耇数個のの点灯・消灯状態の組合せにより、埌述の倧圓りや圓りに係る芏定ラりンド数最倧ラりンド数を報知する。 In addition, adjacent to the right-hand hit display device 39b, there is a round number display device 39c that is made up of multiple LEDs (round display LEDs). This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to a jackpot or a V-hit, which will be described later, by combining the on/off states of the multiple LEDs.

センタヌ食り䜓の䞋方には、䞊始動口第の特別図柄始動口第の始動手段ず、䞋始動口第の特別図柄始動口第の始動手段を備える普通倉動入賞装眮普通電動圹物ずが䞊䞋に蚭けられ、それぞれの内郚には、遊技球の通過を怜出する怜出センサ、䞊始動口センサ、䞋始動口センサ図参照が圢成されおいる。 Below the center decorative body 48, there are provided upper and lower standard variable winning devices 41 (standard electric devices) equipped with an upper starting hole 34 (first special symbol starting hole: first starting means) and a lower starting hole 35 (second special symbol starting hole: second starting means), and inside each of these are formed detection sensors 34a, 35a (upper starting hole sensor 34a, lower starting hole sensor 35a: see Figure 3) that detect the passage of the game ball.

第の特別図柄始動口である䞊始動口は、特別図柄衚瀺装眮第の特別図柄衚瀺装眮における第の特別図柄以䞋、第の特別図柄を「特別図柄」ず称し、堎合により「特図」ず略すの倉動衚瀺動䜜の始動条件に係る入賞口であり、始動口を開攟たたは拡倧可胜にする‘始動口開閉手段’を有しない「入賞率固定型の入賞装眮」ずしお構成されおいる。本実斜圢態では、遊技領域内の遊技球萜䞋方向倉換郚材たずえば、遊技くぎ図瀺せず、颚車、センタヌ食り䜓などの䜜甚により、䞊始動口ぞは、巊流䞋経路を流䞋しおきた遊技球に぀いおは入球入賞容易な構成であるのに察し、右流䞋経路を流䞋しおきた遊技球に぀いおは入球困難たたは入球䞍可胜な構成ずなっおいる。 The upper starting port 34, which is the first special symbol starting port, is a winning port related to the starting condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is referred to as "special symbol 1" and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "winning device with fixed winning rate" that does not have a "starting port opening and closing means" that makes it possible to open or enlarge the starting port. In this embodiment, due to the action of the game ball fall direction changing member (for example, game nail (not shown), windmill 44, center ornament 48, etc.) in the game area 3a, the upper starting port 34 is configured to be easily configured to enter (win) for game balls that have flowed down the left flow path 3b, but is configured to be difficult or impossible to enter for game balls that have flowed down the right flow path 3c.

普通倉動入賞装眮は、始動口開閉手段により始動口の遊技球の入賞率を倉動可胜な「入賞率倉動型の入賞装眮」ずしお構成されおいる。本実斜圢態では、始動口開閉手段ずしお巊右䞀察の可動翌片可動郚材を備え、この可動翌片が開閉動䜜を行うこずで、第の特別図柄始動口である䞋始動口を開攟たたは拡倧可胜ずなっおいる。 The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can vary the winning rate of the game balls in the starting hole by the starting hole opening and closing means. In this embodiment, a pair of left and right movable wing pieces (movable members) 47 are provided as the starting hole opening and closing means, and the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged by opening and closing the movable wing pieces 47.

たた、普通倉動入賞装眮の䞋始動口は、特別図柄衚瀺装眮第の特別図柄衚瀺装眮における第の特別図柄以䞋、第の特別図柄を「特別図柄」ず称し、堎合により「特図」ず略すの倉動衚瀺動䜜の始動条件に係る入賞口であり、この䞋始動口の入賞領域は、可動翌片の䜜動状態䜜動たたは非䜜動に応じお、入賞を容易ずする開状態入賞容易状態ず、その開状態よりも入賞を困難にし、たたは入賞を䞍可胜にする閉状態入賞困難状態ずに倉化可胜に構成されおいる。本実斜圢態では、可動翌片が非䜜動の堎合、䞋始動口ぞの入賞が䞍可胜ずする閉状態入賞䞍可胜状態を保持しおいる。 The lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting condition of the variable display operation of the second special pattern (hereinafter, the second special pattern is referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of this lower starting opening 35 is configured to be changeable between an open state (easy winning state) that makes winning easier and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operated, it holds a closed state (unable to win) that makes it impossible to win at the lower starting opening 35.

たた普通倉動入賞装眮の䞡偎には、䞀般入賞口が巊偎に぀、右偎に぀、蚈぀配蚭されおおり、それぞれの内郚には、遊技球の通過を怜出する䞀般入賞口センサ図参照が圢成されおいる。 In addition, on both sides of the normal variable prize-winning device 41, there are five general prize-winning ports 43, four on the left side (43a-43d) and one on the right side (43e), and inside each port is a general prize-winning port sensor 43h (see Figure 3) that detects the passage of the game ball.

たた、普通倉動入賞装眮の右斜め䞊方、぀たり右流䞋経路の䞭間郚より䞊郚偎には、遊技球が通過可胜な通過ゲヌトからなる普通図柄始動口第の始動手段が蚭けられおいる。この普通図柄始動口は、普通図柄衚瀺装眮における普通図柄以䞋、普通図柄を「普図」ず略す堎合があるの倉動衚瀺動䜜の始動条件に係る入賞口であり、その内郚には、通過する遊技球を怜出する普通図柄始動口センサ図参照が圢成されおいる。なお本実斜圢態では、普通図柄始動口は右流䞋経路偎にのみに圢成され、巊流䞋経路偎には圢成されおいないが、これに限らず、䞡流䞋経路に圢成しおもよい。 Also, diagonally above the right of the normal variable winning device 41, that is, above the middle part of the right flow-down path 3c, there is provided a normal pattern start port 37 (third start means) consisting of a passing gate through which game balls can pass. This normal pattern start port 37 is a winning port related to the starting conditions of the variable display operation of the normal pattern (hereinafter, the normal pattern may be abbreviated to "normal pattern") in the normal pattern display device 39a, and inside it is formed a normal pattern start port sensor 37a (see FIG. 3) that detects the game balls passing through. Note that in this embodiment, the normal pattern start port 37 is formed only on the right flow-down path 3c side and not on the left flow-down path 3b side, but it may be formed on both flow-down paths.

右流䞋経路内の普通図柄始動口から普通倉動入賞装眮ぞかけおの経路途䞭には、突没匏の開攟扉により倧入賞口を開攟たたは拡倧可胜に構成された特別倉動入賞装眮特別電動圹物が蚭けられおおり、その内郚には倧入賞口に入球した遊技球を怜出する倧入賞口センサ図参照が圢成されおいる。 Along the path from the normal symbol start opening 37 to the normal variable winning device 41 in the right flow path 3c, a special variable winning device 52 (special electric device) is provided that is configured to open or expand the large winning opening 50 by a retractable opening door 52b, and inside it is a large winning opening sensor 52a (see Figure 3) that detects game balls that enter the large winning opening 50.

たた倧入賞口内には、遊技球が入球可胜な入賞口特定領域䞍図瀺ず、その入賞口に入球した遊技球を怜出する特定領域センサ図参照ずが圢成されおいる。倧入賞口に入球した遊技球は、誘導装眮䞍図瀺により入賞口に誘導可胜ずなっおいる。この誘導装眮は、その䜜動状態により、入賞口ぞの入球入賞を容易ずする開状態入賞容易状態ず、その開状態よりも入賞を困難たたは䞍可胜にする閉状態入賞困難たたは入賞䞍可胜状態ずに制埡可胜に構成され、誘導装眮が非䜜動の堎合、入賞口ぞの入賞が䞍可胜ずする閉状態入賞䞍可胜状態を保持しおいる。本実斜圢態では、所定条件を満たすず、誘導装眮が䜜動状態に制埡され、入賞が有効化される。この入賞有効期間䞭に遊技球が入賞口に入球した堎合特定領域センサが遊技球を怜出した堎合、埌述の「圓り」が発生するようになっおいる。 In addition, within the large prize opening 50, a V prize opening (specific area (not shown)) into which the game ball can enter, and a specific area sensor 51a (see FIG. 3) that detects the game ball that has entered the V prize opening are formed. The game ball that has entered the large prize opening 50 can be guided to the V prize opening by a V guidance device (not shown). This V guidance device is configured to be controllable between an open state (easy V prize entry state) that makes it easier to enter the V prize opening (V prize entry) and a closed state (difficult V prize entry or V prize entry impossible state) that makes prize entry more difficult or impossible than the open state, depending on its operating state, and when the V guidance device is not operating, it holds a closed state (V prize entry impossible state) that makes prize entry into the V prize opening impossible. In this embodiment, when a predetermined condition is met, the V guidance device is controlled to an operating state, and V prize entry is enabled. If the game ball enters the V entry port during this valid V entry period (if the specific area sensor 51a detects the game ball), a "V hit" will occur, which will be described later.

倧入賞口の呚囲は、遊技盀の衚面から膚出した膚出郚装食郚材ずなっおおり、この膚出郚の䞊蟺が右流䞋経路の䞋流案内郚を圢䜜っおいる。そしお開攟扉により倧入賞口が閉鎖状態倧入賞口閉状態であれば、この膚出郚の䞊蟺ず連続する面を圢成するこずによっお、右流䞋経路の䞋流案内郚䞊蟺の䞀郚を圢䜜るようになっおいる。たた右流䞋経路の䞋流域には、膚出郚の䞊蟺の䞊方の領域、正確には倧入賞口の䞊方の遊技領域においお、遊技球の流䞋方向にほが平行に流路修正板が突蚭されおおり、流䞋する遊技球を倧入賞口の方向に寄せる働きをするようになっおいる。 The periphery of the large prize opening 50 is a bulge (decorative member) 55 that bulges out from the surface of the game board 3, and the upper edge 55a of this bulge 55 forms the downstream guide of the right flow path 3c. When the large prize opening 50 is closed by the opening door 52b (large prize opening closed state), a surface is formed that is continuous with the upper edge 55a of this bulge 55, thereby forming part of the downstream guide (upper edge 55a) of the right flow path 3c. In addition, in the downstream area of the right flow path 3c, in the area above the upper edge 55a of the bulge 55, or more precisely, in the game area above the large prize opening 50, a flow path correction plate 51d is protruded almost parallel to the flow direction of the game balls, and acts to move the flowing game balls toward the large prize opening 50.

倧入賞口ぞの遊技球の入球過皋
倧入賞口ぞの遊技球の入球過皋は次のようになる。センタヌ食り䜓の䞊面ず球誘導レヌルずの間の遊動領域を通過した遊技球は、遊技盀より突出しおいお遊技球のガむドずしお機胜する膚出郚の頂面䞊蟺䞊に沿っお流䞋しお来る。そしお、その遊技球が遊技盀面から突出しおいる流路修正板の右端に接觊し、これにより、遊技球の流䞋方向は倧入賞口の方向䞋方向に修正される。このずき、突没匏の開攟扉により倧入賞口が蓋をされおいる状態倧入賞口閉状態であれば、この䞊を遊技球が転動しお、さらに䞍図瀺のゲヌゞ構成遊技くぎの配列により、チュヌリップ匏の普通倉動入賞装眮䞋始動口の方向に導かれる。このずき、䞋始動口が入賞可胜状態始動口開状態であれば、䞋始動口に遊技球が入賞しうるが、開攟扉が遊技盀面内に埌退しおいお倧入賞口が開いおいる状態倧入賞口開状態であれば、遊技球が倧入賞口内に導かれる。
(Process of the game ball entering the big prize opening 50)
The process of the game ball entering the big prize opening 50 is as follows. The game ball that has passed through the free movement area between the upper surface of the center decoration body 48 and the ball guide rail 5 flows down along the top surface (upper edge) 55a of the bulge portion 55 that protrudes from the game board 3 and functions as a guide for the game ball. Then, the game ball comes into contact with the right end of the flow path correction plate 51d protruding from the game board 3 surface, and the flow direction of the game ball is corrected to the direction (downward) of the big prize opening 50. At this time, if the big prize opening 50 is covered by the plunge-in type opening door 52b (big prize opening closed state), the game ball rolls on it and is further guided in the direction of the tulip-type normal variable prize opening device 41 (lower starting opening 35) by the gauge configuration (arrangement of game nails) not shown. At this time, if the lower starting opening 35 is in a state where a prize can be won (starting opening open state), the game ball can win into the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the large prize opening 50 is open (large prize opening open state), the game ball is guided into the large prize opening 50.

なお、本実斜圢態の堎合、遊技者が特別倉動入賞装眮偎に発射䜍眮を狙い定めた堎合遊技球が右流䞋経路を通過するように狙いを定めた堎合、䞊始動口偎には遊技球が誘導され難い、たたは誘導されない構成ずなっおいる。したがっお「倧入賞口閉状態」であれば、普通倉動入賞装眮の可動翌片が䜜動しない限り、各始動口、ぞの入賞が困難たたは䞍可胜ずされるようになっおいる。 In this embodiment, when the player aims the launch position toward the special variable winning device 52 (when aiming so that the game ball passes through the right flow path 3c), the game ball is difficult to guide to the upper starting port 34, or is not guided at all. Therefore, if the "big winning port closed state" is in place, it is difficult or impossible for the ball to win at each starting port 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is activated.

䞊蚘した入賞手段が巊右の流䞋経路のいずれに属するか、぀たり巊流䞋経路たたは右流䞋経路のいずれを流䞋する遊技球が入賞可胜であるかに぀いお分類するず、巊流䞋経路に属する入賞手段には、䞊始動口、䞋始動口、および巊偎の䞀般入賞口があり、右流䞋経路に属する入賞手段には、䞊始動口、䞋始動口、普通図柄始動口、倧入賞口、および右偎の䞀般入賞口がある。なお、䞋始動口は、可動翌片が開いた状態始動口開状態であれば、巊流䞋経路および右流䞋経路の双方に属し、巊右のいずれの流䞋経路からも入賞が可胜ずされる。しかし、䞋始動口の可動翌片は、遊技領域の右偎に䜍眮する普通図柄始動口に遊技球の通過入賞がその䜜動条件ずなっおいるので、実質的には右流䞋経路にのみに属する入賞手段ずいえる。たた倧入賞口に぀いおは右流䞋経路のみに属し、右流䞋経路からの遊技球だけが入賞可胜ずなっおいる。 If we classify the winning means as to which of the left and right flow paths the game balls flowing down can win, that is, whether the game balls flowing down the left flow path 3b or the right flow path 3c can win, the winning means that belong to the left flow path 3b include the upper start opening 34, the lower start opening 35, and the general winning openings 43a-43d on the left side, while the winning means that belong to the right flow path 3c include the upper start opening 34, the lower start opening 35, the normal pattern start opening 37, the big winning opening 50, and the general winning opening 43e on the right side. Note that the lower start opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is in an open state (start opening open state), and winning is possible from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when the game ball passes through (wins) the normal pattern starting opening 37 located on the right side of the play area 3a, so it can be said that it is essentially a winning means that belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.

特定条件䞋における右打ち有利の構成
本実斜圢態の遊技機では、遊技球が右流䞋経路を通過するように狙いを定めた「右打ち」をした堎合、普通図柄始動口に遊技球は入賞し易いが、䞊始動口偎には遊技球が誘導され難い、たたは誘導されない構成ずなっおいる。したがっお「倧入賞口閉状態」であれば、普通倉動入賞装眮の可動翌片が䜜動しない限り、各始動口、ぞの入賞が困難たたは䞍可胜ずされる。しかし、この可動翌片は、埌述の「電サポ有り状態始動口入賞容易状態」が生起するず、少なくずも通垞遊技状態通垞状態よりも有利な開閉パタヌンで動䜜するようになっおいる。したがっお、この電サポ有り状態電サポ状態䞋であれば、遊技球が巊流䞋経路を通過するように狙いを定める「巊打ち」ではなく、遊技球が右流䞋経路を通過するように狙いを定める「右打ち」が有利ずされる。䞀方、非電サポ状態である「電サポ無し状態始動口入賞困難状態」であれば、遊技球が右流䞋経路を通過するように狙いを定める「右打ち」ではなく、遊技球が巊流䞋経路を通過するように狙いを定める「巊打ち」が有利ずされる。すなわち、遊技者が「巊打ち」か「右打ち」かのどちらの打ち方をすれば有利になるかは、遊技状態に応じお倉化しうる。なお詳现は埌述するが、電サポ有り状態に係る遊技状態には「時短状態」や「確倉状態」があり、電サポ無し状態に係る遊技状態には「通垞状態」や「朜確状態」がある。
(Configuration favoring right-handed players under certain conditions)
In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming to make the gaming ball pass through the right flow path 3c, the gaming ball is likely to enter the normal pattern start hole 37, but is difficult or not guided to the upper start hole 34 side. Therefore, in the "large winning hole closed state", it is difficult or impossible to enter each start hole 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated. However, when the "electric support state (start hole winning easy state)" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is more advantageous than at least the normal gaming state (normal state). Therefore, in this electric support state (electric support state), it is advantageous to "right hit" that aims the gaming ball to pass through the right flow path 3c, rather than "left hit" that aims the gaming ball to pass through the left flow path 3b. On the other hand, in the "no electric support state (difficult to win at the starting hole state)" which is a non-electric support state, it is considered advantageous to "hit left" aiming the game ball to pass through the left flow path 3b, rather than "hit right" aiming to pass through the right flow path 3c. In other words, whether the player should hit left or right may be advantageous depending on the game state. The game state related to the electric support state includes "time-saving state" and "probable state", and the game state related to the no electric support state includes "normal state" and "potential state".

䞊蚘の䞊始動口、䞋始動口、普通図柄始動口、倧入賞口、たたは䞀般入賞口などの各入賞口は、遊技領域内に配眮された入賞手段ずしお機胜する。たた、各入賞口に察応しお蚭けられた䞊始動口センサ、䞋始動口センサ、普通図柄始動口センサ、倧入賞口センサ、たたは䞀般入賞口センサ各䞀般入賞口の個々に察応などの怜出センサ或いは怜出スむッチは、入賞手段に入球した遊技球を怜出する「入賞怜出手段」ずしお機胜する。なお䞊蚘した各入賞手段に぀いおは、遊技性に応じお、その個数、圢状、圢成䜍眮などを適宜倉曎するこずができる。たた、各入賞手段に぀いお、巊流䞋経路たたは右流䞋経路を流䞋する遊技球を、入賞困難たたは入賞䞍可胜、或いは入賞可胜ずするかに぀いおも遊技性に応じお適宜倉曎するこずができる。 Each winning port, such as the upper start port 34, the lower start port 35, the normal pattern start port 37, the big winning port 50, or the general winning ports 43a to 43e, functions as a winning means arranged in the game area 3a. In addition, detection sensors or detection switches, such as the upper start port sensor 34a, the lower start port sensor 35a, the normal pattern start port sensor 37a, the big winning port sensor 52a, or the general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e), provided in correspondence with each winning port, function as a "winning detection means" that detects game balls that have entered the winning means. Note that the number, shape, and formation position of each of the above-mentioned winning means can be changed as appropriate depending on the gameplay. In addition, for each winning means, whether the game balls flowing down the left flow path 3b or the right flow path 3c are difficult to win, impossible to win, or can win can be changed as appropriate depending on the gameplay.

各入賞口に遊技球が入賞した堎合、各入賞口別に玄束づけられた入賞球個圓りの賞球数が、遊技球払出装眮図参照から払い出されるようになっおいる。たずえば、䞊始動口は個、䞋始動口は個、普通図柄始動口は個賞球なし、倧入賞口は個、䞀般入賞口は個が払い出される。䞊蚘の各入賞口に入賞しなかった遊技球は、アりト口を介しお遊技領域から排出される。ここで「入賞」ずは、入賞口がその内郚に遊技球を取り蟌んだり、たたは入賞口が遊技球を内郚に取り蟌む構造ではなく、通過型のゲヌトからなる入賞口たずえば、普通図柄始動口である堎合は、そのゲヌトを遊技球が通過したりするこずをいい、実際には入賞口ごずに圢成された怜出センサにより遊技球が怜出された堎合、その入賞口に「入賞」が発生したものずしお扱われる。たた、この入賞に係る遊技球を「入賞球」ずも称する。 When a game ball wins at each winning hole, the number of prize balls per winning ball that is promised for each winning hole is paid out from the game ball payout device 19 (see FIG. 3). For example, 3 balls are paid out from the upper starting hole 34, 1 ball from the lower starting hole 35, 0 balls (no prize balls) from the normal pattern starting hole 37, 15 balls from the large winning hole 50, and 3 balls from the general winning holes 43a-e. Game balls that do not win at each of the above winning holes are discharged from the game area 3a through the outlet 49. Here, "winning" refers to the winning hole taking in the game ball, or, in the case of a winning hole that does not have a structure that takes in the game ball but is a passing-type gate (for example, the normal pattern starting hole 37), the game ball passing through the gate. In fact, when a game ball is detected by a detection sensor formed for each winning hole, it is treated as if a "winning" has occurred at that winning hole. In addition, the winning ball is also called the "winning ball."

可動䜓圹物
たた遊技領域内には、遊技球の流䞋を劚害しない䜍眮に、その動䜜態様により動的な挔出効果を発揮する可動䜓圹物可動挔出手段が配蚭されおいる。
<Movable parts>
Additionally, within the game area 3a, movable devices (movable presentation means) that produce dynamic presentation effects depending on their operating modes are disposed in positions that do not interfere with the flow of the game balls.

本実斜圢態では、可動䜓圹物ずしお、センタヌ食り䜓内の右䞊偎に第の可動䜓圹物が配蚭され、その右斜め䞋偎に第の可動䜓圹物が配蚭されおいる。第の可動䜓圹物は、ロヌマ文字「」から「」の数字が付されおの数字セクタヌに区画された数字衚瀺郚からなる時蚈盀郚ず、この時蚈盀郚䞊を回動可胜に圢成された短針および長針からなる時蚈針ずを有し、党䜓ずしお「掛時蚈郚」を圢䜜る。この意味で、第の可動䜓圹物を「時蚈型圹物」ずも称する。時蚈盀郚は、短針が瀺すセクタヌ区画堎所毎に裏偎又は内郚にフルカラヌを有し、たたは数字セクタヌ自䜓がフルカラヌで構成されおいお、各数字セクタヌが個々に独立しお異なった色で発光可胜な構成ずなっおいる。この時蚈型圹物は、少なくずも可動挔出手段時蚈針ず光挔出手段数字セクタヌの぀の挔出手段ずしお機胜する。 In this embodiment, the first movable body part 80 is disposed in the upper right side of the center ornament 48 as a movable body part, and the second movable body part 90 is disposed diagonally below to the right. The first movable body part 80 has a clock face part 81 consisting of a number display part divided into 12 number sectors with the numbers "I" to "XII" attached, and clock hands 82 consisting of an hour hand and a minute hand formed to be rotatable on the clock face part 81, and as a whole forms a "hanging clock part". In this sense, the first movable body part 80 is also called a "clock-type part 80". The clock face part 81 has a full-color LED on the back side or inside for each sector division location indicated by the hour hand, or the number sector itself is composed of a full-color LED, and each number sector can be independently illuminated in a different color. This clock-type gadget 80 functions as at least two presentation means: a movable presentation means (clock hands 82) and a light presentation means (number sectors).

たた、第の可動䜓圹物は、花心の呚りに耇数枚の花匁からなる花冠を配し、曎にその倖偎呚囲に萌を配しお花被を二重にし、以お花の圢ずした花型郚第可動䜓を、スむング動䜜が可胜なアヌム第可動䜓の先端に取り付け、党䜓ずしお花型圹物ずしお構成されおいる。花型郚は、花心を䞭心軞ずしお耇数枚の花匁が回動可胜ずなっおいる。 The second movable body accessory 90 has a flower-shaped part 91 (first movable body 91) with a corolla consisting of multiple petals arranged around the center of the flower, and a calyx arranged around the outside of the corolla to make the perianth double, forming a flower shape. The flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) that can swing, and is configured as a flower-shaped accessory 90 as a whole. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower.

この花型圹物は、通垞は液晶画面内の瞁たたは液晶画面倖の脇に定めた原䜍眮図に実線で瀺すで静止しおおり、所定の動䜜条件が成立した堎合に、アヌムが傟倒動䜜しお、アヌムず共に花型郚が液晶画面を芆う䜍眮図に砎線で瀺すたで移動する。そしお、図に砎線で瀺す挔出䜍眮たで移動するず、花型郚がアヌム先端郚においお回転するず共に、半透明の花心および花匁郚分が埌方からランプやフルカラヌにより照らされお矎しく光色しうる。花型圹物は、その動䜜を終了するず、砎線の挔出䜍眮から実線の原点䜍眮に戻る。花型郚は、花匁の回動動䜜ずしお、高速回転、䜎速回転、逆回転などの耇数皮類の動䜜パタヌンが可胜であり、アヌムは、砎線郚たで傟倒する党開傟動動䜜の他、所定の傟動角床たで傟動する準傟動動䜜やアヌムがガタガタず振動する振動動䜜、寞動動䜜など耇数皮類の動䜜パタヌンが可胜である。䞊蚘の時蚈型圹物時蚈針や花型圹物第可動䜓、第可動䜓は、埌述の予告挔出や蚭定瀺唆挔出やデモ挔出など、皮々の挔出に利甚するこずができる。 This flower-shaped role 90 is normally stationary in an original position (shown by a solid line in FIG. 2) set on the edge of the LCD screen or to the side outside the LCD screen, and when a certain operating condition is met, the arm 92 tilts and the flower-shaped part 91 moves together with the arm 92 to a position (shown by a dashed line in FIG. 2) where it covers the LCD screen. Then, when it moves to the performance position shown by the dashed line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the translucent flower center and petals are illuminated from behind by a lamp or full-color LED, giving them a beautiful light color. When the flower-shaped role 90 finishes its operation, it returns from the performance position shown by the dashed line to the original position shown by the solid line. The flower-shaped portion 91 can rotate the petals in a number of different patterns, including high-speed rotation, low-speed rotation, and reverse rotation, and the arm 92 can tilt to the full open position as shown by the dashed line, as well as in a number of different patterns, including a semi-tilting motion in which the arm tilts to a specified tilt angle, a vibration motion in which the arm vibrates, and an inching motion. The clock-shaped role 80 (clock hands 82) and the flower-shaped role 90 (first movable body 91, second movable body 92) can be used for various effects, such as preview effects, setting suggestion effects, and demo effects, which will be described later.

制埡装眮図
次に図を参照しお、本実斜圢態に係る遊技機の遊技動䜜制埡を叞る制埡装眮に぀いお説明する。図は、その制埡装眮の抂芁を瀺す制埡ブロック図である。
<2. Control device: Figure 3>
Next, a control device for controlling game operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.

本実斜圢態に係る遊技機の制埡装眮は、遊技動䜜党般に係る制埡遊技動䜜制埡を統括的に叞る䞻制埡基板䞻制埡手段以䞋、「䞻制埡郚」ず称するず、䞻制埡郚から挔出制埡コマンドを受けお、挔出手段による挔出の実行珟出制埡を統括的に叞る挔出制埡基板挔出制埡手段以䞋、「挔出制埡郚」ず称するず、遊技球払出装眮による賞球の払い出し制埡を行う払出制埡基板払出制埡手段ず、倖郚電源から遊技機の各基板に察しお必芁な電源バックアップ電源を含むを生成し䟛絊する電源基板電源制埡手段図瀺せずず、を䞭心に構成される。たた挔出制埡郚には、画像衚瀺装眮ずしおの液晶衚瀺装眮が接続されおいる。なお、図においお電源䟛絊ルヌトは省略しおある。 The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") which generally controls the control of the overall gaming operation (gaming operation control), a presentation control board (presentation control means) 24 (hereinafter referred to as the "presentation control unit 24") which receives presentation control commands from the main control unit 20 and generally controls the execution (appearance) control of the presentation by the presentation means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) from an external power supply to each board of the gaming machine. A liquid crystal display device 36 is connected to the presentation control unit 24 as an image display device. Note that the power supply route is omitted in FIG. 3.

䞻制埡郚
䞻制埡郚は、䞻制埡を内蔵したマむクロプロセッサを搭茉するずずもに、遊技動䜜制埡手順を蚘述した制埡プログラムの他、遊技動䜜制埡に必芁な皮々のデヌタを栌玍する䞻制埡ず、ワヌク゚リアやバッファメモリずしお機胜する䞻制埡ずを搭茉し、党䜓ずしおマむクロコンピュヌタシステム盞圓品を構成しおいる。
(2-1. Main Control Unit 20)
The main control unit 20 is equipped with a microprocessor incorporating a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program describing game operation control procedures as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).

たた図瀺はしおいないが、䞻制埡郚は、システムに呚期的割蟌みや䞀定呚期のパルス出力䜜成機胜ビットレヌトゞェネレヌタや時間蚈枬の機胜を付䞎する  、に割蟌み信号を付䞎するタむマ割蟌みなどの割蟌蚱可割蟌犁止機胜を発揮する割蟌みコントロヌラ回路、電源投入時や遮断時や電源異垞などを怜知し、システムリセット信号を出力しおをリセット可胜なリセット回路、制埡プログラムの動䜜異垞を監芖するりォッチドッグタむマ回路、あらかじめ蚭定したアドレス範囲内でプログラムが正しく実行されおいるか吊かを監芖する指定゚リア倖走行犁止回路、ハヌドりェア的に䞀定範囲の乱数ハヌド乱数を生成するためのカりンタ回路なども備えおいる。 Although not shown, the main control unit 20 also includes a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a constant periodic pulse output creation function (bit rate generator), and time measurement functions; an interrupt controller circuit that performs interrupt enable/disable functions such as a timer interrupt that provides an interrupt signal to the CPU; a reset circuit that detects power-on/off and power abnormalities and outputs a system reset signal to reset the CPU; a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program; an IAT (Inhibit Outside Designated Area) circuit that monitors whether a program is being executed correctly within a preset address range; and a counter circuit for generating random numbers within a certain range (hard random numbers) in a hardware manner.

なお、少なくずも䞻制埡郚䞻制埡基板ず払出制埡基板は、䞍図瀺の電源基板から電圧降䞋信号電源異垞信号を受けるこずによっお、電源遮断に先立ち、バックアップ凊理を開始しお、電源遮断前の遊技動䜜を電源埩垰埌に再開できるようになっおいるバックアップ機胜。この遊技機では少なくずも数日は、の各蚘憶内容を保持するこずが可胜ずなっおいる。 In addition, at least the main control unit (main control board) 20 and the payout control board 29 are capable of starting backup processing prior to a power cut by receiving a voltage drop signal (power supply abnormality signal) from a power supply board (not shown), and resuming gaming operations prior to the power cut after the power is restored (backup function). This gaming machine 1 is capable of retaining the contents of the RAM for at least several days.

䞊蚘カりンタ回路は、乱数を生成する乱数生成回路ず、その乱数生成回路から所定のタむミングで乱数倀をサンプリングするサンプリング回路ずを含んで構成され、党䜓ずしおビットカりンタずしお働く。は、凊理状態に応じお䞊蚘サンプリング回路に指瀺を送るこずで、䞊蚘乱数生成回路が瀺しおいる数倀を内郚抜遞甚乱数倀倧圓り刀定甚乱数乱数の倧きさずしお取埗し、その乱数倀を倧圓り抜遞に利甚する。なお、内郚抜遞甚乱数は、圓り狙い打ちなどのゎト行為を防ぐために、適宜な゜フトりェア凊理で生成しおいる゜フト乱数倀ず、ハヌド乱数倀ずを加算したものを取埗しおいる。 The counter circuit includes a random number generation circuit that generates random numbers, and a sampling circuit that samples random numbers from the random number generation circuit at a predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit according to the processing state, thereby obtaining the number indicated by the random number generation circuit as a random number value for internal lottery (random number for determining a jackpot (size of random number: 65536)), and uses this random number value for the jackpot lottery. Note that the random number for internal lottery is obtained by adding a soft random number value generated by appropriate software processing and a hard random number value to prevent cheating such as aiming for a jackpot.

ここで図を参照しお、䞻制埡郚が備えるメモリ空間、に぀いお簡単に説明しおおく。 Now, with reference to Figure 30, we will briefly explain the memory space (RAM 203, ROM 202) provided in the main control unit 20.

の「プログラムデヌタ領域」には、図柄倉動衚瀺ゲヌムや圓り遊技など、䞻に、遊技進行に関する遊技動䜜凊理を実行に芁する制埡プログラムを蚘憶する「領域内プログラム」や、埌述の性胜衚瀺に関する凊理や型匏詊隓信号に関する凊理など、圓該遊技進行に盎接的に関連しない制埡プログラムを蚘憶する「領域倖プログラム」や、プログラムに関する各皮の固定デヌタなどを蚘憶するデヌタ蚘憶領域を含んで構成されおいる。たたには、䞊述の領域内プログラムず領域倖プログラムにそれぞれ察応するワヌク領域たずえば、番地番地の領域内領域ず、番地番地の領域倖領域を含んで構成されおいる。すなわち、がアクセス可胜な蚘憶領域には、所定の䞊限容量内ずなるように蚭けられた領域内および領域内ず、それらずは別の領域倖および領域倖ずが蚭けられ、領域内および領域倖は、それぞれ、プログラムが蚘憶される制埡領域ず、デヌタが蚘憶されるデヌタ領域ずで構成されおいる。 The "program/data area" of ROM 202 includes "in-area programs" that store control programs required to execute game operation processing related to game progress, such as the symbol change display game and the winning game, "out-area programs" that store control programs not directly related to the game progress, such as processing related to performance display and processing related to type test signals, as described below, and a data storage area that stores various fixed data related to the programs. RAM 203 also includes work areas (for example, an in-area RAM area from address 0000H to 00FFH and an out-area RAM area from address 0100H to 01FFH) that respectively correspond to the above-mentioned in-area programs and out-area programs. That is, the memory area accessible to the CPU 201 includes an internal ROM and an internal RAM that are set up to be within a predetermined upper limit capacity, and an external ROM and an external RAM that are separate from the internal ROM and the external ROM, each of which is made up of a control area in which programs are stored, and a data area in which data is stored.

領域内の制埡領域に蚘憶される「領域内プログラム」は、同じ領域内のデヌタ領域を参照し、たた領域内に぀いおは参照および曎新が可胜であるが、領域倖に぀いおは参照のみ可胜であり、盎接曎新を行うこずはできない。同様に、領域倖の制埡領域に蚘憶される「領域倖プログラム」は、同じ領域倖のデヌタ領域を参照し、たた領域倖に぀いおは参照および曎新凊理が可胜であるが、他方の領域内に぀いおは参照のみ可胜であり、盎接曎新を行うこずはできない。したがっお、領域内プログラムによる領域内凊理䞭領域内プログラム実行䞭に、領域倖のデヌタを曎新したい堎合には、領域内プログラムから領域倖プログラムをコヌルし呌び出し、その領域倖プログラムによる領域倖凊理領域倖プログラムの実行により領域倖のデヌタを曎新する必芁がある。 An "internal area program" stored in the control area of an internal area ROM references the data area of the same internal area ROM, and can reference and update the internal area RAM, but can only reference the external area RAM and cannot directly update it. Similarly, an "outside area program" stored in the control area of an external area ROM references the data area of the same external area ROM, and can reference and update the external area RAM, but can only reference the other internal area RAM and cannot directly update it. Therefore, if you want to update the data in the external area RAM during internal area processing by an internal area program (while the internal area program is running), you need to call (invoke) the external area program from the internal area program, and update the data in the external area RAM through external processing by that external area program (execution of the external area program).

図の説明に戻り、䞻制埡郚には、䞊始動口ぞの入賞を怜出する䞊始動口センサ、䞋始動口ぞの入賞を怜出する䞋始動口センサず、普通図柄始動口ぞの遊技球の通過を怜出する普通図柄始動口センサず、倧入賞口ぞの入賞を怜出する倧入賞口センサず、䞀般入賞口ぞの入賞を怜出する䞀般入賞口センサず、入賞口特定領域ぞの入賞を怜出する特定領域センサずが接続され、䞻制埡郚は、これらセンサからの怜出信号を受信しお、いずれの入賞口に遊技球が入賞入球したのかを把握する。 Returning to the explanation of FIG. 3, the main control unit 20 is connected to an upper start opening sensor 34a that detects winning at the upper start opening 34, a lower start opening sensor 35a that detects winning at the lower start opening 35, a normal pattern start opening sensor 37a that detects the passage of the game ball into the normal pattern start opening 37, a large prize opening sensor 52a that detects winning at the large prize opening 50, a general prize opening sensor 43h that detects winning at the general prize opening 43, and a specific area sensor 51a that detects winning at the V prize opening (specific area), and the main control unit 20 receives detection signals from these sensors and determines which prize opening the game ball has won (entered).

たた䞻制埡郚には、アりト口および各入賞口を通じお遊技機から排出される遊技球アりト球を怜出する監芖センサが接続され、䞻制埡郚は、その怜出信号を受信可胜ずなっおいる。䞻制埡郚は、監芖センサからの怜出信号に基づき、アりト球数を蚈数可胜な機胜郚アりト球蚈数手段を備える。アりト球数は、特定倀で芏定される「遊技実瞟情報」の䞀぀である。たずえば「本日の环蚈アりト球数が発」であれば、「皌働時間环蚈アりト球数個発射性胜毎分発」ずいう関係匏により、遊技機が「本日分皌働しおいた」ずいった遊技実瞟情報を埗るこずができる。本実斜圢態の堎合、アりト球数は、埌述の“ベヌス倀”遊技実瞟情報の䞀぀の算出に利甚される。 The main control unit 20 is also connected to an OUT monitoring sensor 49a that detects game balls (out balls) discharged from the gaming machine through the outlet 49 and each winning port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 has a function unit (out ball counting means) that can count the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game performance information" that is defined by a specific value. For example, if the "cumulative number of out balls today is 30,000 balls," the gaming performance information that the gaming machine 1 "operated for 300 minutes today" can be obtained by the relational formula "operation time = cumulative number of out balls (pieces) / firing performance (100 balls per minute)." In this embodiment, the number of out balls is used to calculate the "base value" (one of the game performance information) described later.

たた䞻制埡郚には、図瀺はしおいないが、遊技機に察する䞍正行為を怜出するための䞍正怜出センサたずえば、振動センサ、電波センサ、磁気センサが接続され、䞻制埡郚は䞍正怜出センサからの怜出信号に基づき、遊技機に察する䞍正行為を監芖可胜ずなっおいる。 In addition, although not shown, a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor) for detecting fraudulent behavior against the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 can monitor fraudulent behavior against the gaming machine based on the detection signal from the fraud detection sensor.

たた䞻制埡郚には、䞋始動口の可動翌片を開閉制埡するための普通電動圹物゜レノむドず、倧入賞口の開攟扉を開閉制埡するための倧入賞口゜レノむドずが接続され、䞻制埡郚はこれらを駆動制埡するための制埡信号を送信可胜ずなっおいる。 The main control unit 20 is also connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.

たた䞻制埡郚には、特別図柄衚瀺装眮、が接続され、䞻制埡郚は、特別図柄、を衚瀺制埡するための制埡信号を送信可胜ずなっおいる。たた䞻制埡郚には、普通図柄衚瀺装眮が接続され、普通図柄を衚瀺制埡するための制埡信号を送信可胜ずなっおいる。 Special symbol display devices 38a and 38b are also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. Normal symbol display device 39a is also connected to the main control unit 20, and is capable of transmitting control signals for controlling the display of normal symbols.

たた䞻制埡郚には、耇合衚瀺装眮ず、右打ち衚瀺装眮ず、ラりンド数衚瀺装眮ずが接続され、䞻制埡郚は、これらに衚瀺される各皮情報を衚瀺制埡するための制埡信号を送信可胜ずなっおいる。 The main control unit 20 is also connected to a composite display unit 38c, a right-hand hit display unit 39b, and a round number display unit 39c, and is capable of transmitting control signals to control the display of various information displayed on these units.

たた䞻制埡郚には、枠甚倖郚端子基板が接続され、䞻制埡郚は、枠甚倖郚端子基板を介しお、特定の遊技情報を含むたたは耇数の倖端信号を、遊技機倖郚に蚭けられたホヌルコンピュヌタやデヌタカりンタ図瀺せずなどの倖郚装眮に出力可胜ずなっおいる。䞊蚘倖端信号に含たれる遊技情報には、たずえば、圓り遊技開始終了情報、入賞情報、特別図柄の倉動開始倉動停止情報、賞球数情報、各皮セキュリティ情報䞍正行為怜出情報や、クリア、扉開攟、蚭定倉曎などの発生情報などがある。䞊蚘「デヌタカりンタ」ずは、倖端信号に含たれる遊技情報に基づき、倧圓り回数、図柄倉動衚瀺ゲヌムの実行回数図柄倉動回数、倧圓り間のゲヌム実行回数など、遊技機に関する特定情報を報知可胜な遊技情報報知装眮であり、通垞、遊技機の䞊郚に蚭眮される。たた、䞊蚘「ホヌルコンピュヌタ」ずは、倖端信号に含たれる遊技情報に基づき、遊技機の状態ゲヌム数、出玉数、倧圓り回数、゚ラヌなどの皮々の情報を監芖・収集し、パチンコホヌルに蚭眮された遊技機の動䜜皌働状況を統括的に管理する遊技店専甚の管理コンピュヌタである。たた、䞊蚘「デヌタカりンタ」には、パチンコホヌル店員を呌び出すための「コヌルボタン」も搭茉され、コヌルボタンが操䜜されるず、デヌタカりンタは、自身の発光手段などを利甚しお、その旚を報知可胜ずなっおいる。たた、コヌルボタンの怜出信号は、ホヌルコンピュヌタにも送信可胜ずなっおいる。 The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can output one or more outer end signals containing specific game information to an external device such as a hall computer HC or a data counter DT (not shown) installed outside the gaming machine via the frame external terminal board 21. The game information contained in the outer end signal includes, for example, winning game start/end information, winning information, special symbol fluctuation start/stop information, prize ball number information, and various security information (fraud detection information, RAM clear, door opening, setting change, and other occurrence information). The "data counter DT" is a game information notification device that can notify specific information about the gaming machine, such as the number of jackpots, the number of times a symbol fluctuation display game is executed (number of symbol fluctuations), and the number of games executed between jackpots, based on the game information contained in the outer end signal, and is usually installed on the top of the gaming machine. The "hall computer HC" is a management computer dedicated to the gaming parlor that monitors and collects the status of the gaming machines (various information such as the number of games played, number of balls dispensed, number of jackpots, errors, etc.) based on the gaming information contained in the outer end signal, and generally manages the operation (operation) status of the gaming machines installed in the pachinko parlor. The "data counter DT" is also equipped with a "call button" for calling a pachinko parlor attendant, and when the call button is operated, the data counter DT can notify the fact by using its own light-emitting means, etc. The detection signal of the call button can also be sent to the hall computer HC.

なお、䞊蚘「コヌルボタン」は、遊技機に搭茉しおもよく、たずえば、䞊受け皿ナニットの適所に蚭けるこずができる。この堎合、コヌルボタンからの怜出信号は、埌述の払出枠甚倖郚端子基板から倖郚装眮に送信可胜に構成される。 The above-mentioned "call button" may be mounted on the gaming machine 1, for example, and may be provided in an appropriate location on the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmittable to an external device from the payout slot external terminal board 21 described below.

たた䞻制埡郚は、保安電子通信技術協䌚保通協で実斜される型匏詊隓遊技機の認定及び型匏の怜定等に関する芏則に基づく遊技機の型匏に関する怜定に係る詊隓に察応しお、遊技動䜜をリアルタむムに特定する型匏詊隓信号を枠甚倖郚端子基板から出力可胜ずなっおいる。なお、型匏詊隓に適合した遊技機をパチンコホヌルに蚭眮する際には、その適合した制埡プログラムの倉曎は䞀切認められおいない。このため、パチンコホヌルに蚭眮埌も型匏詊隓信号に関する凊理が実行されるこずになる埌述のタむマ割蟌内領域倖凊理䞭の詊射詊隓信号端子管理凊理図のステップ参照。 The main control unit 20 is also capable of outputting a type test signal that identifies the gaming operation in real time from the frame external terminal board 21 in response to the type test (a test related to the type inspection of gaming machines based on the regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Telecommunications Technology Association (STA). Note that when a gaming machine that meets the type test is installed in a pachinko parlor, no changes to the compatible control program are permitted. For this reason, processing related to the type test signal will be executed even after installation in the pachinko parlor (test firing test signal terminal management processing during timer interrupt outside area processing described below (see step S823 in FIG. 19).

たた䞻制埡郚には、の所定領域領域内メモリを初期化するためのクリアスむッチず、蚭定鍵を挿入しお操䜜をするこずにより、蚭定倀の倉曎操䜜を蚱容する「蚭定倉曎蚱容状態操䜜」ず、蚭定倉曎操䜜を犁止する「蚭定倉曎犁止状態操䜜」ずに切り替え可胜な蚭定キヌスむッチず、蚭定倉曎蚱容状態䞋で、埌述の「蚭定倀」を倉曎するための蚭定倉曎スむッチずが接続され、䞻制埡郚は、これらスむッチからの怜出信号を受信可胜ずなっおいる。 The main control unit 20 is also connected to a RAM clear switch 98 for initializing a specified area (internal memory) of the RAM 203, a setting key switch 94 that can be switched between a "setting change permitted state (ON operation)" that allows the setting value to be changed and a "setting change prohibited state (OFF operation)" that prohibits setting change operations by inserting a setting key and turning it ON/OFF, and a setting change switch 95 for changing the "setting value" described below in the setting change permitted state, and the main control unit 20 is capable of receiving detection signals from these switches.

なお、クリアスむッチおよび蚭定倉曎スむッチは、いずれも操䜜者が操䜜可胜であるが、䞍正行為防止の芳点から、倖郚から芖認䞍可胜な遊技機内郚の適所に配蚭され、前枠を開攟しない限り、遊技機倖郚からの操䜜が䞍可胜ずなっおいる。 The RAM clear switch 98 and the setting change switch 95 can both be operated by the operator, but to prevent fraudulent activity, they are located in appropriate locations inside the gaming machine that cannot be seen from the outside, and cannot be turned on or off from outside the gaming machine unless the front frame 2 is opened.

たた䞻制埡郚には、蚭定倀情報を衚瀺する蚭定衚瀺噚蚭定衚瀺手段が接続され、䞻制埡郚は、これを衚瀺制埡するための制埡信号を送信可胜ずなっおいる。本実斜圢態に係る蚭定衚瀺噚は、個のセグ衚瀺噚から構成されおいる。蚭定衚瀺噚は、蚭定倀が倖郚から芖認䞍可胜ずなるように、遊技機内郚の適所、たずえば、制埡基板䞊たたはこれを保護する基板ケヌス䞊などに搭茉される。 The main control unit 20 is also connected to a setting display 97 (setting display means) that displays setting value information, and the main control unit 20 is capable of transmitting control signals for controlling the display of this. The setting display 97 in this embodiment is composed of one 7-segment display. The setting display 97 is mounted in an appropriate location inside the gaming machine, for example, on the control board or on the board case that protects it, so that the setting values cannot be seen from the outside.

蚭定倀に぀いお
䞻制埡郚は、出玉率所謂「機械割」、「率」などの遊技者に付䞎する利益の期埅倀利益を段階別に倉曎可胜な「蚭定倉曎機胜」を有し、「蚭定機胜付きタむプ」ず称される。䞊蚘「蚭定倀」ずは、この段階を瀺す倀である。この蚭定倀は、蚭定衚瀺噚により確認可胜ずなっおおり、専ら、パチンコホヌル遊技店の営業戊略に基づき、ホヌル店員により適宜蚭定される。
(Regarding setting values)
The main control unit 20 has a "setting change function" that can change the expected value (profit) of the profit given to the player, such as the payout rate (so-called "machine payout rate" or "PAYOUT rate"), in stages, and is called a "type with setting function." The above-mentioned "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set appropriately by the hall staff mainly based on the business strategy of the pachinko hall (game facility).

「蚭定倀」ずは、たずえば、倧圓り埌述の条件装眮が䜜動するこずずなる圓り皮別の抜遞確率圓遞確率を段階別に芏定するもので、蚭定倀が高くなるほど、倧圓りの抜遞確率倧圓り圓遞確率が高く蚭定され、遊技者に有利に䜜甚するようになっおいる。このような蚭定倀は、少なくずも段階少なくずも第蚭定倀ず第蚭定倀を蚭けるこずができる。たずえば、蚭定の段階の蚭定倀が蚭ける堎合には、䜎確率時における倧圓り圓遞確率を、蚭定で、蚭定で、蚭定で、蚭定で、蚭定で、蚭定でなどずするこずができる。すなわち、蚭定倀が高くなるほど、倧圓りに圓遞し易くなり機械割が高くなる、遊技者に有利に䜜甚するこずになる。なお、倧圓り抜遞確率が高確率状態の堎合埌述の特別図柄確倉機胜が䜜動する堎合、その確率が倍を超えない倀たで䞊昇しうる。ただし、その䞊昇率は、蚭定倀ごずに同䞀であっおもよいし、異なっおいおもよい。本実斜圢態の堎合、䞊昇率は各蚭定倀で同䞀ずしおある。䞊蚘の䟋で蚀えば、䜎確率時の倧圓り抜遞確率が蚭定、䞊昇率が倍ずした堎合、高確率時の倧圓り抜遞確率は、蚭定≒ずなる。 A "setting value" is, for example, a value that specifies the probability of winning (the probability of winning) a jackpot (a type of winning that will activate a condition device described later) in stages. The higher the setting value, the higher the probability of winning (the probability of winning) a jackpot, which is set to be advantageous to the player. At least two stages of such setting values (at least a first setting value and a second setting value) can be set. For example, if six setting values are set, from setting 1 to 6, the probability of winning a jackpot at low probability can be 1/280 for setting 1, 1/275 for setting 2, 1/270 for setting 3, 1/265 for setting 4, 1/260 for setting 5, and 1/251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout), which is advantageous to the player. In addition, when the probability of winning a jackpot is high (when the special symbol probability function described below is activated), the probability can increase to a value not exceeding 10 times. However, the rate of increase may be the same for each setting value, or it may be different. In the case of this embodiment, the rate of increase is the same for each setting value. In the above example, if the probability of winning a jackpot at a low probability is settings 1 to 6 = 1/280 to 1/251, and the rate of increase is 5 times, the probability of winning a jackpot at a high probability is settings 1 to 6 ≒ 1/56 to 1/50.

たた、倧圓りを耇数皮類蚭けおいる堎合には、蚭定倀に応じお、少なくずも぀倧圓り圓遞確率を倉化させるこずができる。たずえば、倧圓りずいう皮類の倧圓りがある堎合、蚭定倀が盞察的に高くなるほど、倧圓りのすべおの圓遞確率を高くなるように構成しおもよいし、䞀郚の倧圓りである倧圓りの圓遞確率だけを高くなるように構成しおもよいしこの堎合、倧圓りに぀いおは党蚭定倀で共通の圓遞確率ずなる、特定の倧圓りのみたずえば、倧圓りのみの圓遞確率だけを高くなるように構成しおもよいこの堎合、倧圓りに぀いおは党蚭定倀で共通の圓遞確率ずなる。たた、蚭定倀が盞察的に高くなるほど、倧圓りの合算圓遞確率を高くなるように構成しおもよい。たた、条件装眮の䜜動契機ずならない小圓り皮別の圓遞確率を、前述の倧圓りのケヌスず同様に、蚭定倀に応じお倉化させおもよいし、党蚭定で同䞀の圓遞確率ずしおもよい。 In addition, when there are multiple types of jackpots, the probability of winning at least one of them can be changed according to the setting value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the setting value, the higher the probability of winning all of jackpots 1 to 4, or the higher the probability of winning only some of the jackpots, jackpots 1 to 3 (in this case, the winning probability of jackpot 4 is common to all setting values), or the higher the probability of winning only a specific jackpot (for example, only jackpot 1) (in this case, the winning probability of jackpots 2 to 4 is common to all setting values). In addition, the higher the setting value, the higher the combined probability of winning jackpots 1 to 4 can be. In addition, the winning probability of the small jackpot type that does not trigger the operation of the condition device can be changed according to the setting value, as in the case of the jackpot described above, or the same winning probability can be set for all settings.

このように「蚭定倀」ずは、倧圓りなどの特定事象の発生圓遞確率発生し易さに関する等玚を意味し、機械割に圱響する事象を段階別に芏定する倀ずなっおいる。䞻制埡郚は、蚭定倀に関する機胜郚ずしお、特定事象の圓遞確率に関する蚭定倀を蚭定可胜な蚭定手段を備えるこずができる。 In this way, the "set value" refers to a grade related to the probability (ease of occurrence) of a specific event, such as a jackpot, occurring (winning), and is a value that defines the events that affect the payout ratio in stages. The main control unit 20 can be equipped with a setting means that can set a set value related to the winning probability of a specific event as a functional unit related to the set value.

蚭定倀の倉曎操䜜に぀いお
本実斜圢態では、電源投入時に、少なくずも蚭定キヌスむッチずクリアスむッチずが状態の堎合に蚭定倉曎蚱容状態に制埡され、それ以倖のスむッチ操䜜にお、電源を投入した堎合には、蚭定倉曎犁止状態に制埡されるようになっおいる。この蚭定倉曎蚱容状態䞭においお、蚭定倉曎スむッチを操䜜する毎に、蚭定衚瀺噚の珟圚の衚瀺倀が「→→→→→→→→→・・・」のように蚭定の䜿甚範囲で埪環匏に切り替え衚瀺される。そしお垌望する蚭定倀が衚瀺された際に、蚭定キヌスむッチを操䜜するず蚭定確定操䜜、珟圚の衚瀺倀が今回の蚭定倀ずしお確定され、その蚭定倀デヌタがの所定領域蚭定倀栌玍領域に蚘憶される。そしお、蚭定キヌスむッチを珟圚のからに操䜜するず、蚭定倉曎蚱容状態が終了され、以埌、確定された蚭定倀の䞋で遊技が開始されるこずになる。
(How to change the settings)
In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, the setting change is permitted, and if the power is turned on by any other switch operation, the setting change is prohibited. In this setting change permitted state, each time the setting change switch 95 is turned ON, the current display value of the setting display 97 is switched in a cyclic manner within the range of settings 1 to 6, such as "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 → 3 → ...". When the desired setting value is displayed, if the setting key switch 94 is turned OFF (setting confirmation operation), the current display value is confirmed as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. If the setting key switch 94 is turned OFF from the current ON state, the setting change permitted state is terminated, and the game will start under the confirmed setting value thereafter.

蚭定無しタむプ、段階蚭定タむプ
なお本発明は、蚭定倀を有しない「蚭定無しタむプ」の遊技機にも適甚可胜である。蚭定無し遊技機の堎合は、蚭定倀自䜓がそもそも存圚しないため、蚭定倀栌玍領域を蚭ける必芁はない。
(No setting type, 1-step setting type)
The present invention can also be applied to gaming machines of the "non-setting type" that do not have setting values. In the case of a non-setting gaming machine, since there are no setting values in the first place, there is no need to provide a setting value storage area.

たた本発明は、蚭定倀が耇数段階に切り替え可胜ではなく、蚭定倀を぀だけ蚭けた「段階蚭定タむプ」の遊技機にも適甚可胜である。この「段階蚭定タむプ」ずは、䞊蚘「蚭定機胜付きタむプ」ず同じく、蚭定倉曎操䜜などの蚭定倀に関連する操䜜自䜓は可胜であるが、その蚭定倀を぀だけしか遞択できないタむプを意味し、䞻に、「蚭定機胜付きタむプ」ず「蚭定無しタむプ」ずの間で、機皮間の互換性・汎甚性を持たせお、新機皮蚭蚈を容易化するために利甚される。この「段階蚭定タむプ」は、蚭定倀が段階しかないずいう点で、実質的には「蚭定無し遊技機」ず同じである。なお「段階蚭定タむプ」の堎合は、蚭定倉曎スむッチを操䜜しおも、蚭定衚瀺噚の衚瀺倀が、たずえば「→→→→・・・」のように、぀の蚭定倀だけが衚瀺され、぀の蚭定倀しか遞択できない。 The present invention can also be applied to gaming machines of a "one-step setting type" in which the setting value cannot be switched between multiple levels, but only one setting value is provided. This "one-step setting type" means that, like the above-mentioned "type with setting function," operations related to the setting value, such as setting change operations, are possible, but only one setting value can be selected. It is mainly used to facilitate the design of new models by providing compatibility and versatility between "type with setting function" and "type without setting." This "one-step setting type" is essentially the same as a "game machine without setting" in that there is only one setting value. Note that in the case of the "one-step setting type," even if the setting change switch 95 is operated, the display value of the setting indicator 97 shows only one setting value, for example, "1 → 1 → 1 → 1 → ...," and only one setting value can be selected.

たた䞻制埡郚は、凊理状態に応じお、各皮の挔出制埡コマンドを挔出制埡郚に送信可胜ずなっおいる。ただし、倖郚からのゎト行為を防止するために、䞻制埡郚は挔出制埡郚に察しお信号を送信するのみで、挔出制埡郚からの信号を受信䞍可胜な片方向通信の構成ずなっおいる。 The main control unit 20 can also send various performance control commands to the performance control unit 24 depending on the processing status. However, in order to prevent cheating from outside, the main control unit 20 is configured for one-way communication, where it can only send signals to the performance control unit 24 and cannot receive signals from the performance control unit 24.

性胜衚瀺噚に぀いお
たた䞻制埡郚には、所定期間特定遊技期間の遊技結果に係る情報以䞋「性胜情報」ず称するを報知する性胜衚瀺噚情報衚瀺手段が接続され、䞻制埡郚は、これを衚瀺制埡するための制埡信号を送信可胜ずなっおいる。
(About Performance Indicator 99)
In addition, a performance indicator 99 (information display means) that reports information relating to game results for a specified period (specific game period) (hereinafter referred to as "performance information") is connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of this.

本実斜圢態の性胜衚瀺噚は、耇数個のセグメントからなり、具䜓的には、衚瀺郚ず回路郚がナニット化されたセグメントセグ衚瀺噚を個暪に䞊べ、これをたずえば、䞻制埡基板䞊に搭茉しお、桁の数字を衚瀺可胜な衚瀺噚を構成する。たた各セグメントには、セグメント数字の䞋にデシマルポむントドットを有しおいる。 The performance indicator 99 of this embodiment is made up of multiple 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment indicators 99a-99d) in which the display section and circuit section are unitized are arranged horizontally, and mounted on the main control board 20, for example, to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number.

䞊蚘「性胜情報」ずは、䞻に、パチンコホヌル店や関係各庁が確認・調査等のために利甚する情報であり、たずえば、遊技くぎの䞍正調敎やゎト行為などにより出玉性胜に異垞が生じおいないか、遊技機本来の出玉性胜蚭蚈䞊の出玉性胜が正圓に発揮されおいるかなどを調査するための情報、換蚀すれば「遊技実瞟に関する情報遊技実瞟情報」である。したがっお、遊技者が遊技に興じる際に盎接的には関係の無い情報である。このため、性胜衚瀺噚は、遊技機内郚の適所、たずえば、制埡基板䞊たたはこれを保護する基板ケヌス䞊などに搭茉される。 The above-mentioned "performance information" is information that is primarily used by pachinko parlors and relevant authorities for confirmation and investigation, such as information to investigate whether there are any abnormalities in the ball-dispensing performance due to improper adjustment of the game nails or cheating, and whether the original ball-dispensing performance of the gaming machine (the ball-dispensing performance as designed) is being properly demonstrated, in other words, "information about gaming results (gaming results information)." Therefore, this information is not directly related to the player's enjoyment of the game. For this reason, the performance indicator 99 is mounted in an appropriate location inside the gaming machine, such as on the control board or on the board case that protects it.

性胜情報の具䜓䟋
ここで䞊蚘性胜情報は、有甚な遊技実瞟情報であれば、特に制限はなく、たずえば、䞋蚘情情に瀺す皮々の情報のたたは耇数を採甚するこずができる。
(Specific examples of performance information)
Here, the performance information is not particularly limited as long as it is useful gaming performance information, and for example, one or more of the various pieces of information shown in (Information 1) to (Information 4) below can be adopted.

情所定の蚈数察象区間においお入賞により払い出された総払出個数特定䞭総賞球数α個を、圓該蚈数察象区間おける総アりト球数特定䞭アりト個数β個で陀した倀αβに基づく情報特定比率情報を、性胜情報ずしお採甚するこずができる。斯様な特定比率情報は、遊技機が有する出玉性胜を評䟡する指暙ずしお有甚である。 (Information 1) Information (specific ratio information) based on the value (α/β) obtained by dividing the total number of balls paid out as a result of winning in a specified counting section (total number of specific winning balls: α balls) by the total number of balls out in the counting section (number of specific outs: β balls) can be used as performance information. Such specific ratio information is useful as an index for evaluating the ball-out performance of a gaming machine.

情䞊蚘「総払出個数」ずは、入賞口䞊始動口、䞋始動口、䞀般入賞口、倧入賞口に入賞した際に払い出された遊技球賞球の合蚈倀である。本実斜圢態の堎合、䞊始動口は個、䞋始動口は個、倧入賞口は個、䞀般入賞口は個である。総アりト球数ずは、発射装眮から遊技領域に打ち蟌たれた遊技球数監芖スむッチにより怜出される遊技球数である。 (Information 1-1) The above "total number of paid out balls" refers to the total number of game balls (prize balls) paid out when a ball enters the winning slots (upper starting slot 34, lower starting slot 35, general winning slot 43 (43a-43e), large winning slot 50). In this embodiment, the upper starting slot 34 has 3 balls, the lower starting slot 35 has 3 balls, the large winning slot 50 has 15 balls, and the general winning slot 43 has 6 balls. The total number of out balls refers to the number of game balls shot from the launching device 32 into the game area 3a (the number of game balls detected by the OUT monitoring switch 49a).

情たた䞊蚘「蚈数察象区間」ずしお、たずえば、特定の遊技状態およびたたはに着目した特定の遊技状態を採甚するこずができる。具䜓的には、埌述の「内郚遊技状態」に着目すれば、通垞状態、時短状態、朜確状態、時短状態、埮時短状態、確倉の他、倧圓り遊技䞭条件装眮、圓り遊技䞭条件装眮、小圓り遊技䞭小圓り䞭フラグなどであり、たた埌述の「遊技モヌド」に着目すれば、倩囜モヌド、地獄モヌド、連荘モヌドなどである各皮の遊技状態や遊技モヌドに぀いおの詳现は埌述する。なお、どのような遊技状態を蚈数察象区間ずしお採甚するかに぀いおは、取埗したい性胜情報に応じお適宜定めるこずができる。たた、蚈数察象区間は、぀の遊技状態だけでなく、耇数の遊技状態であっおもよい。たずえば、「通垞状態ず埮時短状態」、「圓り遊技䞭を陀くすべおの遊技状態」、「党遊技状態」などである。 (Information 1-2) For example, a specific game state (a specific game state focusing on YJ and/or Tcode) can be adopted as the "counting target section". Specifically, when focusing on the "internal game state (YJ)" described later, it can be a normal state, a time-saving state, a potential state, a time-saving state, a minute time-saving state, a probability change state, a big win game (condition device ON), a V win game (condition device ON), a small win game (small win flag ON), etc., and when focusing on the "game mode (Tcode)" described later, it can be a heaven mode, a hell mode, a consecutive mode, etc. (Details of various game states and game modes will be described later). In addition, the type of game state to be adopted as the counting target section can be appropriately determined according to the performance information to be obtained. In addition, the counting target section may be not only one game state but also multiple game states. For example, "normal state and slight time-saving state," "all game states except during winning game," "all game states," etc.

情たた、性胜情報の蚈数察象区間ずしお、䞊述のように、通垞状態䞭や時短状態䞭や倧圓り䞭など遊技状態に着目するのではなく、䞋蚘のような蚈数察象区間を採甚しおもよい。
情倧圓り抜遞確率に着目するケヌス
「䜎確率状態およびたたは高確率状態」の期間を蚈数察象ずするこずができる。たずえば、「䜎確率状態に係る遊技状態」、「高確率状態に係る遊技状態」などである。
情電サポ状態の有無に着目するケヌス
「電サポ有り状態およびたたは電サポ無し状態」の期間を蚈数察象ずするこずができる。たずえば、「電サポ無し状態に係る遊技状態」、「電サポ有り状態に係る遊技状態」などである。
情倧圓り抜遞確率および電サポ状態の有無に着目するケヌス
たずえば、「“䜎確率状態電サポ無し状態”に係る遊技状態」、「“高確率状態電サポ無し状態”に係る遊技状態」、「“䜎確率状態電サポ有り状態”に係る遊技状態」、「“高確率状態電サポ有り状態”に係る遊技状態」などである。
(Information 1-3) Furthermore, as the counting target interval for performance information, rather than focusing on the game state such as during the normal state, the time-saving state, or during a jackpot, as described above, it is also possible to adopt counting target intervals such as those described below.
(Information 1-3A: A case focusing on the probability of winning the lottery)
The period of the "low probability state and/or the high probability state" can be counted. For example, the period of the "game state related to the low probability state" and the period of the "game state related to the high probability state" can be counted.
(Information 1-3B: Cases focusing on the presence or absence of electric support)
The period of "electric support state and/or no electric support state" can be counted. For example, "game state related to no electric support state" and "game state related to electric support state" can be counted.
(Information 1-3C: Cases focusing on the probability of winning the lottery and the presence or absence of electric support)
For example, there are "game states relating to a 'low probability state + state without electric support'", "game states relating to a 'high probability state + state without electric support'", "game states relating to a 'low probability state + state with electric support'", "game states relating to a 'high probability state + state with electric support'", etc.

情なお、倧圓り圓りを含むによる倧圓り遊技䞭は䜎確率状態に制埡され、たた小圓りによる小圓り遊技䞭は圓遞時の遊技状態が継続されるが、「玔粋な䜎確率状態の期間」を蚈枬したい堎合には、「圓り遊技」および「高確率状態」を陀く期間を蚈数察象区間ずすればよい。この䟋においお、小圓り圓遞時の遊技状態が䜎確率状態である堎合は、蚈枬察象に含めおもよいし、含めなくおもよい。なお、倧圓り皮別、小圓り皮別、これらの圓り遊技に぀いおの詳现は埌述する。たた、倧圓りおよび小圓りの双方の圓り遊技䞭を陀いた䜎確率状態たたは高確率状態の期間を蚈枬したい堎合には、党圓り遊技を陀く期間を蚈数察象区間ずすればよい。 (Information 1-3D) During a big win (including a V win) the game is controlled to a low probability state, and during a small win game, the game state at the time of winning continues. However, if you want to measure a "period of a purely low probability state", you can use the period excluding "win game" and "high probability state" as the counting target section. In this example, if the game state at the time of winning a small win is a low probability state, it may or may not be included in the measurement target. Details of the big win type, small win type, and these winning games will be described later. Also, if you want to measure a period of a low probability state or a high probability state excluding both big win and small win games, you can use the period excluding all win games as the counting target section.

情たた、䞊蚘「総払出個数」ずしお、たたは耇数の特定の入賞口を蚈数察象から陀倖したものを総払出個数ずしおもよい特定入賞口陀倖総払出個数。たずえば、各入賞口のうち、倧入賞口、を蚈数察象から陀倖したものを総払出個数ずしおもよいこの堎合は、実質的に圓り䞭を蚈数察象から陀倖したものが総払出個数ずなる。 (Information 1-4) The "total number of payouts" may also be the total number of payouts excluding one or more specific winning slots from the count (total number of payouts excluding specific winning slots). For example, the total number of payouts may be the total number of payouts excluding large winning slots 40 and 50 from the count among the winning slots (in this case, the total number of payouts is the number excluding the winning slots from the count).

情たた性胜情報ずしお、総払出個数、特定入賞口陀倖総払出個数、総アりト球数、総発射球数、総獲埗球数、および玔増個数差球数のたたは耇数をカりントし、そのカりント結果を性胜情報ずしお採甚しおもよい。 (Information 2) In addition, as performance information, one or more of the total number of balls paid out, the total number of balls paid out excluding specific winning slots, the total number of balls taken out, the total number of balls fired, the total number of balls won, and the net increase in the number of balls (difference in number of balls) may be counted, and the count results may be used as performance information.

情所定の遊技期間における圹物比率を性胜情報ずしおもよい。所定の遊技期間は、所定のゲヌム数たずえば、最新のゲヌム間、环蚈ゲヌム数环蚈ゲヌム以䞊、环蚈ゲヌム以䞊などや所定期間たずえば、電源投入埌から電源遮断たでや所定時間電源投入埌から時間などずするこずができる埌述の情情報に぀いおも同様。
「圹物比率」ずは、遊技機から払い出された遊技球のうち、電動圹物の䜜動により払い出された遊技球が占める割合である。圹物比率は、「圹物䜜動䞭の総払出枚数総払出枚数×」本䟋の堎合、小数点以䞋切り捚おで算出される。なお、圹物ずは、普通電動圹物、第皮特別電動圹物、第皮非特別電動圹物、第皮特別電動圹物に係る圹物連続䜜動装眮などである。圹物比率の衚瀺態様ずしおは、たずえば、識別セグ偎は「」ず衚瀺され、比率セグ偎は珟圚の圹物比率たずえば、ならば「」が衚瀺される。なお、所定の遊技期間未満の堎合たずえば、ゲヌム未満の堎合は識別セグを点滅衚瀺させる。たた、所定倀以䞊たずえば、以䞊の堎合は比率セグを点滅衚瀺させ、になった堎合は比率セグを「」で点滅衚瀺させるこずができる。
(Information 3) The ratio of features during a specified gaming period may be used as performance information. The specified gaming period may be a specified number of games (for example, the most recent 6,000 games, a cumulative number of games (a cumulative total of 17,500 games or more, a cumulative total of 175,000 games or more, etc.), a specified period (for example, from power-on to power-off), or a specified time (for example, 10 hours from power-on) (the same applies to (Information 4) to (Information 5) described later).
The "role ratio (%)" is the ratio of the game balls paid out by the operation of the electric role to the game balls paid out from the gaming machine. The role ratio is calculated by "(total number of paid outs during role operation/total number of paid outs) x 100" (in this example, decimal points are rounded down). The role is a normal electric role, a first-class special electric role, a first-class non-special electric role, a role continuous operation device related to a first-class special electric role, etc. As a display mode of the role ratio, for example, the identification segment side displays "7Y.", and the ratio segment side displays the current role ratio (for example, "69" if 69%). In addition, if the predetermined game period is less than (for example, if less than 6000 games), the identification segment is displayed in a flashing manner. In addition, if the predetermined value is equal to or greater than (for example, 70% or more), the ratio segment is displayed in a flashing manner, and if it becomes 100%, the ratio segment is displayed in a flashing manner with "99".

情所定の遊技期間における連続圹物比率を性胜情報ずしおもよい。
「連続圹物比率」ずは、遊技機から払い出された遊技メダルのうち、圹物連続䜜動装眮の䜜動により払い出された遊技メダルが占める割合である。連続圹物比率は「圹物連続䜜動装眮䜜動䞭の総払出枚数総払出枚数×」小数点以䞋切り捚おで算出される。連続圹物比率の衚瀺態様ずしおは、たずえば、識別セグ偎は「」ず衚瀺され、比率セグ偎は珟圚の連続圹物比率たずえば、ならば「」が衚瀺される。なお、所定の遊技期間未満の堎合たずえば、ゲヌム未満の堎合は識別セグを点滅衚瀺させる。たた、所定倀以䞊たずえば、以䞊の堎合は比率セグを点滅衚瀺させ、になった堎合は比率セグを「」で点滅衚瀺させるこずができる。
(Information 4) The ratio of consecutive reels during a specified gaming period may be used as performance information.
The "continuous feature ratio (%)" is the ratio of game medals paid out by the operation of the feature continuous operation device to the game medals paid out from the gaming machine. The continuous feature ratio is calculated by "(total number of medals paid out during the operation of the feature continuous operation device/total number of medals paid out) x 100" (rounded down to the nearest whole number). As a display mode of the continuous feature ratio, for example, the identification segment side displays "6Y.", and the ratio segment side displays the current continuous feature ratio (for example, "59" if it is 59%). Note that if the game period is less than a predetermined period (for example, if it is less than 6000 games), the identification segment is displayed in a blinking manner. Also, if the value is equal to or greater than a predetermined value (for example, equal to or greater than 70%), the ratio segment is displayed in a blinking manner, and if it becomes 100%, the ratio segment is displayed in a blinking manner with "99".

情総ゲヌム数环蚈ゲヌム数における圹物比率を性胜情報ずしおもよい。
総ゲヌム数环蚈ゲヌム数における圹物比率の衚瀺態様ずしおは、たずえば、識別セグ偎は「」ず衚瀺され、比率セグ偎は珟圚の圹物比率たずえば、ならば「」が衚瀺される。ただし、総ゲヌム数が所定ゲヌム数未満たずえば、ゲヌム未満の堎合、識別セグが点滅衚瀺される。たた、圹物比率が所定倀以䞊たずえば、以䞊の堎合、比率セグが点滅衚瀺される。
(Information 5) The ratio of reels to the total number of games (cumulative number of games) may be used as performance information.
As a display mode of the role ratio in the total number of games (cumulative number of games), for example, the identification segment displays "7A.", and the ratio segment displays the current role ratio (for example, "69" if it is 69%). However, if the total number of games is less than a predetermined number of games (for example, less than 17,500 games), the identification segment is displayed in a flashing manner. Also, if the role ratio is a predetermined value or more (for example, 70% or more), the ratio segment is displayed in a flashing manner.

圓然のこずではあるが、採甚するたたは耇数の性胜情報に応じお、性胜情報の算出に利甚する蚈数倀の蚈数察象区間が異なる。性胜情報の算出に利甚する蚈数倀ずしお、たずえば、通垞状態ず埮時短状態における総払出個数、通垞状態ず埮時短状態における环蚈アりト球数、および党遊技状態における総アりト球数が必芁な堎合、圓該総払出個数ず圓該环蚈アりト球数の蚈数察象区間は通垞状態ず埮時短状態であり、圓該総アりト球数の蚈数察象区間は党遊技状態ずなる。 Naturally, the counting interval for the counting values used to calculate the performance information differs depending on the performance information or information used. For example, if the counting values required to calculate the performance information are the total number of payouts in the normal state and the slight time-saving state, the cumulative number of out balls in the normal state and the slight time-saving state, and the total number of out balls in all game states, the counting intervals for the total number of payouts and the cumulative number of out balls are the normal state and the slight time-saving state, and the counting interval for the total number of out balls is the all game states.

本実斜圢態に係る蚈数察象区間に぀いお
䞊蚘のように、性胜情報ずしおは、皮々の情報を採甚するこずができるが、本実斜圢態では、「通垞状態」ず「埮時短状態」ずを蚈数察象区間蚈数察象の遊技状態ずしお定めおいる。そしお、これら遊技状態䞭の総払出個数以䞋「通垞時払出個数」ず称するず、同遊技状態䞭の环蚈アりト球数以䞋「通垞時アりト個数」ず称するずをリアルタむムで蚈枬し、通垞時払出個数を通垞時アりト個数で陀した倀に癟を乗じた倀通垞時払出個数÷通垞時アりト個数×で算出されるベヌス倀通垞時ベヌス倀を、䞊蚘「性胜情報」ずしお採甚し、これを性胜衚瀺噚により所定態様にお衚瀺する。たた、䞊蚘「ベヌス倀」は、小数点第䜍を四捚五入した倀が性胜情報ずしお、性胜衚瀺噚に衚瀺されるようになっおいる。
(Regarding the counting section according to this embodiment)
As described above, various information can be adopted as the performance information, but in this embodiment, the "normal state" and the "slight time-saving state" are defined as the counting target intervals (game states to be counted). The total number of payouts during these game states (hereinafter referred to as the "normal payout number") and the cumulative number of out balls during the same game states (hereinafter referred to as the "normal out number") are measured in real time, and the value obtained by dividing the normal payout number by the normal out number is multiplied by 100 (the base value calculated by normal payout number ÷ normal out number × 100) is adopted as the above-mentioned "performance information", and this is displayed in a predetermined manner by the performance display 99. The above-mentioned "base value" is rounded off to one decimal place and displayed on the performance display 99 as the performance information.

したがっお、通垞時払出個数、通垞時アりト個数、ベヌス倀通垞時ベヌス倀の各デヌタが、の該圓領域通垞時払出個数栌玍領域、通垞時アりト個数栌玍領域、特定比率情報栌玍領域にそれぞれ栌玍蚘憶されるようになっおいる。ただし、単に氞続的に蚈枬しお性胜情報を衚瀺するのではなく、総アりト球数が所定の芏定個数たずえば、個に達した堎合、䞀旊、蚈枬を終了し、その蚈枬終了時点のベヌス倀を、履歎情報ずしお、の所定領域性胜衚瀺栌玍領域に栌玍する今回のベヌス倀を蚘憶する。なお、今回のベヌス倀の蚈枬終了契機ずなる䞊蚘「総アりト球数個」ずは、通垞時アりト個数ではなく、党遊技状態䞭圓り遊技䞭を含むの総アりト球数以䞋「党状態アりト個数」ず称するを採甚しおいる。この党状態アりト個数もリアルタむムに蚈枬され、の該圓領域党状態アりト個数栌玍領域に栌玍される。以䞋、説明の䟿宜のため特に必芁のない限り、䞊蚘した「通垞時払出個数栌玍領域、通垞時アりト個数栌玍領域、特定比率情報栌玍領域、党状態アりト個数栌玍領域」性胜情報の算出に関するデヌタ矀を蚘憶する領域を纏めお「蚈数情報栌玍領域」ず称する堎合がある。 Therefore, each data of the number of payouts in normal times, the number of outs in normal times, and the base value (base value in normal times) is stored (memorized) in the corresponding area of RAM 203 (the storage area for the number of payouts in normal times, the storage area for the number of outs in normal times, and the specific ratio information storage area). However, instead of simply measuring permanently and displaying the performance information, when the total number of out balls reaches a predetermined number (for example, 60,000 balls), the measurement is stopped once, and the base value at the time of the measurement end is stored as history information in a specified area of RAM 203 (the performance display storage area) (the current base value is stored). Note that the above-mentioned "total number of out balls (60,000 balls)" that triggers the measurement end of the current base value does not refer to the number of outs in normal times, but to the total number of out balls during all game states (including during a winning game) (hereinafter referred to as "number of outs in all states"). This number of outs in all states is also measured in real time and stored in the corresponding area of RAM 203 (the storage area for the number of outs in all states). Hereinafter, for ease of explanation, unless otherwise necessary, the above-mentioned "normal dispensed number storage area, normal out number storage area, specific ratio information storage area, and all-state out number storage area" (RAM areas that store data groups related to the calculation of performance information) may be collectively referred to as the "counting information storage area."

なお、性胜衚瀺噚に衚瀺制埡およびベヌス倀に関する凊理プログラムずそのワヌク領域は、が通垞の遊技進行図柄倉動衚瀺ゲヌム、圓り遊技などに係る凊理の際にアクセスする領域領域内メモリ領域内、領域内ずは異なる領域領域倖メモリ領域倖、領域倖に定められおいる。 The processing program and its work area for display control and base values on the performance display device 99 are defined in an area (outside area memory (outside area ROM, outside area RAM)) different from the area (inside area memory (inside area ROM, inside area RAM)) that the CPU 201 accesses during processing related to normal game progress (symbol change display game, winning game, etc.).

本実斜圢態のように、第蚈数察象区間通垞状態ず第蚈数察象区間埮時短状態ずを含む耇数の蚈数察象区間がある堎合には、各蚈数察象区間に係る蚈数倀性胜情報の算出に利甚する蚈数倀に぀いお、各蚈数察象区間別に定めた蚘憶領域以䞋「個別蚘憶領域」ずも称するに蚘憶しおもよい。たずえば、各蚈数察象区間に係る蚈数倀以䞋「個別蚈数倀」ずも称するずしお、第蚈数察象区間払出個数通垞状態払出個数、第蚈数察象区間アりト個数通垞状態アりト個数、第蚈数察象区間払出個数埮時短状態払出個数、および第蚈数察象区間アりト個数埮時短状態アりト個数のそれぞれを蚈数し第蚈数区間払出個数蚈数手段、第蚈数区間アりト個数蚈数手段、第蚈数区間払出個数蚈数手段、第蚈数区間アりト個数蚈数手段、これらの倀をそれぞれ蚘憶する蚘憶領域を蚭けるこずができる。なお、通垞状態払出個数ず埮時短状態払出個数は通垞時払出個数に属する蚈数倀の䞀態様であり、通垞状態アりト個数ず埮時短状態アりト個数は通垞状態アりト個数に属する蚈数倀の䞀態様である。 In the case where there are multiple counting target sections including a first counting target section (normal state) and a second counting target section (slight time-saving state) as in this embodiment, the counting values (counting values used to calculate performance information) relating to each counting target section may be stored in a memory area (hereinafter also referred to as an "individual memory area") defined for each counting target section. For example, as the counting values (hereinafter also referred to as "individual counting values") relating to each counting section, the number of dispensed pieces in the first counting section (number of dispensed pieces in normal state), the number of out pieces in the first counting section (number of out pieces in normal state), the number of dispensed pieces in the second counting section (number of dispensed pieces in slight time-saving state), and the number of out pieces in the second counting section (number of out pieces in slight time-saving state) can be counted (first counting section dispensed number counting means, first counting section out number counting means, second counting section dispensed number counting means, second counting section out number counting means), and a memory area can be provided to store each of these values. Note that the number of dispensed pieces in normal state and the number of dispensed pieces in slight time-saving state are one aspect of the counting values belonging to the number of dispensed pieces in normal state, and the number of out pieces in normal state and the number of out pieces in slight time-saving state are one aspect of the counting values belonging to the number of out pieces in normal state.

たた、䞊述の個別蚘憶領域の蚈数倀に基づいお、第蚈数察象区間通垞状態ず第蚈数察象区間埮時短状態のそれぞれのベヌス倀以䞋「個別ベヌス倀」ずも称するを算出し、これらベヌス倀通垞状態ベヌス倀、埮時短状態ベヌス倀のそれぞれを蚘憶する蚘憶領域第個別ベヌス倀蚘憶領域、第個別ベヌス倀蚘憶領域を蚭けおもよい。この堎合、通垞状態ベヌス倀ず、埮時短状態ベヌス倀ずを算出しお、その平均倀を衚瀺察象のベヌス倀ずしおもよい。このように、蚈数察象区間別に定めた蚈数倀やベヌス倀を蚘憶可胜に構成する堎合には、個別蚈数倀や個別ベヌス倀を管理可胜ずなる。この堎合には、個別蚈数倀およびたたは個別ベヌス倀を衚瀺察象ずするこずができるずいう利点もある。 In addition, a base value (hereinafter also referred to as "individual base value") for each of the first counting target section (normal state) and the second counting target section (slight time-saving state) may be calculated based on the count value in the individual memory area described above, and a memory area (first individual base value memory area, second individual base value memory area) may be provided to store each of these base values (normal state base value, slight time-saving state base value). In this case, the normal state base value and the slight time-saving state base value may be calculated, and their average value may be used as the base value to be displayed. In this way, when the count value and base value set for each counting target section are configured to be able to be stored, it becomes possible to manage the individual count value and individual base value. In this case, there is also the advantage that the individual count value and/or the individual base value can be displayed.

総アりト球数が所定の芏定個数に達しお今回のベヌス倀を履歎情報ずしお蚘憶した埌は、今回の蚈枬で䜿甚した蚈数情報栌玍領域をクリア初期化し、新たな通垞時払出個数、通垞時アりト個数、党状態アりト球数、およびベヌス倀の蚈枬・算出を開始する。これにより、今回のベヌス倀が履歎情報ずしお蚘憶されるずずもに、次回の性胜情報がリアルタむムに蚈枬・算出され、蚘憶される。 After the total number of balls out reaches a specified number and the current base value is stored as history information, the counting information storage area used in this measurement is cleared (initialized), and measurement and calculation of new normal payout numbers, normal out numbers, total state number of balls out, and base value begins. This causes the current base value to be stored as history information, and the next performance information is measured, calculated, and stored in real time.

なお、初回電源投入時たたは領域倖のオヌルクリア時から、党状態アりト個数が所定個数たずえば、個に達するたでは、テスト区間蚈枬前期間ずしお、党状態アりト個数だけをカりントし、ベヌス倀等は蚈枬しないようになっおいる。これは、パチンコ店に遊技機を初めお蚭眮した際、動䜜テストを行うこずを考慮したものである。たずえば、始動口に遊技球を手入れしお動䜜を確認したり、詊し打ちをしたりするこずがあり、このような動䜜テストによる賞球やアりト球を蚈数察象から排陀する必芁がある。したがっお、初回回目の蚈枬は、䞊蚘テスト区間終了埌から開始する。 Note that from the first time the power is turned on or all out-of-area RAM is cleared until the number of outs in all states reaches a specified number (for example, 299), a test period (pre-measurement period) is set up in which only the number of outs in all states is counted and base values and the like are not measured. This is in consideration of the fact that operational tests are conducted when gaming machines are first installed in pachinko parlors. For example, game balls may be placed in the starting hole to check operation or for test shots, and prize balls and out balls resulting from such operational tests must be excluded from the counting. Therefore, the initial (first) measurement begins after the end of the test period.

たた初回回目の蚈枬を開始しおから䞊蚘党状態アりト個数が所定の芏定個数ここでは個に達した堎合、この時点のベヌス倀初回のベヌス倀をの性胜衚瀺栌玍領域に栌玍し、回目の蚈枬のために、珟圚の通垞時払出個数、通垞時アりト個数および党状態アりト個数をそれぞれクリアする蚈枬デヌタ初期化凊理。すなわち、芏定個数の個がカりントされる毎に、今回のベヌス倀を蚘憶し、次回のベヌス倀の蚈枬のために、蚈枬䞭の通垞時払出個数、通垞時アりト個数および党状態アりト個数をクリアする。 Furthermore, when the number of items out in all states reaches a predetermined number (60,000 in this case) after the start of the initial (first) measurement, the base value at this point (initial base value) is stored in the performance display storage area of RAM 203, and the current number of items dispensed in normal mode, number of items out in normal mode, and number of items out in all states are cleared in preparation for the second measurement (measurement data initialization process). In other words, each time the specified number of 60,000 items is counted, the current base value is stored, and the number of items dispensed in normal mode, number of items out in normal mode, and number of items out in all states being measured are cleared in preparation for measuring the next base value.

䞊蚘履歎情報ずしおの過去のベヌス倀履歎ベヌス倀ず、珟圚リアルタむムで蚈枬䞭のベヌス倀リアルタむムベヌス倀に぀いおは、これらベヌス倀が所定時間たずえば、秒ごずに亀互に切り替え衚瀺されるようになっおいる。本実斜圢態では、個のセグメントのうち、正面巊偎半分の぀のセグメント、を、リアルタむムで蚈枬䞭の「リアルタむムベヌス倀」であるか、履歎情報である「履歎ベヌス倀」であるかを識別可胜な識別情報を衚瀺する‘識別衚瀺郚識別セグ’ずしお機胜させ、正面右偎半分の぀のセグメント、を、ベヌス倀を衚瀺する‘ベヌス衚瀺郚比率セグ’ずしお機胜させおいる。 The past base value (historical base value) as the above-mentioned historical information and the base value currently being measured in real time (real-time base value) are displayed in an alternating manner at predetermined intervals (for example, 5 seconds). In this embodiment, of the four 7-segment LEDs 99a to 99d, the two 7-segment LEDs 99a and 99b on the left half of the front side function as an 'identification display section (identification segment)' that displays identification information that can distinguish whether the 'real-time base value' being measured in real time or the 'historical base value', which is historical information, and the two 7-segment LEDs 99c and 99d on the right half of the front side function as a 'base display section (ratio segment)' that displays the base value.

識別衚瀺郚識別セグには、たずえば、次のように衚瀺される。
リアルタむムベヌス倀を衚瀺する堎合「」
履歎ベヌス倀を衚瀺する堎合「」
テスト期間䞭「‐‐」
The identification display section (identification segment) displays, for example, the following:
(1) To display the real-time base value: "bL."
(2) To display the historical base value: "b6."
(3) During the test period: "--"

たた、ベヌス倀は小数点第䜍を四捚五入した䞊で数倀衚瀺郚に衚瀺するが、四捚五入埌の倀が桁以䞊の堎合には、ベヌス衚瀺郚にオヌバヌフロヌを瀺す「」を衚瀺する。たずえば、リアルタむムベヌス倀がであれば「」ず衚瀺され、履歎ベヌス倀がであれば「」ず衚瀺され、オヌバヌフロヌであれば「」や「」ず衚瀺される。なお、テスト期間は、蚈枬開始前区間であるので、識別衚瀺郚およびベヌス衚瀺郚には「‐‐‐‐」を衚瀺させるようになっおいる。以䞊により、珟圚衚瀺䞭の衚瀺内容が、リアルタむムベヌス倀か、履歎ベヌス倀かずいった衚瀺内容の違いが識別可胜ずなっおいる。 The base value is rounded off to the first decimal place before being displayed in the numeric display section, but if the rounded value is three digits or more, "99." is displayed in the base display section to indicate an overflow. For example, if the real-time base value is 31, it is displayed as "bL.31", if the historical base value is 29, it is displayed as "b6.29", and if it is an overflow, it is displayed as "bL.99" or "b6.99". Note that since the test period is the section before measurement begins, "---" is displayed in the identification display section and base display section. As described above, it is possible to distinguish whether the currently displayed content is the real-time base value or the historical base value.

なお、履歎ベヌス倀は、前回のベヌス倀に限らず、前々回やその前回前などの特定の回数目のベヌス倀を衚瀺可胜に構成しおもよく、䜕回前たでのベヌス倀を衚瀺するかに぀いおは適宜定めるこずができる。たずえば、「第履歎ベヌス倀回前の蚈枬結果」、「第履歎ベヌス倀前々回の蚈枬結果」、「第履歎ベヌス倀前回の蚈枬結果」、「リアルタむムベヌス倀今回のベヌス倀」ずいったように、耇数の蚈枬期間を所定時間ごずに切り替えお衚瀺させるこずができる。この堎合、各区間の蚈枬結果を識別するために、識別衚瀺郚の衚瀺をそれぞれ異なる衚瀺態様ずするこずができる。たずえば、「第履歎ベヌス倀」であれば識別衚瀺郚「」、「第履歎ベヌス倀」であれば識別衚瀺郚「」、「第履歎ベヌス倀」であれば識別衚瀺郚「」、「リアルタむムベヌス倀」であれば識別衚瀺郚「」ず衚瀺させる。たた、テスト区間を衚瀺する堎合は識別衚瀺郚「‐‐」を衚瀺する。たた性胜衚瀺噚においお、たたは耇数の性胜情報の衚瀺する堎合、性胜情報を識別可胜であれば、その衚瀺態様をどのようにするのかに぀いおは自由に定めるこずができる。たた、耇数の性胜情報を衚瀺する堎合、䞀の性胜情報から他の性胜情報に切り換え衚瀺するタむミングをどのようなタむミングずするかなどに぀いおも同様に自由に定めるこずができる。 The history base value is not limited to the previous base value, and may be configured to display a specific number of base values, such as the value before last or the value before that (3 times before), and the number of previous base values to be displayed can be determined as appropriate. For example, multiple measurement periods can be displayed by switching them at predetermined intervals, such as "third history base value (measurement result three times before)", "second history base value (measurement result before last)", "first history base value (previous measurement result)", and "real-time base value (current base value)". In this case, in order to distinguish the measurement results of each section, the display of the identification display part can be made to have different display modes. For example, the identification display part "b3." is displayed for the "third history base value", the identification display part "b2." is displayed for the "second history base value", the identification display part "b1." is displayed for the "first history base value", and the identification display part "bL." is displayed for the "real-time base value". In addition, when a test section is displayed, the identification display part "--" is displayed. In addition, when one or more performance information is displayed on the performance display device 99, as long as the performance information can be distinguished, the display mode can be freely determined. In addition, when multiple pieces of performance information are displayed, the timing for switching from one piece of performance information to another can also be freely determined.

なお、本明现曞䞭においお「蚈枬」は「算出」たたは「蚈数」の文蚀に眮換可胜であり、「算出」は「蚈枬」たたは「蚈数」の文蚀に眮換可胜であり、「蚈数」は「蚈枬」たたは「蚈数」の文蚀に眮換可胜である。たずえば、「ベヌス倀を算出する」の意は、「ベヌス倀を蚈枬する」たたは「ベヌス倀を蚈数する」の意ず等䟡的な抂念で扱うこずができる。 In this specification, "measurement" can be replaced with the words "calculation" or "counting", "calculation" can be replaced with the words "measurement" or "counting", and "counting" can be replaced with the words "measurement" or "counting". For example, the meaning of "calculating a base value" can be treated as an equivalent concept to the meaning of "measuring a base value" or "counting a base value".

たた䞻制埡郚には、払出制埡基板払出制埡郚が接続され、この払出制埡基板には、発射装眮を制埡する発射制埡基板発射制埡郚ず、遊技球の払い出しを行う遊技球払出装眮遊技球払出手段ずが接続されおいる。 The main control unit 20 is also connected to a payout control board (payout control unit) 29, which is connected to a launch control board (launch control unit) 28 that controls the launch device 32, and a game ball payout device (game ball payout means) 19 that pays out game balls.

払出制埡基板の䞻な圹割は、䞻制埡郚からの払出制埡コマンドの受信、払出制埡コマンドに基づく遊技球払出装眮の賞球払い出し制埡、䞻制埡郚ぞの払い出し動䜜状態に関する情報状態信号の送信などである。䞻制埡郚は、球の払い出しの必芁がある堎合に、払出制埡基板に察しお払い出しに関する制埡コマンド賞球数を指定する「払出制埡コマンド」を送信可胜ずなっおおり、他方、払出制埡基板は、䞻制埡郚に察しお䞊蚘状態信号を送信可胜ずなっおいる。 The main role of the payout control board 29 is to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and send information (status signal) related to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 can send a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, and the payout control board 29 can send the above-mentioned status signal to the main control unit 20.

払出制埡基板には、䞊受け皿に貯留される遊技球の貯留状態䞊受け皿が満杯状態であるか吊かを怜出する満杯怜出センサず、扉構造䜓本実斜圢態の堎合、「前枠」およびたたは「ガラス扉」の開攟閉鎖状態を怜出する扉開攟センサずが接続され、払出制埡基板はこれらセンサからの怜出信号を受信可胜ずなっおいる。本実斜圢態に係る扉開攟センサは、扉開攟怜出手段ずしお機胜し、たずえば、前枠たたはガラス扉が倖枠に察しお前偎に開攟したずきに状態開攟時ずなり、閉鎖したずきに状態閉鎖時ずなるように構成されおいる。なお、扉開攟センサは、ガラス扉ず前枠をそれぞれ個別に怜出可胜なセンサずしおもよい。たずえば、第扉開攟センサで前枠の開閉状態を怜出し、第扉開攟センサでガラス扉の開閉状態を怜出しおもよい。たた、ガラス扉ず前面操䜜パネルずがそれぞれ単独で開閉可胜な扉構造である堎合には、前枠、ガラス扉および前面操䜜パネルの開攟閉鎖状態を怜出可胜に構成しおもよい。いずれにしおも、遊技機倖枠に察しお前偎に開閉可胜な扉構造䜓特に、遊技機内郚が開攟される扉構造䜓に぀いおは、その開攟閉鎖状態を怜出可胜なセンサを蚭けるこずが、䞍正行為防止の芳点からも極めお重芁である。なお本実斜圢態では、扉開攟センサからの怜出信号が払出制埡基板に入力され、払出制埡基板から䞻制埡郚に察しお扉構造䜓の開閉状態を通知する構成ずなっおいるが、本発明はこれに限らず、扉開攟センサからの怜出信号が盎接的に䞻制埡郚に入力される構成ずしおもよい。 A full detection sensor 60 that detects the storage state of the game balls stored in the upper tray 9 (whether the upper tray 9 is full or not) and a door opening sensor 61 that detects the open/closed state of the door structure (in this embodiment, the "front frame 2" and/or the "glass door 6") are connected to the payout control board 29, and the payout control board 29 is capable of receiving detection signals from these sensors. The door opening sensor 61 in this embodiment functions as a door opening detection means, and is configured to be in an ON state (ON when open) when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4, and to be in an OFF state (OFF when closed) when closed. The door opening sensor 61 may be a sensor that can detect the glass door 6 and the front frame 2 individually. For example, the first door opening sensor 61 may detect the open/closed state of the front frame 2, and the second door opening sensor 61 may detect the open/closed state of the glass door 6. In addition, if the glass door 6 and the front operation panel 7 are door structures that can be opened and closed independently, the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable in their open/closed state. In any case, for door structures that can be opened and closed forward relative to the gaming machine 1 (outer frame 4), particularly door structures that open the inside of the gaming machine, it is extremely important from the viewpoint of preventing fraud to provide a sensor that can detect the open/closed state. In this embodiment, the detection signal from the door open sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open/closed state of the door structure, but the present invention is not limited to this, and the detection signal from the door open sensor 61 may be directly input to the main control unit 20.

たた払出制埡基板は、遊技球の䟛絊䞍足を怜出する補絊切れ怜出センサおよび払い出される遊技球賞球を怜出する球蚈数センサなどからの怜出信号を受信可胜ずなっおいる。たた払出制埡基板は、遊技球払出装眮の払出モヌタ球払出機構郚を駆動するモヌタを制埡するための制埡信号を送信可胜ずなっおいる。 The payout control board 29 is also capable of receiving detection signals from the supply shortage detection sensor 19a, which detects a shortage of game balls, and the ball counting sensor 19b, which detects the game balls (prize balls) that are paid out. The payout control board 29 is also capable of transmitting control signals for controlling the payout motor 19c (the motor that drives the ball payout mechanism) of the game ball payout device 19.

払出制埡基板は、䞊蚘状態信号ずしお、満杯怜出センサ、扉開攟センサ、補絊切れ怜出センサ、球蚈数センサからの怜出信号に基づいお、様々な状態信号を送信可胜ずなっおいる。この状態信号には、満杯状態を瀺す「球詰り信号」、前枠やガラス扉の開攟閉鎖状態を瀺す「扉開攟信号」、遊技球払出装眮からの遊技球の䟛絊䞍足を瀺す「補絊切れ信号」、賞球の払出䞍足や球蚈数センサに異垞が発生したこず瀺す「蚈数゚ラヌ信号」、払い出し動䜜が完了したこずを瀺す「払出完了信号」などが含たれ、様々な状態信号を送信可胜な構成ずなっおいる。䞻制埡郚は、これら状態信号に基づいお、扉の開攟状態扉開攟゚ラヌや、遊技球払出装眮の払出動䜜が正垞か吊か補絊切れ゚ラヌや、䞊受け皿の満杯状態䞊皿満杯゚ラヌ球詰り゚ラヌ等を監芖する。なお䞊蚘では、扉開攟センサからの怜出信号扉開攟信号は、払出制埡基板を介しお䞻制埡郚に入力されるず説明したが、払出制埡基板を介さずに䞻制埡郚に盎接的に入力される構成でもよい。 The payout control board 29 is capable of transmitting various status signals based on the detection signals from the full detection sensor 60, the door open sensor 61, the supply shortage detection sensor 19a, and the ball counting sensor 19b as the above-mentioned status signals. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating the open/closed state of the front frame 2 and the glass door 6, a "supply shortage signal" indicating a shortage of game balls from the game ball payout device 19, a "counting error signal" indicating a shortage of prize balls paid out or an abnormality in the ball counting sensor 19b, and a "payout completion signal" indicating the completion of the payout operation, and is configured to be able to transmit various status signals. Based on these status signals, the main control unit 20 monitors the open state of the door (door open error), whether the payout operation of the game ball payout device 19 is normal or not (supply shortage error), and the full state of the upper tray 9 (upper tray full error (ball jam error)). In the above, it was explained that the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the dispensing control board 29, but it may also be configured to be input directly to the main control unit 20 without going through the dispensing control board 29.

なお、払出制埡基板には発射制埡基板発射制埡郚が接続されおいるが、本実斜圢態の堎合は、払出制埡基板に発射制埡が搭茉されおいるこずを意味し、発射制埡基板に察する発射制埡信号の送信は、䞻制埡郚偎が盎接的に行うずいった回路構成になっおいる。䞻制埡郚は、払出制埡基板䞊の発射制埡発射制埡基板に察しお発射制埡信号を送信可胜な構成であり、䞻制埡郚が発射制埡信号の「出力発射動䜜蚱可状態出力停止発射動䜜犁止状態」を制埡するこずにより発射装眮の発射動䜜を盎接的に制埡する。なお、䞻制埡郚は、電源投入埌、遊技開始条件が敎うず発射制埡信号を出力し続けるが埌述の図のステップ参照、特定の゚ラヌたずえば、扉開攟゚ラヌなどが発生したず刀断した堎合には、発射制埡信号を停止発射制埡信号するようになっおいる。 The payout control board 29 is connected to the launch control board (launch control unit) 28, but in this embodiment, this means that the payout control board 29 is equipped with a launch control IC, and the main control unit 20 directly transmits a launch control signal to the launch control board 28. The main control unit 20 is configured to be able to transmit a launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and the main control unit 20 directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted state) / OFF (output stop = launch operation prohibited state)" of the launch control signal. After power is turned on, the main control unit 20 continues to output the launch control signal when the game start conditions are met (see step S039 in Figure 8B described below), but when it is determined that a specific error (for example, a door open error) has occurred, it stops the launch control signal (launch control signal OFF).

発射制埡基板は、䞻制埡郚からの発射制埡信号が出力発射制埡信号されおいるこずに基づき、発射装眮に蚭けられた発射゜レノむド図瀺せずぞの通電を制埡し、発射操䜜ハンドルの操䜜による遊技球の発射動䜜を実珟しおいる。したがっお、発射蚱可信号が出力されおいない堎合発射制埡信号の堎合、いくら発射操䜜ハンドルを操䜜しおも発射動䜜は行われず、遊技球が発射されるこずはない。なお、発射制埡基板は、発射操䜜ハンドルに蚭けられたタッチセンサ図瀺せずからの怜出信号タッチ状態非タッチ状態や、発射操䜜ハンドルに蚭けられた発射停止スむッチ図瀺せずからの怜出信号を受信可胜ずなっおいる。発射制埡基板は、タッチセンサにより遊技者がハンドルに觊れおいるこずが怜出されおいない堎合非タッチ状態や、発射操䜜ハンドルに蚭けられた発射停止スむッチが操䜜されおいる堎合発射停止スむッチ状態、䞻制埡郚からの発射制埡信号を受信しおいおも、発射装眮による発射動䜜は行わないようになっおいる。たた、遊技球の打ち出しの匷さは、発射操䜜ハンドルの操䜜量に応じお倉化可胜ずなっおいる。 Based on the output of a launch control signal from the main control unit 20 (launch control signal ON), the launch control board 28 controls the power supply to the launch solenoid (not shown) provided in the launch device 32, and realizes the launch operation of the game ball by operating the launch operation handle 15. Therefore, when the launch permission signal is not output (when the launch control signal is OFF), no launch operation is performed no matter how much the launch operation handle 15 is operated, and the game ball is not launched. In addition, the launch control board 28 is capable of receiving a detection signal (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided in the launch operation handle 15 and a detection signal from a launch stop switch (not shown) provided in the launch operation handle 15. When the touch sensor does not detect that the player is touching the handle (non-touch state) or when the launch stop switch provided in the launch operation handle 15 is operated (launch stop switch ON state), the launch control board 28 does not perform the launch operation by the launch device 32 even if it receives a launch control signal from the main control unit 20. In addition, the strength with which the game ball is launched can be changed depending on the amount of operation of the launch operation handle 15.

挔出制埡郚
挔出制埡郚は、挔出制埡を内蔵したマむクロプロセッサを搭茉するずずもに、挔出制埡凊理に芁する挔出デヌタを栌玍した挔出制埡ず、ワヌク゚リアやバッファメモリずしお機胜する挔出制埡ずを搭茉したマむクロコンピュヌタを䞭心に構成され、その他、音響制埡郚音源、珟圚の時刻実時間䞊の時間情報およびたたは日付月、日、曜日に関する暊情報を管理する制埡郚  、䞀定範囲のハヌド乱数を生成するためのカりンタ回路ビット甚カりンタ、ビット甚カりンタ、割蟌みコントロヌラ回路、リセット回路、回路などを備え、挔出動䜜党般を制埡する。たた挔出制埡郚は、䞻制埡郚ず同じく、バックアップ機胜や、挔出抜遞に係る乱数生成手段挔出抜遞甚乱数生成手段も備えおいる。
(2-2. Production Control Unit 24)
The performance control unit 24 is mainly composed of a microcomputer equipped with a microprocessor with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) storing performance data required for performance control processing, and a RAM 243 (performance control RAM) functioning as a work area or buffer memory, and also includes an audio control unit (sound source LSI), an RTC control unit (Real Time Clock) that manages calendar information related to the current time (time information on real time) and/or date (month, day, day of the week), a counter circuit (16-bit counter, 8-bit counter) for generating hard random numbers within a certain range, an interrupt controller circuit, a reset circuit, a WDT circuit, etc., and controls the overall performance operation. In addition, like the main control unit 20, the performance control unit 24 also has a backup function and a random number generation means related to performance lottery (random number generation means for performance lottery).

この挔出制埡郚の䞻な圹割は、䞻制埡郚からの挔出制埡コマンドの受信、挔出制埡コマンドに基づく挔出の遞択決定、液晶衚瀺装眮の画像衚瀺制埡、スピヌカの音制埡、各皮の挔出甚装食ランプ、ボタン、その他の挔出甚の発光制埡、各皮の可動䜓圹物時蚈型圹物、花型圹物の動䜜制埡などである。 The main role of this performance control unit 24 is to receive performance control commands from the main control unit 20, select and decide the performance based on the performance control commands, control the image display of the liquid crystal display device 36, control the sound of the speaker 46, control the light emission of various performance LEDs (decorative lamp 45, button LED 13b, other performance LEDs), and control the operation of various movable parts (clock-shaped part 80, flower-shaped part 90).

たた挔出制埡郚は、液晶衚瀺装眮の衚瀺制埡を叞る衚瀺制埡郚図瀺せずを備えおいる。この衚瀺制埡郚は、画像展開凊理や画像の描画などの映像出力凊理党般の制埡を叞るず、が画像展開凊理を行う画像デヌタ挔出画像デヌタを栌玍した画像ず、が展開した画像デヌタを䞀時的に蚘憶する ず、が衚瀺制埡を行うために必芁な制埡デヌタを出力する液晶制埡ず、液晶制埡の衚瀺制埡動䜜手順を蚘述したプログラムやその衚瀺制埡に必芁な皮々のデヌタを栌玍する液晶制埡ず、ワヌク゚リアやバッファメモリずしお機胜する液晶制埡ず、を䞭心に構成されおいる。 The performance control unit 24 also includes a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls the overall video output processing such as image development processing and image drawing, an image ROM that stores image data (performance image data) used by the VDP for image development processing, a VRAM (Video RAM) that temporarily stores the image data developed by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.

たた挔出制埡郚は、画像衚瀺挔出、光挔出、音挔出、たたは可動䜓挔出などを実行させるために、装食ランプ、ボタンなどの各皮の挔出甚を含む光衚瀺装眮に察する光衚瀺制埡郚、スピヌカを含む音響発生装眮に察する音響制埡郚音源、可動䜓圹物時蚈型圹物、花型郚、アヌムを動䜜させる可動䜓圹物モヌタ、、に察する駆動制埡郚モヌタ駆動回路などを備えおいる。 The performance control unit 24 also includes a light display control unit for the light display device 45a, which includes various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a, which includes a speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, and 92c that operate the movable body role motors (clock-shaped role 80, flower-shaped portion 91, and arm 92) to execute image display performances, light performances, sound performances, or movable body performances.

たた挔出制埡郚には、可動䜓圹物の動䜜を監芖する䜍眮怜出センサが接続され、挔出制埡郚は、䜍眮怜出センサからの怜出情報に基づき、可動䜓圹物の珟圚の動䜜䜍眮たずえば、原点䜍眮からの移動量を監芖しながらその動䜜態様を制埡する。たた挔出制埡郚は、䜍眮怜出センサからの怜出情報に基づき、可動䜓圹物の動䜜の䞍具合を監芖し、䞍具合が生じれば所定の゚ラヌ報知凊理を行う。 The performance control unit 24 is also connected to a position detection sensor 82a that monitors the operation of the movable role, and the performance control unit 24 controls the operation mode of the movable role while monitoring the current operating position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role based on the detection information from the position detection sensor 82a, and performs a specified error notification process if a malfunction occurs.

たた挔出制埡郚には、挔出ボタンの操䜜を怜出する挔出ボタンスむッチず、方向キヌの操䜜を怜出する方向キヌスむッチ’’ずが接続され、挔出制埡郚は、これら挔出ボタンや方向キヌからの操䜜怜出信号を受信可胜ずなっおいる。 The performance control unit 24 is also connected to a performance button switch 13a, which detects the operation of the performance button 13, and directional key switches 75a' to 75d', which detect the operation of the directional keys 75 (75a to 75d), and is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.

挔出制埡郚は、䞻制埡郚から送られおくる挔出制埡コマンドを受信した堎合、そのコマンドに含たれる情報に基づき、あらかじめ甚意された耇数皮類の挔出パタヌンの䞭から抜遞により或いは䞀意に決定し、必芁なタむミングで各皮の挔出手段を制埡しお、目的の挔出を珟出させる。これにより、液晶衚瀺装眮による挔出画像の衚瀺画像衚瀺挔出、スピヌカからの音の再生音挔出、装食ランプやその他の挔出甚の点灯点滅駆動光挔出が実珟され、皮々の挔出パタヌン装食図柄の倉動衚瀺動䜜や予告挔出などが時系列的に展開されるこずにより、広矩の意味での「挔出シナリオ」が実珟される。たた挔出制埡郚は、所定の操䜜受付有効期間䞭においお、挔出ボタンスむッチや方向キヌスむッチ’’からの操䜜怜出信号に基づき、挔出ボタンおよびたたは方向キヌに察しおどのような操䜜が行われたかたずえば、抌圧、長抌し、連打、方向キヌの䞊䞋巊右方向の抌し順などを識別可胜な構成ずなっおおり操䜜識別手段、その操䜜態様に応じた挔出を実行制埡可胜な構成ずなっおいる。 When the performance control unit 24 receives a performance control command sent from the main control unit 20, it randomly or uniquely selects one of multiple prepared performance patterns based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of a performance image by the liquid crystal display device 36 (image display performance), the playback of sound from the speaker 46 (sound performance), and the lighting and blinking of the decorative lamps 45 and other performance LEDs (light performance), and the chronological development of various performance patterns (such as the variable display operation of decorative patterns and preview performances) realizes a "performance scenario" in the broad sense of the word. Furthermore, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and/or the directional key 75 (for example, pressing, long pressing, rapid tapping, pressing the directional key 75 up, down, left, right, etc.) based on the operation detection signals from the performance button switch 13a and the directional key switches 75a'-75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.

なお挔出制埡コマンドは、バむト長のモヌドず、同じくバむト長のむベントからなるバむト構成により機胜を定矩し、ずの区別を行うために、のは、のをずしおいる。これらの情報を有効なものずしお送信する堎合、モヌドおよびむベントの各々に察応しおストロヌブ信号が出力される。すなわち、䞻制埡は、送信すべきコマンドがある堎合、挔出制埡郚にコマンドを送信するためのモヌド情報の蚭定および出力を行い、この蚭定から所定時間経過埌に回目のストロヌブ信号の送信を行う。さらに、このストロヌブ信号の送信から所定時間経過埌にむベント情報の蚭定および出力を行い、この蚭定から所定時間経過埌に回目のストロヌブ信号の送信を行う。ストロヌブ信号は、挔出制埡が確実にコマンドを受信可胜ずする所定期間、によりアクティブ状態に制埡される。 The performance control command defines its function by a two-byte structure consisting of a one-byte mode (MODE) and a one-byte event (EVENT), and to distinguish between MODE and EVENT, bit 7 of MODE is ON and bit 7 of EVENT is OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and event (EVENT). In other words, when there is a command to transmit, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event (EVENT) information, and transmits the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to an active state by CPU 201 for a specified period of time to ensure that CPU 241 (performance control CPU) can receive commands.

たた挔出制埡郚は、ストロヌブ信号の入力に基づいお割蟌を発生させおコマンド受信割蟌凊理甚の制埡プログラムを実行し、この割蟌凊理においお挔出制埡コマンドが取埗されるようになっおいる。たたは、ずは異なり、ストロヌブ信号の入力に基づいお割蟌が発生した堎合には、他の割蟌に基づく割蟌凊理定期的に実行されるタむマ割蟌凊理の実行䞭であっおも、圓該凊理に割り蟌んでコマンド受信割蟌凊理を行い、他の割蟌が同時に発生しおもコマンド受信割蟌凊理を優先的に行うようになっおいる。 The performance control unit 24 (CPU 241) also generates an interrupt based on the input of a strobe signal to execute a control program for command reception interrupt processing, and the performance control command is acquired during this interrupt processing. Unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts interrupt processing based on another interrupt (timer interrupt processing executed periodically) even if that processing is in progress, and performs command reception interrupt processing as a priority even if another interrupt occurs at the same time.

動䜜の抂説
次に、䞊蚘制埡装眮図を甚いた遊技機に係る遊技動䜜に぀いお説明する。
<3. Overview of operation>
Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.

図柄倉動衚瀺ゲヌム
特別図柄倉動衚瀺ゲヌム、装食図柄倉動衚瀺ゲヌム
本実斜圢態の遊技機では、所定の始動条件、具䜓的には、遊技球が䞊始動口たたは䞋始動口に遊技球が入球入賞したこずに基づき、䞻制埡郚においお乱数抜遞による「倧圓り抜遞」が行なわれる。䞻制埡郚は、その抜遞結果に基づき、特別図柄衚瀺装眮、に特別図柄、を倉動衚瀺しお特別図柄倉動衚瀺ゲヌムを開始させ、所定時間経過埌に、その結果を特別図柄衚瀺装眮に導出衚瀺しお、これにより特別図柄倉動衚瀺ゲヌムを終了させる。
(3-1. Game with changing symbols)
(3-1-1. Special symbol change display game, decorative symbol change display game)
In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.

ここで本実斜圢態では、䞊始動口ぞの入賞に基づく倧圓り抜遞ず、䞋始動口ぞの入賞に基づく倧圓り抜遞ずは別個独立しお行われる。このため、䞊始動口に関する倧圓り抜遞結果は特別図柄衚瀺装眮偎で、䞋始動口に関する倧圓り抜遞結果は特別図柄衚瀺装眮偎で導出されるようになっおいる。具䜓的には、特別図柄衚瀺装眮偎においおは、䞊始動口に遊技球が入球したこずを条件に、特別図柄を倉動衚瀺しお第の特別図柄倉動衚瀺ゲヌムが開始され、他方、特別図柄衚瀺装眮偎においおは、䞋始動口に遊技球が入球したこずを条件に、特別図柄を倉動衚瀺しお第の特別図柄倉動衚瀺ゲヌムが開始されるようになっおいる。そしお、特別図柄衚瀺装眮、たたは特別図柄衚瀺装眮における特別図柄倉動衚瀺ゲヌムが開始されるず、所定の倉動衚瀺時間経過埌に、倧圓り抜遞結果に基づく図柄衚瀺態様で特別図柄が停止衚瀺される。たずえば、倧圓り抜遞結果が、「倧圓り」の堎合には所定の「倧圓り」態様で、「小圓り」の堎合には所定の「小圓り」態様で、「特殊時短」の堎合には所定の「特殊時短」態様で、それ以倖の堎合には所定の「ハズレ」態様で、倉動衚瀺䞭の特別図柄が停止衚瀺され、これによりゲヌム結果倧圓り抜遞結果が導出されるようになっおいる。なお、倧圓り抜遞に係る圓遞皮別に぀いおの詳现は埌述する。 Here, in this embodiment, the jackpot lottery based on winning the upper starting hole 34 and the jackpot lottery based on winning the lower starting hole 35 are performed separately and independently. For this reason, the jackpot lottery result for the upper starting hole 34 is derived on the special pattern display device 38a side, and the jackpot lottery result for the lower starting hole 35 is derived on the special pattern display device 38b side. Specifically, on the special pattern display device 38a side, on the condition that a game ball has entered the upper starting hole 34, the first special pattern variable display game is started by displaying the special pattern 1 in a variable manner, while on the special pattern display device 38b side, on the condition that a game ball has entered the lower starting hole 35, the second special pattern variable display game is started by displaying the special pattern 2 in a variable manner. Then, when the special pattern variable display game is started on the special pattern display device 38a or the special pattern display device 38b, after a predetermined variable display time has elapsed, the special pattern is stopped and displayed in a pattern display mode based on the jackpot lottery result. For example, if the result of the jackpot lottery is a "jackpot", the special symbol displayed during the variable display is displayed in a predetermined "jackpot" mode, if the result is a "small jackpot", the special symbol is displayed in a predetermined "small jackpot" mode, if the result is a "special time-saving" mode, the special symbol is displayed in a predetermined "special time-saving" mode, and otherwise the special symbol is displayed in a predetermined "miss" mode, thereby deriving the game result (jackpot lottery result). Details of the types of winnings related to the jackpot lottery will be described later.

なお、本明现曞䞭では説明の䟿宜のために、特別図柄衚瀺装眮偎の第の特別図柄倉動衚瀺ゲヌムを「特別図柄倉動衚瀺ゲヌム」ず称し、特別図柄衚瀺装眮偎の第の特別図柄倉動衚瀺ゲヌムを「特別図柄倉動衚瀺ゲヌム」ず称する堎合がある。たた、特に必芁のない限り、「特別図柄」ず「特別図柄」ずを「特別図柄」ず称し堎合により「特図」ず略す、たた「特別図柄倉動衚瀺ゲヌム」ず「特別図柄倉動衚瀺ゲヌム」ずを区別せずに「特別図柄倉動衚瀺ゲヌム」ず称する堎合がある。たた、図柄倉動衚瀺ゲヌム䞭を「ゲヌム䞭」ず略し、圓り遊技䞭ずは区別しお甚いる堎合がある。たた、「遊技䞭」ず称する堎合は、特に断りの無い限り、図柄倉動衚瀺ゲヌムおよびたたは圓り遊技の期間、぀たり、少なくずも客埅ち埅機䞭非遊技䞭以倖の期間を意味する。ただし「非遊技䞭」ず称する堎合には、特に陀倖する旚の蚘茉の無い限り、埌述の安党装眮コンプリヌト機胜の䜜動䞭の期間を含むこずができる。 For the sake of convenience, the first special symbol change display game on the special symbol display device 38a may be referred to as "special symbol change display game 1" and the second special symbol change display game on the special symbol display device 38b may be referred to as "special symbol change display game 2". In addition, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be referred to as "special symbol" (sometimes abbreviated to "special pattern"), and "special symbol change display game 1" and "special symbol change display game 2" may be referred to as "special symbol change display game" without distinction. In addition, the symbol change display game may be abbreviated to "in game" and may be used to distinguish from during a winning game. In addition, when referring to "in game", unless otherwise specified, it means the period of the symbol change display game and/or winning game, that is, at least the period other than the waiting period for customers (not during game). However, when referring to "non-playing", this can include the period when the safety device (complete function) described below is in operation, unless otherwise specified to the contrary.

たた䞊述の特別図柄倉動衚瀺ゲヌムが開始されるず、これに䌎っお、液晶衚瀺装眮に装食図柄挔出的な遊技図柄を倉動衚瀺しお装食図柄倉動衚瀺ゲヌムが開始され、これに付随しお皮々の挔出が展開される。そしお特別図柄倉動衚瀺ゲヌムが終了するず、装食図柄倉動衚瀺ゲヌムも終了し、特別図柄衚瀺装眮には倧圓り抜遞結果を瀺す所定の特別図柄が、たた液晶衚瀺装眮には圓該倧圓り抜遞結果を反映した装食図柄が導出衚瀺されるようになっおいる。すなわち、装食図柄の倉動衚瀺動䜜を含む挔出的な装食図柄倉動衚瀺ゲヌムにより、特別図柄倉動衚瀺ゲヌムの結果を反映衚瀺するようになっおいる。 When the special symbol change display game is started, the decorative symbol change display game is started by changing and displaying decorative symbols (game symbols for dramatic effect) on the liquid crystal display device 36, and various effects are developed in conjunction with this. When the special symbol change display game ends, the decorative symbol change display game also ends, and a predetermined special symbol indicating the result of the jackpot lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the jackpot lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol change display game is reflected and displayed by the decorative symbol change display game for dramatic effect, which includes the change display operation of the decorative symbols.

したがっおたずえば、特別図柄倉動衚瀺ゲヌムの結果倧圓り抜遞の結果が「倧圓り」である堎合、装食図柄倉動衚瀺ゲヌムではその結果を反映させた挔出が展開される。そしお特別図柄衚瀺装眮においお、特別図柄が倧圓りを瀺す衚瀺態様たずえば、セグが「」の衚瀺状態で停止衚瀺されるず、液晶衚瀺装眮には、「巊」「䞭」「右」の各衚瀺゚リアにおいお、装食図柄が「倧圓り」を反映させた衚瀺態様圓り図柄たずえば、「巊」「䞭」「右」の各衚瀺゚リアにおいお、個の装食図柄が「」「」「」の衚瀺態様で停止衚瀺される。 Therefore, for example, if the result of the special symbol change display game (the result of the jackpot lottery) is a "jackpot," the decorative symbol change display game will develop an effect that reflects that result. Then, when the special symbol is displayed on the special symbol display device in a display mode that indicates a jackpot (for example, the 7-segment display shows "7"), the decorative symbols are displayed on the liquid crystal display device 36 in each of the "left," "middle," and "right" display areas in a display mode that reflects the "jackpot" (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7" in each of the "left," "middle," and "right" display areas).

この「倧圓り」ずなった堎合、具䜓的には、特別図柄倉動衚瀺ゲヌムが終了しお、これに䌎い装食図柄倉動衚瀺ゲヌムが終了し、その結果ずしお「倧圓り」の図柄態様が導出衚瀺された埌、特別倉動入賞装眮の倧入賞口゜レノむド図参照が䜜動しお開攟扉が所定のパタヌンで開閉動䜜を行い、これにより倧入賞口が開閉され、通垞遊技状態通垞状態よりも遊技者に有利な特別遊技状態圓り状態が発生する。この倧圓り遊技では、開攟扉による倧入賞口の開攟時間が所定時間最倧開攟時間たずえば、秒経過するたでか、たたは倧入賞口ぞの入賞球数が最倧入賞数圹物の回の䜜動によりその入口が開き、たたは拡倧した入賞口に察しお蚱容される入賞球数の䞊限個数たずえば、個に達するたで、その入賞領域が開攟たたは拡倧され、これらいずれかの条件を満した堎合に倧入賞口が閉鎖されるラりンド遊技終了条件閉鎖条件の成立、ずいった「ラりンド遊技」が、あらかじめ定められた芏定のラりンド数たずえば、最倧ラりンド繰り返される。 When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable prize winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50 and creating a special game state (winning state) which is more advantageous to the player than the normal game state (normal state). In this jackpot game, the winning area is opened or expanded until the opening time of the large prize opening by the opening door 52b has elapsed for a predetermined time (maximum opening time: for example, 29.8 seconds) or the number of winning balls entering the large prize opening 50 reaches the maximum number of winning balls (the upper limit of the number of winning balls allowed for the opening or expanded prize opening by one operation of the device: for example, 10 balls), and when either of these conditions is met, the large prize opening is closed (the round play end condition (closing condition) is met). This "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).

䞊蚘倧圓り遊技が開始するず、たず開始むンタヌバル時間開始を利甚しおオヌプニング挔出が行われ、開始が終了するず、ラりンド遊技があらかじめ定められた芏定ラりンド数最倧ラりンド数を䞊限ずしお耇数回行われる。なお、今回のラりンド遊技が終了するず、所定のむンタヌバル時間ラりンド間を介しお、次回のラりンド遊技が開始される。そしお、最倧ラりンド数が終了するず、終了むンタヌバル時間終了を利甚しお゚ンディング挔出が行われ、これにより、䞀連の倧圓り遊技が終了する。すなわち、倧圓り遊技は、倧別するず、オヌプニング期間開始期間、最倧ラりンド数を䞊限ずしたラりンド遊技期間、および゚ンディング期間終了期間の各遊技期間を含んで構成される。たた、埌述の圓り遊技䞭も、基本的には、倧圓り遊技ず同じであり、オヌプニング期間開始期間、最倧ラりンド数を䞊限ずしたラりンド遊技期間、および゚ンディング期間終了期間の各遊技期間を含んで構成され、その圓り䞭挔出圓り䞭挔出ずしお、各遊技期間に係る所定の挔出が珟出される。本明现曞䞭では、特に必芁の無い限り、倧圓り䞭挔出ず圓り䞭挔出ずを区別するこずなく「圓り䞭挔出」ず称する堎合がある。 When the jackpot game starts, an opening performance is first performed using the start interval time (start INT), and when the start INT ends, round play is performed multiple times up to a predetermined specified number of rounds (maximum number of rounds). When the current round play ends, the next round play starts after a specified interval time (inter-round INT). Then, when the maximum number of rounds ends, an ending performance is performed using the end interval time (end INT), and this ends the series of jackpot games. In other words, the jackpot game is broadly divided into an opening period (start INT period), a round play period up to the maximum number of rounds, and an ending period (end INT period). In addition, during the V hit game described below, it is basically the same as the big hit game, and is composed of each game period of the opening period (start INT period), the round game period with the maximum number of rounds as the upper limit, and the ending period (end INT period), and a predetermined effect related to each game period is displayed as the hit effect (V hit effect). In this specification, unless there is a particular need, the big hit effect and the V hit effect may be referred to as "win effect" without distinguishing between them.

䞊蚘の装食図柄倉動衚瀺ゲヌムの実行に必芁な情報に関しおは、たず䞻制埡郚が、䞊始動口たたは䞋始動口に遊技球が入球入賞したこずに基づき、具䜓的には、䞊始動口センサたたは䞋始動口センサにより遊技球が怜出されお始動条件特別図柄に関する始動条件が成立したこずを条件に、「倧圓り」、「小圓り」、「特殊時短」、たたは「ハズレ」のいずれであるかを抜遞する‘圓萜抜遞’ず、圓萜抜遞結果が、「倧圓り」であったならばその倧圓り皮別を、「小圓り」であったならばその小圓り皮別を、「特殊時短」であったならばその特殊時短皮別を、「ハズレ」であったならばそのハズレ皮別を抜遞する‘図柄抜遞圓遞皮別抜遞’ず、を含む倧圓り抜遞を行い、その抜遞結果情報に基づき、特別図柄の倉動パタヌンや、最終的に停止衚瀺させる特別図柄特別停止図柄を決定する。 Regarding the information necessary for executing the decorative symbol variation display game, the main control unit 20 first performs a jackpot lottery based on the game ball entering (winning) the upper start hole 34 or the lower start hole 35, specifically, on the condition that the game ball is detected by the upper start hole sensor 34a or the lower start hole sensor 35a and the start condition (start condition related to the special symbol) is met, which includes a jackpot lottery to select whether there will be a "jackpot", a "small win", a "special time-saving", or a "miss", and a "symbol lottery (winning type lottery)" to select the type of jackpot if the result of the lottery is a "jackpot", the type of small win if the result is a "small win", the type of special time-saving if the result is a "special time-saving", and the type of miss if the result is a "miss", and then determines the variation pattern of the special symbol and the special symbol (special stop symbol) to be finally stopped and displayed based on the lottery result information.

そしお、凊理状態を特定する挔出制埡コマンドずしお、少なくずも特別図柄の倉動パタヌン情報たずえば、倧圓り抜遞結果や特別図柄の倉動時間に関する情報などを含む「倉動パタヌン指定コマンド」を、挔出制埡郚偎に送信する。これにより、装食図柄倉動衚瀺ゲヌムに必芁ずされる基本情報が挔出制埡郚に送られる。なお本実斜圢態では、挔出のバリ゚ヌションを豊富なものずするべく、特別停止図柄に関する情報図柄抜遞結果情報圓遞皮別情報を含む「装食図柄指定コマンド」も挔出制埡郚に送信するようになっおいる。 Then, as a presentation control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information related to the jackpot lottery result and the special symbol variation time) is sent to the presentation control unit 24. This sends basic information required for the decorative symbol variation display game to the presentation control unit 24. Note that in this embodiment, in order to increase the variety of presentations, a "decorative symbol designation command" including information related to the special stop symbol (symbol lottery result information (winning type information)) is also sent to the presentation control unit 24.

䞊蚘特別図柄の倉動パタヌン情報には、倧圓り抜遞結果の他、特定の予告挔出たずえば、埌述のリヌチ挔出、疑䌌連挔出、先読み予告、蚭定瀺唆挔出などの実行を指定する情報なども含むこずができる。たた、予告挔出の皮類に関する情報たずえば、リヌチ挔出の皮類や疑䌌連回数などの挔出皮別も含むこずができる。詳しくは、特別図柄の倉動パタヌンは、倧圓り抜遞結果に応じお、圓りの堎合の「圓り倉動パタヌン」ず、ハズレの堎合の「ハズレ倉動パタヌン」に倧別され、これらの倉動パタヌンには、たずえば、次のような皮々の倉動パタヌンを含むこずができる。
リヌチ挔出リヌチの皮類の指定を含むの実行を指定する“リヌチ倉動パタヌン”、
リヌチ挔出の実行を指定しない“通垞倉動パタヌン”、
疑䌌連挔出の実行ずリヌチ挔出の実行ずを指定する“疑䌌連有りリヌチ倉動パタヌン”、
疑䌌連挔出の実行を指定しリヌチ挔出の実行は指定しない“疑䌌連有り通垞倉動パタヌン”、
先読み予告の実行ずリヌチ挔出の実行ずを指定する“先読み予告甚リヌチ倉動パタヌン”、
先読み予告の実行を指定しリヌチ挔出の実行を指定しない“先読み予告甚通垞倉動パタヌン”。
The special symbol variation pattern information may include information specifying the execution of a specific advance notice performance (such as the reach performance, pseudo consecutive performance, pre-reading advance notice, setting suggestion performance, etc., described below) in addition to the jackpot lottery result. It may also include information regarding the type of advance notice performance (such as the type of reach performance and the number of pseudo consecutive performances). In more detail, the variation pattern of the special symbol is roughly divided into a "hit variation pattern" in the case of a hit and a "miss variation pattern" in the case of a miss, depending on the jackpot lottery result, and these variation patterns may include various variation patterns such as the following, for example.
(1) "Reach fluctuation pattern" that specifies the execution of reach effects (including the specification of the type of reach),
(2) "Normal fluctuation pattern" that does not specify the execution of reach performance,
(3) A "pseudo consecutive reach variation pattern" that specifies the execution of a pseudo consecutive performance and the execution of a reach performance,
(4) A "pseudo consecutive normal variation pattern" that specifies the execution of a pseudo consecutive performance and does not specify the execution of a reach performance,
(5) A "reach fluctuation pattern for pre-reading notice" that specifies the execution of a pre-reading notice and the execution of a reach performance,
(6) A "normal fluctuation pattern for pre-reading notice" that specifies the execution of pre-reading notice but does not specify the execution of a reach performance.

なお、䞊述の各皮の倉動パタヌンは、䞀䟋であり、実行指定する挔出皮に応じお、皮々の倉動パタヌンを定めるこずができる。たずえば、「少なくずも○○挔出の実行を指定する倉動パタヌン」、「△△挔出の実行を指定し、□□挔出の実行を指定しない倉動パタヌン」などである○○挔出、△△挔出、□□挔出は、挔出皮の䞀䟋であり、たたは耇数皮類の挔出を定めるこずができる。たた、リヌチ倉動パタヌンや疑䌌連有り倉動パタヌンなど、特定挔出の実行を指定する倉動パタヌンに぀いおは、その挔出時間を確保する関係䞊、基本的には、通垞倉動パタヌンよりも長い倉動時間が定められおいる。 The various fluctuation patterns described above are just examples, and various fluctuation patterns can be defined depending on the type of performance specified for execution. For example, "a fluctuation pattern that specifies the execution of at least an ○○ performance", "a fluctuation pattern that specifies the execution of a △△ performance, but does not specify the execution of a □□ performance", etc. (○○ performance, △△ performance, and □□ performance are examples of performance types, and one or more types of performance can be defined). Also, for fluctuation patterns that specify the execution of specific performances, such as reach fluctuation patterns and pseudo-consecutive fluctuation patterns, a fluctuation time longer than that of normal fluctuation patterns is basically set in order to ensure the performance time.

挔出制埡郚は、䞻制埡郚から送られおくる挔出制埡コマンドここでは、倉動パタヌン指定コマンドず装食図柄指定コマンドに含たれる情報に基づいお、装食図柄倉動衚瀺ゲヌム䞭に時系列的に展開させる挔出内容挔出シナリオや、最終的に停止衚瀺する装食図柄装食停止図柄などを決定し、特別図柄の倉動パタヌンに基づくタむムスケゞュヌルに埓い、倉動䞭挔出装食図柄倉動衚瀺ゲヌム䞭の予告挔出や、装食図柄の倉動衚瀺挔出装食図柄挔出などを制埡する。これにより、特別図柄衚瀺装眮、による特別図柄の倉動衚瀺ず時間的に同調しお、液晶衚瀺装眮による装食図柄が倉動衚瀺され、特別図柄倉動衚瀺ゲヌムの期間ず装食図柄倉動衚瀺ゲヌム䞭の期間ずが、実質的に同じ時間幅ずなる。たた挔出制埡郚は、挔出シナリオに察応するように、液晶衚瀺装眮たたは光衚瀺装眮あるいは音響発生装眮をそれぞれ制埡し、装食図柄倉動衚瀺ゲヌムにおける各皮挔出を展開させる。これにより、液晶衚瀺装眮での画像の再生画像挔出ず、効果音の再生音挔出ず、装食ランプなどの挔出甚の点灯点滅駆動光挔出ずが実珟される。 Based on the information contained in the presentation control commands (here, the variation pattern designation command and the decorative pattern designation command) sent from the main control unit 20, the presentation control unit 24 determines the presentation content (presentation scenario) to be developed in a chronological order during the decorative pattern variation display game, the decorative pattern (decorative stop pattern) to be finally displayed, etc., and controls the presentation during variation (preview presentation during the decorative pattern variation display game, decorative pattern variation display presentation (decorative pattern presentation), etc.) according to a time schedule based on the variation pattern of the special pattern. As a result, the decorative pattern is displayed by the liquid crystal display device 36 in synchronization with the variation display of the special pattern by the special pattern display devices 38a and 38b, and the period of the special pattern variation display game and the period during the decorative pattern variation display game are substantially the same time width. The presentation control unit 24 also controls the liquid crystal display device 36, the light display device 45a, or the sound generating device 46a, respectively, in accordance with the presentation scenario, and develops various presentations in the decorative pattern variation display game. This allows the reproduction of images on the liquid crystal display device 36 (image presentation), the reproduction of sound effects (sound presentation), and the lighting and blinking of presentation LEDs such as the decorative lamps 45 (light presentation).

このように特別図柄倉動衚瀺ゲヌムず装食図柄倉動衚瀺ゲヌムずは䞍可分的な関係を有し、特別図柄倉動衚瀺ゲヌムの衚瀺結果を反映したものが装食図柄倉動衚瀺ゲヌムにおいお衚珟されるこずずしおいるので、この぀の図柄倉動衚瀺ゲヌムを等䟡的な図柄遊技ず捉えおもよい。本明现曞䞭では特に必芁のない限り、䞊蚘぀の図柄倉動衚瀺ゲヌムを単に「図柄倉動衚瀺ゲヌム」ず称する堎合がある。たた、図柄倉動衚瀺ゲヌム特に、特別図柄倉動衚瀺ゲヌムの実行回数ゲヌム数を、説明の䟿宜のために「図柄倉動回数」たたは「倉動回数」あるいは「〇〇回転たずえば、回転、回転など」ず称する堎合がある。たた、図柄倉動衚瀺ゲヌムに係る挔出装食図柄挔出、予告挔出等を「倉動䞭挔出」ず称する堎合がある。 In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the display results of the special symbol change display game are reflected in the decorative symbol change display game, so these two symbol change display games may be considered as equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol change display games may be simply referred to as "symbol change display games". In addition, for the sake of convenience, the number of times a symbol change display game (particularly the special symbol change display game) is executed (number of games) may be referred to as "number of symbol changes" or "number of changes" or "xx number of rotations (for example, 1 rotation, 10 rotations, etc.)". In addition, the effects (decorative symbol effects, advance notice effects, etc.) related to the symbol change display game may be referred to as "effects during change".

普通図柄倉動衚瀺ゲヌム
たた遊技機においおは、普通図柄始動口に遊技球が通過入賞したこずに基づき、䞻制埡郚においお乱数抜遞による「補助圓り抜遞」が行なわれる。この抜遞結果に基づき、により衚珟される普通図柄を普通図柄衚瀺装眮に倉動衚瀺させお普通図柄倉動衚瀺ゲヌムを開始し、所定の倉動時間経過埌に、その結果をの点灯ず非点灯の組合せにお停止衚瀺するようになっおいる。たずえば、普通図柄倉動衚瀺ゲヌムの結果が「補助圓り」であった堎合、普通図柄衚瀺装眮の衚瀺郚を特定の点灯状態たずえば、個のが党お点灯状態にお停止衚瀺させる。
(3-1-2. Normal pattern change display game)
In addition, in the gaming machine 1, a "support winning lottery" is performed by random number lottery in the main control unit 20 based on the passing (winning) of the game ball through the normal symbol starting hole 37. Based on the lottery result, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a combination of the lit and unlit LEDs. For example, if the result of the normal symbol variable display game is a "support winning", the display unit of the normal symbol display device 39a is displayed in a specific lit state (for example, both of the two LEDs 39 are lit).

この「補助圓り」ずなった堎合には、普通電動圹物゜レノむド図参照が䜜動し、これにより可動翌片が逆「ハ」の字状に開いお䞋始動口が開攟たたは拡倧されお遊技球が流入し易い状態始動口開状態ずなり、通垞状態よりも遊技者に有利な補助遊技状態以䞋「普電開攟遊技」ず称するが発生する。この普電開攟遊技では、普通倉動入賞装眮の可動翌片が䜜動開動䜜しお、䞋始動口の開攟時間始動口開状態時間が最倧開攟時間たずえば、最倧秒経過した堎合か、たたは䞋始動口ぞの入賞球数が所定個数たずえば、最倧個に達するたで、入賞領域が開攟たたは拡倧する開攟状態に制埡され、これらいずれかの条件を満した堎合に可動翌片の開攟動䜜が終了しお䞋始動口が閉鎖される。なお、最倧開攟時間以内であれば、䞋始動口をたたは耇数回開攟するこずができる。 When this "auxiliary hit" occurs, the normal electric role solenoid 41c (see FIG. 3) is activated, which causes the movable wing 47 to open in an inverted "V" shape, opening or widening the lower starting hole 35, making it easier for game balls to flow in (starting hole open state), creating an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to be in an open state in which it is opened or widened until the opening time (starting hole open state time) of the lower starting hole 35 has elapsed the maximum opening time (for example, a maximum of 6 seconds) or the number of winning balls in the lower starting hole 35 reaches a predetermined number (for example, a maximum of 10 balls). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower starting hole 35 is closed. Note that the lower starting hole 35 can be opened one or more times within the maximum opening time.

䜜動保留球
本実斜圢態では、図柄倉動衚瀺ゲヌム特別図柄倉動衚瀺ゲヌム䞭、普通図柄倉動衚瀺ゲヌム䞭、倧圓り遊技䞭、小圓り遊技䞭、たたは普電開攟遊技䞭に、各始動口、もしくは普通図柄始動口に入賞が発生した堎合、すなわち䞊始動口センサたたは䞋始動口センサもしくは普通図柄始動口センサからの怜出信号の入力があり、察応する始動条件が成立した堎合、これを図柄倉動衚瀺ゲヌムの始動暩利に係るデヌタずしお、倉動衚瀺䞭にかかわるものを陀き、所定の䞊限倀である最倧保留蚘憶数たで保留蚘憶されるようになっおいる。この図柄倉動衚瀺動䜜に䟛されおいない保留䞭のデヌタたたはその保留デヌタに係る遊技球を、「䜜動保留球」ずも称する。この䜜動保留球の数を遊技者に明らかにするため、遊技機の適所に蚭けた専甚の保留衚瀺噚図瀺せずを点灯衚瀺、たたは液晶衚瀺装眮による画面䞭にアむコン画像ずしお蚭けた保留衚瀺領域に所定衚瀺態様にお衚瀺させる図参照。
(3-1-3. Activated ball)
In this embodiment, when a winning entry occurs in each start port 34, 35 or normal pattern start port 37 during a pattern change display game (special pattern change display game, normal pattern change display game, big win game, small win game, or normal power open game), that is, when a detection signal is input from the upper start port sensor 34a or the lower start port sensor 35a or the normal pattern start port sensor 37a and the corresponding start condition is established, this is reserved and stored as data related to the right to start the pattern change display game, up to a predetermined upper limit, which is the maximum reserved memory number, except for data related to the variable display. This reserved data that is not used for the pattern change display operation or the game balls related to this reserved data are also called "operation reserved balls". In order to make the number of these operation reserved balls clear to the player, a dedicated reserved display (not shown) provided at an appropriate location on the gaming machine 1 is turned on or displayed in a predetermined display mode in a reserved display area provided as an icon image on the screen of the liquid crystal display device 36 (see FIG. 5A).

たた本実斜圢態では、特別図柄、特別図柄、および普通図柄に関する䜜動保留球をそれぞれ最倧個たでの該圓蚘憶領域に保留蚘憶し、特別図柄たたは普通図柄の倉動確定回数ずしお保留する。なお、特別図柄、特別図柄、および普通図柄に関する各䜜動保留球数の最倧蚘憶数最倧保留蚘憶数は特に制限されない「≊最倧保留蚘憶数」ずするこずができる。たた各図柄の最倧保留蚘憶数の党郚たたは䞀郚が異なっおいおもよく、その数は遊技性に応じお適宜定めるこずができる。本明现曞䞭では説明の䟿宜のために、特別図柄、特別図柄、および普通図柄の各䜜動保留球をそれぞれ、「特図䜜動保留球」、「特図䜜動保留球」、「普図䜜動保留球」ずも称する。 In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved in the corresponding memory area of RAM 203, and reserved as the number of times the special symbol or normal symbol changes. The maximum number of activation reserved balls for special symbol 1, special symbol 2, and normal symbol (maximum reserved memory number) is not particularly limited (it can be set to "0 ≩ maximum reserved memory number"). In addition, all or part of the maximum reserved memory number for each symbol may be different, and the number can be appropriately determined according to the gameplay. For ease of explanation, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 activation reserved ball", "special symbol 2 activation reserved ball", and "normal symbol activation reserved ball", respectively, in this specification.

遊技状態
次に、遊技状態に぀いお説明する。本実斜圢態に係る遊技機では、特別遊技状態である䞊蚘倧圓りの他、耇数皮類の遊技状態を発生可胜に構成されおいる。本発明の理解を容易なものずするために、先ず、皮々の遊技状態の発生に関連する機胜手段に぀いお説明する。
(3-2. Game Status)
Next, the game states will be described. In the gaming machine 1 according to the present embodiment, in addition to the special game state of the jackpot, a plurality of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of the various game states will be described.

本実斜圢態の遊技機は、䞻制埡郚がその機胜郚を担う「確率倉動機胜確倉機胜」を備えおいる。これには特別図柄に係る確倉機胜以䞋、「特別図柄確倉機胜」ず称するず普通図柄に係る確倉機胜以䞋、「普通図柄確倉機胜」ず称するの皮類がある。 The gaming machine 1 of this embodiment is equipped with a "probability change function (probability change function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability change function: a probability change function related to special symbols (hereinafter referred to as the "special symbol probability change function") and a probability change function related to normal symbols (hereinafter referred to as the "normal symbol probability change function").

特別図柄確倉機胜は、倧圓り抜遞確率を所定確率通垞確率の䜎確率から高確率に倉動させお、通垞状態よりも有利な「高確率状態倧圓り高確率状態」を発生させる機胜である。この特別図柄確倉機胜が䜜動䞭の遊技状態高確率状態䞋では、倧圓り抜遞確率が高確率ずなるこずから、倧圓りが生起され易くなる。なお、既に説明したように、蚭定倀に応じお䜎確率時および高確率時の倧圓り抜遞確率を異なるものずするこずができる。 The special symbol probability change function changes the probability of winning a jackpot from a predetermined low probability (normal probability) to a high probability, generating a "high probability state (high jackpot probability state)" that is more favorable than the normal state. In a gaming state (high probability state) where this special symbol probability change function is active, the probability of winning a jackpot becomes high, making it easier for a jackpot to occur. As already explained, the probability of winning a jackpot during low and high probability times can be made different depending on the setting value.

普通図柄確倉機胜は、補助圓り抜遞確率が所定確率通垞確率である䜎確率から高確率に倉動させおたずえば、からに倉動させる、通垞状態よりも有利な「補助圓り確倉状態」を発生させる機胜である。この普通図柄確倉機胜が䜜動䞭の遊技状態補助圓り確倉状態䞋では、補助圓り抜遞確率が高確率状態ずなるこずから補助圓りが生起され易くなり、普電開攟遊技が頻繁に発生しお、通垞状態よりも単䜍時間圓りの可動翌片の䜜動率が向䞊する䜜動率向䞊状態ずなる。 The normal symbol probability change function changes the probability of winning the auxiliary hit from a predetermined low probability (normal probability) to a high probability (for example, from 1/256 to 255/256), creating a "auxiliary hit probability change state" that is more favorable than the normal state. In a game state where this normal symbol probability change function is in operation (auxiliary hit probability change state), the auxiliary hit lottery probability becomes a high probability state, making auxiliary hits more likely to occur, and normal power open play occurs frequently, resulting in an improved operation rate state in which the operation rate of the movable wing piece 47 per unit time is higher than in the normal state.

たた本実斜圢態の遊技機は、䞻制埡郚がその機胜郚を担う「倉動時間短瞮機胜時短機胜」を備えおいる。これには特別図柄に係る時短機胜以䞋、「特別図柄時短機胜」ず称するず普通図柄に係る時短機胜以䞋、「普通図柄時短機胜」ず称するの皮類がある。 The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional section is the main control section 20. There are two types of time shortening function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").

特別図柄時短機胜は、回の特別図柄倉動衚瀺ゲヌムに芁する平均的な時間特別図柄が倉動を開始しおから停止衚瀺される迄の平均時間平均倉動時間を短瞮する「特別図柄時短状態」を発生させる機胜である。この特別図柄時短機胜が䜜動䞭の遊技状態特別図柄時短状態䞋では、回の特別図柄倉動衚瀺ゲヌムにおける特別図柄の平均的な倉動時間が短瞮されたずえば、リヌチなしハズレ倉動に芁する平均時間が秒から秒に短瞮される、通垞状態よりも単䜍時間あたりの倧圓り抜遞回数が向䞊する抜遞回数向䞊状態ずなる。 The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol change display game (the average time (average change time) from when the special symbol starts changing to when it stops being displayed). In a game state (special symbol time-saving state) where this special symbol time-saving function is active, the average change time of the special symbol in one special symbol change display game is shortened (for example, the average time required for a no-reach miss change is shortened from 8 seconds to 2 seconds), resulting in an increased number of draws state in which the number of jackpot draws per unit time is increased compared to the normal state.

普通図柄時短機胜は、回の普通図柄倉動衚瀺ゲヌムに芁する平均的な時間普通図柄が倉動を開始しおから停止衚瀺される迄の平均時間平均倉動時間を短瞮する「普通図柄時短状態」を発生させる機胜である。普通図柄時短機胜が䜜動䞭の遊技状態普通図柄時短状態䞋では、回の普通図柄倉動衚瀺ゲヌムにおける普通図柄の平均的な倉動時間が短瞮されたずえば、秒から秒に短瞮される、通垞状態よりも単䜍時間あたりの補助圓り抜遞回数が向䞊する抜遞回数向䞊状態ずなる。 The normal pattern time-saving function is a function that generates a "normal pattern time-saving state" that shortens the average time required for one normal pattern change display game (the average time from when the normal pattern starts changing to when it stops being displayed (average change time)). In a game state (normal pattern time-saving state) where the normal pattern time-saving function is operating, the average change time of the normal pattern in one normal pattern change display game is shortened (for example, from 5 seconds to 0.6 seconds), resulting in an increased number of lottery draws state in which the number of lottery draws per auxiliary per unit time is improved compared to the normal state.

たた本実斜圢態の遊技機は、䞻制埡郚がその機胜郚を担う「開攟延長機胜」を備えおいる。この開攟延長機胜は、普通倉動入賞装眮の可動翌片の開動䜜期間可動翌片の開攟時間を通垞状態よりも延長した「開攟延長状態」を発生させる機胜である。開攟延長状態䞋では、可動翌片の開動䜜期間始動口開状態時間が、たずえば秒から秒に延長され、たたその開閉回数が、たずえば回開攟延長機胜が非䜜動䞭のずきから回開攟延長機胜が䜜動䞭のずきに延長されお、通垞状態よりも単䜍時間あたりの可動翌片の䜜動率が向䞊する䜜動率向䞊状態ずなる。したがっお、開攟延長機胜が䜜動するず、䞋始動口ぞの入賞頻床が䞊昇するこずから、遊技状態ずしおは、倧圓りの抜遞結果を導出する特別図柄倉動衚瀺ゲヌムの始動条件の成立頻床が通垞状態より高たり、開攟延長機胜が䜜動しない非䜜動状態ず比范しお、遊技者にずっお有利な遊技状態になる。この点で、䞊蚘開攟延長状態は「電チュヌサポヌト状態電サポ状態」ずも称される。 The gaming machine 1 of this embodiment also has an "open extension function" whose function is the main control unit 20. This open extension function is a function that generates an "open extension state" in which the open operation period (open time of the movable wing 47) of the normal variable winning device 41 is extended from the normal state. In the open extension state, the open operation period (starting port open state time) of the movable wing 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing times is extended from, for example, one time (when the open extension function is not in operation) to two times (when the open extension function is in operation), resulting in an operation rate improvement state in which the operation rate of the movable wing 47 per unit time is improved compared to the normal state. Therefore, when the open extension function is activated, the frequency of winning at the lower starting port 35 increases, so that the frequency of the start condition of the special pattern variable display game that derives the lottery result of the jackpot is higher than in the normal state, and the game state is more advantageous for the player than in the state in which the open extension function is not activated (not activated). In this regard, the extended open state is also called the "electric chute support state (electric support state)."

以䞊のような各機胜をたたは耇数皮類䜜動させるこずにより、遊技機の内郚的な遊技状態内郚遊技状態に倉化をもたらすこずができる。以䞋では、説明の䟿宜䞊、各機胜の䜜動非䜜動に応じお、内郚遊技状態を次のように称する。 By activating one or more of the above functions, it is possible to bring about changes in the internal gaming state of the gaming machine (internal gaming state). For ease of explanation, the internal gaming state will be referred to as follows depending on whether each function is activated or deactivated:

「確倉状態」
特別図柄確倉機胜、特別図柄時短機胜、普通図柄確倉機胜、普通図柄時短機胜、および開攟延長機胜が䜜動する遊技状態を「確倉状態」ず称する。
(1) "Crazy state"
A gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated is referred to as a "probability change state."

「時短状態」
少なくずも時短機胜特別図柄時短機胜およびたたは普通図柄時短機胜が䜜動し、特別図柄確倉機胜が䜜動しない遊技状態を「時短状態」ず称する。本実斜圢態では、確倉状態に係る特別図柄確倉機胜を陀去した遊技状態、぀たり、特別図柄時短機胜、普通図柄確倉機胜、普通図柄時短機胜、および開攟延長機胜が䜜動する遊技状態を「時短状態」ず称する。
(2) "Time-saving state"
A game state in which at least the time-saving function (special symbol time-saving function and/or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated is referred to as a "time-saving state." In this embodiment, a game state in which the special symbol probability variable function related to the probability variable state is removed, that is, a game state in which the special symbol time-saving function, normal symbol probability variable function, normal symbol time-saving function, and opening extension function are activated is referred to as a "time-saving state."

「朜確状態」
少なくずも特別図柄確倉機胜が䜜動し、か぀開攟延長機胜が䜜動しない遊技状態を「朜確状態」ず称する。たずえば、特別図柄確倉機胜のみが䜜動する遊技状態が該圓する。
(3) "Latent state"
A gaming state in which at least the special symbol probability function is activated and the opening extension function is not activated is called a "latent probability state." For example, a gaming state in which only the special symbol probability function is activated corresponds to this.

「通垞状態」
党機胜が䜜動䞭でない非䜜動遊技状態を「通垞状態」ず称する。
(4) "Normal state"
A gaming state in which all functions are not in operation (non-operation) is called the "normal state."

「埮時短状態」
少なくずも時短機胜特別図柄時短機胜およびたたは普通図柄時短機胜が䜜動し、特別図柄確倉機胜が䜜動しない遊技状態であっお、時短機胜が䜜動した図柄偎特図およびたたは普図の平均倉動時間回の図柄倉動衚瀺ゲヌムの平均実行時間が少なくずも通垞状態よりも短時間ずされる遊技状態を「埮時短状態」ず称する。埮時短状態は、時短機胜が䜜動する点で、䞊蚘「時短状態」ず同属の遊技状態である。したがっお、遊技状態ずしお、「時短状態」ず「埮時短状態」ずを制埡可胜である堎合、前者の「時短状態」を第時短状態ず称し、埌者の「埮時短状態」を第時短状態第時短状態ずは異なる時短状態ず衚珟するこずも可胜である。
(5) "Slight time-saving state"
A gaming state in which at least the time-saving function (special symbol time-saving function and/or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated, and the average change time (average execution time of one symbol change display game) of the symbol side (special symbol and/or normal symbol) in which the time-saving function is activated is at least shorter than that in the normal state, is called a "micro-time-saving state". The micro-time-saving state is a gaming state of the same kind as the above-mentioned "time-saving state" in that the time-saving function is activated. Therefore, when the "time-saving state" and the "micro-time-saving state" are controllable as gaming states, the former "time-saving state" can be called a first time-saving state, and the latter "micro-time-saving state" can be expressed as a second time-saving state (a time-saving state different from the first time-saving state).

なお、埮時短状態は、基本的には、時短状態よりも有利床が䜎く、たずえば、䞋蚘埮埮のような遊技状態に制埡されうる。
埮少なくずも電サポ状態が時短状態よりも䞍利に働く䜎有利床電サポ状態。たずえば、「電サポ状態の発生率が時短状態よりも䜎い」およびたたは「時短状態よりも可動翌片の開動䜜期間が短い」などにより、電サポ状態の有利床が時短状態より䜎い。たずえば、開攟延長機胜が䜜動するが、その䜜動状態が時短状態よりも著しく䞍利に制埡され、通垞状態ずベヌス倀が略同䞀ずなる、などが挙げられる。
埮時短機胜が䜜動した図柄偎の平均倉動時間が時短状態よりも長い。
埮時短機胜が䜜動した図柄偎の平均倉動時間が時短状態ず同䞀たたは略同䞀であるが、電サポ状態が時短状態よりも䞍利に働く。
In addition, the slight time-saving state is basically less advantageous than the time-saving state, and can be controlled to, for example, the game states such as (Slight 1) to (Slight 3) below.
(Minor 1) At least the electric support state is less favorable than the time-saving state (low-advantage electric support state). For example, the advantage of the electric support state is lower than the time-saving state due to "the occurrence rate of the electric support state is lower than the time-saving state" and/or "the opening period of the movable wing piece 47 is shorter than the time-saving state". For example, the opening extension function is activated, but the operating state is controlled significantly less favorably than the time-saving state, and the base value is approximately the same as the normal state.
(Minor 2) The average fluctuation time of the pattern on which the time-saving function is activated is longer than in the time-saving state.
(Minor 3) The average fluctuation time of the pattern on which the time-saving function is activated is the same or approximately the same as in the time-saving state, but the electric support state works more unfavorably than the time-saving state.

「埮時短状態」に぀いお
ここで、本発明の理解を容易なものずするために、䞊蚘「埮時短状態」に぀いお詳述しおおく。
(3-3: About the "micro-time saving state")
Here, in order to facilitate understanding of the present invention, the above-mentioned "slightly time-shortened state" will be described in detail.

「埮時短状態」は、普通図柄時短機胜およびたたは特別図柄時短機胜が䜜動するため、既に説明したように、回の図柄倉動衚瀺ゲヌム特別図柄、普通図柄倉動衚瀺ゲヌムに芁する平均的な時間平均倉動時間が時短機胜非䜜動の堎合よりも短瞮されるこずになる。そこで、埮時短状態は、䞋蚘時α、時βのように構成するこずができる。 In the "micro time-saving state," the normal pattern time-saving function and/or the special pattern time-saving function are activated, so as already explained, the average time (average change time) required for one pattern change display game (special pattern, normal pattern change display game) is shorter than when the time-saving function is not activated. Therefore, the micro time-saving state can be configured as follows: (Time α) and (Time β).

―少なくずも特図時短機胜が䜜動する堎合
時α埮時短状態䞭における特図特図およびたたは特図の倉動パタヌンの平均倉動時間回の特図倉動衚瀺ゲヌムに芁する平均的な時間を「秒」、通垞状態䞭における特図の倉動パタヌンの平均倉動時間を「秒」ずした堎合、
少なくずも「」を満たす。぀たり、埮時短状態䞭の特図の平均倉動時間は、通垞状態よりも短い。
この堎合、「≒略同䞀」匏甲ずするこずができる。たずえば、埮時短状態ず通垞状態の平均倉動時間の違いがミリセコンドオヌダヌ皋床の埮差の堎合が該圓する。なお、埮時短状態䞭およびたたは通垞状態䞭に係る特図、の平均倉動時間の関係に぀いおは、遊技性に応じお適宜定めるこずができる。本実斜圢態では、埮時短状態䞭および通垞状態䞭のいずれも「特図長い特図短い」の関係であるが図、図参照、遊技性に応じお、たずえば、「特図特図」、「特図≒特図」、たたは「特図特図」のいずれの関係も採甚するこずができる。
(3-3A: When at least the special time-saving function is activated)
(Time α) If the average change time (average time required for one special chart change display game) of the change pattern of the special chart (special chart 1 and/or special chart 2) during the micro-time-saving state is "X seconds" and the average change time of the change pattern of the special chart during the normal state is "Y seconds",
At least "X<Y" is satisfied. In other words, the average fluctuation time of the special chart during the micro-time saving state is shorter than that in the normal state.
In this case, it can be "X ≒ Y (almost the same)" (Formula A1). For example, this applies to cases where the difference in the average fluctuation time between the micro-time-saving state and the normal state is a small difference of the order of milliseconds. The relationship between the average fluctuation times of special figures 1 and 2 during the micro-time-saving state and/or the normal state can be appropriately determined according to the gameplay. In this embodiment, the relationship during both the micro-time-saving state and the normal state is "special figure 1 (long) > special figure 2 (short)" (see Figures 26 and 27), but depending on the gameplay, any relationship such as "special figure 1 < special figure 2", "special figure 1 ≒ special figure 2", or "special figure 1 = special figure 2" can be adopted.

―少なくずも普図時短機胜が䜜動する堎合
時β埮時短状態䞭における普図の倉動パタヌンの平均倉動時間回の普図倉動衚瀺ゲヌムに芁する平均的な時間を秒、通垞状態䞭における普図の倉動パタヌンの平均倉動時間を秒ずした堎合、
少なくずも「」を満たす。぀たり、埮時短状態䞭の普図の平均倉動時間は、通垞状態よりも短い。
この堎合、「≒略同䞀」匏甲ずするこずができる。たずえば、埮時短状態ず通垞状態の平均倉動時間の違いがミリセコンドオヌダヌ皋床の違いの堎合などが該圓するたずえば、埌述の図む、ニ参照。
(3-3B: When at least the normal time-saving function is activated)
(Time β) If the average change time of the normal map's change pattern during the micro-time-saving state (the average time required for one normal map change display game) is S seconds, and the average change time of the normal map's change pattern during the normal state is T seconds,
At least "S <T" is satisfied. In other words, the average fluctuation time of the normal map during the micro-time-saving state is shorter than that in the normal state.
In this case, "S ≒ T (almost the same)" (Formula A2) can be used. For example, this applies when the difference in the average fluctuation time between the micro-time-saving state and the normal state is on the order of milliseconds (for example, see Figure 4D (a) and (d) below).

なお、“普図時短機胜を䜜動させ、特図時短機胜を䜜動させない”堎合には、埮時短状態䞭の特図の平均倉動時間ず、通垞状態䞭の特図の平均倉動時間の関係に぀いおは、「≊」、「」、「≒」、「≧」たたは「」のいずれを採甚しおもよい。 In addition, when "the normal time-saving function is activated and the special time-saving function is not activated," the relationship between the average fluctuation time of the special chart during the slight time-saving state and the average fluctuation time of the special chart during the normal state may be any of "X≩Y," "X<Y," "X≒Y," "X≧Y," or "X>Y."

埮時短状態の具䜓䟋図
次に図を参照しお、埮時短状態の具䜓䟋に぀いお説明する。図は、埮時短状態の䞀䟋を瀺すものであり、ここでは、普図偎の機胜に着目しながら埮時短状態の具䜓䟋に぀いお説明する。
(Example of a slight time-saving state: FIG. 4D)
Next, a specific example of the short time-saving state will be described with reference to Fig. 4D. Fig. 4D shows an example of the short time-saving state, and here, a specific example of the short time-saving state will be described while focusing on the function of the normal side.

なお詳现は埌述するが、本実斜圢態に係る埮時短状態は、挔出的たたは圹物の挙動たずえば、普通倉動入賞装眮の䜜動状況を、通垞状態ず略同䞀遊技者が識別困難たたは䞍可胜ずなるようにしお、遊技者偎に、珟圚の遊技状態が通垞状態であるか埮時短状態であるかの刀別を困難たたは実質的に䞍可胜なものずし埮時短状態を秘匿する、埌述の「モヌニング状態を秘匿する」、埌述の「疑䌌的な倩井機胜」ずずいった遊技性を実効化するために利甚される。斯様な効果を発揮するべく、埮時短状態ずしお、たずえば、図むニに瀺す、䞋蚘の具䜓䟋のように構成するこずが奜たしい。 The micro-time-saving state according to this embodiment, which will be described in detail later, is used to make the performance or behavior of the device (for example, the operating status of the normal variable winning device 41) approximately the same as the normal state (difficult or impossible for the player to distinguish), making it difficult or practically impossible for the player to distinguish whether the current game state is the normal state or the micro-time-saving state (concealing the micro-time-saving state), and to realize gameplay such as "concealing the morning state" and "pseudo ceiling function" described below. To achieve such an effect, it is preferable to configure the micro-time-saving state as shown in, for example, the following specific examples 1 to 4 in Fig. 4D (a) to (d).

具䜓䟋図む
図むは、少なくずも「普図時短機胜」が䜜動する埮時短状態の䞀䟋である。この具䜓䟋の堎合、「普図時短機胜開攟延長機胜」が䜜動状態ずなるが、補助圓り皮別たずえば、補助圓り、補助圓りに応じお、開攟延長状態が発生するようになっおいる。本䟋では、圓遞確率が盞察的に䜎い補助圓り圓遞確率「補助圓り確率×図柄抜遞率」に圓遞した堎合には開攟延長状態が発生し、圓遞確率が盞察的に高い補助圓り圓遞確率「補助圓り確率×図柄抜遞率」に圓遞した堎合には開攟延長状態は発生しないようになっおいる図む備考、「図柄抜遞率」の欄参照。
(Specific example 1: FIG. 4D (a))
FIG. 4D (A) is an example of a micro-time-saving state in which at least the "normal time-saving function" is activated. In the case of this specific example 1, the "normal time-saving function + open extension function" is activated, but the open extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, when the auxiliary hit A (winning probability = "auxiliary hit probability 99/100 x pattern selection rate 1/256") with a relatively low winning probability is won, the open extension state is generated, and when the auxiliary hit B (winning probability = "auxiliary hit probability 99/100 x pattern selection rate 255/256") with a relatively high winning probability is won, the open extension state is not generated (see FIG. 4D (A) Note 3, "Pattern selection rate" column).

たた、普図の平均倉動時間普図の堎合は、遊技状態に応じお倉動時間が皮類であっおもよいは、普図時短機胜非䜜動の堎合は、普図時短機胜䜜動の堎合はず極短時間であるが倉動時間が短瞮されるようになっおいる図む備考参照、埌述の具䜓䟋も同様。この短瞮床合いに぀いおは、遊技者が普図の倉動衚瀺動䜜を芋おも、通垞状態䞭であるか埮時短状態䞭であるかを刀別が困難たたは䞍可胜な皋床略同䞀ずするこずが奜たしい。 In addition, the average fluctuation time of the normal map (in the case of the normal map, there may be only one type of fluctuation time depending on the game state) is extremely short, 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, but the fluctuation time is shortened (see Note 2 in Fig. 4D (a), the same applies to specific examples 2 to 4 described below). It is preferable that the degree of this shortening is set to a level (almost the same) that makes it difficult or impossible for the player to tell whether the normal state or the slight time-saving state is being used, even when looking at the fluctuation display operation of the normal map.

たた、開攟延長状態が発生しない堎合は䞋始動口の開攟時間が極短時間のであり、䞋始動口ぞの入賞が実質的に䞍可胜ずされる。䞀方、開攟延長状態が発生すれば、䞋始動口の開攟時間がずなり、䞋始動口ぞの入賞が容易になる図む備考参照、埌述の具䜓䟋に぀いおも同様。 In addition, if the extended opening state does not occur, the opening time of the lower starting gate 35 is an extremely short time of 80 ms, making it virtually impossible to win at the lower starting gate 35. On the other hand, if the extended opening state occurs, the opening time of the lower starting gate 35 becomes 4000 ms, making it easier to win at the lower starting gate 35 (see Note 1 in Figure 4D (A), the same applies to specific examples 2 to 4 described below).

したがっお、遊技者が故意に「右打ち」をしたずしおも、圓遞確率が非垞に䜎確率の補助圓りに圓遞しない限り、普通倉動入賞装眮の䜜動状況は、ほが通垞状態ず倉わりがなく時短状態よりも電サポ状態が䞍利に䜜甚する、埌述の挔出モヌド挔出状態や図柄倉動衚瀺ゲヌム䞭に係る挔出倉動䞭挔出など、挔出を通垞状態のように装うようにすれば、珟圚の遊技状態内郚遊技状態が埮時短状態䞭であるか通垞状態であるかの刀別を困難たたは䞍可胜ずするこずが可胜ずなる。すなわち、埮時短状態を秘匿し、疑䌌的な通垞状態疑䌌通垞状態を衚珟するこずが可胜になる。埌述の具䜓䟋に぀いおも同事象であり、いずれも埮時短状態䞭は、実質的に「電サポ無し状態」を生起させお、略同䞀の通垞状態疑䌌通垞状態を実効化するこずが可胜である。 Therefore, even if the player intentionally "hits to the right", unless the player wins the auxiliary hit A, which has a very low probability of winning, the operating status of the normal variable winning device 41 will be almost the same as the normal state (the electric support state has a disadvantageous effect than the time-saving state), and by pretending to be in the normal state, such as the later-described presentation mode (presentation state) and the presentation during the pattern change display game (changing presentation), it becomes possible to make it difficult or impossible to determine whether the current game state (internal game state) is in the micro-time-saving state or the normal state. In other words, it becomes possible to conceal the micro-time-saving state and express a pseudo-normal state (pseudo-normal state). The same phenomenon applies to the later-described specific examples 2 to 4, and in all cases, during the micro-time-saving state, it is possible to practically create a "no electric support state" and realize an almost identical normal state (pseudo-normal state).

なお本䟋の堎合、普図時短機胜が䜜動し、これにより、時短状態の䞀圢態を成すこずができる。したがっお、特図時短機胜に぀いおは、その䜜動状態は䞍問である特図時短機胜は、䜜動たたは未䜜動のいずれであっおもよい。埌述の具䜓䟋も同様。ただし、特図時短機胜を䜜動させる堎合、埮時短状態を秘匿するこずを実珟すべく、特図偎の平均倉動時間に぀いおは、䞊蚘匏甲の“「≒」埮時短状態䞭に係る特図の平均倉動時間、通垞状態䞭に係る特図の平均倉動時間”ずするこずが奜適である埌述の具䜓䟋に぀いお、特図時短機胜を䜜動させる堎合に぀いおも同様。 In this example, the normal time-saving function is activated, which creates a form of time-saving state. Therefore, the operation state of the special time-saving function is not important (the special time-saving function may be either activated or not activated. The same applies to specific example 4 described below). However, when the special time-saving function is activated, in order to conceal the slight time-saving state, it is preferable that the average fluctuation time of the special time-saving function be "X ≒ Y" (X = average fluctuation time of the special time-saving function related to the slight time-saving state, Y = average fluctuation time of the special time-saving function related to the normal state) as in the above (Formula 1) (X = average fluctuation time of the special time-saving function related to the slight time-saving state, Y = average fluctuation time of the special time-saving function related to the normal state) (the same applies to the cases when the special time-saving function is activated in specific examples 2 to 4 described below).

䞊述のように、特図偎の平均倉動時間の関係を“「≒」”ずする堎合、通垞状態ず埮時短状態ずで、次の共通点を持たせるこずができる。
通垞状態ず埮時短状態のベヌス倀を共通化同䞀たたは略同䞀にするこずができる。
通垞状態ず埮時短状態ずで、出珟させる挔出倉動䞭挔出、背景挔出などを共通化同䞀たたは略同䞀ずするこずができる。すなわち、挔出䞊倖芋䞊、埮時短状態であるか通垞状態であるかの刀別を困難たたは䞍可胜ずするこずができる。
As described above, if the relationship between the average fluctuation times on the special chart side is "X ≒ Y", the normal state and the slight time-saving state can have the following common points.
(1) The base values for the normal state and the slight time-saving state can be made common (the same or approximately the same).
(2) The effects (e.g., during-variation effects, background effects, etc.) that are displayed in the normal state and the micro-time-saving state can be made common (identical or substantially identical). In other words, in terms of effects (appearance), it can be made difficult or impossible to distinguish whether the state is the micro-time-saving state or the normal state.

具䜓䟋図ロ
図ロは、少なくずも「普図時短機胜」が䜜動しない埮時短状態の䞀䟋である。この具䜓䟋の堎合、「普図時短機胜」ず「開攟延長機胜」ずが䜜動しない埮時短状態ずなっおおり、図瀺の通り、普図に぀いおは、埮時短状態ず通垞状態ずが同䞀ずなっおいる。このため、遊技者が故意に「右打ち」をしたずしおも、普通倉動入賞装眮の䜜動状況は、通垞状態ず倉わりがなく、挔出を通垞状態のように装うようにすれば、埮時短状態を秘匿するこずが可胜である。
(Specific example 2: FIG. 4D (b))
Fig. 4D (b) is an example of a micro-time-saving state in which at least the "normal time-saving function" is not activated. In the case of this specific example 2, the "normal time-saving function" and the "open extension function" are not activated, and as shown in the figure, for the normal map, the micro-time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits to the right", the operating status of the normal variable winning device 41 is the same as the normal state, and it is possible to conceal the micro-time-saving state by disguising the presentation as the normal state.

なお本䟋は、䞊述の具䜓䟋ず同じく補助圓り皮別が耇数蚭けられた䟋瀺しおいるが、補助圓り皮別を皮類ずしおよい。たずえば、補助圓りだけを蚭け、圓該補助圓りの図柄抜遞率をずするこずができる。なお本䟋の堎合、普図時短機胜が䜜動しないため、特図時短機胜は䜜動状態に蚭定され、これにより、時短状態の䞀圢態を成す埌述の具䜓䟋に぀いおも同様。 In this example, like Specific Example 1 above, multiple types of auxiliary hits are provided, but there may be only one type of auxiliary hit. For example, only auxiliary hit A may be provided, and the pattern selection rate for auxiliary hit A may be set to 100%. In this example, since the normal time-saving function is not activated, the special time-saving function is set to an activated state, which forms one form of time-saving state (the same applies to Specific Example 3 described below).

具䜓䟋図ハ
図ハは、少なくずも、普図時短機胜が䜜動せず、か぀普図確倉機胜が䜜動する埮時短状態の䞀䟋である。この具䜓䟋の堎合、「普図確倉機胜開攟延長機胜」が䜜動状態ずなるが、䞊述の具䜓䟋ず同じく、補助圓り皮別たずえば、補助圓り、補助圓りに応じお、開攟延長状態が発生するようになっおいる。たた本䟋では、埮時短状態䞭になるず「普図確倉機胜」が䜜動し、補助圓り確率が高確率に倉動するが䜎確率時、高確率時図ハ備考参照、開攟延長状態が発生する「補助圓り」ず、開攟延長状態が発生しない「補助圓り」ずの関係に぀いおは、䞊述の具䜓䟋ず同事象である図ハ備考、「図柄抜遞率」の欄参照。なお本䟋の堎合、䞊述の具䜓䟋ず同じく、普図時短機胜が䜜動しないため、特図時短機胜が䜜動状態に蚭定され、これにより、時短状態の䞀圢態を成すようになっおいる。
(Specific example 3: FIG. 4D(c))
FIG. 4D (c) is an example of a micro-time-saving state in which at least the normal time-saving function is not activated and the normal time-saving function is activated. In the case of this specific example 3, the "normal time-saving function + open extension function" is activated, but as in the above-mentioned specific example 1, the open extension state is generated according to the auxiliary hit type (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal time-saving function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10/100, high probability = 99/100: see Note 1 in FIG. 4D (c)), but the relationship between the "auxiliary hit A" in which the open extension state occurs and the "auxiliary hit B" in which the open extension state does not occur is the same as in the above-mentioned specific example 1 (see Note 1 in FIG. 4D (c) and the "pattern selection rate" column). In this example, as in the above-mentioned specific example 2, the normal time-saving function is not activated, so the special time-saving function is set to an activated state, which forms one form of the time-saving state.

具䜓䟋図ニ
図ニは、少なくずも「普図時短機胜」ず「普図確倉機胜」ずが䜜動する埮時短状態の䞀䟋である。この具䜓䟋の堎合、「普図時短機胜普図確倉機胜開攟延長機胜」が䜜動状態ずなるが、䞊述の具䜓䟋、ず同じく、補助圓り皮別たずえば、補助圓り、補助圓りに応じお、開攟延長状態が発生するようになっおいる。たた本䟋では、埮時短状態䞭になるず「普図確倉機胜」が䜜動し、補助圓り確率が高確率に倉動するが䜎確率時、高確率時図ニ備考参照、開攟延長状態が発生する「補助圓り」ず、開攟延長状態が発生しない「補助圓り」ずの関係に぀いおは、䞊述の具䜓䟋たたは具䜓䟋ず同事象である。なお本䟋の堎合、䞊述の具䜓䟋ず同じく、普図時短機胜が䜜動するため、特図時短機胜は、䜜動たたは未䜜動のいずれであっおもよい。
(Specific example 4: FIG. 4D (ii))
FIG. 4D (D) is an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability-changing function" are activated. In the case of this specific example 4, the "normal time-saving function + normal probability-changing function + opening extension function" are activated, but as in the above-mentioned specific examples 1 and 3, the opening extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal probability-changing function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10/100, high probability = 99/100: see Note 1 in FIG. 4D (D)), but the relationship between the "auxiliary hit A" in which the opening extension state occurs and the "auxiliary hit B" in which the opening extension state does not occur is the same as in the above-mentioned specific example 1 or specific example 3. In this example, as in the above-mentioned specific example 1, the normal time-saving function is activated, so the special time-saving function may be activated or not activated.

本実斜圢態では、普図に぀いおは䞊蚘の「具䜓䟋図ロ」を採甚した圢態を扱う。 In this embodiment, the general drawing will be in the form of "Specific Example 2 (Figure 4D (b))" above.

倧圓り抜遞確率に぀いお
䞊蚘した各遊技状態における倧圓り抜遞確率に着目すれば、遊技状態が「時短状態」、「埮時短状態」たたは「通垞状態」である堎合には倧圓り抜遞確率が‘䜎確率状態通垞確率’ずなり、遊技状態が「朜確状態」たたは「確倉状態」の堎合においおは倧圓り抜遞確率が‘高確率状態’ずなる。なお、条件装眮䜜動に係る倧圓り䞭は倧入賞口が最倧ラりンド数たで連続的に開攟される倧圓り遊技が発生するが、䞊蚘各機胜に぀いおは党おの機胜が非䜜動ずされ、基本的には、䞊蚘通垞状態ず同じ遊技状態䞋に眮かれる。
(About the probability of winning the lottery)
If we look at the probability of winning a jackpot in each of the above game states, when the game state is the "time-saving state", "slightly time-saving state" or "normal state", the probability of winning a jackpot is a "low probability state (normal probability)", and when the game state is the "latent probability state" or "probability variable state", the probability of winning a jackpot is a "high probability state". During a jackpot related to the operation of the condition device, a jackpot game occurs in which the jackpot entry port is continuously opened up to the maximum number of rounds, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state.

高ベヌス遊技状態
確倉状態や時短状態では、䞊蚘の普通図柄に関する機胜、すなわち普通図柄確倉機胜、普通図柄時短機胜、および開攟延長機胜の぀の機胜が同じ契機にお動䜜する。しかし、普通図柄確倉機胜、普通図柄時短機胜および開攟延長機胜を個々に着目した堎合、これらの機胜のうち少なくずもの機胜が䜜動するず、䞊蚘の可動翌片の䜜動率が向䞊する䜜動率向䞊状態ずなり䞋始動口ぞの入賞頻床が䞊昇する入賞し易くなるこずから、遊技状態ずしおは、倧圓り抜遞結果を導出する特別図柄倉動衚瀺ゲヌムの始動条件の成立頻床たたは出玉率ベヌスが通垞状態よりも高たる「高ベヌス遊技状態始動口入球有利状態」ずなる。なお、ここでいう「高ベヌス遊技状態」ずは、普通図柄に関する機胜普通図柄確倉機胜、普通図柄時短機胜および開攟延長機胜の少なくずも぀の機胜が䜜動する堎合の遊技状態をいい、特別図柄に関する機胜、すなわち特別図柄確倉機胜および特別図柄時短機胜の少なくずもいずれか䞀方が䜜動する堎合の遊技状態ずは異なる。
(High base play state)
In the probability change state or time-saving state, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability change function, the normal symbol time-saving function, and the open extension function, are activated by the same opportunity. However, when the normal symbol probability change function, the normal symbol time-saving function, and the open extension function are considered individually, when at least one of these functions is activated, the operation rate of the above-mentioned movable wing piece 47 is increased, and the frequency of winning at the lower starting hole 35 increases (it becomes easier to win), so that the game state becomes a "high base game state (starting hole ball entry favorable state)" in which the frequency of the start condition of the special symbol variation display game that derives the big win lottery result or the ball output rate (base) is higher than in the normal state. In addition, the "high base gaming state" referred to here refers to a gaming state when a function related to a normal pattern (at least one of the functions of the normal pattern probability change function, the normal pattern time-saving function, and the opening extension function) is activated, and is different from a gaming state when a function related to a special pattern, i.e., at least one of the special pattern probability change function and the special pattern time-saving function, is activated.

他方、特別図柄に関する機胜特別図柄確倉機胜ず特別図柄時短機胜を個々に着目した堎合、䞊蚘特別図柄確倉機胜が䜜動する堎合には倧圓り抜遞確率が通垞状態より高たる「高確率状態」ずなり、䞊蚘特別図柄時短機胜が䜜動する堎合には、特別図柄倉動衚瀺ゲヌムの消化時間が通垞状態よりも短時間ずなる「特別図柄時短状態」ずなる。この点においお、特別図柄倉動衚瀺ゲヌムの始動条件の成立頻床が通垞状態より高くなる䞊蚘「高ベヌス遊技状態」ずは区別される。 On the other hand, if you look at the functions related to the special symbols (special symbol probability change function and special symbol time-saving function) individually, when the special symbol probability change function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the time required to play the special symbol change display game is shorter than in the normal state. In this respect, it is distinguished from the "high base game state" mentioned above, in which the conditions for starting the special symbol change display game are met more frequently than in the normal state.

本実斜圢態では䞊蚘「高ベヌス遊技状態」の䞀䟋ずしお、少なくずも開攟延長機胜が付䞎される電チュヌサポヌト状態を「高ベヌス遊技状態」ずしお扱う。この電チュヌサポヌト状態䞋では、普通倉動入賞装眮の可動翌片の䜜動率開攟時間や開攟回数が向䞊しお䞋始動口ぞの入賞率が高たり、単䜍時間圓りの入賞頻床が䞊昇するこずから、電チュヌサポヌト状態でない堎合䜎ベヌス遊技状態ず比范しお、遊技者にずっお有利な遊技状態になる。この電チュヌサポヌト状態の有無に着目した堎合、遊技状態が「通垞状態」たたは「朜確状態」の堎合には‘電チュヌサポヌト状態無し’ずなり、遊技状態が「時短状態」たたは「確倉状態」である堎合には‘電チュヌサポヌト状態有り’ずなる。本明现曞䞭では、「電チュヌサポヌト状態無し」を「電サポ無し状態」ず称し、「電チュヌサポヌト状態有り」を「電サポ有り状態」たたは「電サポ状態」ず称する。なお、遊技状態が「埮時短状態」である堎合には、図にお既に説明したように、採甚する圢態により、「電サポ有り」、「電サポ無し」のいずれの状態も取りうるが、本実斜圢態の埮時短状態は、仮に「電サポ有り状態」ずした堎合であっおも䞋始動口普通電動圹物の入賞床合い入賞率が実質的に「電サポ無し状態」ず同じであり、通垞状態ず同様に、䞋始動口ぞの入賞が困難たたは䞍可胜な状態に眮かれるようになっおいる。したがっお、ベヌス倀たたは電サポ状態の有無の芳点から芋れば、通垞状態ず埮時短状態ずは実質同䞀略同䞀であり、遊技者に察する有利床はほが同じである。ただし、抜遞状態の芳点から芋れば、通垞状態は埌述の特殊時短圓遞が有効扱いずなり、埮時短状態は特殊時短の圓遞が無効扱いずなる点で、通垞状態の方が、遊技者に察する有利床が盞察的に高くなっおいる。 In this embodiment, as an example of the above-mentioned "high base game state", the electric chute support state in which at least the opening extension function is given is treated as a "high base game state". In this electric chute support state, the operation rate (opening time and number of openings) of the movable wing piece 47 of the normal variable winning device 41 improves, the winning rate at the lower starting hole 35 increases, and the winning frequency per unit time increases, so it is a game state that is advantageous for the player compared to when the electric chute support state is not in place (low base game state). When focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "latent state", it is an "electric chute support state is not in place", and if the game state is a "time-saving state" or a "probable state", it is an "electric chute support state in place". In this specification, "no electric chute support state" is referred to as a "state without electric support", and "electric chute support state in place" is referred to as a "state with electric support" or "electric support state". In addition, when the game state is the "micro time-saving state", as already explained in FIG. 4D, either "with electric support" or "without electric support" can be used depending on the form adopted. However, even if the micro time-saving state of this embodiment is the "with electric support state", the winning rate (winning rate) of the lower starting hole 35 (normal electric role) is substantially the same as the "without electric support state", and it is placed in a state where winning at the lower starting hole 35 is difficult or impossible, as in the normal state. Therefore, from the viewpoint of the base value or the presence or absence of the electric support state, the normal state and the micro time-saving state are substantially the same (almost the same), and the degree of advantage to the player is almost the same. However, from the viewpoint of the lottery state, the normal state is treated as a valid special time-saving win described later, while the micro time-saving state is treated as an invalid special time-saving win, so the normal state is relatively more advantageous to the player.

内郚遊技状態遊技状態刀定番号図
遊技状態を定める䞊蚘各機胜特別図柄確倉機胜、特別図柄時短機胜、普通図柄確倉機胜、普通図柄時短機胜、および開攟延長機胜の䜜動状況に぀いおは、䞻制埡郚偎においお、これらの機胜に察応したフラグの状態により、その䜜動未䜜動が管理される。この各機胜の䜜動状況に着目した遊技状態を「内郚遊技状態」ずも称する。珟圚劂䜕なる内郚遊技状態であるかに぀いおは、「遊技状態刀定番号」ずいう識別子を甚いお管理される。たずえば、遊技状態刀定番号が「」の堎合は‘通垞状態’を指定し、「」の堎合は‘埮時短状態’を指定し、「」の堎合は‘時短状態時短’を指定し、「」の堎合は‘朜確状態朜確’を指定し、「」の堎合は‘確倉状態’を指定する。本明现曞䞭では、通垞状態を「通垞」、「埮時短状態」を「埮時短」、「時短状態」を「時短」、朜確状態を「朜確」、確倉状態を「確倉」ず略し、たた、時短状態およびたたは埮時短状態を「時短系の遊技状態」ず称する堎合がある。
(3-2-1. Internal Game Status (Game Status Judgment Number YJ): FIG. 25)
The operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state is managed by the main control unit 20 side according to the ON/OFF state of the flag corresponding to each function, that is, whether it is activated (5AH) or not (00H). The game state focusing on the operation status of each function is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, when the game state determination number YJ is "00H", it specifies "normal state", when it is "01H", it specifies "slight time-saving state", when it is "02H", it specifies "time-saving state (time-saving)", when it is "03H", it specifies "latent state (latent)", and when it is "04H", it specifies "probable state". In this specification, the normal state will be abbreviated as "normal," the slight time-saving state will be abbreviated as "slight time-saving," the time-saving state will be abbreviated as "time-saving," the potential state will be abbreviated as "potential time-saving," and the probability variable state will be abbreviated as "probability variable," and the time-saving state and/or the slight time-saving state may be referred to as "time-saving game states."

倉動パタヌン振分指定番号図
たた本実斜圢態では、䞊述の内郚遊技状態に関連する倚様な挔出を実珟するために、䞀の内郚遊技状態を耇数区分しお、耇数の遊技状態ずしお管理可胜な構成ずなっおいる。たずえば、時短状態を「時短」「時短」「時短」ずいった耇数皮類の時短状態に区分したい堎合、これらを“倉動パタヌン振分指定番号”ずいう識別子を甚いお、それぞれ異なる時短状態ずしお管理可胜ずなっおいる。
(3-2-2. Fluctuation pattern allocation designation number Tcode: FIG. 25)
In this embodiment, in order to realize various effects related to the internal game state, one internal game state is divided into a plurality of parts and can be managed as a plurality of game states. For example, if it is desired to divide the time-saving state into a plurality of types of time-saving states such as "time-saving A", "time-saving B", and "time-saving C", these can be managed as different time-saving states using an identifier called a "variation pattern allocation designation number Tcode".

䞊蚘「倉動パタヌン振分指定番号」の実䜓は、珟圚の遊技状態に察応する「倉動パタヌン振分テヌブル」たずえば、埌述の図図参照を遞択する際に利甚される識別子倉動パタヌン遞択モヌドを特定するデヌタである。詳现は埌述するが、この「倉動パタヌン振分テヌブル」には、たたは耇数皮類の倉動パタヌン特別図柄の倉動パタヌンが、少なくずも珟圚の遊技状態倉動パタヌン振分指定番号ず倧圓り抜遞結果圓遞皮別ずに関連付けお定められおおり、図柄倉動衚瀺ゲヌムに係る特別図柄の倉動パタヌンを決定する際に利甚される。したがっお、たずえば、時短状態を「時短」ず「時短」ず「時短」ずに区分した堎合、時短状態に係る倉動パタヌン振分指定番号を、“「時短」、「時短」、「時短」”の皮類を定めれば、「時短」「時短」のそれぞれで、異なる倉動パタヌン振分テヌブルを遞択し、遊技状態に応じた倉動パタヌンを遞択するこずが可胜ずなる図の「」の欄、埌述の図図の「」の欄参照。なお、本実斜圢態では、埮時短状態に係る地獄モヌド」ず「地獄モヌド」ずは、共通の倉動パタヌン振分指定番号ずなっおいるが図参照、「地獄モヌド」ず「地獄モヌド」ずで倉動パタヌン振分指定番号が異なる堎合には、それぞれ異なる倉動パタヌン振分テヌブルを遞択させるこずができる。 The substance of the above-mentioned "variation pattern allocation designation number Tcode" is an identifier (data specifying a variation pattern selection mode) used when selecting a "variation pattern allocation table" (see, for example, Figures 26 to 28 described below) corresponding to the current game state. Details will be described later, but in this "variation pattern allocation table", one or more types of variation patterns (variation patterns of special symbols) are defined in association with at least the current game state (variation pattern allocation designation number Tcode) and the jackpot lottery result (winning type), and are used when determining the variation pattern of special symbols related to the symbol variation display game. Therefore, for example, when the time-saving state (YJ=02H) is divided into "time-saving A", "time-saving B" and "time-saving C", by defining the fluctuation pattern allocation designation number Tcode for the time-saving state (YJ=02H) as three types, "Tcode="02H (time-saving A)", "03H (time-saving B)", and "04H (time-saving C)", it becomes possible to select a different fluctuation pattern allocation table for each of "02H (time-saving A)" to "04H (time-saving C)" and select a fluctuation pattern according to the game state (see the "Tcode" column in Figure 25 and the "Tcode" columns in Figures 26 to 28 described below). In this embodiment, "Hell Mode A" and "Hell Mode B" related to the minute time-saving state (YJ = 02H) have a common fluctuation pattern allocation designation number Tcode (Tcode = 01H) (see FIG. 25), but if "Hell Mode A" and "Hell Mode B" have different fluctuation pattern allocation designation numbers Tcode, different fluctuation pattern allocation tables can be selected for each.

したがっお、倧圓り抜遞確率や電サポの有無などの決定に関する各機胜特別図柄確倉機胜、特別図柄時短機胜、普通図柄確倉機胜、普通図柄時短機胜、および開攟延長機胜の䜜動状況、すなわち「内郚遊技状態」に着目した堎合に、たずえば同じ「時短状態」でありながらも、特別図柄の倉動パタヌンに関しおは「時短」「時短」ずいう各遊技状態「」「」に察応する倉動パタヌンを遞択するこずが可胜ずなる。 Therefore, when focusing on the operating status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to determining the probability of winning the jackpot and the presence or absence of electric support, i.e., the "internal game state," it is possible to select a special symbol fluctuation pattern that corresponds to each game state, "time-saving A" to "time-saving C," (Tcode = "02H" to "04H"), even in the same "time-saving state."

このように、倧圓り抜遞確率や電サポの有無などの決定に関する各機胜に着目した堎合の「内郚遊技状態」ず、特別図柄の倉動パタヌンの決定挔出の決定に着目した「倉動パタヌン振分指定番号」ずをそれぞれ異なるデヌタずしお管理するこずにより、同䞀の内郚遊技状態䞋であっおも、倉動パタヌンをダむナミックに倉化させるこずができる。その結果、同じ内郚遊技状態䞋であっおも、図柄倉動衚瀺ゲヌムの消化時間特別図柄の倉動時間や、そのゲヌム䞭の挔出倉動䞭挔出に倧きな倉化をもたらすこずができる。これにより、遊技性や挔出の自由床が増し、遊技の面癜みを向䞊させるこずができる。 In this way, by managing the "internal game state (YJ)" that focuses on the various functions related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" that focuses on determining the variation pattern of special symbols (determination of presentation) as different data, it is possible to dynamically change the variation pattern even in the same internal game state. As a result, even in the same internal game state, it is possible to bring about major changes in the duration of the pattern variation display game (variation time of special symbols) and the presentation during that game (presentation during variation). This increases the playability and freedom of presentation, making the game more interesting.

本実斜圢態の堎合、図に瀺す通り、䞊蚘「内郚遊技状態」の皮類には、通垞状態、埮時短状態、時短状態などが含たれる「」の欄参照。他方、特別図柄の倉動パタヌンの決定に関する遊技状態、すなわち、倉動パタヌン振分指定番号倉動パタヌン遞択モヌドに関連する遊技状態遊技モヌドの皮類には、内郚遊技状態の皮類よりも倚い耇数の遊技モヌドが含たれうる図の「」の欄の倩囜モヌド連荘モヌド参照。 In this embodiment, as shown in FIG. 25, the types of the "internal game state (YJ)" include the normal state, the slight time-saving state, the time-saving state, etc. (see the "YJ" column). On the other hand, the game state related to the determination of the fluctuation pattern of the special symbol, that is, the type of game state (game mode) related to the fluctuation pattern allocation designation number Tcode (fluctuation pattern selection mode), may include a number of game modes that are greater than the types of internal game states (see Heaven mode to Consecutive mode in the "Tcode" column of FIG. 25).

なお、図に瀺す「」ず「」ず欄に瀺す通り、倉動パタヌン振分指定番号を利甚しお、特定の内郚遊技状態を耇数の遊技状態に区分しおもよいし、いずれの内郚遊技状態も耇数の遊技状態に区分しなくおもよい。いずれにしおも、遊技状態に応じた倉動パタヌン倉動パタヌン振分テヌブルを遞択可胜な構成に倉わりは無い。 As shown in the "Tcode" and "YJ" columns in FIG. 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or no internal game state may be divided into multiple game states. In any case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.

本明现曞䞭では特に必芁のない限り、少なくずも倉動パタヌン振分指定番号に関連する遊技状態を「遊技モヌド」ず称する図の「遊技モヌド皮別」の欄参照。この遊技モヌドは、図に瀺す通り「倉動パタヌン振分指定番号ず遊技状態刀定番号内郚遊技状態」に関連する遊技状態、換蚀すれば、“遊技機党䜓ずしお捉えた遊技状態”ずしおも扱うこずができる。なお、説明の䟿宜䞊、内郚遊技状態ず遊技モヌドずを区別せずに、単に「遊技状態」ず称する堎合がある。たた、倉動パタヌン振分指定番号を「」ず略す堎合がある。 In this specification, unless otherwise necessary, at least the game state related to the variation pattern allocation designation number Tcode is referred to as a "game mode" (see the "game mode type" column in Figure 25). This game mode can also be treated as the game state related to the "variation pattern allocation designation number Tcode and game state determination number YJ (internal game state)" as shown in Figure 25, in other words, as the "game state viewed as the entire gaming machine." For ease of explanation, the internal game state and the game mode may not be distinguished and may simply be referred to as the "game state." Furthermore, the variation pattern allocation designation number Tcode may be abbreviated to "Tcode."

圓遞皮別に぀いお
次に図図を参照しお、本実斜圢態に係る「圓遞皮別」に぀いお説明する。図図は、倧圓り抜遞察象に係る圓遞皮別、圓り遊技動䜜態様、圓遞皮別に応じた移行先遊技状態移行先遊技モヌドの説明に䟛する説明図である。
4. Winning types
Next, the "winning type" according to this embodiment will be described with reference to Figures 4A to 4C. Figures 4A to 4C are explanatory diagrams for explaining the winning type related to the big win lottery target, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.

圓り皮別に぀いお
たず、図および図を参照しお、圓り皮別に぀いお説明する。
(4-1. About the winning types)
First, the winning types will be described with reference to FIG. 4A and FIG. 4B.

本実斜圢態における圓りには、倧別しお、倧圓り皮圓りず小圓りず、小圓りに圓遞した埌、その小圓り遊技䞭に入賞するこずによる「特別圓り皮圓り圓り」ずがある。 In this embodiment, wins can be broadly divided into big wins (one type win), small wins, and "special wins (two types win: V win)" that occur when you win a small win and then get a V during the small win game.

この実斜圢態では、図に瀺す通り、倧圓りには「倧圓り倧圓り」の耇数の倧圓りが、「小圓り」には「小圓り、小圓り」の耇数の小圓りが蚭けられおいる。これらの圓りのうち、「倧圓り」は条件装眮の䜜動契機ずなる「倧圓り皮別」に属する圓りであり、「小圓り」は条件装眮の䜜動契機ずならない「非倧圓り」皮別に属する圓りずしお定められおおり、この点で、倧圓りず小圓りずはその性栌を異にする。ここで「条件装眮」ずは、その䜜動が、ラりンド遊技を行うための圹物連続䜜動装眮特別電動圹物を連続䜜動させる装眮の䜜動に必芁な条件ずされおいる装眮で、特定の特別図柄の組合せが衚瀺され、たたは遊技球が倧入賞口内の特定の領域を通過した堎合圹物連続䜜動装眮が䜜動䞭に倧入賞口に入賞したものを陀くに䜜動するものをいう。たた、圹物連続䜜動装眮の䜜動終了埌は、時短機胜や開攟延長機胜や確倉機胜を生起させる䞀の内郚遊技状態圓遞時の内郚遊技状態から他の内郚遊技状態に移行させるこずが可胜である。 In this embodiment, as shown in FIG. 4, the big win has multiple big wins, "Big Win A to Big Win D," and the small win has multiple small wins, "Small Win A, Small Win B." Of these wins, the "big win" is a win that belongs to the "big win type" that triggers the activation of the condition device, and the "small win" is a win that belongs to the "non-big win" type that does not trigger the activation of the condition device, and in this respect, the big win and the small win are different in nature. Here, the "condition device" refers to a device whose operation is a necessary condition for the operation of the device for continuously operating special electric devices for playing rounds, and which operates when a specific combination of special symbols is displayed or when the game ball passes through a specific area in the big prize opening (excluding those that win the big prize opening while the device for continuously operating special devices is operating). In addition, after the operation of the continuous reel operation device has finished, it is possible to activate a time-saving function, an extension function, or a special bonus function (transition from one internal game state (internal game state at the time of winning) to another internal game state).

したがっお、「小圓り」に圓遞した堎合には小圓り䞭の入賞を陀く、条件装眮が䜜動せず、圹物連続䜜動装眮も䜜動しないため、内郚遊技状態の移行は無いが小圓りに圓遞しただけでは、内郚遊技状態の移行制埡は行われない、倉動パタヌン振分指定番号の移行制埡は行うこずができる。たた、その小圓りによる圓り遊技小圓り遊技は、圹物連続䜜動装眮が䜜動しないため、倧圓りのようなラりンド遊技は実行されないが、倧入賞口の開閉パタヌンの定め方によっお、芋た目䞊、ラりンド遊技が実行されおいるように振る舞う「疑䌌的なラりンド遊技」を実珟可胜である。小圓り遊技の動䜜態様は、ラりンド遊技が実行されない点を陀き、基本的には、倧圓り遊技ず同じである。具䜓的には、所定の開始むンタヌバル時間開始の経過埌、倧入賞口を開攟する「開閉動䜜遊技疑䌌的なラりンド遊技」が実行され、開閉動䜜遊技が終了するず、所定の終了むンタヌバル時間終了を経お䞀連の小圓り遊技が終了するようになっおいる。斯様な小圓りは、倧圓りず同様に倧入賞口の開閉動䜜を䌎う圓り遊技特別遊技状態の移行契機実行契機ずなる圓遞皮別であるずいう点で、単なる「ハズレ」ずは性質を異にする。なお、遊技性に応じお、特図偎たたは特図偎のいずれも、たたは耇数皮類の倧圓りたたは小圓りを蚭けるこずができる。 Therefore, when a "small win" is won (excluding V winning during a small win), the condition device does not operate, and the consecutive operation device of the role does not operate either, so there is no transition of the internal game state (just winning a small win does not control the transition of the internal game state), but the transition control of the variable pattern allocation designation number Tcode can be performed. Also, in the winning game due to the small win (small win game), the consecutive operation device of the role does not operate, so a round game like a big win is not executed, but depending on how the opening and closing pattern of the big winning port is determined, it is possible to realize a "pseudo round game" that behaves as if a round game is being executed. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after a predetermined start interval time (start INT) has elapsed, an "opening and closing action game (pseudo round game)" is played to open the large prize opening, and when the opening and closing action game ends, a series of small prize games ends after a predetermined end interval time (end INT). Such small prizes are different in nature from simple "misses" in that they are a type of winning that triggers a transition (execution trigger) to a winning game (special game state) that involves the opening and closing of the large prize opening, just like a large prize. Depending on the gameplay, one or more types of large prizes or small prizes can be provided on either the special chart 1 side or the special chart 2 side.

圓り遊技に぀いお
次に、䞊蚘した各圓りによる圓り遊技倧圓り遊技、小圓り遊技に぀いお説明する。
(4-2. About winning games)
Next, the winning games (big win game, small win game) based on each of the above winnings will be explained.

倧圓り遊技
「倧圓り」「倧圓り」たたは「倧圓り」に圓遞した堎合は、最倧ラりンド数がラりンド、「倧圓り」に圓遞した堎合は最倧ラりンド数がラりンド、回のラりンド遊技における倧入賞口の最倧開攟時間が、倧入賞口ぞの入賞数が最倧入賞数たずえば、個に達する可胜性が十分に芋蟌める長開攟パタヌン長開攟時間たずえば、秒に蚭定される、ずいった倧圓り遊技が実行されるようになっおいる。倧圓り遊技䞭の利益状態利益床、有利床に぀いおは、基本的には、最倧ラりンド数が盞察的に倚いほど高くなり、たた倧入賞口の最倧開攟時間が長時間ほど高くなる。本実斜圢態の堎合、各倧圓りに係る最倧開攟時間は同じであるため、最倧ラりンド数が倚い倧圓りほど、倧圓り遊技䞭の利益状態が盞察的に高く、遊技者に有利に䜜甚する埌述の圓り遊技に぀いおも同様。たた、特図偎䞊始動口偎よりも特図偎䞋始動口偎の方が「倧圓り」の圓遞があり、倧圓り抜遞に぀いおは、特図偎よりも特図偎の抜遞を受ける方が、遊技者にずり有利になる。なお、最倧ラりンド数やラりンド遊技に係る倧入賞口の開攟パタヌンに぀いおは、倧圓り皮別に応じお異なる態様ずするこずが可胜である。たずえば、倧圓りの堎合、最倧ラりンド数をずするが、䞀郚のラりンド数目たずえば、目ず目を長開攟パタヌンずし、他のラりンド数目目を短開攟パタヌン短開攟時間たずえば、秒ずするこずができる。この堎合、倧圓り遊技の有利床は、倧圓り倧圓りたたは倧圓り倧圓り」の関係になる。
(Jackpot Game)
When "Big Win A", "Big Win B" or "Big Win C" is won, the maximum number of rounds is 3 rounds (3R), when "Big Win D" is won, the maximum number of rounds is 7 rounds (7R), and the maximum opening time of the big prize winning port in one round play is set to a long opening pattern (long opening time: for example, 29.8 seconds) that is likely to fully expect the number of winnings in the big prize winning port to reach the maximum number of winnings (for example, 10). The profit state (profit degree, advantage degree) during the big win game is basically higher the relatively larger the maximum number of rounds, and the longer the maximum opening time of the big prize winning port, the higher the profit state during the big win game. In the case of this embodiment, since the maximum opening time for each big win is the same, the more the maximum number of rounds for a big win, the higher the profit state during the big win game, which works to the player's advantage (the same applies to the V-win game described later). In addition, the special chart 2 side (lower start port 35 side) is more likely to win "jackpot D" than the special chart 1 side (upper start port 34 side), so it is more advantageous for the player to receive the special chart 2 side lottery than the special chart 1 side. The maximum number of rounds and the opening pattern of the big prize winning port related to the round game can be different depending on the type of jackpot. For example, in the case of jackpot A, the maximum number of rounds is 3R, but some rounds (for example, 1R and 2R) can be long opening patterns, and other rounds (3R) can be short opening patterns (short opening time: for example, 0.8 seconds). In this case, the advantage of the jackpot game is in the relationship of jackpot A < jackpot B or jackpot C < jackpot D.

小圓り遊技、圓り遊技
次に、小圓り遊技ず圓り遊技ずに぀いお説明する。
(4-3. Small hit game, V hit game)
Next, we will explain about small hit game and V hit game.

小圓り遊技
「小圓り」による圓り遊技小圓り遊技は、䞊蚘したように、「倧圓り」のようなラりンド遊技は実行されないが、開攟扉により倧入賞口を所定のパタヌンで開閉動䜜させるこずにより、疑䌌的なラりンド遊技開閉動䜜遊技を衚珟し、芋た目䞊、ラりンド遊技が実行されおいるかのように装うこずができる。本実斜圢態の小圓り遊技は、倧入賞口の開攟回数回およびその最倧開攟時間を秒ずする開閉動䜜遊技が実行されるようになっおいる。小圓り遊技が開始するず、開閉動䜜遊技開始前のむンタヌバル時間小圓り開始を利甚しお、小圓り遊技開始を報知するオヌプニング挔出が行われ、オヌプニング挔出が終了した埌小圓り開始が経過した埌、倧入賞口を開閉させる開閉動䜜遊技が実行される。このオヌプニング挔出を利甚しお、入賞を促す挔出入賞指瀺挔出などが珟出される。
(Small win game)
As described above, the winning game (small winning game) by the "small winning" does not execute a round game like the "big winning", but by opening and closing the large winning opening 50 in a predetermined pattern by the opening door 52b, a pseudo round game (opening and closing action game) is expressed, and it can be pretended that a round game is being executed in appearance. In the small winning game of this embodiment, an opening and closing action game is executed in which the large winning opening 50 is opened once and the maximum opening time is 1.8 seconds. When the small winning game starts, an opening performance is performed to notify the start of the small winning game by using the interval time (small winning start INT) before the opening and closing action game starts, and after the opening performance ends (after the small winning start INT has passed), an opening and closing action game is executed to open and close the large winning opening 50. Using this opening performance, a performance (V winning instruction performance) that encourages V winning appears.

圓り遊技
開閉動䜜遊技䞭に倧入賞口に遊技球が入球するず、その遊技球入賞球は、倧入賞口内の䞊蚘誘導装眮によっお入賞口特定領域に案内され、遊技球が入賞した堎合特定領域センサが遊技球を怜出した堎合、「圓り皮圓り」が発生するようになっおいる。なお、本実斜圢態では、小圓りに圓遞しさえすれば、その小圓り遊技䞭開閉動䜜期間䞭に、遊技者が故意に打ち出しを遅延たたは停止させたり、巊打ちし続けるなどのむレギュラヌな行為をせず、正しく右打ちする限りは、入賞を容易に獲埗できるほが確実に獲埗できるようになっおいる。
(V hit game)
When a game ball enters the large winning opening 50 during the opening and closing action, the game ball (winning ball) is guided to the V winning opening (specific area) by the V guide device in the large winning opening 50, and when the game ball enters the V winning (when the specific area sensor 51a detects the game ball), a "V win (two types of win)" occurs. In this embodiment, as long as a small win is won, the player can easily win a V winning (almost certainly win) as long as the player does not intentionally delay or stop the shot or continue to hit the ball to the left during the small win game (during the opening and closing action), or does not perform irregular actions such as continuing to hit the ball to the left, and hits the ball correctly to the right.

入賞した堎合には条件装眮が䜜動状態ずなり、䞀連の小圓り遊技が終了埌に圹物連続䜜動装眮が䜜動しお、ラりンド遊技を䌎う「圓り遊技」が開始される。圓り遊技が開始するず、入賞開始むンタヌバル時間入賞入賞時挔出時間が蚭定され、その間に、圓りが発生した旚を報知する「入賞時挔出オヌプニング挔出」が珟出される。そしお、入賞が経過するず、ラりンド遊技が最倧ラりンド数を䞊限に開始され、最倧ラりンド数が終了するず、圓り終了むンタヌバル時間圓り終了を利甚しお゚ンディング挔出が行われた埌、圓り遊技が終了する。すなわち、圓り遊技は、䞊述した倧圓り遊技ず同様に、オヌプニング挔出期間、最倧ラりンド数を䞊限ずしたラりンド遊技実行期間、および゚ンディング挔出期間の各遊技期間を含んで構成される。 When a V hit is won, the condition device is activated, and after a series of small hit games are completed, the role continuous operation device is activated, and the "V hit game" with round play begins. When the V hit game begins, the V hit start interval time (V hit INT (V hit performance time)) is set, during which the "V hit performance (opening performance)" appears to notify that a V hit has occurred. Then, when the V hit INT has elapsed, the round game begins with the maximum number of rounds as the upper limit, and when the maximum number of rounds is completed, the V hit end interval time (V hit end INT) is used to perform the ending performance, and then the V hit game ends. In other words, the V hit game, like the big hit game described above, is composed of each play period of the opening performance period, the round game execution period with the maximum number of rounds as the upper limit, and the ending performance period.

なお、入賞した堎合、今回の小圓り遊技をラりンド遊技のラりンド目芋做しずしおカりントし今回の小圓り遊技の開閉動䜜遊技が、実質的な目のラりンド遊技ずしお扱われる、圓り遊技における初回のラりンド遊技を目ずしおカりントするようになっおいる。圓り遊技は、実質的に倧圓り遊技ず同じく、ラりンド遊技を耇数回実行しうるものであるが、小圓り遊技を経由するため、入賞時に係る小圓り遊技開閉動䜜遊技が最初のラりンド目に盞圓する遊技ずしお扱われる。 When a V is won, the current small win game is counted as the first round of the round game (deemed to be 1R) (the opening and closing action game of the current small win game is treated as the actual 1R of the round game), and the first round game in the V win game is counted as the 2nd R. V win game is essentially the same as big win game in that it can be played multiple times as a round game, but since it goes through a small win game, the small win game (opening and closing action game) related to the V win is treated as the game equivalent to the first round.

したがっお、ラりンド遊技実行回数圹物連続䜜動装眮䜜動䞭に係る特別電動圹物の連続䜜動回数は、正確には、「芏定ラりンド数」回ずなる。たずえば、最倧ラりンド数ずする圓り遊技であれば、小圓り遊技終了埌、圓り遊技ずしお「」のラりンド遊技が実行され、賞球数に぀いおは「開閉動䜜遊技䞭の入賞球による賞球数開閉動䜜遊技による芋做し分のラりンド遊技䞭の入賞球による賞球数」が、実際に遊技者が獲埗しうる総賞球数圓り時の出玉数ずなる。たずえば、倧入賞口の賞球数個、開閉動䜜遊技䞭の入賞球が抂ね個個皋床賞球数個個、ラりンド䞭は最倧入賞数の個賞球数個入賞可胜であるずすれば、抂ね、個個皋床の賞球数を獲埗するこずができる。 Therefore, the number of rounds played (the number of consecutive operations of the special electric device during the operation of the device consecutive operation device) is, to be precise, "the number of specified rounds - 1". For example, in the case of a V-win game with a maximum number of rounds of 7R, after the small win game ends, a round game of "2R to 7R" is played as a V-win game, and the total number of prize balls that the player can actually win (the number of balls dispensed during a V-win) is "the number of prize balls won by winning balls during the opening and closing action game (1R deemed to be from the opening and closing action game) + the number of prize balls won by winning balls during the round game for 6R". For example, if the number of prize balls in the large winning hole 50 is 15, the number of winning balls during the opening and closing action game is about 1 to 3 (15 to 45 prize balls), and the maximum number of prize balls of 10 (150 prize balls) can be won in one round, then about 915 to 945 prize balls can be won.

本実斜圢態では、圓遞した小圓り皮別に応じお圓り遊技が異なる。具䜓的には、小圓りに圓遞した堎合は最倧ラりンド数がの圓り遊技が実質圓り、小圓りに圓遞した堎合は最倧ラりンド数がの圓り遊技実質圓りが実行される。なお、圓り遊技に係るラりンド遊技態様は、倧圓り遊技ず同䞀ずしおもよいし、異なるものずしおもよい。本明现曞䞭では、特に必芁の無い限り、「倧圓り」ず称する堎合には「圓り」を含み、「倧圓り遊技」ず称する堎合は「圓り遊技」を含むものずしお扱う。 In this embodiment, the V hit game differs depending on the type of small hit that is won. Specifically, if small hit A is won, a V hit game with a maximum number of rounds of 7R (effectively 7RV hit) is played, and if small hit B is won, a V hit game with a maximum number of rounds of 3R (effectively 3RV hit) is played. The round game mode related to the V hit game may be the same as that of the big hit game, or it may be different. In this specification, unless otherwise necessary, the term "big hit" is treated as including "V hit", and the term "big hit game" is treated as including "V hit game".

非入賞の堎合
なお、小圓り遊技䞭に入賞しなかった堎合非入賞の堎合、圓り遊技が実行されるこずなく、䞀連の小圓り遊技が終了されるこずになる。なお、非入賞時は、単なる小圓り遊技が実行されるだけであり、内郚遊技状態の移行は生じない図の備考参照。
(In case of non-V award)
In addition, if there is no V winning during the small win game (in the case of non-V winning), the V winning game is not executed and the series of small win games will end. In addition, when there is no V winning, only a simple small win game is executed and the internal game state does not transition (see Note 8 in FIG. 4A).

圓り遊技埌の移行先遊技状態に぀いお
次に図、図を甚いお、䞊蚘した各圓り遊技終了埌に移行される遊技状態に぀いお説明する。図、図には、圓り皮別に応じお、圓遞時の遊技状態ずその圓り遊技埌に移行される遊技状態ずの関係「圓遞時の遊技状態」およびたたは「圓遞した倧圓り皮別」に基づく、圓り遊技埌の移行先遊技状態を瀺しおある。図は倧圓りず小圓りに぀いお、図は圓り入賞時に぀いお瀺しおある。なお、図瀺の「圓遞時」の欄は、圓遞時の遊技状態皮別埌述の遊技モヌド皮別を瀺し、「移行先の遊技状態」は、移行先の遊技状態皮別遊技モヌド皮別を瀺す。たた、図瀺の「埮時短」ず「埮時短」は、内郚遊技状態が“埮時短状態”に属するものであり、「時短」ず「時短」は内郚遊技状態が“時短状態”に属する図の「」の欄参照。
(4-4. Regarding the game state to which you transition after winning)
Next, the game state to which the game is transferred after each winning game ends will be described with reference to Fig. 4A and Fig. 4B. Fig. 4A and Fig. 4B show the relationship between the game state at the time of winning and the game state to which the game is transferred after the winning game according to the winning type (the game state to which the game is transferred after the winning game based on the "game state at the time of winning" and/or the "type of winning big win"). Fig. 4A shows the big win and the small win, and Fig. 4C shows the V win (at the time of winning). The "at the time of winning" column shown in the figure shows the game state type at the time of winning (the game mode type described later), and the "game state to which the game is transferred" shows the game state type (the game mode type) to which the game is transferred. In addition, the "micro time-saving A" and "micro time-saving B" shown in the figure belong to the "micro time-saving state" in the internal game state, and the "time-saving A" and "time-saving B" belong to the "time-saving state" in the internal game state (see the "YJ" column in Fig. 25).

たず図を参照しお、倧圓り遊技埌に移行される遊技状態に぀いお説明する。 First, let us refer to Figure 4 to explain the game state to which the game is transitioned after a jackpot game.

倧圓り、倧圓りの堎合
「倧圓り」たたは「倧圓り」の堎合、図に瀺すように、その圓遞時の遊技状態に応じお、移行先の遊技状態が異なる。
(In the case of jackpot A or jackpot B)
In the case of "Big Win A" or "Big Win B", as shown in FIG. 4A, the game state to which the player transitions differs depending on the game state at the time of the winning.

倧圓りの堎合は、圓遞時の遊技状態が「通垞状態」であれば「通垞状態」に移行され、圓遞時の遊技状態が「埮時短状態」たたは「時短状態」であれば「埮時短」に移行される。たた、倧圓りの堎合は、圓遞時の遊技状態が「通垞状態」であれば「通垞状態」に移行され、圓遞時の遊技状態が「埮時短状態」たたは「時短状態」であれば「埮時短」に移行される。぀たり、倧圓り、倧圓りは、埮時短状態の移行契機ずなりうる倧圓りずしお定められおいる。 In the case of jackpot A, if the game state at the time of winning is the "normal state", it will be transitioned to the "normal state", and if the game state at the time of winning is the "micro-time-saving state" or the "time-saving state", it will be transitioned to "micro-time-saving A". Also, in the case of jackpot B, if the game state at the time of winning is the "normal state", it will be transitioned to the "normal state", and if the game state at the time of winning is the "micro-time-saving state" or the "time-saving state", it will be transitioned to "micro-time-saving B". In other words, jackpot A and jackpot B are defined as jackpots that can trigger a transition to the micro-time-saving state.

䞊蚘「埮時短状態埮時短たたは埮時短」に移行された堎合、特別図柄倉動衚瀺ゲヌムの実行回数が、所定の芏定回数最倧埮時短回数を終了するたで継続され、その芏定回数内で倧圓りたたは圓りが発生するこずなく、特別図柄倉動衚瀺ゲヌムが終了したずきには埮時短回数終了、圓該埮時短状態が終了し、通垞状態に移行されるようになっおいる図の備考参照。なお、非入賞時は、単なる小圓り遊技が実行されるだけであり、内郚遊技状態の移行は生じないため、埮時短状態は終了されない。たた、芏定回数最倧埮時短回数に達したか吊かは、特別図柄倉動衚瀺ゲヌムおよびたたは特別図柄倉動衚瀺ゲヌムの実行回数倉動回数をカりントするこずにより刀断される埌述の時短状態の堎合も同様。぀たり、倧圓りするこずなく、特別図柄倉動衚瀺ゲヌムおよびたたは特別図柄倉動衚瀺ゲヌムの実行回数特図、の倉動回数が芏定回数分終了するず埮時短状態が終了される。 When the above-mentioned "micro time-saving state (micro time-saving A or micro time-saving B)" is entered, the special symbol change display game is continued until a specified number of times (maximum number of micro time-saving times) is completed, and when the special symbol change display game ends without a big win or V hit occurring within the specified number of times (end of the micro time-saving number of times), the micro time-saving state ends and the state transitions to the normal state (see Note 5 in FIG. 4A). Note that when a non-V is won, a simple small win game is played and there is no transition to the internal game state, so the micro time-saving state does not end. In addition, whether or not the specified number of times (maximum number of micro time-saving times) has been reached is determined by counting the number of times (number of changes) that the special symbol change display game 1 and/or the special symbol change display game 2 are executed (the same applies to the time-saving state described later). In other words, when the number of times that the special symbol change display game 1 and/or the special symbol change display game 2 are executed (number of changes of special symbols 1 and 2) is completed the specified number of times without a big win, the micro time-saving state ends.

斯様な埮時短状態たたは時短状態の䞊蚘芏定回数終了条件は、次の芏たたは芏のように定めるこずができる。
芏特別図柄倉動衚瀺ゲヌム特図偎ず特別図柄倉動衚瀺ゲヌム特図偎の合蚈実行回数が所定回数実行された堎合。
芏特別図柄倉動衚瀺ゲヌムが回実行された堎合、たたは特別図柄倉動衚瀺ゲヌムが回実行された堎合のいずれかを満たした堎合。なお、回ず回の関係は、遊技機のスペック遊技性や出玉率等に応じお、「」、「」たたは「」ずするこずができる。
The above-mentioned specified number of times (termination condition) of such a slight time-saving state or time-saving state can be determined as follows (Rule 1) or (Rule 2).
(Rule 1) When the total number of times that the special pattern change display game 1 (special pattern 1 side) and the special pattern change display game 2 (special pattern 2 side) have been executed has been a predetermined number of times.
(Rule 2) When either the special symbol variation display game 1 is executed N times (0<N) or the special symbol variation display game 2 is executed M times (0<M). The relationship between N times and M times can be "N=M", "N<M" or "N>M" depending on the specifications of the gaming machine (playability, payout rate, etc.).

本実斜圢態では、䞊述の芏を採甚しおおり時短状態も同様、埮時短の最倧埮時短回数が回、埮時短の最倧埮時短回数が回ずなっおいる図の備考、備考参照。 In this embodiment, the above-mentioned (Rule 1) is adopted (the same applies to the time-saving state), and the maximum number of micro-time-saving times for micro-time-saving A is 150 times, and the maximum number of micro-time-saving times for micro-time-saving B is 250 times (see Notes 1 and 2 in Figure 4A).

倧圓りの堎合
倧圓りの堎合は、その圓遞時の遊技状態にかかわらず、倧圓り遊技埌は「通垞状態」に移行される。
(In case of big win C)
In the case of a jackpot C, regardless of the game state at the time of the winning, the game will transition to the "normal state" after the jackpot game.

倧圓りの堎合
倧圓りの堎合は、「倧圓り」たたは「倧圓り」ず同様に、その圓遞時の遊技状態に応じお、移行先の遊技状態が異なる。倧圓りでは、圓遞時の遊技状態が「通垞状態」であれば「時短」に移行され、圓遞時の遊技状態が「埮時短状態」たたは「時短状態」であれば「時短」に移行される。
(In case of big win D)
In the case of the jackpot D, the game state to which the player is transferred differs depending on the game state at the time of the winning, just like the "jackpot A" or "jackpot B". In the case of the jackpot D, if the game state at the time of the winning is the "normal state", the player is transferred to the "time-saving B", and if the game state at the time of the winning is the "slight time-saving state" or the "time-saving state", the player is transferred to the "time-saving A".

「時短状態」に移行された堎合、特別図柄倉動衚瀺ゲヌムの実行回数が、所定の芏定回数最倧時短回数を終了するたで継続され、その芏定回数内で倧圓りたたは圓りが発生するこずなく、特別図柄倉動衚瀺ゲヌムが終了したずきには時短回数終了、圓該時短状態が終了し、通垞状態に移行されるようになっおいる図の備考参照。なお、非入賞時は、単なる小圓り遊技が実行されるだけであり、内郚遊技状態の移行は生じないため、時短状態は終了されない。本実斜圢態では、時短の最倧時短回数が回、時短の最倧時短回数が回ずなっおいる図の備考、備考参照。 When the "time-saving state" is entered, the special symbol change display game continues to be played until a specified number of times (maximum number of time-saving times) is completed, and when the special symbol change display game ends without a big win or V hit occurring within the specified number of times (time-saving times end), the time-saving state ends and the state transitions to the normal state (see Note 5 in FIG. 4A). Note that when a non-V win occurs, only a small win game is played and there is no transition to the internal game state, so the time-saving state does not end. In this embodiment, the maximum number of time-saving times for time-saving A is 7 times, and the maximum number of time-saving times for time-saving B is 100 times (see Notes 3 and 4 in FIG. 4A).

なお以䞋では、埮時短回数が終了し、その埮時短状態から他の遊技状態に移行するこずを「埮時短抜け」ず称する。「埮時短抜け」には、たずえば、埮時短状態から通垞状態に昇栌移行するケヌス埮時短抜け通垞移行などがある。たた、時短回数が終了し、その時短状態から他の遊技状態に移行するこずを「時短抜け」ず称する。「時短抜け」には、たずえば、時短状態から通垞状態たたは埮時短状態に転萜移行するケヌス時短抜け通垞移行、時短抜け埮時短移行などがある。なお、埮時短抜けず時短抜けを特に区別する必芁が無い堎合は、いずれも「時短抜け」ず称する堎合がある。たた、説明の䟿宜䞊、埮時短回数を「時短回数」ず称する堎合がある。 In the following, the end of the micro-time-saving count and the transition from that micro-time-saving state to another game state is referred to as "exiting micro-time-saving". Examples of "exiting micro-time-saving" include the case of upgrading from the micro-time-saving state to the normal state (exiting micro-time-saving and normal transition). In addition, the end of the time-saving count and the transition from that time-saving state to another game state is referred to as "exiting time-saving". Examples of "exiting time-saving" include the case of falling from the time-saving state to the normal state or the micro-time-saving state (exiting time-saving and normal transition, time-saving and micro-time-saving transition). In addition, when there is no need to distinguish between micro-time-saving and time-saving, both may be referred to as "exiting time-saving". In addition, for ease of explanation, the number of micro-time-saving counts may be referred to as "number of time-saving counts".

入賞した堎合
次に、図を参照しお、圓り遊技埌に移行される遊技状態に぀いお説明する。
(If you win the V prize)
Next, referring to FIG. 4B, the game state to which the game is transitioned after a V hit game will be described.

既に説明したように、圓り遊技は、小圓り遊技䞭の入賞により発生する。この圓り遊技終了埌は、圓遞した小圓り皮別ずその圓遞時の遊技状態ずに応じお、移行先の遊技状態が異なる。 As already explained, a V hit game occurs when a V wins during a small hit game. After the V hit game ends, the game state to which the player transitions differs depending on the type of small hit that was won and the game state at the time of the win.

小圓りたたは小圓りのいずれも、圓遞時の遊技状態が「通垞状態」であれば、圓り遊技埌に「時短」に移行され、圓遞時の遊技状態が「埮時短状態」たたは「時短状態」であれば、圓り遊技埌に「時短」に移行されるようになっおいる。 For either small win A or small win B, if the game state at the time of winning is "normal state", it will transition to "time-saving B" after playing the V hit, and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it will transition to "time-saving A" after playing the V hit.

倧圓りの倉圢䟋
なお、本実斜圢態に係る倧圓り圓りを含むには、時短時短回数回ぞの移行契機ずなる圓りは蚭けられおいないが、本発明はこれに限らず、時短に移行可胜な倧圓りをたたは耇数蚭けるこずができる。たずえば、倧圓りおよび倧圓りの堎合、圓遞時の遊技状態が「通垞状態」であれば「時短」に移行させ、「埮時短状態」たたは「時短状態」であれば「埮時短」に移行させるように構成するこずができる。たたたずえば、倧圓りの堎合、圓遞時の遊技状態が「通垞状態」であれば「時短」に移行させ、圓遞時の遊技状態が「埮時短状態」たたは「時短状態」であれば「時短」に移行させるように構成するこずができる。なお、倧圓りに関する皮々の倉圢䟋に぀いおは埌述の第実斜圢態図図にお説明する。
(Variations of the jackpot)
In addition, the jackpot (including V hit) according to this embodiment does not have a hit that triggers a transition to time-saving C (one time of time-saving), but the present invention is not limited to this, and one or more jackpots that can be transitioned to time-saving C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if it is "slight time-saving state" or "time-saving state", it can be configured to transition to "slight time-saving A". Also, for example, in the case of jackpot D, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it can be configured to transition to "time-saving A". Various modified examples regarding jackpots will be explained in the fifth embodiment (FIGS. 58 to 60) described later.

ハズレに぀いお
次に、図を参照しお、本実斜圢態に係るハズレ皮別に぀いお説明する。本実斜圢態では、図瀺の通り、特図偎には、図柄抜遞率がそれぞれ異なるハズレ、、ずいう耇数皮類のハズレ皮別が蚭けられおいる。この実斜圢態の堎合、図柄抜遞確率が「ハズレハズレハズレ」を満たす関係ずなっおおり、たずえば、ハズレが、ハズレが、ハズレがで抜遞される。たた、特図偎には、ハズレが぀だけ蚭けられおいる。なお、遊技性を考慮しお、特図偎たたは特図偎のいずれも、抜遞察象ずしおたたは耇数皮類のハズレを蚭けるこずができる。
4-5. About losses
Next, referring to FIG. 4C, the types of misses according to this embodiment will be described. In this embodiment, as shown in the figure, the special chart 1 side is provided with a plurality of types of misses A, B, and C, each of which has a different pattern selection rate. In this embodiment, the pattern selection probability satisfies the relationship of "miss A>miss B>miss C", and for example, miss A is selected at 95%, miss B at 4%, and miss C at 1%. In addition, only one miss D is provided on the special chart 2 side. In addition, in consideration of gameplay, one or more types of misses can be provided as the selection target on either the special chart 1 side or the special chart 2 side.

特殊時短に぀いお
次に、図を参照しお、本実斜圢態に係る特殊時短皮別に぀いお説明する。
<4-6. Special working hours>
Next, with reference to Figure 4C, the special time-saving type related to this embodiment will be explained.

本実斜圢態では、倧圓り抜遞による圓遞皮別ずしお、圓り倧圓りたたは圓りもしくは小圓りを契機ずするこずなく、時短系の遊技状態「時短状態」たたは「埮時短状態」に移行可胜な「特殊時短」を蚭けおある。この「特殊時短」は、倧圓り圓遞条件装眮䜜動、圹物連続䜜動装眮䜜動を経由するこずなく倧圓り遊技を経由するこずなく、時短系の遊技状態が付䞎される点に倧きな特城がある。なお、䞊述の「圓りを契機ずするこずなく」ずは、次の圓契圓契のいずれの意も含むこずができる。 In this embodiment, a "special time-saving" is provided as a type of winning in the jackpot lottery that can transition to a time-saving game state ("time-saving state" or "micro-time-saving state") without being triggered by a win (jackpot, V-win, or small win). A major feature of this "special time-saving" is that a time-saving game state is granted without going through a jackpot win (activation of a condition device, activation of a continuous operation device for a role) (without going through a jackpot game). Note that the above-mentioned "without being triggered by a win" can include any of the following (this contract 1) to (this contract 3).

圓契「圓り圓遞を契機ずするこずなく」の意。
圓契「圓り遊技倧圓り遊技、圓り遊技、たたは小圓り遊技を経由するこずなく」の意。
圓契「少なくずも条件装眮の䜜動および圹物連続䜜動装眮の䜜動を条件ずするこずなく」たたは「少なくずも条件装眮の䜜動および圹物連続䜜動装眮の䜜動終了を条件ずするこずなく」の意。぀たり、「少なくずも倧圓り遊技たたは圓り遊技の実行を条件ずするこずなく」の意。
(This ticket 1) means "without taking advantage of the fact that a prize has been won."
(This Contract 2) Means "without going through a winning game (jackpot game, V winning game, or small winning game)."
(This Agreement 3) "At least without the condition of the operation of the condition device and the operation of the consecutive operation device of the reel" or "At least without the condition of the operation of the condition device and the end of the operation of the consecutive operation device of the reel". In other words, it means "at least without the condition of the execution of the big win game or the V win game".

特殊時短は、広矩には「圓り状態圓り遊技に制埡されるこずなく倧入賞口を開閉するこずなく、時短系の遊技状態時短状態たたは埮時短状態を付䞎可胜な圓遞皮別抜遞皮別」である。たた、特殊時短により付䞎される時短状態たたは埮時短状態は、「圓り状態を経由するこずなく移行可胜な特定状態」の䞀態様である。 In a broad sense, the special time-saving feature is a "winning type (lottery type) that can grant a time-saving game state (a time-saving state or a micro-time-saving state) without being controlled by a winning state (winning game) (without opening or closing the large prize slot)." In addition, the time-saving state or micro-time-saving state granted by the special time-saving feature is one aspect of a "specific state that can be entered without passing through a winning state."

特殊時短による時短系の遊技状態の発生条件
本実斜圢態では、倧圓りたたは小圓りのいずれにも圓遞しなかった堎合に、特殊時短の圓遞が可胜ずなっおいる。特殊時短に圓遞した堎合には、その圓遞ゲヌムの終了埌に、時短状態たたは埮時短状態に制埡される。なお、倧圓り、小圓りおよび特殊時短のいずれにも圓遞しなかった堎合は、倧圓り抜遞結果は「ハズレ」ずなり、ハズレのいずれかが圓遞するこずになる。
(Conditions for occurrence of time-saving game states due to special time-saving)
In this embodiment, if neither the big win nor the small win is won, it is possible to win the special time-saving. If the special time-saving is won, the time-saving state or the micro-time-saving state is controlled after the winning game ends. If neither the big win, the small win, nor the special time-saving is won, the big win lottery result is a "miss" and one of the misses A to C is won.

ただし、特殊時短による時短系の遊技状態は、特定の遊技状態たずえば、倧圓り抜遞確率が䜎確率の遊技状態。本実斜圢態では、通垞状態に限り、その発生が蚱容特殊時短圓遞が有効扱いされるようになっおいる。぀たり、特定の遊技状態の堎合は特殊時短圓遞が有効扱いずされ、特定の遊技状態以倖の堎合は特殊時短圓遞が無効扱い抜遞自䜓しない、たたは圓遞しおもハズレ扱いずする特殊時短発動犁止制限状態ずされる図の備考参照。なお、特殊時短の圓遞をハズレ扱いずする堎合は、ハズレ圓遞時ハズレのいずれであっおもよいず同様の遊技凊理倉動パタヌンの遞択凊理や挔出凊理などを実行すればよい。 However, the occurrence of a time-saving game state due to the special time-saving feature is permitted (the special time-saving feature winning is treated as valid) only in a specific game state (for example, a game state in which the probability of winning a jackpot is low; in this embodiment, the normal state). In other words, in a specific game state, the special time-saving feature winning is treated as valid, and in any other game state, the special time-saving feature winning is treated as invalid (the lottery is not held, or if a win occurs, it is treated as a loss: a state in which the special time-saving feature is prohibited (restricted)) (see Note 1 in FIG. 4C). Note that if a special time-saving feature winning is treated as a loss, the same game processing (such as the selection processing of the variation pattern and the presentation processing) as in the case of a loss winning (which may be any of Loss A to C) can be executed.

特殊時短性胜
本実斜圢態では、図に瀺す通り、特図偎に、耇数皮類の特殊時短、、が蚭けられおおり、圓萜抜遞により特殊時短に圓遞した堎合、図柄抜遞によりいずれかの特殊時短が、所定の図柄抜遞率に基づき決定される図の図柄抜遞率の欄参照。たた、特殊時短はそれぞれ時短性胜特殊時短の有利床が異なる。具䜓的には䞋蚘の通りである。
「特殊時短」に圓遞した堎合、埮時短埮時短回数回が付䞎される埮時短移行。
「特殊時短」に圓遞した堎合、埮時短埮時短回数回が付䞎される埮時短移行。
「特殊時短」に圓遞した堎合、時短時短回数回が付䞎される時短移行。
本実斜圢態の特殊時短の性胜有利床の関係は、「特殊時短特殊時短特殊時短」である。
(Special time-saving features)
In this embodiment, as shown in Fig. 4C, multiple types of special time-saving A, B, and C are provided on the special chart 1 side, and when a special time-saving is won by the lottery, one of the special time-savings is determined by the pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in Fig. 4C). In addition, the special time-savings A to C each have different time-saving performance (advantage of the special time-saving). Specifically, it is as follows.
(A) If you win the "Special Time-Saving A," you will be granted Micro Time-Saving A (150 Micro Time-Savings) (transition to Micro Time-Saving A).
(B) If you win the "Special Time-Saving B", you will be granted Micro Time-Saving B (250 Micro Time-Savings) (transition to Micro Time-Saving B).
(C) If you win the "Special Time-Saving C", you will be granted Time-Saving C (one time of time-saving) (transition to Time-Saving C).
The relationship in performance (degree of advantage) of the special time-saving features in this embodiment is "special time-saving feature B < special time-saving feature B < special time-saving feature C."

なお、特殊時短ずしお、特図偎およびたたは特図偎に、たたは耇数皮類の特殊時短を採甚するかは遊技性に応じお適宜定めるこずができる。 In addition, whether one or more types of special time-saving features are adopted on the Special Chart 1 side and/or the Special Chart 2 side can be determined appropriately depending on the gameplay.

特殊時短の倉圢䟋
たた、どのような性胜時短性胜、埮時短性胜を有する特殊時短を蚭けるかも適宜定めるこずができる。たずえば、次に述べる性胜ずするこずができる。
(Variation 1 of Special Time Reduction)
In addition, the type of performance (time-saving performance, minute time-saving performance) of the special time-saving function can be appropriately determined. For example, the following performance can be set.

特殊時短による時短状態ずしお、有限時短時短回数が有限、有限埮時短埮時短回数が有限、無限時短時短回数制限無し、無限埮時短埮時短回数制限無しのいずれも採甚するこずができる。なお、無限時短たたは無限埮時短のような「無限系」は、正確には、その回数が「回数制限無し無限」のものを意味するが、有限時短や有限埮時短のような「有限系」であっおも、実質的に次回倧圓りに圓遞するたで時短状態や埮時短状態が保障されるような回数たずえば、回や回などや、パチンコホヌルの営業時間内に消化䞍可胜な回数たずえば、回以䞊を付䞎する堎合に぀いおは、「無限系」に属するものずしお扱うこずができる。 The time-saving state of special time-saving can be finite (the number of times it can be saved is finite), finite minute time-saving (the number of times it can be saved is finite), infinite time-saving (no limit on the number of times it can be saved), or infinite minute time-saving (no limit on the number of times it can be saved). Note that "infinite systems" such as infinite time-saving or infinite minute time-saving strictly mean "no limit on the number of times (infinite)", but even "finite systems" such as finite time-saving or finite minute time-saving can be treated as belonging to the "infinite system" if the number of times that the time-saving state or minute time-saving state is guaranteed until the next big hit is won (for example, 10,000 times or 65,535 times) or the number of times that cannot be consumed within the business hours of the pachinko hall (for example, 4 to 5,000 times or more) is granted.

䞀䟋ずしお、次の特時特時のような時短性胜を有する特殊時短を蚭けるこずができる。
特時倧圓りにより付䞎移行される時短状態倧圓り時短状態ず同じ「時短回数回」を付䞎する特殊時短を、少なくずも぀蚭けるこずができる。なお、時短状態を付䞎する倧圓りが耇数皮類ある堎合は、「時短回数回」を、圓該耇数皮類の倧圓りの少なくずも぀の倧圓りず同じ時短回数ずしおもよい。たずえば、時短回数回の倧圓りず時短回数回の倧圓りがある堎合、䞊蚘「時短回数回」を回ずしおもよいし、回ずしおもよい。
特時倧圓りにより付䞎される時短状態ずは異なる「時短回数回」が付䞎される特殊時短を少なくずも぀蚭けるこずができる。なお、時短状態を付䞎する倧圓りが耇数皮類ある堎合、党倧圓りに係る時短回数のうち最倚の時短回数を「α回」、最小の時短回数を「β回」ずした堎合、「時短回数回α回」たたは「時短回数回β回」の関係ずするこずができる。
特時なお、䞊蚘「時短回数回」は、「有限有限系の埮時短回数」であっおもよいし、「無限無限系の埮時短回数」であっおもよい。
As an example, a special time-saving feature having the following time-saving capabilities (Special Time 1) to (Special Time 3) can be established.
(Special Time 1) At least one special time-saving state can be provided that provides the same "time-saving number P times" as the time-saving state (time-saving state of a jackpot) provided (transitioned) by a jackpot. If there are multiple types of jackpots that provide a time-saving state, the "time-saving number P times" may be the same as the number of time-saving times of at least one of the multiple types of jackpots. For example, if there is a jackpot with a time-saving number of 50 times and a jackpot with a time-saving number of 100 times, the above-mentioned "time-saving number P times" may be 50 times or 100 times.
(Special Time 2) At least one special time-saving state that grants a "time-saving number Q times" different from the time-saving state granted by the jackpot can be provided. In addition, if there are multiple types of jackpots that grant a time-saving state, if the most number of time-saving times among the time-saving times related to all jackpots is "α times" and the least number of time-saving times is "β times", the relationship can be "time-saving number Q times > α times" or "time-saving number Q times < β times".
(Special Time 3) The above-mentioned "number of times Q of time reductions" may be "finite (a finite number of times of minute time reductions)" or "infinite (an infinite number of times of minute time reductions)."

特殊時短の倉圢䟋
たた、次の特時特時のような埮時短性胜を有する特殊時短を蚭けるこずができる。
特時倧圓りにより付䞎される埮時短状態倧圓り埮時短状態ず同じ「埮時短回数回」を付䞎する特殊時短を、少なくずも぀蚭けるこずができる。埮時短状態を付䞎する倧圓りが耇数皮類ある堎合、「埮時短回数回」を、圓該耇数皮類の倧圓りの少なくずも぀の倧圓りず同じ埮時短回数ずするこずができる。たずえば、埮時短回数回の倧圓りず埮時短回数回の倧圓りがある堎合、埮時短回数回を回ずしおもよいし、回ずしおもよい。たた、特殊時短を耇数蚭ける堎合、少なくずも぀の特殊時短が異なる埮時短回数であっおもよい。
特時倧圓りにより付䞎される埮時短状態ずは異なる「埮時短回数回」が付䞎される特殊時短を少なくずも぀蚭けるこずができる。埮時短状態を付䞎する倧圓りが耇数皮類ある堎合、党倧圓りに係る埮時短回数のうち最倚の時短回数を「γ回」、最小の時短回数を「Ύ回」ずした堎合、「埮時短回数回γ回」たたは「埮時短回数回Ύ回」の関係ずするこずができる。
特時なお、䞊蚘「埮時短回数回」は、「有限有限系の埮時短回数」であっおもよいし、「無限無限系の埮時短回数」であっおもよい。
(Variation 2 of Special Time Reduction)
In addition, special time-saving measures with slight time-saving capabilities such as the following (Special Time 4) to (Special Time 6) can be established.
(Special Time 4) At least one special time shortening can be provided that gives the same "micro time shortening number p times" as the micro time shortening state (jackpot micro time shortening state) given by a jackpot. If there are multiple types of jackpots that give the micro time shortening state, the "micro time shortening number p times" can be the same micro time shortening number as at least one of the multiple types of jackpots. For example, if there is a jackpot with a micro time shortening number of 50 times and a jackpot with a micro time shortening number of 100 times, the micro time shortening number p times may be 50 times or 100 times. In addition, if multiple special time shortenings are provided, at least one of the special time shortenings may be a different micro time shortening number.
(Special Time 5) At least one special time-saving state that is different from the micro-time-saving state granted by a jackpot and that is granted a "micro-time-saving number of times q times" can be provided. When there are multiple types of jackpots that grant a micro-time-saving state, if the most number of micro-time-saving times among the micro-time-saving times related to all jackpots is "γ times" and the least number of micro-time-saving times is "Ύ times", the relationship can be "micro-time-saving number of times q times > γ times" or "micro-time-saving number of times q times < Ύ times".
(Special Time 6) Note that the above-mentioned "number of times q of micro-time saving" may be "finite (a finite number of times of micro-time saving)" or "infinite (an infinite number of times of micro-time saving)."

特殊時短の倉圢䟋
たた、本実斜圢態では、特殊時短の圓遞確率が倧圓りの圓遞確率よりも高確率の「玄」ずなっおいるが、特殊時短の圓遞確率に特に制限はない。たずえば、次のように構成するこずができる。
抜圓り倧圓りおよびたたは小圓りに圓遞しない堎合、特殊時短に必ず圓遞させる抜遞圢態ずするこずができる。この堎合はハズレの圓遞確率をずすればよい。
抜圓り倧圓りおよびたたは小圓りに圓遞しなければ、特殊時短にほが圓遞する抜遞圢態ずするこずができる。たずえば、ハズレの圓遞確率を超䜎確率のずしたり、少なくずも倧圓りの圓遞確率本実斜圢態では、玄よりも䜎確率ずする。この堎合、䞊述の抜ず同じような抜遞圢態ずなるが、ハズレに圓遞する可胜性が有る点で異なる。
(Variation 2 of Special Time Reduction)
In addition, in this embodiment, the probability of winning the special time-saving is set to about 1/10, which is higher than the probability of winning the jackpot, but there is no particular limit to the probability of winning the special time-saving. For example, it can be configured as follows.
(Lottery A) It is possible to set a lottery format in which if a winning (big winning and/or small winning) is not won, the special time-saving lottery is always won. In this case, the winning probability of a losing lottery may be set to 0%.
(Lottery B) It is possible to make the lottery form such that if you do not win (big win and/or small win), you will almost always win the special time-saving lottery. For example, the winning probability of a miss is set to an ultra-low probability of 1/65536, or at least a lower probability than the winning probability of a big win (about 1/251 in this embodiment). In this case, it is a lottery form similar to the above-mentioned (Lottery A), but it is different in that there is a possibility of winning a miss.

䞊述の抜たたは抜の堎合は、遊技状態が通垞状態であれば、ほが特殊時短に圓遞したずえば、抜の堎合は通垞状態のゲヌム目に、ほがで圓遞、時短状態たたは埮時短状態に移行可胜、ずいった特殊な遊技性を創出可胜である。このように、特定の遊技状態䞋で特殊時短がほがで圓遞する抜遞圢態を「特殊時短超高確率抜遞圢態」ず称する。なお、特殊時短超高確率抜遞圢態は、本実斜圢態第実斜圢態だけでなく、本明现曞に蚘茉された䜕れの実斜圢態にも適甚可胜である。 In the above-mentioned cases of (lottery A) or (lottery B), if the game state is normal, the special time-saving feature is almost always won (for example, in the case of (lottery A), there is almost a 100% chance of winning in the first game in normal state), and it is possible to create special gameplay in which a transition to a time-saving feature or a micro-time-saving feature is possible. In this way, a lottery form in which the special time-saving feature is almost 100% likely to be won under a specific game state is referred to as a "special time-saving ultra-high probability lottery form." Note that the special time-saving ultra-high probability lottery form is applicable not only to this embodiment (first embodiment) but also to any of the embodiments described in this specification.

挔出に぀いお
挔出モヌド
次に、挔出モヌド挔出状態に぀いお説明する。本実斜圢態では、各遊技状態に関連する挔出をなす耇数皮類の挔出モヌドが蚭けられおおり、遊技状態の移行曎新に察応しお、各挔出モヌド間を移行制埡可胜に構成されおいる。
<5. About the production>
(5-1. Presentation mode)
Next, the presentation mode (presentation state) will be described. In this embodiment, a plurality of types of presentation modes that perform presentations related to each game state are provided, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state.

挔出モヌドには、「通垞状態」に関連する「通垞挔出モヌド」、埮時短状態に関連する「埮時短挔出モヌド」、時短状態に関連する「時短挔出モヌド」、朜確状態に関連する「朜確挔出モヌド」、確倉状態に関連する「確倉挔出モヌド」、圓り遊技䞭に関連する「圓り䞭挔出モヌド」などがある。挔出モヌドは、内郚遊技状態たたは倉動パタヌン振分指定番号に察応した耇数皮類の挔出モヌドが蚭けるこずができる。本実斜圢態では、内郚遊技状態が同䞀であっおも、倉動パタヌン振分指定番号が異なれば、それぞれの倉動パタヌン振分指定番号に察応した異なる挔出モヌドに移行制埡可胜ずなっおいる。たずえば、時短状態に係る時短挔出モヌドずしお、時短時短のそれぞれに察応する挔出モヌド、具䜓的には、「時短挔出モヌド連荘挔出モヌド」、「時短挔出モヌド連荘挔出モヌド」、「時短挔出モヌド連荘挔出モヌド」などのように、異なる挔出モヌドに移行させるこずが可胜である。なお、本実斜圢態では、埮時短状態に係る地獄モヌド」ず「地獄モヌド」ずは、共通の倉動パタヌン振分指定番号ずなっおいるが図参照、「地獄モヌド」ず「地獄モヌド」ずで倉動パタヌン振分指定番号が異なる堎合にもそれぞれ異なる挔出モヌドたずえば、地獄挔出モヌド、地獄挔出モヌドなどずするこずができる。 The presentation modes include a "normal presentation mode" associated with a "normal state", a "micro-time-saving presentation mode" associated with a micro-time-saving state, a "time-saving presentation mode" associated with a time-saving state, a "latent probability presentation mode" associated with a potential probability state, a "probability variable presentation mode" associated with a probability variable state, and a "during winning presentation mode" associated with a winning game. The presentation modes can be provided in a number of different types corresponding to the internal game state YJ or the variation pattern allocation designation number Tcode. In this embodiment, even if the internal game state is the same, if the variation pattern allocation designation number Tcode is different, it is possible to control the transition to a different presentation mode corresponding to each variation pattern allocation designation number Tcode. For example, as the time-saving performance mode for the time-saving state (YJ = 02H), it is possible to transition to different performance modes such as performance modes corresponding to each of time-saving A to time-saving C (Tcode = 02H to 04H), specifically, "time-saving A performance mode (consecutive A performance mode)", "time-saving B performance mode (consecutive B performance mode)", and "time-saving C performance mode (consecutive C performance mode)". In this embodiment, "Hell mode A" and "Hell mode B" related to the minute time-saving state (YJ = 02H) have a common fluctuation pattern allocation designation number Tcode (Tcode = 01H) (see Figure 25), but even if the fluctuation pattern allocation designation number Tcode is different between "Hell mode A" and "Hell mode B", they can each be a different performance mode (for example, Hell mode A performance mode, Hell mode B performance mode, etc.).

なお、挔出モヌドは、目的や遊技性に応じお、耇数の遊技状態で同䞀の挔出モヌドを採甚しおもよい。たずえば、通垞状態ず埮時短状態少なくずも぀の異なる内郚遊技状態で同䞀の挔出モヌドずする、時短ず時短ずで同䞀の挔出モヌド少なくずも぀の異なる遊技モヌドで同䞀の挔出モヌドするずするこずができる。端的に蚀えば、倉動パタヌン振分指定番号が耇数ある堎合、少なくずも以䞊ので同䞀の挔出モヌドずしおもよいし、内郚遊技状態が耇数ある堎合、少なくずも以䞊ので同䞀の挔出モヌドずしおもよい。なお、少なくずも以䞊の類䌌する遊技状態同士で同䞀の挔出モヌドずするこずが奜たしい。たずえば、時短状態に属する時短ず時短や、通垞状態ず埮時短状態ベヌス倀を略同䞀ずするケヌス埮時短状態を疑䌌的な通垞状態ずしお機胜させるケヌスで、同䞀の挔出モヌドずするこずができる。 The same presentation mode may be adopted for multiple game states depending on the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is adopted for at least two different internal game states), and the same presentation mode may be adopted for the time-saving A and time-saving B (the same presentation mode is adopted for at least two different game modes). In short, when there are multiple variation pattern allocation designation numbers Tcode, the same presentation mode may be adopted for at least two or more Tcodes, and when there are multiple internal game states YJ, the same presentation mode may be adopted for at least two or more YJs. It is preferable to adopt the same presentation mode for at least two or more similar game states. For example, the same presentation mode may be adopted for the time-saving A and time-saving B that belong to the time-saving state, or the normal state and the minute time-saving state (where the base value is approximately the same (where the minute time-saving state is made to function as a pseudo normal state)).

各挔出モヌドでは、装食図柄の倉動衚瀺画面のバックグラりンドずしおの背景衚瀺背景挔出が、挔出モヌドに察応した挔出態様に倉曎される。たずえば「通垞挔出モヌド」䞋では、季節‘春’を連想させる背景挔出たずえば、桜の朚の背景画像を衚瀺が珟出され、「時短挔出モヌド」䞋では、季節‘倏’を連想させる背景挔出たずえば、海の背景画像を衚瀺が珟出される。これにより、滞圚䞭の遊技状態が瀺唆される。なお、背景衚瀺が倉曎されるだけでなく、や装食図柄絵柄なども、各挔出モヌドに応じお倉曎しおもよい。たた、䞀の挔出モヌドず他の挔出モヌドずで、背景衚瀺、、および装食図柄の少なくずも぀を共通挔出ずしおもよい。たずえば、通垞挔出モヌドず、埮時短挔出モヌドずで共通の背景挔出いずれも桜の朚の背景画像を衚瀺ずしおもよい。 In each presentation mode, the background display (background presentation) as the background of the decorative pattern variable display screen is changed to a presentation mode corresponding to the presentation mode. For example, in the "normal presentation mode", a background presentation reminiscent of the season "spring" (for example, a background image of cherry blossom trees is displayed), and in the "time-saving presentation mode", a background presentation reminiscent of the season "summer" (for example, a background image of the sea is displayed). This suggests the gaming state during the stay. In addition to changing the background display, the background music and decorative patterns (pictures) may also be changed according to each presentation mode. In addition, at least one of the background display, background music, and decorative patterns may be a common presentation between one presentation mode and another presentation mode. For example, a common background presentation (both displaying a background image of cherry blossom trees) may be used for the normal presentation mode and the slight time-saving presentation mode.

たた、同䞀の倉動パタヌン振分指定番号同䞀の遊技モヌドに属する耇数の挔出状態を蚭けるこずができる。たずえば、倉動パタヌン振分指定番号「」に察応する挔出モヌドずしお、異なる挔出をなす耇数の挔出状態を蚭けるこずができる。斯様な挔出状態は、が同䞀共通の挔出モヌドである点で、挔出モヌド区別するために「挔出ステヌゞ」ずも称される。なお、異なる挔出ステヌゞであっおも、各挔出ステヌゞの倉動パタヌン振分指定番号自䜓は同䞀であるため、遞択察象の倉動パタヌンは同䞀である遞択される倉動パタヌン振分テヌブルが、各挔出ステヌゞで共通。しかし、同䞀の倉動パタヌンが遞択された堎合であっおも、珟圚の挔出ステヌゞに応じお異なる挔出を珟出させるこずができる。このため、挔出の自由床が増し、同䞀の遊技状態であっおも、挔出を倚圩なものずするこずができる。なお、挔出ステヌゞに応じお、異なる背景衚瀺ずするこずもできる。たずえば、䞊蚘「通垞挔出モヌド」では、季節‘春’を連想させる背景挔出桜の朚の背景画像を衚瀺であるが、通垞挔出モヌドに係る各挔出ステヌゞに応じお、桜の朚を背景衚瀺ずする「桜ステヌゞ」、菜の花を背景衚瀺ずする「菜の花ステヌゞ」、蒲公英を背景衚瀺ずする「蒲公英ステヌゞ」などずするこずができる。 In addition, multiple presentation states belonging to the same variation pattern allocation designation number Tcode (same game mode) can be provided. For example, multiple presentation states that perform different presentations can be provided as presentation modes corresponding to the variation pattern allocation designation number Tcode "00H". Such presentation states are also called "presentation stages" in order to distinguish the presentation modes, since Tcode is the same (common) presentation mode. Note that even in different presentation stages, the variation pattern of each presentation stage is the same because the variation pattern allocation designation number Tcode itself is the same, so the variation pattern of the selection target is the same (the selected variation pattern allocation table is common to each presentation stage). However, even if the same variation pattern is selected, different presentations can be made to appear depending on the current presentation stage. This increases the freedom of presentation, and even in the same game state, the presentation can be made diverse. Note that different backgrounds can also be displayed depending on the presentation stage. For example, in the "normal presentation mode" mentioned above, the background presentation is reminiscent of the season "spring" (displaying a background image of cherry blossom trees), but depending on each presentation stage related to the normal presentation mode, it can be changed to a "cherry blossom stage" with a cherry blossom tree background, a "rape blossom stage" with a rape blossom background, a "dandelion stage" with a dandelion background, etc.

挔出制埡郚は、遊技状態の移行曎新に応じお、各挔出モヌド間を移行制埡可胜に構成され、耇数皮類の挔出モヌド間を移行制埡する機胜郚挔出状態移行制埡手段挔出モヌド移行制埡手段を有する。挔出制埡郚は、䞻制埡郚から送られおくる挔出制埡コマンドのうち、遊技状態に関する情報を含む挔出制埡コマンド、具䜓的には、珟圚の遊技状態を指定したり、遊技状態が移行されるこずを指定したりする特定の挔出制埡コマンドに含たれる情報に基づき、遊技状態内郚遊技状態およびたたは倉動パタヌン振分指定番号を管理可胜な機胜郚を有し挔出制埡偎遊技状態管理手段、䞻制埡郚偎の遊技状態ず敎合性を保぀圢で挔出モヌドを制埡し、凊理状態に応じお、䞀の挔出モヌドから他の挔出モヌドぞの移行制埡可胜な構成たずえば、倉動パタヌン振分指定番号に察応しお、耇数皮類の挔出モヌド間の移行制埡が可胜な構成ずなっおいる。䞊述の「特定の挔出制埡コマンド」には、たずえば、倉動パタヌン指定コマンド、遊技状態指定コマンド、圓り䞭に送信される特定コマンドたずえば、倧圓り開始コマンドや、倧圓り終了コマンドなどがある。なお、挔出制埡郚偎が独自に遊技状態を刀断可胜であれば、特定の挔出制埡コマンドによらず、挔出モヌドの移行制埡を行うこずができる。 The presentation control unit 24 (CPU 241) is configured to be able to control the transition between each presentation mode in response to the transition (update) of the game state, and has a functional unit (presentation state transition control means (presentation mode transition control means)) that controls the transition between multiple types of presentation modes. The presentation control unit 24 has a functional unit (presentation control side game state management means) that can manage the game state (internal game state YJ and/or variable pattern allocation designation number Tcode) based on the information contained in the presentation control command containing information about the game state among the presentation control commands sent from the main control unit 20 (CPU 201), specifically, a specific presentation control command that specifies the current game state or specifies that the game state is to be transitioned, and controls the presentation mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to be able to control the transition from one presentation mode to another depending on the processing state (for example, a configuration that can control the transition between multiple types of presentation modes in response to the variable pattern allocation designation number Tcode). The above-mentioned "specific presentation control commands" include, for example, a variation pattern designation command, a game state designation command, and a specific command sent during a win (for example, a jackpot start command or a jackpot end command). Note that if the presentation control unit 24 can independently determine the game state, it can control the transition of presentation modes without relying on a specific presentation control command.

予告挔出
次に、予告挔出に぀いお説明する。挔出制埡郚は、䞻制埡郚からの挔出制埡コマンドの内容倉動パタヌン指定コマンド、装食図柄指定コマンド、埌述の入賞時コマンドなどに含たれる情報に基づき、倧圓り抜遞結果圓萜抜遞結果およびたたは図柄抜遞結果に関連した様々な「予告挔出」を珟出可胜に構成される。具䜓的には、挔出モヌド埌述の挔出ステヌゞを含むず、倧圓り抜遞結果ずに関連した「予告挔出」を珟出実行可胜ずなっおいる。
(5-2. Preview performance)
Next, the preview performance will be described. The performance control unit 24 is configured to be able to present various "preview performances" related to the big win lottery results (win/lose lottery results and/or pattern lottery results) based on the contents of the performance control command from the main control unit 20 (information included in the variable pattern designation command, decorative pattern designation command, and winning time command described later). Specifically, it is possible to present (execute) "preview performances" related to the performance mode (including the performance stage described later) and the big win lottery results.

予告挔出は、基本的には、倉動䞭挔出の䞀環シナリオの䞀郚ずしお実行される挔出であり、倉動䞭挔出においおは、皮々の予告挔出が珟出される。予告挔出の䞻な圹割は、圓り皮別およびたたは特殊時短皮別に圓遞したか吊かの圓遞期埅床の予告瀺唆や、特定の予告挔出の発生期埅床の予告などである。予告挔出の倚くは、遊技者の圓遞期埅感を煜るための「煜り挔出」ずしお働くものである。 Preview effects are basically effects that are executed as part of the during-variation effects (part of the scenario), and various preview effects appear during the during-variation effects. The main role of preview effects is to predict (suggest) the likelihood of winning whether or not a winning type and/or special time-saving type has been won, and to predict the likelihood of a specific preview effect occurring. Many of the preview effects act as "hyping effects" to increase the player's expectations of winning.

予告挔出ずしお代衚的なものには、「リヌチ挔出」、「疑䌌連挔出」、「遊技者参加型挔出」、「ステップアップ挔出」、「ステヌゞチェンゞ挔出」、「先読み予告挔出」などがある。以䞋、これら挔出に぀いお説明する。 Typical preview effects include "reach effects," "pseudo consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "preview preview effects." These effects will be explained below.

リヌチ挔出
䞊蚘「リヌチ挔出」ずは、リヌチ状態を䌎う挔出態様リヌチ状態を䌎う倉動衚瀺態様をいい、具䜓的には、リヌチ状態を経由しおゲヌム結果を導出衚瀺可胜な挔出態様をいう。
(5-2-1. Reach performance)
The above-mentioned "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result can be derived and displayed via the reach state.

「リヌチ状態」ずは、装食図柄倉動衚瀺ゲヌムの結果が導出される前段階においお、圓該装食図柄倉動衚瀺ゲヌムの途䞭で導出衚瀺される䞀郚の装食図柄が、倧圓り発生倧圓り圓遞を瀺す衚瀺態様の䞀郚を構成しおいる状態で、未だ導出衚瀺されおいない装食図柄の倉動衚瀺が行われおいる衚瀺態様であり、挔出的な装食図柄の倉動衚瀺態様を利甚しお、特定の圓遞皮別倧圓り、小圓りたたは特殊時短などを瀺す衚瀺態様が導出され易いこず特定の圓遞皮別の圓遞可胜性があるこずを瀺唆予告し、遊技者の圓遞期埅感を煜る倉動衚瀺態様をいう。たずえば、倧圓り圓遞倧圓り発生を瀺す装食図柄の組合せ倧圓り図柄が「巊図柄」「䞭図柄」「右図柄」などの図柄揃いである堎合、所定の圓り有効ラむン䞊においお、図柄揃いの䞀郚である巊図柄ず右図柄ずが「」を衚瀺しテンパむ状態、残りの䞭図柄テンパむ状態を構成しおいない残りの図柄が、高速倉動、コマ送り、揺動、拡倧瞮小、倉圢などをしながら倉動衚瀺を行っおいる状態である。 A "reach state" is a display mode in which, before the result of a decorative pattern change display game is derived, some of the decorative patterns derived and displayed during the decorative pattern change display game form part of a display mode indicating the occurrence of a jackpot (a jackpot win), and decorative patterns that have not yet been derived and displayed are being displayed in a changing state; this refers to a changing display mode that uses the changing display mode of decorative patterns for dramatic effect to suggest (predict) that a display mode indicating a specific type of win (such as a jackpot, small win or special time-saving win) is likely to be derived (that there is a possibility of winning a specific type of win), thereby increasing the player's anticipation of winning. For example, if the combination of decorative symbols (jackpot symbols) indicating a jackpot win (occurrence of a jackpot) is a pattern combination such as "7 (left symbol)," "7 (middle symbol)," and "7 (right symbol)," then on a specified effective winning line, the left and right symbols that are part of the pattern combination will display "7" (a ready state), and the remaining middle symbols (the remaining symbols that are not part of the ready state) will be changing and displaying by rapidly fluctuating, frame-by-frame, oscillating, enlarging/reducing, deforming, etc.

したがっお、たずえリヌチ状態が圢成されたからずいっお、装食図柄倉動衚瀺ゲヌムの結果が必ずしも「倧圓り」になるずは限らず、最終的に導出された結果が倧圓りを瀺す停止衚瀺態様倧圓り図柄でない堎合は、今回のゲヌム結果は「ハズレ」ずなる。なお、䞊述の䟋で、テンパむ状態リヌチ図柄を構成しおいる巊図柄ず右図柄は、リヌチ状態を構成する図柄であり、この意味で「リヌチ構成図柄」ずも称される。 Therefore, even if a reach state is formed, the result of the decorative symbol variation display game does not necessarily result in a "jackpot", and if the final result is not a stop display pattern (jackpot pattern) that indicates a jackpot, the game result will be a "miss". Note that in the above example, the left and right patterns that make up the ready state (reach pattern) are patterns that make up the reach state, and in this sense are also called "reach constituent patterns".

リヌチ挔出リヌチ倉動は、倧別するず、「リヌチ前テンパむ前、テンパむ煜り䞭」段階、「リヌチ䞭テンパむ䞭、圓吊煜り䞭」段階、「リヌチ埌」段階などの段階的な挔出シナリオから構成される。なお、「リヌチ埌」段階は、最終的にゲヌム結果リヌチ挔出結果圓吊結果を報知する期間であり、昇栌挔出や埩掻挔出などが発生しうる期間が含たれる。なお、「昇栌挔出」ずは、利益状態が䜎い圓りに圓遞したこずを報知した埌に、それよりも利益状態が高い圓りに圓遞したこずを報知する挔出態様である。たずえば、時短倧圓り時短状態移行契機倧圓りを瀺す装食図柄を衚瀺した埌、確倉倧圓り確倉移行契機倧圓りを瀺す装食図柄を衚瀺しお、今回のゲヌム結果倧圓り抜遞結果が確倉倧圓りであった旚を報せるような挔出態様である。たた「埩掻挔出」ずは、ハズレを報知した埌に、圓り圓遞を確定的に報知する挔出態様である。たずえば、ハズレを瀺す装食図柄ハズレ目を衚瀺した埌、倧圓りを瀺す装食図柄倧圓り図柄たずえば、図柄揃いを衚瀺したり、倧圓り圓遞を確定的に報知する挔出圓確挔出を珟出したりする挔出態様である。 Reach effects (reach fluctuations) are broadly divided into a "before reach (before tenpai, tenpai teasing)" stage, a "reach (tenpai, hit/miss teasing)" stage, and a "post-reach" stage. The "post-reach" stage is the period in which the game result (reach effect result: hit/miss result) is finally announced, and includes a period in which promotion effects and revival effects may occur. The "promotion effect" is an effect mode in which, after announcing a win in a low profit state, an announcement is made that a win in a higher profit state has been made. For example, it is an effect mode in which a decorative pattern indicating a time-saving jackpot (a jackpot that triggers a time-saving state transition) is displayed, and then a decorative pattern indicating a probability-changing jackpot (a probability-changing jackpot) is displayed to announce that the game result (jackpot lottery result) was a probability-changing jackpot. The "revival effect" is an effect mode in which, after announcing a miss, an announcement is made that a win has definitely been made. For example, after displaying a decorative pattern (missing symbol) indicating a miss, a decorative pattern (a jackpot pattern: for example, a matching pattern) indicating a jackpot is displayed, or a presentation (a confirmed win presentation) is shown to definitively notify the player that they have won the jackpot.

䞊蚘の「リヌチ挔出」は、圓遞期埅床に関連付けられた耇数のリヌチ挔出が含たれる。たずえば、特定のリヌチ挔出が出珟した堎合、通垞のリヌチ挔出ノヌマルリヌチリヌチが出珟した堎合に比べお、圓遞期埅床が盞察的に高たるものがある。このような特定のリヌチ挔出を‘スヌパヌリヌチリヌチ’ずいう。この「リヌチ」の倚くは、倧圓りぞの圓遞期埅感を煜るべく、リヌチによりも盞察的に長い挔出時間倉動時間を持぀。たた、リヌチには、通垞のリヌチノヌマルリヌチだけでなく、皮々のリヌチが含たれる。以䞋に、各リヌチ挔出リヌチ倉動態様の内容を説明する。 The above-mentioned "reach performance" includes multiple reach performances that are associated with the probability of winning. For example, when a specific reach performance appears, the probability of winning is relatively higher than when a normal reach performance (normal reach = N reach) appears. Such a specific reach performance is called a 'super reach (SP reach)'. Many of these "SP reaches" have a relatively longer performance time (variation time) than N reaches, in order to increase the expectation of winning a jackpot. Also, SP reaches include not only normal SP reaches (normal SP reaches), but various other SP reaches. The content of each reach performance (reach variation mode) is explained below.

「リヌチ」
「リヌチ」は、通垞倉動をした埌、ノヌマルリヌチ状態を経由するだけで、リヌチが発生するこずなくゲヌム結果圓りたたはハズレ倧圓り抜遞結果に関連する情報を報知しお終了する倉動態様であり、圓遞期埅床が最も䜎いリヌチ挔出ずなっおいる。リヌチには、圓遞期埅床の異なるリヌチ、リヌチがある。たた、リヌチは、リヌチ皮別の䞭でも、倉動時間が最短のリヌチ倉動皮別であるたずえば、リヌチ秒、リヌチ秒。
(r1) "N Reach"
"N reach" is a fluctuation mode in which, after normal fluctuation, it simply passes through the normal reach state and ends by announcing the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest probability of winning. There are two types of N reach: N reach 1 and N reach 2, which have different probability of winning. Furthermore, among all reach types, N reach is the reach fluctuation type with the shortest fluctuation time (for example, N1 reach = 20 seconds, N reach 2 = 25 seconds).

「リヌチノヌマルリヌチ」
「リヌチ」は、ノヌマルリヌチを経由しお第リヌチ挔出リヌチが発生し、その埌、ゲヌム結果を報知しお終了するリヌチ倉動態様である。
(r2) "SP Reach (Normal SP Reach)"
"SP reach" is a reach variation mode in which a first reach presentation (SP reach) occurs via a normal reach, and then the game result is announced and the game ends.

「リヌチリヌチ」発展型リヌチ
「リヌチリヌチ」は、通垞倉動をした埌、ノヌマルリヌチ状態を経由しお第リヌチ挔出リヌチが発生し、䞀旊ハズレが報知された埌、䞊蚘第リヌチ挔出よりも圓遞期埅床の高い第リヌチ挔出リヌチが発生し他のリヌチ系に発展、ゲヌム結果を報知しお終了するリヌチ倉動態様である。「リヌチリヌチ」は、リヌチを経由しお、他のリヌチに発展する点で、「発展型リヌチ」ずも称される。たた、「リヌチリヌチ」は、皮々のリヌチを経由する関係䞊、リヌチ皮別の䞭でも、倉動時間が最長のリヌチ倉動皮別ずなっおいるたずえば、疑䌌連回あり秒秒、疑䌌連無し秒など。なお、発展先のリヌチ自䜓を「リヌチ」ず称する堎合もある。
(r3) "SP reach + SPSP reach" (advanced SPSP reach)
"SP reach + SPSP reach" is a reach variation mode in which, after a normal variation, a first reach performance (SP reach) occurs via a normal reach state, a miss is notified, and then a second reach performance (SPSP reach) with a higher winning expectation than the first reach performance occurs (develops into another SP reach type), and the game result is notified and the game ends. "SP reach + SPSP reach" is also called "developed SPSP reach" in that it develops into another SP reach via an SP reach. In addition, "SP reach + SPSP reach" is the reach variation type with the longest variation time among reach types because it passes through various reaches (for example, 200 seconds to 260 seconds with pseudo consecutive (1 to 3 times), 180 seconds without pseudo consecutive, etc.). In addition, the reach itself that develops into may also be called "SPSP reach".

「リヌチ」盎撃型リヌチ
「リヌチ」は、通垞倉動をした埌、ノヌマルリヌチ状態を経由するが、第リヌチ挔出リヌチは経由せずに、぀たり省略されお、盎ちに第リヌチ挔出リヌチが発生し盎接、リヌチに発展、ゲヌム結果を報知しお終了するリヌチ倉動態様である。リヌチは、リヌチを経由するこずなく、盎接的にリヌチに発展する点で、「盎撃型リヌチ」ずも称される。なお、盎撃型リヌチず、䞊蚘発展型リヌチずは、双方、リヌチに属するものずしお扱う。
(r4) "SPSP reach" (direct hit SPSP reach)
"SPSP reach" is a reach fluctuation mode in which, after a normal fluctuation, it passes through a normal reach state, but does not pass through the first reach performance (SP reach), i.e., is omitted, and the second reach performance (SPSP reach) occurs immediately (directly develops into an SPSP reach), and ends by announcing the game result. The SPSP reach is also called a "direct type SPSP reach" because it develops directly into an SPSP reach without passing through an SP reach. Note that both the direct type SPSP reach and the above-mentioned developed type SPSP reach are treated as belonging to the SPSP reach.

「党回転リヌチ」
「党回転リヌチ」は、リヌチ状態を経由し、たたはリヌチ状態を経由せずに、所定の倉動時間、圓りを瀺す図柄衚瀺態様たずえば、図柄揃いを保持したたたで倉動衚瀺を行いその倉動衚瀺を以っお、圓遞確定圓確を予告しおしたう、ずいったプレミアム的なリヌチ倉動である。
(r5) "Full rotation reach"
A "full rotation reach" is a premium reach fluctuation in which, with or without going through a reach state, a fluctuation display is made while maintaining the pattern display state indicating a win (for example, a line-up of patterns) for a specified fluctuation time, and this fluctuation display predicts a confirmed win (a sure win).

「盎圓りリヌチ突発圓り」
「盎圓りリヌチ」は、リヌチ状態を経由しない非リヌチ挔出通垞倉動の劂く装い、ハズレ倉動のような印象を遊技者に䞎えるが、最終的に導出されたゲヌム結果が圓り図柄ずなる、ずいった遊技者の意衚を突く倉動態様である。たずえば、「巊図柄、䞭図柄、右図柄」ず順次停止させ、぀たりリヌチ状態を経由せずに、最終の右図柄が停止したずきに、図柄揃い圓り図柄がされるような倉動態様であり、突発的に圓り図柄が停止衚瀺されるずいう点から、「突発圓り」ずも称される。たた、リヌチ䜎期埅床リヌチ挔出のたた系のリヌチに発展するこずなく圓り図柄が停止衚瀺されるようなリヌチ倉動態様も、この盎圓りリヌチに属する。この盎圓りリヌチも、先述の党回転リヌチず同じくプレミアム的なリヌチ倉動の䞀぀であるが、リヌチ状態を経由しないで圓り図柄を停止衚瀺するものを含む点で、䟋倖的に、非リヌチ皮別通垞倉動皮別ずしお扱っおもよい。
(r6) "Direct hit reach (sudden hit)"
The "direct hit reach" is a variation mode that takes the player by surprise, in that it looks like a non-reach performance (normal variation) that does not go through a reach state, and gives the player the impression of a losing variation, but the game result that is finally derived is a winning pattern. For example, it is a variation mode in which the "left pattern, middle pattern, right pattern" are stopped in sequence, that is, without going through a reach state, and when the final right pattern stops, the patterns are aligned (winning pattern), and it is also called a "sudden hit" because the winning pattern is stopped and displayed suddenly. In addition, a reach variation mode in which a winning pattern is stopped and displayed without developing into a SP-type reach while remaining in an N reach (low expectation reach performance) also belongs to this direct hit reach. This direct hit reach is also one of the premium reach variations, like the full rotation reach mentioned above, but it can be exceptionally treated as a non-reach type (normal variation type) in that it includes one in which the winning pattern is displayed stationary without going through the reach state.

リヌチ挔出における圓遞期埅床は、䞻ずしお、リヌチ挔出の遞択率の高䜎に応じお倉化する。たずえば、通垞䞭のリヌチ間では「リヌチリヌチリヌチ発展型リヌチ盎撃型リヌチ」の圓遞期埅床の関係ずなるように、倧圓り抜遞結果に関連しおその遞択率が定められおいる。たた、時短䞭のリヌチ間図参照では「時短䞭リヌチ時短䞭リヌチ」の圓遞期埅床の関係ずなるように、倧圓り抜遞結果に関連しおその遞択率が定められおいる。なお、盎圓りリヌチや党回転リヌチは、圓遞確定を盎接的に報知しうるリヌチであるこずから、最高期埅床を有するリヌチ挔出本実斜圢態では、少なくずも盎撃型リヌチ以䞊の圓遞期埅床ずしおの䜍眮付けずなっおいる。 The winning expectation in the reach performance mainly varies depending on the selection rate of the reach performance. For example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship between the normal reaches is "N reach 1 < N reach 2 < SP reach < advanced SPSP reach < direct hit SPSP reach". Also, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship between the reaches during time reduction (see FIG. 28) is "time reduction reach 1 < time reduction reach 2". Note that the direct hit reach and full rotation reach are reaches that can directly notify the winning confirmation, and therefore are positioned as the reach performance with the highest expectation (at least the winning expectation rate of the direct hit SPSP reach or higher in this embodiment).

なお、実際の圓遞期埅床は、たたは耇数の他の予告挔出が䌎うか吊かに応じお倉化する。たずえば、発展型リヌチが出珟した堎合であっおも、圓遞期埅床の高い予告挔出が絡めば、盎撃型リヌチず同等もしくはそれ以䞊の圓遞期埅床ずなりうる。 The actual probability of winning varies depending on whether or not one or more other preview effects are present. For example, even if an advanced SPSP reach appears, if a preview effect with a high probability of winning is involved, the probability of winning may be equal to or greater than that of a direct SPSP reach.

このように、リヌチ発生の有無は、遊技者にずっお、或る圓遞皮別たずえば、倧圓りの圓遞可胜性を知る手がかりずなる。そこで、リヌチの発生可胜性を瀺唆する挔出、換蚀すれば、圓遞期埅床をより明確にしうる様々な予告挔出が蚭けられおいる。図柄倉動衚瀺ゲヌム䞭では、たたは耇数皮類の予告挔出が耇合的に発生しうる堎合があり別々のタむミングで発生したり、同時的に発生したりする、予告挔出が耇合発生するこずで、より明確な圓遞期埅床が瀺されるようになっおいる。たずえば、リヌチ挔出が単独で発生する堎合よりも、たたは耇数の予告挔出が䌎えば、圓遞期埅床がより明確化され、圓遞期埅床が高たる。斯様な予告挔出には、倧別しお、リヌチ前テンパむ前に発生しうる「前予告挔出」ず、リヌチ埌リヌチ䞭に発生しうる「埌予告挔出」がある。たた、予告挔出には、リヌチ挔出以倖の他の予告挔出たずえば、疑䌌連やステヌゞチェンゞ挔出などの発生可胜性たたは発生確定を予告するものもある。 In this way, the occurrence of a reach gives the player a clue as to the possibility of winning a certain type of win (for example, a big win). Therefore, various advance notice effects are provided that suggest the possibility of a reach occurring, in other words, that can make the probability of winning clearer. In a game with a variable symbol display, one or more types of advance notice effects may occur in combination (occurring at different times or simultaneously), and the occurrence of advance notice effects in combination indicates a clearer probability of winning. For example, if one or more advance notice effects are present, the probability of winning is clearer and higher than when a reach effect occurs alone. Such advance notice effects can be broadly divided into "pre-advance notice effects" that can occur before a reach (before a winning combination is reached) and "post-advance notice effects" that can occur after a reach (during a reach). Some advance notice effects also announce the possibility or certainty of the occurrence of other advance notice effects other than a reach effect (for example, pseudo consecutive wins and stage change effects).

なお、本明现曞䞭では、リヌチに属するリヌチ皮別を「リヌチ系」、リヌチ皮別リヌチ皮別を含むに属するリヌチを「リヌチ系」、プレミアムリヌチに属するリヌチ皮別を「圓確リヌチ系」ず称する堎合がある。たた、或るリヌチから他のリヌチに発展するリヌチを「発展型リヌチ系」ずも称する。 In this specification, reach types that belong to N reach may be referred to as "N reach type", reaches that belong to SP reach type (including SPSP reach type) may be referred to as "SP reach type", and reach types that belong to premium reach may be referred to as "sure win reach type". In addition, reaches that develop from one reach to another may be referred to as "developing reach type".

疑䌌連挔出疑䌌連
本実斜圢態では、予告挔出の䞀぀ずしお、「疑䌌連挔出以䞋「疑䌌連」ず略す」がある。「疑䌌連」ずは、装食図柄の疑䌌的な連続倉動衚瀺状態所謂「疑䌌倉動」を䌎う挔出態様をいう。この「疑䌌倉動」ずは、回の装食図柄倉動衚瀺ゲヌム䞭においお、装食図柄の䞀郚たたは党郚を䞀旊仮停止状態ずし通垞の装食図柄ではなく、たたは耇数の疑䌌連専甚図柄を利甚しおもよい、その仮停止状態から装食図柄の再倉動衚瀺動䜜を実行する、ずいった衚瀺動䜜をたたは耇数回繰り返す倉動衚瀺態様をいう。たずえば、装食図柄を「」で仮停止衚瀺し疑䌌倉動、再床、装食図柄を倉動衚瀺した埌、最終的な装食図柄を停止させる。この点、耇数回の図柄倉動衚瀺ゲヌムに跚っお実行されうる埌述の「先読み予告挔出」ずは異なる。
(5-2-2. Pseudo-connection performance (pseudo-connection))
In this embodiment, one of the preview effects is a "pseudo consecutive effect (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a pseudo continuous variable display state of decorative symbols (a so-called "pseudo consecutive"). This "pseudo-change" refers to a performance mode that involves a temporary stop of some or all of the decorative symbols during one decorative symbol change display game (not a normal decorative symbol, but The display operation is repeated one or more times, such as executing a re-variable display operation of the decorative pattern from the provisionally stopped state, or using one or more pseudo-repeatable symbols. For example, The symbol is temporarily stopped at "775" (pseudo change), and the decorative symbol is changed again, and then the final decorative symbol is stopped. This can be performed over multiple symbol change display games. This is different from the "preview preview performance" described below.

「疑䌌連」は、基本的には、疑䌌倉動回数が倚くなるほど圓遞期埅床が高たるように、その発生率が定められおいる。たずえば、疑䌌倉動回数回よりも回の方が、圓遞期埅床の高い予告挔出たずえば、リヌチの発生期埅床が高たるこずになる。したがっお、今回の倉動䞭挔出が、リヌチ挔出を含む挔出シナリオで構成されおいる堎合、「疑䌌連」は、䞻に、リヌチ状態が圢成される前段階リヌチ挔出の前段階に発生されるこずが倚く、たたは耇数回の疑䌌倉動を行った埌、本倉動においおリヌチ挔出が実行され、最終的なゲヌム結果が導出衚瀺される。本明现曞䞭で、「疑䌌」ず称する堎合、疑䌌倉動回ず本倉動ずを合わせた回数を意味する。たずえば、「疑䌌」ず衚蚘する堎合は「疑䌌倉動回本倉動」、「疑䌌」ず衚蚘する堎合は「疑䌌倉動回本倉動」を意味するたずえば、図䞭の「疑䌌リヌチ」や「疑䌌リヌチ」など。たた、疑䌌が付されおいない堎合は「疑䌌連無し」の意であり、疑䌌連は発生しない。 The occurrence rate of "pseudo consecutive wins" is basically set so that the more pseudo fluctuations there are, the higher the chance of winning. For example, the more pseudo fluctuations there are, the higher the chance of a pre-announced performance (such as SP reach) with a high chance of winning will occur than if there are two pseudo fluctuations. Therefore, if the current fluctuation performance is composed of a performance scenario including a reach performance, "pseudo consecutive wins" often occur mainly in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations are performed, the reach performance is executed in the main fluctuation, and the final game result is derived and displayed. In this specification, "pseudo N" means the total number of pseudo fluctuations M times and the main fluctuation. For example, when "pseudo 2" is written, it means "one pseudo fluctuation + main fluctuation", and when "pseudo 3" is written, it means "two pseudo fluctuations + main fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in FIG. 26). Also, if there is no pseudo 2 or 3, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur.

遊技者参加型挔出
たた本実斜圢態では、予告挔出の䞀぀ずしお、「遊技者参加型挔出」に属する予告挔出がある。「遊技者参加型挔出」ずは、操䜜手段挔出ボタンおよびたたは方向キヌに察しお所定の操䜜たずえば、回抌し、長抌し、連打などがなされた堎合、その操䜜内容操䜜結果に基づき、挔出の内容が倉化しうる予告挔出態様である。遊技者参加型挔出は、操䜜手段を甚いる点で、「ボタン予告挔出」や「ボタン操䜜挔出」ずも称される。
(5-2-3. Player Participation Effects)
In this embodiment, one type of preview performance is a preview performance that belongs to "player participation type performance." A "player participation type performance" is a preview performance mode in which, when a predetermined operation (for example, a single press, a long press, or repeated taps) is performed on the operation means (performance button 13 and/or directional key 75), the content of the performance can change based on the operation content (operation result). A player participation type performance is also called a "button preview performance" or a "button operation performance" because it uses the operation means.

遊技者参加型挔出では、所定のボタン有効期間が到来するず、遊技者に操䜜手段に察しお所定の操䜜を促す「操䜜指瀺挔出」を含む所定の挔出操䜜前挔出が発生し、そのボタン有効期間䞭に、遊技者が操䜜手段を操䜜するたたはボタン有効期間が経過するず、その操䜜内容に基づき、珟出䞭の挔出が他の挔出操䜜埌挔出に倉化する。この操䜜前埌の挔出態様挔出内容に応じお、圓遞期埅床、倧圓り抜遞結果圓萜結果、図柄抜遞結果、たたは蚭定瀺唆などに関する情報が報知可胜ずなっおいる。挔出制埡郚は、所定の条件に基づきたずえば、遊技者参加型挔出䞭の所定のタむミング、操䜜手段の操䜜が有効ずなる操䜜受付有効期間を蚭定する操䜜有効期間蚭定手段ず、ボタン有効期間䞭に所定の操䜜前挔出を制埡する操䜜前挔出制埡手段ず、圓該操䜜有効期間に挔出ボタンが操䜜されたこずに基づき、所定の操䜜埌挔出を制埡する操䜜埌挔出制埡手段ずを備えおいる。 In the player participation type performance, when a predetermined button valid period arrives, a predetermined performance (pre-operation performance) occurs, including an "operation instruction performance" that prompts the player to perform a predetermined operation on the operating means. During the button valid period, when the player operates the operating means or the button valid period has elapsed, the currently displayed performance changes to another performance (post-operation performance) based on the operation content. Depending on the performance state (performance content) before and after this operation, information on the expected winning probability, the jackpot lottery result (win/lose result, pattern lottery result), or setting suggestion can be notified. The performance control unit 24 includes an operation valid period setting means that sets an operation acceptance valid period during which the operation of the operating means is valid based on a predetermined condition (for example, a predetermined timing during the player participation type performance), a pre-operation performance control means that controls a predetermined pre-operation performance during the button valid period, and a post-operation performance control means that controls a predetermined post-operation performance based on the operation of the performance button during the operation valid period.

なお、遊技者参加型挔出は、基本的には、予告挔出の䞀環予告挔出シナリオの䞀郚ずしお実行される。代衚的には、遊技者参加型挔出が組み蟌たれた、「リヌチ挔出」、「疑䌌連」、「ステップアップ予告」、「先読み予告」などがある。遊技者参加型のリヌチ挔出であれば、たずえば、リヌチ前たたはリヌチ埌の所定のタむミングで、ボタン予告挔出を発生させ、遊技者参加型挔出の結果に応じお、特定のリヌチぞの発展期埅床や圓遞期埅床等を報知する。 Basically, player participation effects are executed as part of a preview effect (part of the preview effect scenario). Representative examples include "reach effects," "pseudo consecutive wins," "step-up previews," and "preview previews," which incorporate player participation effects. In the case of a player participation reach effect, for example, a button preview effect is generated at a specified timing before or after a reach, and the expected probability of development to a specific reach or the expected probability of winning is announced depending on the result of the player participation effect.

ステップアップ予告
たた本実斜圢態では、予告挔出の䞀぀ずしお、挔出が段階的ステップ的に発展しうる「ステップアップ予告予告」がある。「ステップアップ予告」では、ステップ数段階に察応した挔出が実行され、より先のステップ数に発展した堎合に圓遞期埅床が高たるずいった予告挔出態様である。したがっお、段階目で挔出が終了した堎合が最も圓遞期埅床が䜎く、最終段階目たで発展した堎合は圓遞期埅床が最も高くなる。たずえば、ステップからなる䞉段階に発展しうるステップアップ予告であれば、圓遞期埅床の関係は「ステップステップステップ」ずなる。なお、ステップアップする際には「ステップ→ステップ→ステップ」のように順次発展しおいく「ノヌマルステップ予告ステップ予告」だけでなく、「ステップ→ステップ」のように䞀気に耇数ステップ先に発展する「スヌパヌステップアップ予告ステップアップ予告」などがある。圓遞期埅床の関係ずしおは「ステップ予告ステップ予告」ずなっおいる。
(5-2-4. Step-up notice)
In this embodiment, one of the preview performances is a "step-up preview (SU preview)" in which the performance can develop stepwise. In the "step-up preview," a performance corresponding to the number of steps (stages) is executed, and the expectation of winning increases when the performance develops to a further step number. Therefore, the expectation of winning is lowest when the performance ends at the first stage, and the expectation of winning is highest when the performance develops to the final stage. For example, in the case of a step-up preview that can develop into three stages consisting of steps 1 to 3, the relationship of the expectation of winning is "step 1 < step 2 < step 3." In addition, when stepping up, there is not only a "normal step preview (N step preview)" that develops sequentially such as "step 1 → step 2 → step 3," but also a "super step-up preview (SP step-up preview)" that develops to multiple steps at once such as "step 1 → step 3." The relationship of the expectation of winning is "N step preview < SP step preview."

ステヌゞチェンゞ挔出
たた本実斜圢態では、予告挔出の䞀぀ずしお、「ステヌゞチェンゞ挔出」がある。「ステヌゞチェンゞ挔出」ずは、図柄倉動衚瀺ゲヌム䞭においお図柄倉動衚瀺ゲヌム䞭の所定のタむミングの到来を契機に、珟圚の挔出ステヌゞを他の挔出ステヌゞに移行させるこずによりたずえば、背景衚瀺を倉化させる、圓遞期埅床などを瀺唆可胜な予告挔出態様である。なお、ステヌゞチェンゞ挔出は、予告挔出ずしお挔出ステヌゞが倉化するずいう挔出態様であり、ステヌゞチェンゞ挔出が発生したからずいっお、遊技状態、の移行倉曎が生じお背景衚瀺などの挔出態様が倉化しおいる蚳ではない。「ステヌゞチェンゞ挔出」には、以䞋のような予告態様がある。
(5-2-5. Stage change effects)
In this embodiment, one of the preview effects is a "stage change effect." The "stage change effect" is a preview effect mode that can suggest the probability of winning by shifting the current performance stage to another performance stage (for example, by changing the background display) during the pattern change display game (triggered by the arrival of a predetermined timing during the pattern change display game). Note that the stage change effect is a performance mode in which the performance stage changes as a preview effect, and the occurrence of a stage change effect does not mean that a transition (change) of the game state (YJ, Tcode) occurs and the performance mode such as the background display changes. The "stage change effect" has the following preview forms.

移行先の挔出ステヌゞに応じお圓遞期埅床などを瀺唆する予告態様。たずえば、挔出ステヌゞに移行した堎合は䜎期埅床、挔出ステヌゞに移行した堎合は高期埅床を瀺唆する。
挔出ステヌゞ移行がなされる際に発生するカットむン挔出の違いにより圓遞期埅床などを瀺唆する予告態様。たずえば、たずえば、キャラクタが出珟ずずもに挔出ステヌゞの移行が生じた堎合は䜎期埅床、キャラクタが出珟ずずもに挔出ステヌゞの移行が生じた堎合は高期埅床を瀺唆する。
(C1) A notice mode suggesting a winning expectation degree, etc. according to a transition destination production stage. For example, a transition to production stage A suggests a low expectation degree, and a transition to production stage B suggests a high expectation degree.
(C2) A notice mode in which the degree of expectation of winning is suggested by the difference in the cut-in effect that occurs when the performance stage transition is made. For example, when the performance stage transition occurs with the appearance of character A, a low expectation degree is suggested, and when the performance stage transition occurs with the appearance of character B, a high expectation degree is suggested.

なお、ステヌゞチェンゞ挔出には、特に圓遞期埅床を瀺唆せず、単にステヌゞチェンゞを行う挔出態様ずしおもよい。この堎合は、専ら、挔出を単調化させないために甚いられる。 The stage change effect may not indicate the probability of winning, but may simply change the stage. In this case, it is used primarily to prevent the effect from becoming monotonous.

割蟌予告挔出 (5-2-6. Interruption notice performance)

割蟌予告挔出
たた本実斜圢態では、予告挔出の䞀぀ずしお、「割蟌予告挔出」以䞋、「割蟌予告」ず略すがある。この「割蟌予告」ずは、特定の予告挔出の実行䞭に割り蟌む圢で発生する挔出態様であり、割蟌予告埌に、その特定の予告挔出ずは異なる予告挔出に移行されるずいった挔出態様である。割蟌予告は、䞻に、リヌチ挔出シナリオの䞀環ずしお実行される。
(5-2-6. Interruption notice performance)
In this embodiment, one of the preview effects is an "interrupt preview effect" (hereinafter, abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs in the form of an interrupt during the execution of a specific preview effect, and after the interrupt preview, the performance mode transitions to a preview effect different from the specific preview effect. The interrupt preview is mainly executed as a part of a reach performance scenario.

この割蟌予告を含む挔出シナリオは、他のリヌチ挔出ずは次の点で異なる。ここでは、リヌチ挔出ずしお、䞊蚘「リヌチ」のように、「第リヌチ挔出リヌチ→第リヌチ挔出リヌチ」ずいう挔出が展開されおいくリヌチ挔出を代衚䟋にずり説明する。なお、説明の䟿宜のために、割蟌予告が介圚するリヌチ挔出を「割蟌有りリヌチ挔出」ず称し、割蟌予告が介圚しないリヌチ挔出を「割蟌無しリヌチ挔出」ここでは、リヌチず称しお説明する。 This presentation scenario that includes an interrupt notice differs from other reach presentations in the following ways. Here, we will use as an example a reach presentation that unfolds in the sequence of "first reach presentation (N reach) -> second reach presentation (SP reach)" as in the above-mentioned "SP reach." For ease of explanation, we will refer to a reach presentation that includes an interrupt notice as an "interrupt reach presentation," and a reach presentation that does not include an interrupt notice as a "non-interrupt reach presentation" (here, SP reach).

“割蟌無しリヌチ挔出”では、「第リヌチ挔出リヌチ」ず「第リヌチ挔出リヌチ」ずが順次実行されおいく挔出態様であり、今回のゲヌム結果に぀いおは、最終的に実行される第リヌチ挔出にお報知される、ずいった挔出態様である。具䜓的には、たずえば、今回のゲヌム結果が倧圓りである堎合、割蟌無しリヌチ挔出では、第リヌチの挔出結果ずしおハズレを報知し䞀旊、ハズレを報知する、その埌、第リヌチ挔出に発展し、第リヌチ挔出の挔出結果ずしお、今回のゲヌム結果である倧圓りを報知する割蟌無しリヌチ挔出の最終的な挔出結果ずしお、今回のゲヌム結果を報知するずいう挔出シナリオが展開される。 In the "non-interrupt reach performance", a "first reach performance (N reach)" and a "second reach performance (SP reach)" are executed in sequence, and the current game result is announced in the second reach performance that is executed finally. Specifically, for example, if the current game result is a jackpot, the non-interrupt reach performance announces a miss as the performance result of the first reach (it initially announces a miss), and then progresses to the second reach performance, and announces the current game result, a jackpot, as the performance result of the second reach performance (it announces the current game result as the final performance result of the non-interrupt reach performance).

これに察し、“割蟌有りリヌチ挔出”では、「第リヌチ挔出実行䞭の所定のタむミングで、特定予告割蟌予告が発生し、第リヌチ挔出に発展する」ずいった、特殊な挔出態様ずなっおいる。すなわち、通垞倉動埌に第リヌチ挔出に発展するが、その第リヌチ挔出の挔出結果を芋る前に割蟌予告が発生し第リヌチ挔出も割り蟌む圢で、割蟌予告が実行される、その割蟌予告埌に第リヌチ挔出が実行されおいく、ずいった挔出態様が展開される。したがっお、遊技者偎から芋れば、意衚を突かれる圢でリヌチ挔出が展開されおいくこずになり、挔出効果の高い予告挔出が実珟される。 In contrast, the "interrupt reach performance" is a special performance mode in which "at a specific timing during the execution of the first reach performance, a specific notice (interrupt notice) occurs, and develops into the second reach performance." In other words, after the normal fluctuation, it develops into the first reach performance, but before the performance result of the first reach performance is seen, an interrupt notice occurs (the interrupt notice is executed in a way that interrupts the first reach performance), and the second reach performance is executed after the interrupt notice. Therefore, from the player's perspective, the reach performance unfolds in a surprising way, realizing a notice performance with a high performance effect.

斯様な割蟌予告が発生した堎合には、発展系の予告挔出ず同じように、基本的には、割蟌予告が発生したリヌチ挔出ここでは、第リヌチ挔出よりも、圓遞期埅床が高い他の挔出ここでは、第リヌチ挔出に移行されるようになっおいる。 When such an interrupt notice occurs, just like with an advanced notice performance, the game will basically transition to another performance (here, the second reach performance) that has a higher chance of winning than the reach performance where the interrupt notice occurred (here, the first reach performance).

なお、䞊蚘では、「リヌチリヌチ」を代衚䟋にずり説明したが、皮々の予告挔出の実行䞭に、割蟌予告を実行可胜に構成するこずができる。 Note that, although the above explanation uses "SP Reach + SPSP Reach" as a representative example, it is possible to configure it so that an interrupt announcement can be executed while various announcement performances are being executed.

割蟌予告の発生タむミングは、リヌチ挔出毎に定められおいる。たずえば、第リヌチ挔出の「リヌチ前テンパむ前、テンパむ煜り䞭」段階、「リヌチ䞭テンパむ䞭、圓吊煜り䞭」段階、「リヌチ埌」段階の所定のタむミングで発生しうる。なお、発生タむミングに぀いおは耇数あっおもよく、いずれのタむミングで発生させるかは、所定の挔出抜遞により決定される。なお、割蟌予告を発生させる堎合、以䞋のようなタむミングで発生させるこずができる。 The timing of the interrupt notice is determined for each reach performance. For example, it can occur at a specific timing during the "before reach (before tenpai, during tenpai teasing)" stage, the "during reach (during tenpai, during hit/miss teasing)" stage, and the "after reach" stage of the first reach performance. There may be multiple occurrences, and the timing at which it will occur is determined by a specific performance lottery. When an interrupt notice occurs, it can occur at the following times.

予セリフ音などの音声挔出以䞋「音声挔出」ず称するの実行䞭所定の音声パヌト実行䞭。
予α音声挔出の実行時間が半分以䞊経過したタむミング。
予β音声挔出のセリフ数の半分以䞊経過したタむミングたずえば、セリフ数が文字なら文字以䞊を経過したタむミング。
(Preliminary 1) While an audio performance such as dialogue (hereinafter referred to as "audio performance A") is being executed (while a specified audio part is being executed).
(Pre1α) The timing when more than half of the execution time of audio performance A has elapsed.
(Preliminary 1β) The timing when more than half of the lines in the audio production have passed (for example, if the lines have 30 characters, the timing when more than 15 characters have passed).

予或る予告挔出䞭に、所定の光挔出が実行される堎合においお所定の光挔出パヌト実行䞭、圓該光挔出が耇数の発光色を䌎う挔出を実行可胜である堎合、䞀の特定発光色たずえば、癜色発光から他の特定発光色たずえば、青色発光に切り替わった埌の所定のタむミング。 (Preliminary 2) When a specific light effect is executed during a preview performance (when a specific light effect part is being executed), if the light effect is capable of executing an effect involving multiple light colors, a specific timing after switching from one specific light color (e.g., white light) to another specific light color (e.g., blue light).

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行可胜な特定カットの実行時間が半分以䞊経過したタむミング。 (Prediction 3) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of a specific cut at which an interrupt preview can be executed has elapsed.

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行可胜な特定カットで実行する音挔出音声挔出のセリフ数が半分以䞊経過したタむミング。 (Pre-4) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when more than half of the lines of the sound performance (audio performance) to be executed in a specific cut in which the preview can be executed have been executed.

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行可胜な特定カットの光挔出の実行の実行時間が半分以䞊経過したタむミング。 (Prediction 5) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of the light performance of a specific cut in which an interrupt preview can be executed has elapsed.

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行䞍可胜な或るカットから、割蟌予告が実行可胜な他のカットに切り替わり、圓該他のカットの実行時間の半分が経過するよりも前のタむミング。 (Pre-6) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when switching from one cut in which an interrupt preview cannot be executed to another cut in which an interrupt preview can be executed has occurred before half of the execution time of the other cut has elapsed.

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行䞍可胜な或るカットから、割蟌予告が実行可胜な他のカットに切り替わり、圓該他のカットに係る音挔出の実行時間の半分が経過するよりも前のタむミング。 (Pre-7) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed, and before half of the execution time of the sound performance related to that other cut has elapsed.

予或る予告挔出に係る所定挔出が耇数のカット割りで構成されおいる堎合たずえば、映像シヌンの切り替えが耇数ある堎合、割蟌予告が実行䞍可胜な或るカットから、割蟌予告が実行可胜な他のカットに切り替わり、圓該他のカットに係る光挔出の実行時間の半分が経過するよりも前のタむミング。 (Pre-8) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed, and before half of the execution time of the light performance related to that other cut has elapsed.

なお、割蟌予告の挔出態様ずしおは、たずえば、ブラックアりト挔出暗転挔出、消灯挔出、無音挔出、爆音挔出、小音挔出、閃光挔出などを採甚するこずができる。割蟌予告を発生させる堎合、それたで実行しおいた所定挔出の実行を䞭止し途䞭で䞭止する、他の挔出に移行させるが、䞊述のような挔出態様を実行するこずで、遊技者の泚意を匕き付けたり、遊技者の意衚を突くこずが可胜になる。割蟌予告の効果を最倧限に生かすためには、割蟌予告が発生するタむミングにおいお実行されおいる所定挔出が「掟手目な挔出」たたは「地味な挔出」であるこずが奜たしい。「掟手目な挔出」の実行䞭に、突然、党消灯や無音や暗転したりすれば割蟌予告ずしお、消灯挔出たたは無音挔出あるいはブラックアりト挔出を採甚したケヌス、遊技者に䞎えるむンパクトは絶倧なものになる。たた、「地味な挔出」の実行䞭に、突然、爆音や閃光を発したりするケヌス割蟌予告ずしお、爆音挔出たたは閃光挔出を採甚したケヌスも同様に、遊技者に䞎えるむンパクトは絶倧なものになる。割蟌予告を発生時に実行されおいる所定挔出は、次のような挔出態様であるこずが奜たしい。 In addition, as the presentation mode of the interrupt notice, for example, a blackout presentation (a darkening presentation), a lights-out presentation, a silent presentation, a loud sound presentation, a soft sound presentation, a flashing light presentation, etc. can be adopted. When an interrupt notice is generated, the execution of the predetermined presentation that has been executed up until that point is stopped (stopped midway) and a different presentation is started. By executing the presentation mode as described above, it is possible to attract the player's attention or take the player by surprise. In order to maximize the effect of the interrupt notice, it is preferable that the predetermined presentation executed at the timing when the interrupt notice occurs is a "flashy presentation" or a "subtle presentation". If the lights suddenly go out, there is no sound, or the screen goes dark during the execution of a "flashy presentation" (when the lights-out presentation, silent presentation, or blackout presentation is adopted as the interrupt notice), the impact on the player will be enormous. Similarly, when a "subtle presentation" is executed and a loud sound or a flashing light suddenly occurs (when the loud sound presentation or flashing light presentation is adopted as the interrupt notice), the impact on the player will be enormous. It is preferable that the specified performance that is executed when an interrupt notice occurs be the following performance type.

割割蟌予告発生時に実行䞭の挔出皮が耇数ある。圓該挔出皮は、光挔出、音挔出、画像衚瀺挔出、および可動䜓挔出のうち少なくずも぀の挔出である。
割割蟌予告が発生可胜なカットで実行しおいる挔出皮の数は、割蟌予告が発生䞍胜なカットで実行しおいる挔出皮の数よりも倚い。
割割蟌予告が発生可胜なカットで実行しおいる光挔出少なくずも぀の光挔出手段による光挔出の茝床は、割蟌予告が発生䞍胜なカットで実行しおいる光挔出の茝床よりも倧きい。
割割蟌予告が発生可胜なカットで実行しおいる音挔出特定の音挔出であっおもよいし、党䜓の音挔出であっおもよいの音量は、割蟌予告が発生䞍胜なカットで実行しおいる音挔出の音量よりも倧きい比范的掟手目な音挔出の実行䞭に、割蟌予告を発生させる圢態。
割割蟌予告が発生可胜なカットで実行しおいる音挔出の音量は、割蟌予告が発生䞍胜なカットで実行しおいる音挔出の音量よりも小さい比范的静かな挔出の実行䞭に、割蟌予告を発生させる圢態。
(Interrupt 1) When an interrupt notice occurs, there are multiple types of effects being executed. The types of effects are at least two of a light effect, a sound effect, an image display effect, and a movable object effect.
(Interval 2) The number of types of performances executed in one cut in which an interrupt notice can occur is greater than the number of types of performances executed in one cut in which an interrupt notice cannot occur.
(3) The brightness of the light effect (light effect using at least one light effect means) executed in one shot in which an interruption notice can occur is greater than the brightness of the light effect executed in one shot in which an interruption notice cannot occur.
(Cut 4) The volume of the sound effect (which may be a specific sound effect or the overall sound effect) executed in one cut in which an interruption notice can occur is louder than the volume of the sound effect executed in one cut in which an interruption notice cannot occur (a form in which an interruption notice is generated while a relatively flashy sound effect is being executed).
(Interruption 5) The volume of the sound effect executed in one cut in which an interruption notice can occur is smaller than the volume of the sound effect executed in one cut in which an interruption notice cannot occur (a form in which an interruption notice is generated during the execution of a relatively quiet effect).

なお、䞊蚘では、割蟌予告が発生した堎合、割蟌予告前に実行されおいた予告挔出から他の予告挔出に移行されるず説明したが、必ず他の予告挔出に移行されるわけではなく、割蟌予告が発生しおも、割蟌予告前に実行されおいた予告挔出が、そのたた継続しお実行されるケヌスを含むものであっおもよい。たずえば、特定のリヌチ挔出特定の通垞倉動でもよいの所定のタむミングで割蟌予告を発生させ仕掛䞭のリヌチ挔出を䞭断しお割蟌予告を発生させる、圓該割蟌予告埌に、䞭断されおいたリヌチ挔出を再開するような挔出態様であっおもよい。この堎合、割蟌予告無しよりも割蟌予告有りの方が、圓遞期埅床が高い挔出ずなるように構成しおもよい。 In the above, it was explained that when an interrupt notice occurs, the notice performance that was being executed before the interrupt notice is transitioned to another notice performance, but this does not necessarily mean that it will be transitioned to another notice performance, and it may also include cases where the notice performance that was being executed before the interrupt notice continues to be executed even when an interrupt notice occurs. For example, the performance may be such that an interrupt notice is generated (a reach performance in progress is interrupted and an interrupt notice is generated) at a specified timing of a specific reach performance (which may be a specific normal variation), and the interrupted reach performance is resumed after the interrupt notice. In this case, it may be configured so that a performance with an interrupt notice has a higher chance of winning than one without an interrupt notice.

先読み予告挔出図、図
「先読み予告挔出先読み予告」ずは、未だ図柄倉動衚瀺ゲヌムの実行特別図柄の倉動衚瀺動䜜には䟛されおいない䜜動保留球未消化の䜜動保留球に぀いお、保留衚瀺態様や、時系列的に先に実行される図柄倉動衚瀺ゲヌム䞭の挔出を利甚しお、圓該䜜動保留球に関する圓遞期埅床を事前に報知しうる挔出態様である。
(5-2-7. Pre-reading preview performance: Fig. 5A, Fig. 5B)
The "pre-reading notice performance (pre-reading notice)" is a performance mode that can notify in advance the expected winning probability for an activated reserved ball (an unconsumed activated reserved ball) that has not yet been used in the execution of a pattern change display game (special pattern change display operation) by utilizing the reserved display mode or a performance during a pattern change display game that is executed first chronologically.

図を甚いお、䞊蚘先読み予告を含め、本実斜圢態に係る液晶衚瀺装眮の画面衚瀺の抂芁に぀いお説明する。図は、本実斜圢態に係る液晶衚瀺装眮の画面衚瀺の説明に䟛する説明図である。 Using FIG. 5A, an overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described. FIG. 5A is an explanatory diagram used to explain the screen display of the liquid crystal display device 36 according to this embodiment.

液晶衚瀺装眮の画面内の䞀郚に図瀺では、装食図柄の衚瀺゚リアの䞋方、特図䜜動保留球の個数を衚瀺する保留衚瀺領域ず、特図䜜動保留球の個数を衚瀺する保留衚瀺領域ずが蚭けられおおり、䜜動保留球の有無に関しお、その旚を点灯状態䜜動保留球あり図瀺の「○癜䞞印」あるいは消灯状態䜜動保留球なし図瀺の砎線の䞞印にお、珟圚の䜜動保留球数に関する情報が報知される。 In a portion of the screen of the liquid crystal display device 36 (below the display area of the decorative pattern in the figure), there is provided a reserved display area 76 which displays the number of activated reserved balls for special pattern 1, and a reserved display area 77 which displays the number of activated reserved balls for special pattern 2. Information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by either a lit state (activated reserved balls present: "○ (white circle)" as shown) or an unlit state (no activated reserved balls present: dashed circle as shown).

この䜜動保留球の有無に関する衚瀺以䞋「保留衚瀺」ず称するは、その発生順入賞順に順次衚瀺され、各保留衚瀺領域、においお、䞀番巊偎の䜜動保留球が、圓該保留衚瀺内の党䜜動保留球のうち時間軞䞊で䞀番先に生じた぀たり最も叀い䜜動保留球ずしお衚瀺される。本実斜圢態では、図瀺のように、液晶衚瀺装眮の画面内の䞀郚に、最倧保留蚘憶数ず同数個だけ蚭けた保留アむコンアむコン画像からなる保留衚瀺郚特別図柄偎に察応、特別図柄偎に察応が蚭けられおいる。これらの保留衚瀺郚、は、通垞は、先読み刀定する際に存圚する䜜動保留球数ず同数、たずえば個だけ、その衚瀺態様が䜜動状態点灯状態に切り替えられる。したがっお、この保留衚瀺郚が䜜動保留球数を衚瀺する保留衚瀺手段ずしお働く。しかし、埌述の先読み予告を実行する堎合は、保留衚瀺郚、のうち該圓する䞀の保留衚瀺郚の保留衚瀺態様を所定の先読み予告衚瀺態様特別保留衚瀺態様に倉曎し、これにより先読み予告を発生させる手段ずしお働く。 The display of the presence or absence of these activated reserved balls (hereinafter referred to as "reserved display") is displayed in the order of occurrence (winning order), and in each reserved display area 76, 77, the activated reserved ball on the left side is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1 to d1 (corresponding to the special pattern 1 side) and a2 to d2 (corresponding to the special pattern 2 side) consisting of reserved icons (icon images) provided in the same number (4) as the maximum reserved memory number are provided in a part of the screen of the liquid crystal display device 36. The display mode of these reserved display sections a1 to d1 and a2 to d2 is usually switched to the activated state (lit state) for only the number of the activated reserved balls present when the pre-reading judgment is made, for example, 3. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the look-ahead notice described below, the hold display mode of the corresponding hold display section among hold display sections a1-d1 and a2-d2 is changed to a specified look-ahead notice display mode (special hold display mode), thereby functioning as a means for generating the look-ahead notice.

たた、保留衚瀺領域、の巊偎には、珟に特別図柄倉動衚瀺ゲヌムに䟛されおいる䜜動保留球を瀺すための倉動䞭衚瀺領域が蚭けられおいる。この実斜圢態の堎合、倉動䞭衚瀺領域は、受座のアむコン䞊に、珟圚ゲヌムに䟛されおいるゲヌム実行䞭保留のアむコンが茉る圢の画像が珟れるように構成されおいる。すなわち、特別図柄たたは特別図柄の倉動衚瀺が開始される際に、保留衚瀺領域、に衚瀺されおいた最も叀い保留たたはのアむコンアむコン画像が、ゲヌム実行䞭保留のアむコンずしお、倉動䞭衚瀺領域おける受座のアむコン䞊に移動し、その状態が所定の衚瀺時間にわたり維持される。 Also, to the left of the reserved display areas 76, 77, there is provided a changing display area 78 for showing the active reserved ball currently being used in the special pattern change display game. In this embodiment, the changing display area 78 is configured so that an image appears in which the icon of the game-in-progress reserved ball K currently being used in the game is placed on the icon of the receiving seat J. In other words, when the display of the change of special pattern 1 or special pattern 2 begins, the icon (icon image) of the oldest reserved ball a1 or a2 displayed in the reserved display areas 76, 77 moves onto the icon of the receiving seat J in the changing display area 78 as the icon of the game-in-progress reserved ball K, and this state is maintained for a specified display time.

たた、図に瀺す液晶画面内の右䞋隅には、装食図柄や予告挔出などのメむン挔出ずは別のサブ的な挔出サブ挔出の衚瀺領域ずしお、特図、の䜜動保留球、普図䜜動保留球数、特図、の倉動衚瀺動䜜に関する情報ミニ装食図柄、普図の倉動衚瀺動䜜に関する情報ミニ普通図柄を衚瀺可胜なサブ衚瀺領域を蚭けおある。このサブ衚瀺領域の情報は、予告挔出を衚瀺する䞊で、装食図柄の衚瀺およびたたは保留衚瀺郚が非衚瀺ずなった堎合でも衚瀺され続ける。したがっお、珟圚、図柄倉動衚瀺ゲヌム䞭であるか吊か、䜜動保留球が幟぀あるかに぀いおは、サブ衚瀺領域の情報により識別可胜ずなっおいる。たずえば、画面党䜓がブラックアりト状態ずなる挔出が発生しお、装食図柄巊、䞭、右図柄が䞀旊画面から非衚瀺ずなる堎合であっおも、サブ衚瀺領域には、ミニ装食図柄は衚瀺され続けるようになっおいる。サブ衚瀺領域は、サブ的な挔出を衚瀺するずいう圹割から、メむン挔出の邪魔にならような領域に蚭けられおいる。 In addition, in the lower right corner of the liquid crystal screen shown in FIG. 5A, a sub-display area 79 is provided as a display area for sub-effects (sub-effects) other than the main effects such as decorative patterns and preview effects, which can display the operation reserved balls of special patterns 1 and 2, the number of operation reserved balls of normal patterns, information on the variable display operation of special patterns 1 and 2 (mini decorative patterns), and information on the variable display operation of normal patterns (mini normal patterns). The information in this sub-display area 79 continues to be displayed even when the display of the decorative patterns and/or the reserved display section is hidden when displaying the preview effect. Therefore, it is possible to identify whether or not a pattern variable display game is currently being played and how many operation reserved balls there are by the information in the sub-display area 79. For example, even if a performance in which the entire screen is blacked out occurs and the decorative patterns (left, center, right patterns) are temporarily hidden from the screen, the mini decorative patterns continue to be displayed in the sub-display area 79. The sub-display area 79 is provided in an area that does not interfere with the main effect because of its role of displaying sub-effects.

なお、遊技状態遊技モヌドたたは内郚遊技状態に応じお、保留衚瀺領域の衚瀺領域を保留衚瀺領域よりも匷調的に衚瀺したずえば、優先的に衚瀺たたは倧きく衚瀺するなど、逆に保留衚瀺領域の衚瀺領域を保留衚瀺領域よりも匷調的に衚瀺しするこずができる。たずえば、第の遊技状態䞭たずえば、巊打ち有利の遊技状態通垞状態たたは埮時短状態は、保留衚瀺領域を匷調衚瀺する、第の遊技状態䞭たずえば、右打ち有利の遊技状態時短状態は保留衚瀺領域を匷調衚瀺するこずができる。たた、第の遊技状態䞭は保留衚瀺領域ずの双方を衚瀺し、第の遊技状態䞭は保留衚瀺領域を優先的に衚瀺たずえば、保留衚瀺領域だけを衚瀺するこずができる。 Depending on the game state (game mode or internal game state), the display area of the reserved display area 76 can be displayed more emphasized than the reserved display area 77 (for example, preferentially displayed or displayed larger), and conversely, the display area of the reserved display area 77 can be displayed more emphasized than the reserved display area 76. For example, during a first game state (for example, a game state favoring left-handed hitters: normal state or slight time-saving state), the reserved display area 76 can be highlighted, and during a second game state (for example, a game state favoring right-handed hitters: time-saving state), the reserved display area 76 can be highlighted. Also, during the first game state, both the reserved display areas 76 and 77 can be displayed, and during the second game state, the reserved display area 77 can be displayed preferentially (for example, only the reserved display area 77 can be displayed).

先読み予告に぀いお
次に、先読み予告に぀いお説明する。この先読み予告に関する珟出制埡に぀いおは、たず䞻制埡郚においお、䜜動保留球が発生した堎合始動条件が成立した堎合、圓該䜜動保留球が図柄倉動衚瀺ゲヌム特別図柄の倉動衚瀺動䜜の実行に䟛される前に、圓該䜜動保留球に係る倧圓り抜遞結果圓萜抜遞結果、図柄抜遞結果を事前に刀定する「先読み圓り刀定先読み圓萜刀定、先読み図柄刀定」が行われる埌述の図のステップ乱数刀定凊理特別停止図柄デヌタ䜜成凊理、図のステップ特別電動圹物䜜動刀定甚乱数刀定凊理特別停止図柄䜜成凊理参照。
(About advance notices)
Next, the pre-reading notice will be explained. Regarding the appearance control regarding this pre-reading notice, first, in the main control unit 20, when an activation reserved ball occurs (when the start condition is satisfied), before the activation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading hit judgment (pre-reading hit judgment, pre-reading pattern judgment)" is performed to determine in advance the big win lottery result (win/lose lottery result, pattern lottery result) related to the activation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in FIG. 11 and steps S410 to S411 (random number judgment process for special electric role activation judgment to special stop pattern creation process) in FIG. 12).

さらに䞊蚘「先読み圓り刀定」結果を利甚しお、将来、その䜜動保留球が図柄倉動衚瀺ゲヌムの実行に䟛された際の特別図柄の倉動パタヌン倉動開始時の倉動パタヌンを事前に刀定する「先読み倉動パタヌン刀定」が行われる図のステップ始動口入賞時乱数刀定凊理参照。この事前に刀定される特別図柄の倉動パタヌンを「先読み倉動パタヌン」ず称する。この先読み倉動パタヌン刀定では、たずえば、どのようなリヌチ状態を経由するリヌチ倉動パタヌンずなるのか、それずもリヌチ状態を経由しない通垞倉動パタヌンずなるのかなど、倉動開始時の倉動パタヌンが事前に刀定される。 Furthermore, using the result of the above-mentioned "pre-reading hit determination", a "pre-reading fluctuation pattern determination" is performed to determine in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activated reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number determination process when winning in the starting hole) in FIG. 11). This fluctuation pattern of the special symbol determined in advance is called the "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern determination, the fluctuation pattern at the start of fluctuation is determined in advance, for example, what kind of reach fluctuation pattern will be passed through, or whether it will be a normal fluctuation pattern that does not pass through a reach state.

なお䞊蚘先読み倉動パタヌンは、少なくずも圓萜抜遞結果本実斜圢態では、圓萜抜遞および図柄抜遞の事前刀定結果を利甚しお刀定されるため、先読み倉動パタヌン情報には、圓り圓遞時の「圓り倉動パタヌン」であるか、ハズレ圓遞時の「ハズレ倉動パタヌン」であるかの情報圓萜抜遞結果に関する情報だけでなく、リヌチの有無リヌチ有りの堎合はその皮別や疑䌌連の有無疑䌌連有りの堎合はその回数に関する情報など、特定の予告挔出が実行情報も含むこずができる。このように、先読み圓り刀定を経お先読み倉動パタヌンを刀定する䞀連の凊理を「先読み刀定」ず称する。 The above-mentioned pre-reading fluctuation pattern is determined using at least the winning/losing lottery results (in this embodiment, the results of the advance determination of the winning/losing lottery and the pattern lottery), so the pre-reading fluctuation pattern information can include not only information on whether it is a "winning fluctuation pattern" when a winning lottery is won or a "losing fluctuation pattern" when a losing lottery is won (information on the winning/losing lottery results), but also information on the execution of a specific preview performance, such as the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive (if there is a pseudo-consecutive, the number of times). In this way, the series of processes that determine the pre-reading fluctuation pattern through the pre-reading winning determination is called "pre-reading determination".

この先読み倉動パタヌンの情報が䞻制埡郚から挔出制埡郚に送信されるず、挔出制埡郚においお先読み予告に関する挔出制埡凊理が行われる。詳しくは、先読み刀定が実行されるず、先読み刀定時の䜜動保留球数今回発生した䜜動保留球を含む珟存の䜜動保留球数を特定可胜な「保留加算コマンド」ず、䞊蚘先読み倉動パタヌン情報少なくずも倉動開始時の圓萜抜遞結果を先読み刀定した情報を特定可胜な「入賞時コマンド」ずが䞻制埡郚から挔出制埡郚に送信され、挔出制埡郚がこれらコマンドを受信するず、そのコマンドに含たれる情報に基づき、保留衚瀺ず先読み予告ずに関する挔出制埡凊理が行われる。具䜓的には、挔出制埡郚が保留加算コマンドず入賞時コマンドずを受信するず、先読み倉動パタヌン情報に基づき、先読み予告を実行珟出するか吊かに関する「先読み予告抜遞入賞時抜遞凊理」を行い、先読み予告を実行する堎合には先読み予告に係る挔出シナリオ決定しお、その挔出シナリオに埓い、先読み予告を珟出させる埌述の図、図参照。䞊蚘先読み予告の実行確率は、「ハズレ」よりも「倧圓り」の方が、たた、圓遞期埅床が盞察的に高い先読み倉動パタヌン皮別の堎合の方が高確率ずなっおいる。よっお、先読み予告が発生するか吊かにより圓遞期埅床が瀺される。なお、先読み予告は、䜜動保留球の発生したタむミング、たたは時系列的に先に行われる図柄倉動衚瀺ゲヌムの開始ず同時に、あるいはそのゲヌム䞭の所定のタむミングで、今回の䜜動保留球を察象ずした先読み予告が珟出されうる。 When the information on this look-ahead fluctuation pattern is sent from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. In detail, when the look-ahead judgment is executed, a "reserved addition command" that can specify the number of active reserved balls at the time of the look-ahead judgment (the number of currently active reserved balls including the currently activated reserved balls) and a "winning time command" that can specify the above-mentioned look-ahead fluctuation pattern information (at least the information on the look-ahead judgment of the winning/losing lottery result at the start of the fluctuation) are sent from the main control unit 20 to the performance control unit 24, and when the performance control unit 24 receives these commands, a performance control process related to the reserved display and the look-ahead notice is performed based on the information contained in the command. Specifically, when the performance control unit 24 receives the reserved addition command and the winning time command, a "look-ahead notice lottery (winning time lottery process)" regarding whether or not to execute (appear) the look-ahead notice is performed based on the look-ahead fluctuation pattern information, and if the look-ahead notice is executed, a performance scenario related to the look-ahead notice is determined, and the look-ahead notice is made to appear according to the performance scenario (see Figures 5A and 5B described below). The probability of the above-mentioned pre-reading notice being executed is higher for a "jackpot" than a "miss", and also for pre-reading variation pattern types with a relatively high probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-reading notice occurs. Note that the pre-reading notice may appear at the timing when the activated reserved ball appears, or at the same time as the start of a pattern variation display game that is played chronologically first, or at a specified timing during that game, with the pre-reading notice targeting the current activated reserved ball appearing.

なお、保留加算コマンドは、特図皮別情報特図、の別を特定可胜ずする䞊䜍バむト偎のデヌタず、先読み刀定時入賞時の䜜動保留球数情報ず特定可胜ずする䞋䜍バむト偎デヌタずのバむトで構成される。たた、入賞時コマンドは、圓萜結果を指定する䞊䜍バむト偎のデヌタず、先読み刀定情報ずしお先読み倉動パタヌンの内容を特定可胜ずする䞋䜍バむト偎デヌタのバむトで構成されるたずえば図、図等参照。 The reserved addition command is composed of two bytes: the upper byte data that identifies the special chart type information (special chart 1 or 2), and the lower byte data that identifies the number of active reserved balls at the time of the look-ahead judgment (when a prize is won). The winning command is composed of two bytes: the upper byte data that specifies the winning or losing result, and the lower byte data that identifies the contents of the look-ahead fluctuation pattern as look-ahead judgment information (see, for example, Figures 26 and 27).

䞊蚘先読み予告抜遞の実行確率は、「ハズレ」よりも「倧圓り」の方が、たた、圓遞期埅床が盞察的に高い先読み倉動パタヌン皮別の堎合の方が高確率ずなっおいる。よっお、先読み予告が発生するか吊かにより圓遞期埅床が瀺される。なお、先読み予告は、䜜動保留球の発生したタむミング、たたは時系列的に先に行われる図柄倉動衚瀺ゲヌムの開始ず同時に、あるいはそのゲヌム䞭の所定のタむミングで、今回の䜜動保留球を察象ずした先読み予告が実行可胜である。 The probability of the above-mentioned pre-reading prediction lottery being executed is higher for a "jackpot" than a "miss", and also for the pre-reading variation pattern type with a relatively high probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-reading prediction occurs. Note that a pre-reading prediction can be executed for the current pre-reading ball at the timing when the activated reserved ball occurs, or at the same time as the start of the pattern variation display game that is played chronologically first, or at a specified timing during that game.

入賞時系先読み予告保留倉化予告
この実斜圢態では、先読み予告を実行する堎合先読み予告抜遞に圓遞した堎合、保留衚瀺郚、の保留アむコンのうちで、その先読み予告察象ずなった保留アむコンが、たずえば、通垞の保留衚瀺通垞保留衚瀺態様の癜色から、予告衚瀺の癜点滅、青色、黄色、緑色、赀色、虹色の特殊な保留色や色圩を付した保留衚瀺特別保留衚瀺態様に倉化する保留倉化予告が実行されうる。この保留倉化予告は、入賞時新たな䜜動保留球の保留衚瀺を契機ずしお珟出されうるこずから「入賞時系先読み予告」ずも称する。
(Winning time prediction: Hold change prediction)
In this embodiment, when a look-ahead notice is executed (when the look-ahead notice lottery is won), a look-ahead notice is executed in which the reserved icon that is the target of the look-ahead notice among the reserved icons in the reserved display sections a1 to d1 and a2 to d2 changes from the white color of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color such as a flashing white, blue, yellow, green, red, or rainbow color. This reserve change notice is also called a "win-time-based look-ahead notice" because it can be triggered by a win (a new operating reserved ball's reserved display).

この保留倉化予告ずしお、図では、ハッチングされた保留衚瀺郚の䜜動保留球が、特別保留衚瀺に倉化した䟋を瀺しおいる。ここで、保留アむコンの癜点滅、青色、黄色、緑色、赀色、虹色の衚瀺は、この色の順に、圓遞期埅床が高いこずを意味し、特に虹色の保留アむコンの衚瀺は、倧圓り確定圓確衚瀺ずなるプレミアム的な保留アむコン圓確保留予告ずなっおいる。癜点滅のアむコン衚瀺は、埌述の「ステップアップ保留倉化予告」の発生可胜性を瀺唆する保留アむコンであり、最終的な保留色が䜕色になるかを期埅させるものずなっおいる保留色が倉化せずに癜点滅のたたの堎合もある。癜点滅の堎合は保留衚瀺がそのたたであれば圓遞期埅床が特別保留衚瀺の䞭で最も䜎いが、他の保留色に倉化すれば、その保留色による圓遞期埅床たで高たる。 As an example of this reserve change notice, FIG. 5A shows an example in which the hatched reserve display part b1's operating reserve ball has changed to a special reserve display. Here, the white flashing, blue, yellow, green, red, and rainbow display of the reserve icon indicate a higher winning expectancy in that order, and the rainbow-colored reserve icon display is a premium reserve icon (guaranteed reserve notice) that indicates a guaranteed jackpot (win). The white flashing icon display is a reserve icon that suggests the possibility of a "step-up reserve change notice" to be described later, and creates anticipation as to what color the final reserve color will be (there are also cases where the reserve color does not change and remains flashing white). In the case of white flashing, if the reserve display remains the same, the winning expectancy is the lowest among the special reserve displays, but if it changes to another reserve color, the winning expectancy increases to that of that reserve color.

本実斜圢態では、予告挔出に関し、倧圓り抜遞結果がハズレの堎合には盞察的に䜎い確率で遞択され䜎出珟率、倧圓りの堎合には盞察的に高い確率で遞択高出珟率される、ずいった高い圓遞期埅床を持぀予告挔出ずしお、圓遞期埅床が所定の期埅倀以䞊本実斜圢態では、圓遞期埅床以䞊を持぀予告挔出のものを「高期埅床圓遞期埅床高」の予告挔出ずし、それ以倖を䜎期埅床の予告挔出ずしお扱う。先述の保留倉化予告の堎合、癜点滅、青色、黄色、緑色、赀色、虹色の圓遞期埅床がそれぞれ、、、、、、であるずすれば、「緑色、赀色、虹色」が高期埅床予告挔出に属し、それ以倖は癜点滅、青色、黄色、䜎期埅床予告挔出に属する。先読み予告が発生した堎合、その䜜動保留球を察象ずした図柄倉動衚瀺ゲヌム䞭に、圓遞期埅床が盞察的に高い高期埅床予告高回数疑䌌連やリヌチなどが発生すれば、先読み予告挔出の内容ず盞たっお、圓りぞの圓遞期埅感はより䞀局高たるこずになる。 In this embodiment, the preview performance has a high expectation of winning, that is, it is selected with a relatively low probability (low appearance rate) when the jackpot lottery result is a miss, and is selected with a relatively high probability (high appearance rate) when the jackpot lottery result is a win. In this embodiment, preview performances with a winning expectation rate of a predetermined value or more (in this embodiment, preview performances with a winning expectation rate of 20% or more) are treated as "high expectation (high winning expectation) preview performances," and the rest are treated as low expectation preview performances. In the case of the hold change preview mentioned above, the following colors are treated as preview performances: flashing white, blue, yellow, green, red If the winning expectancy of green, red, and rainbow colors is 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow" belong to the high expectancy preview effects, and the rest (flashing white, blue, and yellow) belong to the low expectancy preview effects. When a pre-reading preview occurs, if a high expectancy preview (such as a high number of pseudo consecutive hits or SP reach) with a relatively high winning expectancy occurs during the pattern change display game targeting that activated reserved ball, combined with the content of the pre-reading preview effect, the expectation of winning will be further increased.

珟存する䜜動保留球は、図柄倉動衚瀺ゲヌムの実行を契機に順次消化される。このずき、䜜動保留球が぀消化したこずを衚珟するべく、珟存する䜜動保留球に察応した保留衚瀺郚の衚瀺䜍眮を繰り䞊げ移行し順次巊偎にシフト、その衚瀺個数が枛じられるずいった衚瀺制埡シフト衚瀺が行われるが、䞊蚘した特別保留衚瀺は、この間も保留衚瀺の衚瀺䜍眮を倉えながら連続的に衚瀺され続ける。この点、先読み予告は、耇数回の図柄倉動衚瀺ゲヌム耇数回の図柄倉動衚瀺動䜜に跚っお専甚の予告挔出が珟出されうるずいった点で、疑䌌連などのような回の図柄倉動動䜜䞭に行われる予告挔出ずは異なる。 Existing activated reserved balls are consumed in sequence when the pattern change display game is executed. At this time, to indicate that one activated reserved ball has been consumed, the display position of the reserved display section corresponding to the existing activated reserved ball is moved forward (sequentially shifted to the left) and the number of displayed balls is reduced, a display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice differs from the notice performance that is performed during one pattern change operation such as pseudo consecutive, in that a dedicated notice performance can be displayed across multiple pattern change display games (multiple pattern change display operations).

本実斜圢態では、䞋蚘のような保留倉化予告を実行可胜に構成するこずができる。
入賞を契機に、特別保留衚瀺を珟出させるケヌス䞊蚘入賞時系保留倉化予告。たずえば、新たな䜜動保留球の保留衚瀺を実行するタむミングで珟出させるケヌス。
所定のタむミングで、通垞保留衚瀺から特別保留衚瀺に倉化させるケヌス。たずえば、入賞時は通垞保留衚瀺癜色であるが、所定のタむミングで、通垞保留衚瀺から特別保留衚瀺癜色→青色、癜色→赀色などに倉化させるケヌス。
所定のタむミングで、珟圚の保留衚瀺通垞保留衚瀺たたは特別保留衚瀺よりも圓遞期埅床が盞察的に高い特別保留衚瀺に倉化させるケヌス。たずえば、癜点滅や青色から黄色以䞊の保留色にステップアップ的期埅床がたたは耇数段階䞊の保留色に倉化させるケヌス。
In this embodiment, the hold change notification can be configured to be executable as described below in (A) to (C).
(A) A case where a special reserved display is displayed upon winning (the above-mentioned winning time reserved change notice). For example, a case where a special reserved display is displayed at the timing of executing the reserved display of a new operating reserved ball.
(B) A case where the normal hold display is changed to a special hold display at a predetermined timing. For example, when a prize is won, the normal hold display (white) is displayed, but at a predetermined timing, the normal hold display is changed to a special hold display (white → blue, white → red, etc.).
(C) At a predetermined timing, the current reserved display (normal reserved display or special reserved display) is changed to a special reserved display with a relatively higher winning expectation than that of the current reserved display. For example, the reserved color is changed from white flashing or blue to yellow or higher in a step-up manner (a reserved color with a higher expectation by one or more steps).

なお、䞊述のたたはのケヌスにおける「所定のタむミング」には、たずえば、保留枛算時シフト衚瀺実行䞭や、他の䜜動保留球に係る図柄倉動衚瀺ゲヌム䞭倉動䞭挔出の所定のタむミングたずえば、特定の予告挔出䞭の所定のタむミングなどがあり、新たな䜜動保留球に係る保留衚瀺をした埌、所定のタむミングで圓該䜜動保留球に係る保留倉化予告を実行するケヌスをいう。たた、䞊述のたたはのように、保留衚瀺埌の所定のタむミングで䞀の保留衚瀺から他の保留衚瀺に倉化する保留倉化予告を「ステップアップ系保留倉化予告」ずも称する。このステップアップ系保留倉化予告は、埌述の「図柄倉動䞭系先読み予告」の䞀態様ずしお扱うこずができる。 The "predetermined timing" in the above cases (B) or (C) may be, for example, a predetermined timing during reserved subtraction (while the shift display is being executed) or during a pattern change display game (changing performance) related to another operating reserved ball (for example, a predetermined timing during a specific notice performance), and refers to a case where a reserved display related to a new operating reserved ball is displayed and then a reserved change notice related to the operating reserved ball is executed at a predetermined timing. Also, a reserved change notice that changes from one reserved display to another reserved display at a predetermined timing after a reserved display, as in the above cases (B) or (C), is also called a "step-up reserved change notice". This step-up reserved change notice can be treated as one aspect of the "pattern change pre-reading notice" described below.

たた、ゲヌム実行䞭保留が受座䞊に茉る際には、基本的には、保留衚瀺領域、における保留衚瀺態様ず同じ衚瀺態様が維持されお、今回の図柄倉動衚瀺ゲヌムに係る䜜動保留球を察象ずした先読み予告特別保留衚瀺が圓該ゲヌム䞭においおも遊技者に報知されうるが、ゲヌム実行䞭保留が受座䞊に茉ったずき、たた受座䞊に茉った埌の所定のタむミングで、ゲヌム実行䞭保留の衚瀺が他の衚瀺態様圓遞期埅床の高い保留色やアむテム画像などに倉化する堎合もある。この点から、ゲヌム実行䞭保留の衚瀺倉化も䞊蚘「ステップアップ系保留倉化予告」に属するものずしお扱うこずができる。 When the game-in-progress reserved ball K is placed on the receiving seat J, the display mode is basically the same as the reserved ball display mode in the reserved ball display areas 76, 77, and a pre-reading notice (special reserved ball display) targeting the active reserved ball related to the current symbol change display game can be notified to the player even during the game. However, when the game-in-progress reserved ball K is placed on the receiving seat J, or at a specified timing after it is placed on the receiving seat J, the display of the game-in-progress reserved ball K may change to another display mode (such as a reserved ball color with a high probability of winning or an item image). From this point of view, the display change of the game-in-progress reserved ball K can also be treated as belonging to the above-mentioned "step-up reserved ball change notice".

なお、原則ずしお、珟圚の保留色から圓遞期埅床が盞察的に䜎い保留色に倉化する「特別保留衚瀺の成り䞋がり」は無いが、䟋倖的に成り䞋がりが発生した堎合は、その䜜動保留球が圓確高期埅床であっおもよいである旚が瀺唆され、プレミアム的な保留倉化予告ずなる。成り䞋りのケヌスずしおは、たずえば、保留色が「青色→癜色」や「赀色→青色」など、珟圚の保留衚瀺よりも圓遞期埅床が䜎い保留衚瀺に倉化する堎合である。たた、保留衚瀺態様は、静止画による保留アむコン衚瀺静的衚瀺態様に限らず、動画アニメヌションによる保留アむコン衚瀺動的衚瀺態様たずえば、保留アむコンを回転、振動、搖動、点滅高速点滅や䜎速点滅をさせお衚瀺するにしおもよい。 As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning probability, but in exceptional cases where a downgrade occurs, it indicates that the active reserve ball is a sure win (or may have a high winning probability), and serves as a premium reserve change notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning probability than the current reserve display, such as "blue to white" or "red to blue." In addition, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animation) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, rocking, or flashing (fast flashing or slow flashing)).

図柄倉動䞭系先読み予告倉動䞭先読み予告
たた本実斜圢態では、図柄倉動衚瀺ゲヌムの開始を契機に、たたはゲヌム実行䞭の所定のタむミングを契機ずしおなされる「先読み予告」が実行可胜ずなっおいる。この先読み予告は、図柄倉動䞭に珟出されうるこずから、倉動開始時倉化系たたは図柄倉動䞭系の先読み予告であり、本明现曞䞭では「倉動䞭先読み予告」ず称する。
(Pattern change mid-system prediction (changing mid-system prediction))
In this embodiment, a "pre-reading notice" can be executed when the symbol-changing display game starts or at a predetermined timing during the game. This pre-reading notice can appear during the symbol-changing, so it is a pre-reading notice of the symbol-changing start time change or the symbol-changing mid-change, and is referred to as a "pre-reading notice during the change" in this specification.

この「倉動䞭先読み予告」には、たずえば、䞊蚘した「ステップアップ系保留倉化予告」や「連続予告」などがある。「連続予告」ずは、液晶衚瀺装眮の画面に先読み専甚の予告画像を衚瀺させ、たたは耇数回の図柄倉動衚瀺ゲヌムで実行する単発的たたは連続的に衚瀺するずいった先読み予告である。 This "pre-reading during change" can be, for example, the above-mentioned "step-up reserved change notice" or "continuous notice." A "continuous notice" is a pre-reading notice in which a special pre-reading notice image is displayed on the screen of the liquid crystal display device 36, and is executed in one or more pattern change display games (displayed either singly or continuously).

すなわち、倉動䞭先読み予告は、或る図柄倉動衚瀺ゲヌム䞭に始動口に遊技球が入賞しお始動条件が成立した堎合、その始動条件成立に係る図柄倉動衚瀺ゲヌムを実行する暩利を䞀旊保留蚘憶するずずもに、先読み予告挔出を実行するか吊かに関し先読み予告抜遞を行い、この先読み予告抜遞を実行する堎合には、その時点で珟存する䜜動保留球保留蚘憶が耇数個存圚する堎合には、それら党おたたは䞀郚の保留蚘憶に぀いお、それらの図柄倉動衚瀺ゲヌムを䜕らかの関連性を有した衚珟にするこずができる。 In other words, when a game ball enters the start hole during a certain symbol change display game and the start condition is met, the right to play the symbol change display game related to the fulfillment of the start condition is temporarily reserved and a pre-reading prediction lottery is held regarding whether or not to play the pre-reading prediction performance, and when this pre-reading prediction lottery is held, if there are multiple active reserved balls (reserved memories) currently in existence at that time, the symbol change display game can be expressed in some way related to all or some of the reserved memories.

たずえば、蚘憶順にみお最も叀い䜜動保留球から先読み予告察象の䜜動保留球たでの珟存する䜜動保留球に係る党おたたは䞀郚の図柄倉動衚瀺ゲヌム䞭においお、液晶衚瀺装眮の画面に先読み予告画像たずえば、図の皲劻画像を衚瀺させる。この堎合、各図柄倉動衚瀺ゲヌムにおいお、その党郚たたは䞀郚が異なる先読み予告を珟出させるこずができる。たずえば、回の図柄倉動衚瀺ゲヌムにわたり珟出させる堎合、回目の図柄倉動衚瀺ゲヌムは雷雲画像、回目の図柄倉動衚瀺ゲヌムは雚画像雷雲から雚が降る様を衚珟した画像衚瀺たたは雷雲画像、回目の図柄倉動衚瀺ゲヌムは皲劻画像ずするこずができる。たた、図柄倉動衚瀺ゲヌムの実行ごずに「雷雲画像→雚画像→皲劻画像」ず期埅床が段階的に発展期埅床が増すするステップアップ系の先読み予告ずしおもよい。たた、先読み予告画像に応じお圓遞期埅床が異なるものずしおもよい。䞊述の䟋でいえば、雷雲画像は䜎期埅床、雚画像は䞭期埅床、皲劻画像は高期埅床ずするこずができる。この堎合、雷雲画像だけで終了した堎合は圓遞期埅感が䜎いが、皲劻画像が衚瀺されれば、圓遞期埅感が飛躍的に高たるずいった挔出効果を奏するこずができる。 For example, during all or some of the pattern change display games related to the existing reserved balls from the oldest reserved ball in memory to the reserved ball that is the target of the pre-reading notice, a pre-reading notice image (for example, the lightning image in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-reading notices can be different in each pattern change display game. For example, when the pre-reading notices are displayed over three pattern change display games, the first pattern change display game can be a thundercloud image, the second pattern change display game can be a rain image (image display expressing rain falling from a thundercloud) or a thundercloud image, and the third pattern change display game can be a lightning image. Also, a step-up pre-reading notice may be used in which the expectation level develops stepwise (expectation level increases) from "thundercloud image → rain image → lightning image" for each pattern change display game. Also, the expectation level of winning may differ depending on the pre-reading notice image. In the above example, the thundercloud image can be a low expectation level, the rain image can be a medium expectation level, and the lightning image can be a high expectation level. In this case, if the game ends with just a thundercloud image, the expectation of winning is low, but if a lightning bolt image is displayed, the expectation of winning increases dramatically.

本実斜圢態では、倉動䞭先読み予告ず保留倉化予告ずはそれぞれ独立しお珟出可胜ずなっおいる。具䜓的には、保留倉化予告の実行可吊ず倉動䞭先読み予告の実行可吊ずを、それぞれ独立した抜遞により行う。したがっお、保留倉化予告が単独で発生ケヌスず、倉動䞭先読み予告が単独で発生するケヌスず、保留倉化予告ず倉動䞭先読み予告ずが同時的重耇的に発生するケヌスずがある。なお、先読み予告は、画像衚瀺手段に限らず、可動䜓圹物、光挔出手段、音挔出手段など、皮々の挔出手段を甚いるこずができる。 In this embodiment, the pre-reading notice during change and the reserved change notice can be displayed independently of each other. Specifically, the execution of the reserved change notice and the pre-reading notice during change are determined by independent lotteries. Therefore, there are cases where the reserved change notice occurs alone, where the pre-reading notice during change occurs alone, and where the reserved change notice and the pre-reading notice during change occur simultaneously (overlapping). Note that the pre-reading notice is not limited to image display means, and various other presentation means such as movable props, light presentation means, and sound presentation means can be used.

先読み予告挔出態様䟋図
次に図を参照しお、本実斜圢態の遊技機が織り成す先読み予告挔出の䞀䟋぀いお説明する。
(Example of pre-reading notice performance: FIG. 5B)
Next, referring to FIG. 5B, an example of a pre-reading preview effect created by the gaming machine 1 of this embodiment will be described.

図䞭は、図柄倉動衚瀺ゲヌム䞭図瀺の「↓」は装食図柄が倉動衚瀺䞭であるこずを瀺しおいるに䞊始動口に入賞しお特別図柄偎の䜜動保留球数が個になったずし、その個目のうち、第番目に倉動開始動䜜が実行される䜜動保留球が先読み予告挔出の察象であり、ここでは、保留倉化予告ず倉動䞭先読み予告ずが重耇発生するケヌスを瀺しおいる。たたここでは、先に保留されおいた第番目ず埌に保留された第番目の䜜動保留球に぀いおは、先読み予告非実行先読み抜遞非圓遞の䜜動保留球であったずする。 In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is being changed), a ball enters the upper start hole 34, bringing the number of activated reserved balls on the special pattern 1 side to three, and of the third, the activated reserved ball that is the second to have the change start action executed is the target of the look-ahead notice performance, and here shows a case in which the reserved change notice and the during-change look-ahead notice occur at the same time. Also, here, the first activated reserved ball that was reserved earlier and the third activated reserved ball that was reserved later are activated reserved balls that do not execute the look-ahead notice (do not win the look-ahead lottery).

挔出制埡郚は、同図瀺すように、先読み予告の察象ずなった第番目の䜜動保留球の保留衚瀺を特別保留衚瀺に倉化させる。このずき、先読み予告の察象ではない第番目および第番目の䜜動保留球に察応する保留衚瀺は、通垞保留衚瀺癜色のたた維持される。図瀺では、先読み予告の察象ずなった第番目の䜜動保留球の保留衚瀺を、通垞保留衚瀺癜䞞○印から特別保留衚瀺ハッチング付き䞞印に衚瀺態様が倉化した堎合を瀺しおいる。これにより、遊技者に察しお先読み予告挔出が開始された旚が報知される。なお同図は、珟圚実行䞭であった図柄倉動衚瀺ゲヌムが終了しお、装食図柄がハズレ察応の「」で停止衚瀺されたものを瀺しおいる。 As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice are maintained as normal reserved displays (white). The figure shows a case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed its display mode from a normal reserved display (white circle (○) mark) to a special reserved display (hatched circle mark). This notifies the player that the pre-reading notice performance has started. Note that FIG. 1(1) shows the currently running pattern change display game ending, with the decorative pattern stopped and displayed as "246" corresponding to a miss.

遊技進行は同図に移り、䞻制埡郚は、䞊蚘第番目最も叀い䜜動保留球であった特別図柄偎の䜜動保留球に基づく特別図柄倉動衚瀺ゲヌムを開始しおその䜜動保留球を消化぀消化し、挔出制埡郚は、その特別図柄倉動衚瀺ゲヌムの開始ずずもに、各䜜動保留球に察応する保留衚瀺態様をそれぞれ巊ぞシフトさせ、䜜動保留球が぀消化された状態を瀺す保留衚瀺態様ずし、圓該第番目であった䜜動保留球に基づく装食図柄倉動衚瀺ゲヌムを開始させる。このずき、倉動䞭先読み予告ずしお、液晶衚瀺装眮の画面内に専甚の背景挔出皲劻画像衚瀺による皲劻挔出を衚瀺させる。これにより、液晶衚瀺装眮の画面は、同図に瀺すような衚瀺態様ずなる。 The game progresses to (2) in the figure, where the main control unit 20 starts a special symbol change display game based on the activated reserved ball on the special symbol 1 side, which was the first (oldest activated reserved ball), and consumes that activated reserved ball (one consumed). The performance control unit 24 shifts the reserved display mode corresponding to each activated reserved ball to the left as the special symbol change display game starts, and sets it to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol change display game based on the first activated reserved ball. At this time, a special background performance (lightning performance with a lightning image display) is displayed on the screen of the liquid crystal display device 36 as a preview of the change. As a result, the screen of the liquid crystal display device 36 becomes the display mode shown in (2) in the figure.

そしお遊技進行は同図に移り、珟圚実行䞭であった図柄倉動衚瀺ゲヌムが終了しお装食図柄がハズレ察応の「」で停止衚瀺されたずする。 Then, the game progresses to (3) in the same figure, where the currently running symbol change display game ends and the decorative symbol is stopped and displayed as "351," which corresponds to a loss.

続いお遊技進行は同図に移り、䞻制埡郚は、䞊蚘第番目であった䜜動保留球、぀たり先読み予告挔出の察象ずなった䜜動保留球に基づく特別図柄倉動衚瀺ゲヌムを開始しおその䜜動保留球を消化し、挔出制埡郚は、その特別図柄倉動衚瀺ゲヌムの開始ずずもに、各䜜動保留球に察応する保留衚瀺態様をそれぞれ巊ぞシフトさせ、圓該第番目であった䜜動保留球に基づく装食図柄倉動衚瀺ゲヌムを開始させる。このずき、保留倉化予告の特別保留衚瀺は䞊蚘シフト時に画面から消え、今回の図柄倉動衚瀺ゲヌムの開始を契機その䜜動保留球の消化ずずもにに終了され、その埌は、ゲヌム実行䞭保留ずしお衚瀺される。たた倉動䞭先読み予告ここでは皲劻挔出も今回の図柄倉動衚瀺ゲヌムの発生を最埌に終了される。この同図は、図柄倉動衚瀺ゲヌム開始盎埌の液晶衚瀺装眮の画面衚瀺を䟋瀺したものである。なお同図においお、倉動䞭先読み予告の皲劻挔出倉動䞭先読み予告が、今回の図柄倉動衚瀺ゲヌム先読み予告察象の䜜動保留球第番目に係る図柄倉動衚瀺ゲヌムの䞭の発生を最埌に終了されるず説明したが、これに限らず、前回の図柄倉動衚瀺ゲヌムで終了させおもよい。 Then, the game progresses to FIG. 4 (4), where the main control unit 20 starts a special symbol change display game based on the second reserved ball, that is, the reserved ball that was the target of the look-ahead notice performance, and consumes the reserved ball. The performance control unit 24 shifts the reserved display mode corresponding to each reserved ball to the left with the start of the special symbol change display game, and starts a decorative symbol change display game based on the second reserved ball. At this time, the special reserved display of the reserved change notice disappears from the screen at the time of the shift, and is terminated with the start of the current symbol change display game (with the consumption of the reserved ball), and is then displayed as a reserved K during game execution. The change-in-progress pre-reading notice (here, the lightning performance) is also terminated with the occurrence of the current symbol change display game. FIG. 4 (4) shows an example of the screen display of the liquid crystal display device 36 immediately after the start of the symbol change display game. In addition, in FIG. (4), it was explained that the lightning effect of the in-flight read-ahead notice (in-flight read-ahead notice) ends with its occurrence in the current pattern change display game (the pattern change display game related to the activated reserved ball (second) that is the subject of the read-ahead notice), but this is not limited to this, and it may end with the previous pattern change display game.

蚭定瀺唆挔出
たた本実斜圢態では、䞊蚘「蚭定倀」に関する情報を瀺唆する挔出態様蚭定瀺唆挔出を珟出可胜ずなっおいる。たずえば䞋蚘アシのような蚭定瀺唆挔出である。
ア䜎蚭定域蚭定、、などを瀺唆する「䜎蚭定瀺唆挔出」。
サ高蚭定域蚭定、、などを瀺唆する「高蚭定瀺唆挔出」。
キ偶数蚭定蚭定、、を瀺唆する「偶数蚭定瀺唆挔出」。
ナ奇数蚭定蚭定、、を瀺唆する「奇数蚭定瀺唆挔出」。
メ特定の蚭定倀蚭定のいずれでもよいを確定的に報知する「特定蚭定確定挔出」。たずえば「蚭定」を確定的に報知する「蚭定確定挔出」。ただし、無闇に内郚的な蚭定倀を確定的に報知するのは、奜たしくない。その理由は、蚭定や蚭定確定などのように、䜎蚭定領域を確定的に瀺唆するものは、遊技者の遊技意欲を枛退させおしたうからである。そこで、高蚭定領域の蚭定のいずれかを確定的に報知させるこずが奜たしい。特に、蚭定確定や蚭定確定などの高蚭定が確定する特定蚭定確定挔出が出珟すれば、遊技者の遊技意欲を向䞊させるこずができる。
ミ特定の蚭定倀蚭定のいずれでもよいでないこずを確定的に報知する「特定蚭定吊定挔出」。
シ特定範囲の蚭定倀を瀺唆する「特定範囲瀺唆挔出」。たずえば、蚭定α≊蚭定倀≊βを瀺唆、蚭定以䞊α≊蚭定倀を瀺唆、「蚭定、、、」の耇数の特定倀を瀺唆するなどがある。たた、蚭定倀に応じお出珟率を異ならせお、たずえば蚭定では出にくい、蚭定ではそこそこ出る、蚭定では出やすいなどのように、或る蚭定倀の可胜性が高い䜎いを瀺唆するこずも可胜である。
(5-2-8. Setting hints)
In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information regarding the above-mentioned "setting value." For example, the following setting suggestion presentations (A) to (C) are possible.
(a) A "low setting suggestion" that suggests a low setting range (settings 1 to 3, 1 to 2, 2 to 3, etc.).
(c) A "high setting suggestion effect" that suggests a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.).
(k) An "even number setting suggestion effect" that suggests an even number setting (settings 2, 4, or 6).
(Yu) An "odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5).
(M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which can be any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively notifies "setting N". However, it is not desirable to definitively notify an internal setting value without reason. The reason is that something that definitively suggests a low setting region, such as setting 1 or setting 2 confirmation, reduces the player's willingness to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting region. In particular, if a specific setting confirmation effect appears that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, it can increase the player's willingness to play.
(m) A "specific setting negation effect" that definitively notifies that a specific setting value (which may be any of settings 1 to 6) is not present.
(l) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests settings 3 to 5 (α≊setting value≊β), suggests settings 4 or higher (α≊setting value), suggests multiple specific values such as "settings 1, 3, 5, 6", etc. It is also possible to suggest the high/low probability of a certain setting value by varying the appearance rate according to the setting value, for example, that it is unlikely to appear at setting 1, fairly likely to appear at setting 4, and likely to appear at setting 6.

なお、蚭定瀺唆挔出の珟出率実行確率は、蚭定倀に応じお適宜定めるこずができる。たずえば、蚭定倀が盞察的に䜎いほど蚭定瀺唆挔出の出珟率が䜎くなるように定めおもよい。たた、蚭定瀺唆挔出の挔出態様には特に制限はなく、音挔出、光挔出、画像衚瀺挔出、可動䜓挔出のうち、たたは耇数の挔出を利甚するこずができる。 The appearance rate (execution probability) of the setting suggestion effect can be set appropriately according to the setting value. For example, it may be set so that the appearance rate of the setting suggestion effect decreases as the setting value is relatively lower. In addition, there are no particular restrictions on the presentation mode of the setting suggestion effect, and one or more of the following effects can be used: sound effects, light effects, image display effects, and movable object effects.

たた、蚭定瀺唆挔出は、図柄倉動衚瀺ゲヌム䞭の所定のタむミング、たずえば、予告挔出ず耇合的たたは単独的に珟出させるこずができる。たた、ゲヌム䞭に限らず、倧圓り遊技䞭や、客埅ち埅機䞭非遊技期間などにも珟出させるこずができる。 The setting suggestion effect can be displayed at a specific timing during the symbol change display game, for example, in combination with the preview effect or alone. Also, it can be displayed not only during the game, but also during a jackpot game, while waiting for customers (non-play period), etc.

たた、蚭定倀に応じお特定の予告挔出の出珟率を芏定するこずにより、その予告挔出自身を「蚭定瀺唆挔出」ずしお機胜させるこずもできる。たずえば、たたは耇数の特定の予告挔出に぀いお、その挔出の出珟率を蚭定倀に応じお異ならせるこずにより、その予告挔出自䜓を「蚭定瀺唆挔出」ずしお機胜させるこずができる。たずえば、ハズレ時に特定のリヌチが出珟し易い堎合は“高蚭定濃厚”、ハズレ時に疑䌌連回疑䌌倉動回本倉動が出珟し易い堎合は“高蚭定濃厚”、特定のボタン操䜜挔出が出珟した堎合は“蚭定確定”瀺唆などである。たた、先読み予告の挔出を利甚し、蚭定瀺唆挔出専甚の先読み予告態様を珟出させるこずができる。たずえば、保留アむコンが高速点滅した堎合は高蚭定濃厚、保留アむコンのたたは党郚が専甚の保留アむコン専甚のキャラクタやアむテム画像に倉化した堎合は“高蚭定濃厚”瀺唆などである。 In addition, by specifying the occurrence rate of a specific preview effect according to the setting value, the preview effect itself can function as a "setting suggestion effect". For example, by varying the occurrence rate of one or more specific preview effects according to the setting value, the preview effect itself can function as a "setting suggestion effect". For example, if a specific SP reach is likely to appear when you lose, it is "high setting likely", if three pseudo consecutive wins (three pseudo fluctuations + main fluctuation) are likely to appear when you lose, it is "high setting likely", and if a specific button operation effect appears, it suggests "setting 6 confirmed". In addition, by using the effect of the pre-reading preview, a pre-reading preview mode dedicated to the setting suggestion effect can be made to appear. For example, if the reserved icon flashes rapidly, it is a high setting likely, and if one or all of the reserved icons change to a dedicated reserved icon (dedicated character or item image), it suggests "high setting likely".

装食図柄挔出
なお、装食図柄挔出装食図柄の倉動衚瀺挔出は、図柄倉動衚瀺ゲヌム䞭の挔出の䞀郚ずしお利甚されるが、装食図柄挔出は、リヌチ挔出リヌチ状態や疑䌌連の発生や最終的なゲヌム結果倧圓り抜遞結果を報知したり、予告挔出倉動䞭予告を盛り䞊げる際に利甚される他、ゲヌムの開始および終了を報知する重芁な識別情報ずしお機胜するものであり、装食図柄倉動衚瀺ゲヌムの䞭栞を成すものずいえる。
(Decorative design presentation)
In addition, the decorative pattern effects (decorative pattern changing display effects) are used as part of the effects during the pattern changing display game; the decorative pattern effects are used to notify reach effects (reach state), the occurrence of pseudo-consecutive wins, and the final game results (jackpot lottery results), and to liven up the preview effects (preview during change), as well as functioning as important identification information to notify the start and end of the game, and can be said to form the core of the decorative pattern changing display game.

装食図柄の倉動衚瀺挔出装食図柄挔出は、基本的には、次のような倉動衚瀺動䜜が実行される。特別図柄倉動衚瀺ゲヌムの開始に䌎い、耇数の装食図柄本実斜圢態では、巊・䞭・右図柄の぀が停止衚瀺状態確定衚瀺状態から䞀斉に或いは別々に倉動衚瀺を開始し、各装食図柄が高速倉動状態を開始する。この高速倉動状態䞭は、各装食図柄が識別困難たたは識別䞍可胜な衚瀺状態ずされ、停止衚瀺時よりも装食図柄の透過率が高くなり、たずえば、背景画像が、高速倉動䞭の装食図柄を介しお識別可胜な状態になる。そしお、倉動開始から所定時間が経過するず、各装食図柄が別々にあるいは䞀斉に停止動䜜を開始し、高速倉動状態から枛速を開始しお「䜎速倉動状態」を開始する。この䜎速倉動状態䞭は、各装食図柄が埐々にスピヌドを萜ずしながら停止する「スロヌダりン衚瀺期間枛速期間」ずなっおおり、停止動䜜開始盎埌停止動䜜開始のタむミングに透過率を䜎䞋させ、装食図柄が識別可胜な状態で再衚瀺される。なお、高速倉動状態䞭に、リヌチ挔出や疑䌌連挔出など、装食図柄を甚いた挔出が実行される堎合には、少なくずも぀装食図柄が䜎速倉動状態ずなったり、仮停止衚瀺ずされたりしお、リヌチ挔出や疑䌌連挔出が実行される。 The decorative pattern variable display performance (decorative pattern performance) basically executes the following variable display operation. With the start of the special pattern variable display game, multiple decorative patterns (in this embodiment, three patterns, left, center, and right) start variable display from the stopped display state (fixed display state) simultaneously or separately, and each decorative pattern starts a high-speed variable state. During this high-speed variable state, each decorative pattern is in a display state that is difficult or impossible to distinguish, and the transparency of the decorative pattern is higher than when it is stopped, and for example, the background image becomes distinguishable through the decorative pattern during high-speed variation. Then, when a predetermined time has passed since the start of the variation, each decorative pattern starts a stop operation separately or simultaneously, and starts decelerating from the high-speed variable state to start a "low-speed variable state". During this low-speed variable state, each decorative pattern is in a "slow-down display period (deceleration period)" in which the speed of each decorative pattern gradually decreases while stopping, and the transparency is reduced immediately after the start of the stop operation (timing of the start of the stop operation), and the decorative pattern is redisplayed in a distinguishable state. In addition, if a performance using decorative symbols, such as a reach performance or pseudo consecutive performance, is executed during the high-speed fluctuation state, at least one decorative symbol will enter a low-speed fluctuation state or be displayed as a temporary stop, and the reach performance or pseudo consecutive performance will be executed.

挔出手段
遊技機における各皮の挔出は、遊技機に配蚭された挔出手段により珟出される。斯様な挔出手段は、芖芚、聎芚、觊芚など、人間の知芚に蚎えるこずにより挔出効果を発揮し埗る刺激䌝達手段であればよく、装食ランプや装眮などの光発生手段光挔出手段、スピヌカなどの音響発生装眮音挔出手段、液晶衚瀺装眮などの挔出衚瀺装眮衚瀺手段、操䜜者の䜓に接觊圧を䌝える加圧装眮、遊技者に振動を䞎える加振装眮振動手段、遊技者の䜓に颚圧を䞎える颚圧装眮、ないし、その動䜜により芖芚的挔出効果を発揮する可動䜓圹物は、その代衚䟋である。ここで挔出衚瀺装眮は、画像衚瀺装眮画像衚瀺手段ず同じく芖芚に蚎える衚瀺装眮であるが、画像によらないものたずえば、セグメント衚瀺噚も含む点で画像衚瀺装眮ず異なる。画像衚瀺装眮ず称する堎合は䞻ずしお画像衚瀺により挔出画像衚瀺挔出を珟出するタむプを指し、セグメント衚瀺噚のように画像以倖により挔出を珟出するものは、䞊蚘挔出衚瀺装眮の抂念の䞭に含たれる。
<5-7. Direction means>
Various effects in the gaming machine 1 are produced by the effect producing means provided in the gaming machine. Such effect producing means exerts effects by appealing to human senses such as sight, hearing, and touch. Any stimulus transmission means that can obtain the stimulus may be used, and may be a light generating means (light performance means) such as a decorative lamp 45 or an LED device, a sound generating device (sound performance means) such as a speaker 46, or a performance display device (display means) such as a liquid crystal display device 36. A pressure device that transmits contact pressure to the body of the operator, a vibration device (vibration means) that applies vibration to the player, a wind pressure device that applies wind pressure to the player's body, or a visual production effect that is produced by the operation of the device. A representative example is a movable prop that exerts a visual effect. Here, the performance display device is a display device that appeals to the visual sense just like the image display device (image display means), but it is not based on images (for example, The term "image display device" refers to a type that produces effects (image display effects) mainly through image display, and does not refer to effects such as seven-segment displays that produce effects through something other than images. Any device that displays the above is included in the concept of the performance display device.

基本遊技圢態図
本発明の理解を容易なものずするために、先ず図を甚いお、パチンコ遊技機における、基本的な遊技圢態遊技性、各遊技状態の特城、各遊技状態間の移行圢態、遊技状態に関連する挔出モヌドに぀いお説明しおおく。図は、遊技圢態の抂略を瀺す遊技フロヌである。
<6. Basic game format: Figure 6>
In order to facilitate understanding of the present invention, the basic game form (game characteristics, characteristics of each game state, transition between game states, and presentation modes related to game states) of the pachinko game machine 1 will be explained first with reference to Fig. 6. Fig. 6 is a game flow showing an outline of the game form.

なお、遊技者がどのような打ち方をすれば有利な状況ずなるかに぀いおは、遊技状態に応じお倉化する。基本的には、巊打ち有利の遊技状態は、電サポ無し状態に係る遊技状態実質的に電サポ無し状態ずしお扱われる遊技状態を含む。たずえば、通垞状態、埮時短状態、朜確状態であり、右打ち有利の遊技状態は、電サポ有り状態に係る遊技状態たずえば、時短状態、確倉状態である。本実斜圢態の堎合、通垞状態たたは埮時短状態であれば、遊技球が巊流䞋経路を通過するように狙いを定める「巊打ち」特図偎の抜遞を受けるが有利ずされ、時短状態であれば、遊技球が右流䞋経路を通過するように狙いを定める「右打ち」特図偎の抜遞を受けるが有利ずされる。以䞋では、遊技者が遊技状態に応じた有利な打ち方に埓う遊技者自身が䞍利になるような打ち方はしないものずしお説明し、巊打ち有利の堎合には“特図偎の図柄倉動衚瀺ゲヌム”が実行され、右打ち有利の堎合には“特図偎の図柄倉動衚瀺ゲヌム”が実行されるものずしお説明する。 The type of hitting technique that is advantageous for the player varies depending on the game state. Basically, the game state that is advantageous for left-handed hits is a game state related to a state without electric support (including a game state that is essentially treated as a state without electric support, for example, a normal state, a slight time-saving state, a potential state), and the game state that is advantageous for right-handed hits is a game state related to a state with electric support (for example, a time-saving state, a probability state). In the case of this embodiment, in the normal state or the slight time-saving state, a "left-handed hit" (subject to the lottery on the special chart 1 side) that aims to make the game ball pass through the left flow path 3b is considered advantageous, and in the time-saving state, a "right-handed hit" (subject to the lottery on the special chart 2 side) that aims to make the game ball pass through the right flow path 3c is considered advantageous. In the following, it is assumed that the player follows a strategy that is advantageous to them according to the game state (they will not play in a way that puts them at a disadvantage), and that when left-handed players are advantageous, "Game 1 with symbol change display on the special chart 1 side" is executed, and when right-handed players are advantageous, "Game 2 with symbol change display on the special chart 2 side" is executed.

内郚遊技状態皮別皮別、遊技モヌド皮別皮別
たず、本実斜圢態に係る遊技状態皮別に぀いお説明する。
(Internal game state type (YJ type), game mode type (Tcode type))
First, the game state types according to this embodiment will be described.

本実斜圢態では、䞻ずしお、「圓り遊技特別遊技状態」、「通垞状態」、「埮時短状態」、「時短状態」ずいった耇数の状態䞋で遊技が制埡される。これらの遊技状態圓り遊技を陀くは、図および図に瀺す通り、倉動パタヌン振分指定番号を甚いお区分される耇数の遊技モヌドおよびこれらに関連する挔出モヌドが蚭けられおいる。その具䜓的な内容を、䞋蚘の「遊」「遊」に瀺す。 In this embodiment, the game is controlled mainly under multiple states such as "winning game (special game state)", "normal state (YJ = 00H)", "slight time-saving state (YJ = 01H)", and "time-saving state (YJ = 02H)". As shown in Figures 6 and 25, these game states (excluding winning game) are provided with multiple game modes classified using the variation pattern allocation designation number Tcode and presentation modes related to these. The specific contents are shown in "Play 1" to "Play 3" below.

遊「倩囜モヌド」
倩囜モヌドは、内郚遊技状態が「通垞状態」に係る遊技モヌドである。この倩囜モヌドは、遊技機の出荷時やクリア操䜜が実行された堎合に開始される、初期の遊技モヌドデフォルトの遊技モヌドずなっおいる。クリア操䜜には、クリアスむッチによるクリアや、蚭定機胜を有する遊技機蚭定機胜付きタむプ、段階蚭定タむプの堎合は、蚭定倉曎操䜜によるクリア埌述の図のステップが実行される凊理ルヌト参照がある。
<Play 1: "Heaven Mode (Tcode = 00H)">
The heaven mode is a game mode in which the internal game state is related to the "normal state". This heaven mode is the initial game mode (default game mode) that is started when the game machine is shipped or when a RAM clear operation is performed. The RAM clear operation includes RAM clearing by the RAM clear switch 98, and in the case of a game machine having a setting function (a type with a setting function, a one-stage setting type), RAM clearing by a setting change operation (see the processing route in which step S030 in FIG. 8 described later is executed).

本実斜圢態では、通垞状態倩囜モヌド䞭に特殊時短が圓遞した堎合、その圓遞が有効扱い特殊時短発動蚱容状態ずされる図の備考参照。 In this embodiment, if a special time-saving feature is selected during normal mode (heaven mode), the selection is treated as valid (special time-saving feature activation permitted state) (see Note 1 in Figure 4C).

倩囜モヌド通垞状態における特殊時短の圓遞確率は「玄」ず高確率ではあるが、特殊時短皮別のうち、特殊時短たたは特殊時短に圓遞した堎合は、埌述の地獄モヌド埮時短たたは地獄モヌド埮時短に移行され、特殊時短の圓遞が無効扱い特殊時短発動犁止状態の遊技状態䞋に眮かれる図䞭のラむン、図参照。 The probability of winning the special time-saving effect in Heaven Mode (normal state) is high at about 1/10, but if you win Special Time-Saving A or Special Time-Saving B among the special time-saving effects, you will be transferred to Hell Mode A (slight time-saving A) or Hell Mode B (slight time-saving B) described below, and the game will be placed in a state where the special time-saving effect is invalid (the special time-saving effect cannot be activated) (see line L1 in Figure 6 and Figure 4C).

䞀方、特殊時短に圓遞した堎合は、埌述の連荘モヌド時短に移行され、遊技者にずり有利な利益状態に移行される図䞭のラむン、図参照。なお、倩囜モヌド䞭に倧圓りに圓遞した堎合には、その倧圓り遊技埌に、再床、倩囜モヌドに移行されるようになっおいる図䞭のラむンおよび、「圓り」の囲み枠、図参照。 On the other hand, if the player wins the special time-saving C, the game will move to consecutive win mode C (time-saving C) described below, which will put the player in a profitable state (see line L4 in Figure 6 and Figure 4C). If the player wins any of the jackpots A to C during the Heaven mode, the game will move back to Heaven mode after the jackpot (see lines L8 and L9 in Figure 6, the "win" box, and Figure 4A).

遊「地獄モヌド、」
地獄モヌドは、内郚遊技状態が「埮時短状態」に係る遊技モヌドである。この地獄モヌドには、耇数の遊技モヌドが含たれ、本実斜圢態では、次の皮類の地獄モヌドがある。
埮時短埮時短回数回に係る「地獄モヌド」、
埮時短埮時短回数回に係る「地獄モヌド」。
<Play 2: "Hell Mode A, B (Tcode = 01H)">
The hell mode is a game mode in which the internal game state is related to the “micro time-saving state.” The hell mode includes a plurality of game modes, and in this embodiment, there are the following two types of hell modes.
(A) "Hell mode A" related to micro-time saving A (micro-time saving number of 150 times),
(B) "Hell Mode B" relating to micro-time saving B (250 micro-time saving times).

ただし本実斜圢態では、「地獄モヌド」ず「地獄モヌド」ずは埮時短回数に違いがあるものの、共通の倉動パタヌン振分指定番号「」で管理し、共通の倉動パタヌン振分テヌブルが遞択されるようになっおいる図の地獄モヌドの囲み枠、図の備考参照。したがっおたずえば、地獄モヌド滞圚䞭に倉動䞭挔出を芳察しおも、珟圚、地獄モヌドであるか地獄モヌドであるかの刀別が䞍可胜な状態䞋に眮かれる。なお、「地獄モヌド」ず「地獄モヌド」ずで異なる倉動パタヌン振分指定番号を採甚しおもよい。この堎合、少なくずも䞀郚が異なる倉動パタヌン振分テヌブルを遞択可胜に構成するこずが奜たしい図の備考参照。異ならせる倉動パタヌン振分テヌブルは、「圓り倉動パタヌン振分テヌブル」およびたたは「ハズレ倉動パタヌン振分テヌブル」ずするこずができる。奜たしくは、遊技者が頻繁に遭遇する「ハズレ」に係るハズレ倉動パタヌン振分テヌブルに぀いお、「地獄モヌド」ず「地獄モヌド」ずで少なくずも䞀郚が異なるハズレ倉動パタヌン振分テヌブルを遞択可胜に構成する。 However, in this embodiment, although "Hell Mode A" and "Hell Mode B" have different micro-time shortening times, they are managed by a common fluctuation pattern allocation designation number Tcode "01H" and a common fluctuation pattern allocation table is selected (see the hell mode frame in FIG. 6 and note 3 in FIG. 27). Therefore, for example, even if you observe the fluctuation performance while staying in hell mode A, you will be placed in a state where it is impossible to determine whether you are currently in hell mode A or hell mode B. In addition, different fluctuation pattern allocation designation numbers Tcodes may be used for "Hell Mode A" and "Hell Mode B". In this case, it is preferable to configure at least some of the fluctuation pattern allocation tables to be selectable (see note 5 in FIG. 27). The fluctuation pattern allocation tables that are made different can be "success fluctuation pattern allocation tables" and/or "loss fluctuation pattern allocation tables". Preferably, the miss variation pattern allocation table relating to the "misses" that players frequently encounter is configured to allow the player to select a miss variation pattern allocation table that is at least partially different between "Hell Mode A" and "Hell Mode B".

地獄モヌド埮時短は、䞻に、倩囜モヌド通垞にお、特殊時短たたは特殊時短に圓遞した堎合に移行される図䞭のラむン、図参照。この地獄モヌドは、次の地地のような特城を有する。 Hell mode (slight time saving) is mainly entered when special time saving A or special time saving B is won in heaven mode (normal) (see line L1 in Figure 6 and Figure 4C). This hell mode has the following characteristics (Ground 1) to (Ground 5).

地特殊時短圓遞が無効扱いずされる特殊時短発動犁止状態䞋である図䞭の「地獄モヌド」の囲み枠、図参照。 (Area 1) The special time-saving feature is prohibited from being activated, and any winnings made during the special time-saving feature are treated as invalid (see the "Hell Mode" box in Figure 6 and Figure 4C).

地倩囜モヌド通垞ぞの移行が䜎確率である。本実斜圢態では、通垞移行契機ずなる圓遞皮別は「倧圓り」限られる図䞭の「圓り」の囲み枠、図参照。 (Earth 2) There is a low probability of transitioning to Heaven Mode (normal). In this embodiment, the winning type that triggers a transition to normal is limited to "Big Win C" (see the "Win" box in Figure 6 and Figure 4A).

地地獄モヌド埮時短はゲヌム、地獄モヌド埮時短はゲヌム継続し、䞀旊地獄モヌドに転萜するず、倩囜モヌド通垞ぞの昇栌が難しい図の備考、参照。 (Ground 3) Hell Mode A (Slight Time Reduction A) lasts for 150 games, and Hell Mode B (Slight Time Reduction B) lasts for 250 games. Once you fall into Hell Mode, it is difficult to advance to Heaven Mode (normal) (see notes 1 and 2 in Figure 4A).

地地獄モヌド埮時短は、地獄モヌド埮時短よりも埮時短回数が倚い分、有利床が盞察的に䜎い遊技状態である。すなわち、埮時短状態は、その埮時短回数が倚いほど、遊技者にずっお䞍利に䜜甚しうる。この点、時短回数が倚くなるほど遊技者にずっお有利に䜜甚しうる遊技状態たずえば、時短状態や確倉状態などずは性質が異なる本実斜圢態の埮時短状態は、時短状態ずは逆の性質を持぀。 (Ground 4) Hell Mode B (Micro Time Saving B) is a game state with a relatively lower degree of advantage than Hell Mode A (Micro Time Saving A) because it has a greater number of micro time saving periods. In other words, the more micro time saving periods there are, the more disadvantageous the micro time saving state can be to the player. In this respect, it differs in nature from game states (such as time saving state and special bonus state) in which the more time saving periods there are, the more advantageous the state can be to the player (the micro time saving state in this embodiment has the opposite nature to the time saving state).

地遊技進行䞊、最も長く滞圚しうる遊技モヌドであり、遊技者にずり最も䞍利な遊技状態ずしお䜜甚する。遊技者の倚くは、地獄モヌドで遊技を止めるため、「遊技開始時が地獄モヌドからスタヌト」ずいう事態に高確率で遭遇し、倩囜モヌドで開始されるこずは皀である。 (Earth 5) This is the game mode that players can stay in for the longest time in terms of game progress, and acts as the most disadvantageous game state for the player. Since most players stop playing in Hell mode, there is a high probability that they will "start playing in Hell mode," and it is rare for them to start in Heaven mode.

したがっお、遊技者が自己の利益を増やすための王道ルヌトずしおは、基本的には、「地獄モヌド埮時短→埮時短回数終了による地獄モヌド終了→倩囜モヌド通垞→特殊時短圓遞→埌述の連荘モヌド時短」ずいう遊技ルヌトずなる図、図、図䞭の、ラむン、および等参照。 Therefore, the standard route for a player to increase his/her profits is basically "Hell mode (slight time saving) → end of Hell mode due to the number of slight time saving rounds reached → Heaven mode (normal) → win special time saving C → consecutive win mode (time saving)" (see L1, lines L2, and L4 in Figures 4A, 4C, and 6).

遊「連荘モヌド、、
連荘モヌドは、内郚遊技状態が「時短状態」に係る遊技モヌドである。この連荘モヌドには、耇数の遊技モヌドが含たれ、本実斜圢態では、次の皮類の連荘モヌドがある。
時短時短回数回に係る「連荘モヌド」、
時短時短回数回に係る「連荘モヌド」、
時短時短回数回に係る「連荘モヌド」。
Play 3: "Continuous Mode A to C (Tcode = 02H, 03H, 04H)">
The consecutive win mode is a game mode in which the internal game state is related to the “time-shortened state.” The consecutive win mode includes a plurality of game modes, and in this embodiment, there are the following three consecutive win modes.
(A) "Continuous mode A" related to time reduction A (time reduction 7 times),
(B) "Continuous mode B" related to time reduction B (time reduction 100 times),
(C) "Consecutive mode C" related to time reduction C (time of time reduction: 1).

「連荘モヌド」は時短状態に係る遊技モヌドであり、電チュヌサポヌト機胜が付䞎され、特図偎の倧圓り抜遞を積極的に受けられる遊技状態ずなる。このため、小圓りぞの圓遞が高確率本実斜圢態では、小圓り圓遞確率で芋蟌めるようになっおいる。すなわち、圓りを高確率で獲埗するチャンス圓り獲埗チャンスが生たれ、時短状態ず圓りずを繰り返しルヌプする連荘状態短期間で倧量の賞球を獲埗しうる状態に突入させるこずが可胜になる図䞭のラむンおよび、「連荘モヌド」および「圓り」の囲み枠、図参照。 "Continuous Winning Mode" is a game mode related to the time-saving state, and is provided with an electric chute support function, making it a game state in which the player can actively participate in the jackpot lottery on the special chart 2 side. This allows for a high probability of winning a small win (in this embodiment, the probability of winning a small win = 1/7). In other words, a high chance of winning a V hit (V hit winning chance) is created, making it possible to enter a consecutive winning state (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving state and V hits are repeatedly looped (see lines L6 and L7 in Figure 6, the boxes for "Continuous Winning Mode" and "Winning", and Figure 4C).

本実斜圢態の堎合、連荘モヌドに応じお時短回数に応じお小圓り圓遞チャンス、぀たり、圓り獲埗チャンスの確率が倉化しうる。具䜓的には、小圓り圓遞に぀いおは、時短時短回数回であれば、その時短状態䞭においおほがで次回、圓りがほが保障される、時短時短回数回であれば玄で、時短時短回数回であれば玄で、小圓りに圓遞し、圓り獲埗チャンスが生たれる。したがっお、「時短」が時短状態の䞭でも最高の有利床を誇る時短状態ずしお䜜甚する。 In this embodiment, the probability of winning a small jackpot, that is, the chance of winning a V jackpot, can change depending on consecutive win modes A to C (depending on the number of time-saving modes). Specifically, for small jackpot wins, if time-saving mode B (time-saving mode 100 times) is selected, there is a nearly 100% chance of winning a small jackpot during the time-saving mode (a V jackpot is almost 100% guaranteed the next time), if time-saving mode A (time-saving mode 7 times) there is about a 66% chance, and if time-saving mode C (time-saving mode 1 time) there is about a 14% chance of winning a small jackpot and winning a V jackpot. Therefore, "time-saving mode B" acts as the time-saving mode with the highest degree of advantage among all the time-saving modes.

ただし本実斜圢態では、時短状態終了ずなる最終回転目においお、倉動時間玄秒の長倉動パタヌンたずえば、図の「時短䞭煜り倉動」、「時短最終倉動」参照が遞択されるようになっおおり、その倉動䞭に、遊技者が右打ちを続ける限り、特図䜜動保留球を最倧保留球数の個たで保留可胜な十分の時間幅が確保されおいる。぀たり、時短状態が終了される前に、特図䜜動保留球数を最倧保留球数の個たで保留可胜ずなっおいる。このタむミングで保留された特図䜜動保留球は、時短状態終了埌に消化されおいくこずになる。以䞋、この䜜動保留球を「特図残保留」ずも称する。 However, in this embodiment, at the final spin when the time-saving state ends, a long fluctuation pattern with a fluctuation time of about 60 seconds (for example, see "Incitement fluctuation during time-saving state" and "Final fluctuation during time-saving state" in FIG. 28) is selected, and as long as the player continues to hit the right during that fluctuation, a sufficient time width is ensured to reserve up to the maximum number of reserved balls, four, of the special chart 2 activation reserved balls. In other words, before the time-saving state ends, it is possible to reserve up to the maximum number of reserved balls, four, of the special chart 2 activation reserved balls. The special chart 2 activation reserved balls reserved at this timing will be consumed after the time-saving state ends. Hereinafter, these activation reserved balls are also referred to as "remaining special chart 2 reserves".

䞊蚘特図残保留が保留された状態ここでは、最倧保留球数の個ずするで時短状態が終了するず、通垞状態に移行されるこずになる。本実斜圢態では、通垞状態䞭においお、特図偎の倧圓り抜遞により倧圓りたたは小圓り小圓り、が圓遞しお圓り入賞を獲埗した堎合には、連荘モヌドの時短時短回数回に移行され、実質的に次回の圓りが保障されるようになっおいる図参照。 When the time-saving state ends with the special chart 2 remaining reserved balls being reserved (here, the maximum number of reserved balls is four), the state will transition to the normal state. In this embodiment, if during the normal state, a big win D or a small win (small win A, B) is won in the big win lottery on the special chart 2 side, and a V hit (V prize) is obtained, the state will transition to time-saving B (time-saving count 100 times) of consecutive win mode B, and the next V hit is essentially guaranteed (see Figure 4B).

したがっお、時短のいずれかに移行した堎合には、実際には「時短回数特図残保留個」に盞圓する回数分、特図偎の倧圓り抜遞を受けお、小圓り圓遞チャンス圓り獲埗チャンスが埗られるようになっおいる。この実斜圢態の堎合、時短時短回数回残保留回特図抜遞回であればほがで、時短時短回数回残保留回特図抜遞回であれば玄で、時短時短回数回残保留回特図抜遞回であれば玄で、小圓りに圓遞しお圓りを獲埗しうる。本実斜圢態では、通垞状態にお初圓遞特殊時短圓遞により時短時短回数回に移行し、その時短䞭に小圓りに圓遞しお圓りを埗るこずができれば、時短時短回数回たたは時短時短回数回に移行させるこずができるので、時短状態ず圓りずを高確率でルヌプしうる連荘状態が発生しうるこずになる。なお、「連荘」ずは、䞻ずしお、遊技者に有利な遊技状態がルヌプするこずを意味するが、本実斜圢態では、「時短状態連荘モヌドに係るゲヌム」たたは「特図残保留に係るゲヌム通垞状態䞭の特図偎抜遞」で、時短移行契機ずなる抜遞皮別が圓遞した堎合を連荘ずしお扱う。なお、ここでの時短移行契機ずなる抜遞皮別には、小圓り、が含たれる。本実斜圢態では、小圓りに圓遞すれば入賞圓りが容易に獲埗可胜な構成ずなっおおり、この点で、小圓りを時短移行契機ずなる抜遞皮別ず同列に扱うこずができる。なお、䞊蚘「連荘」に察しお、いわゆる「初圓り」がある。この「初圓り」は、䞊蚘のような連荘扱いの遊技状態以倖の遊技状態で圓遞した堎合である。本実斜圢態であれば、圓遞時の遊技状態が通垞状態であり、か぀特図偎の倧圓りを「初圓り」ずしお扱うが、通垞状態で特殊時短が圓遞したケヌスを「初圓り」ずしお扱っおもよい。 Therefore, when the game moves to any of the time-saving modes A to C, the player is actually given a chance to win a small jackpot (a chance to win a V jackpot) by drawing a jackpot on the special chart 2 side for a number of times equivalent to the number of time-saving modes plus the number of remaining reserved balls on the special chart 2. In this embodiment, the player has a chance of winning a small jackpot and winning a V jackpot with almost 100% probability if the game is time-saving mode B (100 times of time-saving mode + 4 remaining reserved balls = 104 times of drawing the special chart 2), about 82% probability if the game is time-saving mode A (7 times of time-saving mode + 4 remaining reserved balls = 11 times of drawing the special chart 2), and about 54% probability if the game is time-saving mode C (1 time of time-saving mode + 4 remaining reserved balls = 5 times of drawing the special chart 2). In this embodiment, if the player wins a small prize during the normal state and gets a V prize, the game can be transferred to time-saving B (100 times the time-saving number of times) or time-saving A (7 times the time-saving number of times), so that a consecutive state in which the time-saving state and the V prize can be looped with a high probability can occur. Note that "consecutive" mainly means that a game state advantageous to the player is looped, but in this embodiment, the case where the lottery type that triggers the time-saving transition is won in the "game related to the time-saving state (consecutive mode)" or the "game related to the special chart 2 remaining reservation (special chart 2 side lottery in the normal state)" is treated as a consecutive game. Note that the lottery types that trigger the time-saving transition here include small prizes A and B. In this embodiment, if a small prize is won, a V prize (V prize) can be easily won, and in this respect, the small prize can be treated in the same way as the lottery type that triggers the time-saving transition. In addition, there is a so-called "first hit" in addition to the above-mentioned "consecutive wins." This "first hit" occurs when a win occurs in a game state other than the game state that is treated as a consecutive win as described above. In this embodiment, the game state at the time of the win is the normal state, and the jackpot on the special chart 1 side is treated as the "first hit," but the case where the special time-saving C is won in the normal state may also be treated as the "first hit."

なお、特図残保留消化䞭の通垞状態を、専甚の遊技状態ずしおもよい。たずえば、特図残保留䞭甚遊技モヌドず、これに関連する専甚の挔出モヌド特図残保留䞭甚挔出モヌドを蚭けるこずができる。これにより、特図残保留消化䞭のゲヌムでは、残保留消化甚の倉動パタヌンを遞択し、専甚の挔出を珟出可胜ずなる。なお、残保留消化甚の倉動パタヌンは、たたは耇数蚭けるこずができる。 The normal state during the consumption of the remaining reserved special chart 2 may be a dedicated game state. For example, a game mode for the remaining reserved special chart 2 and a dedicated presentation mode related to this (presentation mode for the remaining reserved special chart 2) can be provided. This makes it possible to select a variation pattern for the consumption of the remaining reserved in a game during the consumption of the remaining reserved special chart 2, and to produce a dedicated presentation. One or more variation patterns for the consumption of the remaining reserved may be provided.

特図保留構成「特図残保留有り」ずいう状態が発生しない構成のケヌス
ずころで、特図偎の最倧保留蚘憶数個ずした堎合以䞋「特図保留構成」ず称する、次のような特異なゲヌム性を䜜り出すこずができる。たずえば、特図保留個構成、か぀䞊蚘「特殊時短超高確率抜遞圢態」を採甚した堎合、時短状態から通垞状態に転萜移行埌時短抜けのゲヌム目時短抜け埌の特図偎のゲヌム目の抜遞に、特殊時短の圓遞本実斜圢態では、時短移行か埮時短移行かのいずれかがほが確定するこずになる。したがっお、この時短抜け盎埌のゲヌム目が遊技者にずり極めお緊匵感のあるゲヌム性を䜜り出すこずができる。なお、埌述のモヌニング状態におけるゲヌム目も同事象である時短抜け状態ず同様に、圓該ゲヌム目に特殊時短の圓遞がほが確定するため。たた、特図保留構成の堎合、時短抜けのゲヌム目専甚の遊技モヌドおよびたたは挔出モヌドを蚭けるこずが奜適である。たずえば、時短抜けが生じた堎合は専甚の背景衚瀺たずえば、図に瀺す垯画像のように、「チャンス䞭」などのメッセヌゞ等を衚瀺する切り替えたり、ゲヌム目専甚の倉動パタヌンを遞択したり、ゲヌム目専甚の倉動䞭挔出たずえば、埌述のチャンス煜り挔出図、チャンス挔出図図などが珟出可胜である。なお、特図保留構成は、本実斜圢態第実斜圢態だけでなく、本明现曞䞭に蚘茉された䜕れの実斜圢態にも適甚可胜である。
(Case of special chart 2 reservation 0 configuration (configuration in which the state "special chart 2 remaining reservation exists" does not occur))
By the way, when the maximum reserved memory number on the special chart 2 side is set to 0 (hereinafter referred to as "special chart 2 reserved 0 configuration"), the following unique game characteristics can be created. For example, when the special chart 2 reserved 0 configuration and the above-mentioned "special time-saving super high probability lottery form" are adopted, the first game (the lottery of the first game on the special chart 1 side after the time-saving exit) after the fall transition from the time-saving state to the normal state (time-saving exit) is almost certain to win the special time-saving (in this embodiment, either time-saving transition or slight time-saving transition). Therefore, the first game immediately after this time-saving exit can create a game characteristic that is extremely tense for the player. The same phenomenon occurs in the first game in the morning state described below (because the special time-saving is almost certain to win in the first game, as in the time-saving exit state). In addition, in the case of the special chart 2 reserved 0 configuration, it is preferable to provide a game mode and/or a performance mode dedicated to the first game after the time-saving exit. For example, when a time-saving runout occurs, a dedicated background display (for example, a message such as "Chance in progress!" is displayed as in the band image 976 shown in FIG. 64(A)) can be switched, a variation pattern dedicated to the first game can be selected, or a variation effect dedicated to the first game (for example, a chance teasing effect (FIG. 63), a chance effect (FIGS. 62 to 63), etc., described later) can be displayed. Note that the special chart 2 reserve 0 configuration can be applied not only to this embodiment (first embodiment) but also to any of the embodiments described in this specification.

以䞊に述べたように、劂䜕にしお連荘モヌド時短状態に移行させるかが、遊技の醍醐味ずされる。連荘モヌドに移行させるには、倩囜モヌド通垞状態で、特殊時短に圓遞する必芁があるが、既に説明したように、基本的な遊技ルヌトは「地獄モヌド埮時短→埮時短回数終了による地獄モヌド終了→倩囜モヌド通垞→特殊時短圓遞→埌述の連荘モヌド時短」ずなり、倚くの遊技者は、遊技開始から䞍利な状態䞋での遊技を匷いられる。 As mentioned above, the real thrill of the game is figuring out how to transition to consecutive win mode (time-saving state). To transition to consecutive win mode, you need to win special time-saving C in heaven mode (normal state), but as already explained, the basic game route is "Hell mode (slight time-saving) → end of hell mode due to completion of the number of slight time-saving turns → heaven mode (normal) → win special time-saving C → consecutive win mode (time-saving), described below," and many players are forced to play under unfavorable conditions from the start of the game.

モヌニング機胜
そこで本実斜圢態では、遊技者に察しお特別に有利な遊技状態を付䞎すべく、クリア操䜜によっお、遊技状態をデフォルトの通垞状態倩囜モヌドに匷制的に移行させるこずにより、特殊時短圓遞蚱容状態を匷制的に生起させ、特殊時短ぞの圓遞チャンス特兞を付䞎するこずが可胜ずなっおいる図䞭のラむンモヌニング機胜参照。
<Morning function>
Therefore, in this embodiment, in order to provide the player with a particularly advantageous gaming state, the gaming state is forcibly transitioned to the default normal state (heaven mode) by performing a RAM clear operation, thereby forcibly creating a state in which it is possible to win the special time-saving bonus C, thereby providing the player with a chance (privilege) to win the special time-saving bonus C (see line M1 (morning function) in Figure 6).

クリア操䜜自䜓は、パチンコホヌル遊技店偎の営業戊略たずえば、前日の遊技状態を匕き継がせたくないケヌスや、蚭定倉曎をしたいケヌスなどに基づき、本日の営業が開始される前にホヌル店員により適宜行われる操䜜であるが、本実斜圢態では、クリアによっお、遊技者に有利な遊技状態を匷制的に生起可胜な点に特城がある。 The RAM clear operation itself is an operation that is appropriately performed by hall staff before the start of business for the day based on the business strategy of the pachinko hall (game arcade) (for example, when the game state from the previous day is not to be carried over, or when settings are to be changed), but this embodiment is characterized in that RAM clearing can forcibly create a game state that is advantageous to the player.

このように、クリア操䜜が、本日の営業が開始される前、換蚀すれば「朝䞀番朝むチの特兞付䞎」ずしお䜜甚するこずから、クリアによる通垞状態倩囜モヌドを、本明现曞䞭では「モヌニング機胜」たたは「モヌニング状態」ず称する。 In this way, the RAM clear operation acts as a "first thing in the morning bonus grant" before business begins for the day, so the normal state (heaven mode) achieved by clearing the RAM is referred to in this specification as the "morning function" or "morning state."

なお、営業䞭にクリア操䜜を行うケヌス、たずえば、クリアをしなければ解陀䞍胜な特定の゚ラヌが発生した堎合や、遊技者が䜕らかの事情により時短状態や圓り遊技を消化せずに遊技をやめおしたった堎合に、その状態をリセットするなどのケヌスがあるが、ここでは、「朝䞀番の特兞付䞎」ずしお機胜させるケヌスパチンコホヌルの営業戊略の䞀぀ずしお、本日の営業開始前にクリアしお、モヌニング状態を生起させるケヌスを代衚䟋にずり説明する。 There are cases where the RAM clearing operation is performed during business hours, such as when a specific error occurs that cannot be resolved without clearing the RAM, or when a player quits playing without completing the time-saving mode or winning game for some reason, and the state is reset. However, here we will explain the case where it functions as a "first thing in the morning bonus" (clearing the RAM before the start of business to create a morning state as part of the business strategy of a pachinko hall).

モヌニング状態の秘匿化
「朝䞀番の特兞付䞎」ずしお機胜させる堎合に、クリアがなされた事実を遊技者に察しお報知せずに、モヌニング状態が実効化されたこずを秘匿するこずが奜たしいモヌニング非報知圢態。モヌニング状態を公開たずえば、挔出などによりモヌニング状態を報知しおしたうず、䞋蚘のモやモのような問題が生じうるためである。なお、䞊述の「その事実を遊技者に察しお報知せず」ずは、挔出的およびたたは圹物動䜜的に、モヌニング状態を遊技者から秘匿可胜にする刀別困難たたは刀別䞍可胜ずするずいう意であり、たずえば、倖郚装眮に察しお送信されるクリア信号などの䞍正防止のための倖端信号セキュリティ信号による倖郚報知は、陀倖するこずができる。圓該倖郚報知は、そもそも遊技者に報知するものではないからである。
(Morning state concealment)
When functioning as "first thing in the morning bonus", it is preferable to conceal the fact that the RAM has been cleared from the player (non-morning notification form). If the morning state is made public (for example, the morning state is notified by a special effect), problems such as (Mo1) and (Mo2) below may occur. Note that "not notifying the player of the fact" above means that the morning state is made concealable from the player (difficult or impossible to distinguish) by means of special effects and/or device operation, and for example, external notifications by external end signals (security signals) for preventing fraud, such as a RAM clear signal sent to an external device, can be excluded. This is because the external notifications are not intended to inform the player in the first place.

モヌニング状態を秘匿化しなこずによる問題点に぀いお
モ地獄モヌドに転萜移行したこず、地獄モヌドに滞圚しおいるこず、などが早々に刀明しおしたい、遊技機の皌働率䜎䞋を招いおしたう。たずえば、地獄モヌド転萜を掚枬できた時点で遊技をやめおしたう、モヌニング状態でなければ遊技自䜓しないなど、遊技機の皌働率を䜎䞋させおしたうずいった問題が生じうる。
モたた、無闇に遊技者の射幞心を煜り、遊技者同士が遊技台の取り合いをするなど、客同士のトラブルが生じる恐れがある。
(Problems with not concealing morning status)
(Mo 1) The fact that the machine has fallen into the Hell mode or is still in the Hell mode is quickly discovered, which leads to a decline in the operating rate of the gaming machine. For example, players may stop playing when they can predict that the machine will fall into the Hell mode, or they may not play the game at all unless they are in the Morning state, which may result in a decline in the operating rate of the gaming machine.
(Mo2) In addition, it may unnecessarily stimulate players' gambling instincts, leading to problems between customers, such as players fighting over gaming machines.

そこで、モヌニング状態を秘匿化するこずにより、䞊蚘のような問題を解決防止するこずができる。 Therefore, by making the morning state confidential, it is possible to solve (prevent) the above problems.

モヌニング状態の秘匿化手法モヌニング状態秘匿化圢態
モヌニング状態であるか吊かを秘匿するためには、「倩囜モヌド通垞」であるこずを秘匿化する必芁がある少なくずもクリア埌の倩囜モヌドを秘匿化する。既に説明したように、遊技進行は、䞻に、倩囜モヌド通垞ず地獄モヌド埮時短を行き来するこずから、たずえば、倩囜モヌド通垞ず地獄モヌド埮時短ずで、略同䞀たたは同䞀の挔出モヌドずし、挔出䞊から、滞圚䞭の遊技モヌドを刀別䞍胜実質的に刀別䞍胜たたは刀別困難ずするこずが考えられる。その手法の䞀぀ずしお、倩囜モヌド通垞に係る「通垞挔出モヌド」ず、地獄モヌド埮時短に係る「埮時短挔出モヌド」ずを制埡可胜に構成する堎合、埮時短挔出モヌド䞭は、通垞挔出モヌドず略同䞀たたは同䞀の挔出をなす挔出モヌドずするモヌニング状態秘匿化圢態。たずえば、通垞挔出モヌドずは別の挔出モヌドであるが、挔出䞊から埮時短を秘匿する「埮時短秘匿挔出モヌド」を蚭ける。たた、別の挔出モヌドを蚭けるのでなく、通垞挔出モヌドず埮時短挔出モヌドずを共通の挔出モヌドずしおもよい。斯様な挔出モヌド圢態ずするこずにより、埮時短状態䞭であっおも通垞状態が劂く装うこずを可胜にし、モヌニング状態を秘匿するこずが可胜ずなる。詳现は埌述するが、本実斜圢態の堎合、通垞状態ず埮時短状態ずで、共通の倉動パタヌンが遞択可胜ずなっおおり、䞊蚘埮時短秘匿挔出モヌドを蚭けたり、挔出モヌドを共通化したりするこずが可胜ずなっおいる。
(Morning state concealment method (morning state concealment form))
In order to conceal whether or not the state is in the morning state, it is necessary to conceal the fact that the state is the "heaven mode (normal)" (at least the heaven mode after the RAM is cleared is concealed). As already explained, since the game progress mainly goes back and forth between the heaven mode (normal) and the hell mode (slight time shortening), for example, it is conceivable to make the heaven mode (normal) and the hell mode (slight time shortening) substantially the same or the same presentation mode, and to make the game mode in which the player is staying indistinguishable (substantially indistinguishable) or difficult to distinguish from the presentation. As one of the methods, when the "normal presentation mode" related to the heaven mode (normal) and the "slight time shortening presentation mode" related to the hell mode (slight time shortening) are configured to be controllable, during the short time shortening presentation mode, the presentation mode is made to be substantially the same or the same as the normal presentation mode (morning state concealment form). For example, a "slight time shortening concealed presentation mode" is provided, which is a presentation mode different from the normal presentation mode, but conceals the short time shortening from the presentation. Also, instead of providing a separate presentation mode, the normal presentation mode and the short time shortening presentation mode may be a common presentation mode. By adopting such a presentation mode form, it is possible to pretend to be in the normal state even during the short time-saving state, and it is possible to conceal the morning state. Although details will be described later, in the case of this embodiment, a common variation pattern can be selected between the normal state and the short time-saving state, and it is possible to provide the above-mentioned short time-saving concealment presentation mode or to share the presentation mode.

しかし挔出的に秘匿したずしおも、機械的な圹物の動䜜状態たずえば、可動翌片の䜜動状態を泚芖するこずにより、滞圚䞭の遊技モヌドが容易に看砎されおしたう可胜性もある。仮に、埮時短状態を時短状態ず同じような「電サポ有り状態」ずしおしたうず、通垞状態よりも普通倉動入賞装眮の可動翌片が頻繁に䜜動したり、可動翌片の動䜜状態が有利な動䜜を呈したりしおしたうず、珟圚、埮時短䞭であるこずが容易に看砎されおしたう。 However, even if the game is concealed in a dramatic way, the game mode that is being played can still be easily discovered by closely observing the operating state of the mechanical parts (for example, the operating state of the movable wing 47). If the micro-time-saving state were to be treated as a "state with electric support" similar to the time-saving state, the movable wing 47 of the normal variable winning device 41 would operate more frequently than in the normal state, or the operating state of the movable wing 47 would exhibit advantageous behavior, and it would be easy to discover that the micro-time-saving state is currently in effect.

そこで本実斜圢態では、埮時短状態に぀いおは、圹物動䜜ここでは、普通倉動入賞装眮における可動翌片の䜜動状態が通垞状態ず略同䞀に振る舞う遊技状態ずしお機胜させるようにしおいる。埮時短状態は“時短状態”に属する遊技状態であるが、本実斜圢態に係る埮時短状態は、図を甚いお既に説明した通り、通垞状態ず同じ電サポ無し状態であるか、仮に電サポ有り状態であっおも実質的に電サポが滅倚に䜜動しない遊技状態ずなっおいる。たた、普図の倉動時間も通垞状態ず同䞀たたは略同䞀であるこずから、普通図柄衚瀺装眮の普図の倉動衚瀺動䜜を泚芖しおもその違いの刀別は実質的に䞍可胜である。 Therefore, in this embodiment, the micro-time-saving state is made to function as a game state in which the operation of the device (here, the operating state of the movable wing piece 47 in the normal variable winning device 41) behaves approximately the same as the normal state. The micro-time-saving state is a game state that belongs to the "time-saving state", but as already explained using Figure 4D, the micro-time-saving state in this embodiment is either a state without electric support like the normal state, or a game state in which the electric support is activated very rarely in practice. In addition, since the normal pattern fluctuation time is the same or approximately the same as the normal state, it is virtually impossible to distinguish the difference even by closely watching the normal pattern fluctuation display operation of the normal pattern display device 39a.

たた本実斜圢態では、さらに秘匿化を匷力なものずするべく、遊技者が倚く遭遇するハズレ圓遞に着目し、少なくずもハズレ挔出ハズレ時の倉動䞭挔出぀いおは、倩囜モヌド通垞ず地獄モヌド埮時短ずで、同䞀たたは略同䞀の挔出態様が珟出可胜ずなっおいる。具䜓的には、倩囜モヌドに係るハズレ倉動パタヌン振分テヌブルず、地獄モヌドに係るハズレ倉動パタヌン振分テヌブルずを略同䞀の構成ずし、共通の倉動パタヌンが遞択可胜ずなっおいる埌述の図および図参照。これにより、倩囜モヌド通垞ず地獄モヌド埮時短ずで、同䞀たたは略同䞀の倉動䞭挔出を実珟しおいる。 In addition, in this embodiment, in order to further strengthen the secrecy, attention is focused on the miss winnings that players often encounter, and at least for the miss effects (effects during fluctuations when a miss occurs), the same or nearly the same effect can be displayed in Heaven mode (normal) and Hell mode (slight time saving). Specifically, the miss fluctuation pattern allocation table for Heaven mode and the miss fluctuation pattern allocation table for Hell mode have nearly the same configuration, and a common fluctuation pattern can be selected (see Figures 26 and 27 described below). This allows the same or nearly the same during fluctuation effects to be displayed in Heaven mode (normal) and Hell mode (slight time saving).

倩囜モヌド通垞であるか地獄モヌド埮時短であるかを刀別困難たたは刀別䞍胜なものずすれば、遊技者が遊技に興じる䞊で、「もし、今が倩囜モヌド䞭であれば、連荘モヌド移行のチャンスがある」有利状態移行期埅感、「ただ倩囜モヌドかも知れないから、もう少し粘っおみよう・・・」有利状態滞圚期埅感などの期埅感を䞎えるこずができる。その結果、遊技者の遊技意欲を向䞊させ、遊技機の皌働率を向䞊させるこずができる。 By making it difficult or impossible to distinguish between Heaven mode (normal) and Hell mode (slight time saving), players can be given a sense of expectation while playing, such as "If we're in Heaven mode now, there's a chance we'll move to consecutive mode!!!" (expectation of moving to an advantageous state) or "It might still be Heaven mode, so let's hang in there a bit longer..." (expectation of staying in an advantageous state). As a result, players' motivation to play can be increased, and the operating rate of the gaming machine can be improved.

モヌニング準秘匿化
なお、必ずしもモヌニング状態を秘匿化せず、珟圚の遊技状態が倩囜モヌド通垞たたは地獄モヌド埮時短であるかを遊技者に報知可胜な構成ずしおもよい。ただし、モヌニングを確定的に報知公開するのではなく、遊技者に掚枬芁玠を䞎える皋床に報知する圢態であるこずが奜たしいモヌニング準秘匿化圢態。たずえば、倉動䞭挔出ずしお、珟圚の遊技状態を瀺唆しうる「遊技状態瀺唆挔出」を珟出可胜に構成し、遊技者に珟圚の遊技状態の掚枬芁玠を䞎えるこずが、遊技の面癜みの䞀぀になり埗るからである。
(Morning Semi-Confidentiality)
In addition, the morning state may not necessarily be concealed, and the player may be informed of whether the current game state is heaven mode (normal) or hell mode (slight time reduction). However, it is preferable that the morning is not definitively notified (disclosed), but rather informed to the extent that it gives the player an element of guesswork (morning semi-concealed form). For example, as a variation effect, a "game state suggestion effect" that can suggest the current game state may be configured to be able to appear, and giving the player an element of guesswork about the current game state may be one of the things that makes the game interesting.

なお、䞊蚘「遊技状態瀺唆挔出」は、珟圚の内郚遊技状態を瀺唆する挔出態様以䞋「内郚遊技状態瀺唆挔出」ず称するであっおもよいし、珟圚の遊技モヌドを瀺唆する挔出態様以䞋「遊技モヌド瀺唆挔出」ず称するであっおもよい。 The above-mentioned "game state suggestion effect" may be an effect that suggests the current internal game state (hereinafter referred to as "internal game state suggestion effect"), or an effect that suggests the current game mode (hereinafter referred to as "game mode suggestion effect").

内郚遊技状態瀺唆挔出や遊技モヌド瀺唆挔出に぀いお、「真本物の瀺唆挔出」ず、「停ガセの瀺唆挔出」を実行可胜に構成するこずが奜たしい。たずえば、倩囜モヌド䞭においお瀺唆挔出を珟出する堎合、倩囜瀺唆挔出本物が高確率たずえば、で珟出し、通垞瀺唆挔出ガセが䜎確率たずえばで珟出する、たた、所定の倉動パタヌン所定の倉動䞭挔出が遞択された堎合に限り出珟するなどである。いずれにしおも、所定の確率で、瀺唆挔出を珟出するこずが奜たしい。 It is preferable to configure the internal game state suggestion effects and game mode suggestion effects so that "true (genuine) suggestion effects" and "false (fake) suggestion effects" can be executed. For example, when suggestion effects are displayed during heaven mode, heaven suggestion effects (genuine) appear with a high probability (e.g., 60%), while normal suggestion effects (fake) appear with a low probability (e.g., 40%), or they appear only when a predetermined variation pattern (predetermined variation effect) is selected. In any case, it is preferable to display suggestion effects with a predetermined probability.

なお、䞊蚘「内郚遊技状態瀺唆挔出」ずしおは、たずえば、埮時短䞭である旚たたは通垞䞭である旚を瀺唆報知する挔出埮時短䞭瀺唆挔出、通垞䞭瀺唆挔出や、特定の内郚遊技状態䞭たずえば、通垞状態䞭に限り出珟しうる挔出、぀たり、その挔出が出珟した時点で、珟圚の内郚遊技状態が確定的に報知される告知挔出内郚遊技状態告知挔出などがある。 The above-mentioned "internal game state indication effects" include, for example, effects that suggest (inform) that the game is in a micro-time-saving mode or normal mode (micro-time-saving mode indication effects, normal mode indication effects), effects that can only appear during a specific internal game state (for example, during the normal mode), in other words, notification effects that definitively notify the current internal game state when the effect appears (internal game state notification effects), etc.

たた䞊蚘「遊技モヌド瀺唆挔出」ずしおは、たずえば、倩囜モヌド、地獄モヌド、地獄モヌドのいずれかの遊技モヌドであるかを瀺唆可胜な挔出特定遊技モヌド瀺唆挔出や、特定の遊技モヌド䞭たずえば、倩囜モヌド䞭に限り出珟しうる挔出、぀たり、その挔出が出珟した時点で、珟圚の遊技モヌドが確定的に報知される告知挔出遊技モヌド告知挔出などがある。 The above-mentioned "game mode suggestion effects" include, for example, effects that can suggest whether the current game mode is Heaven mode, Hell mode A, or Hell mode B (specific game mode suggestion effects), and effects that can only appear during a specific game mode (for example, Heaven mode), i.e., announcement effects (game mode announcement effects) that definitively notify the current game mode when the effect appears.

モヌニング状態の非秘匿化手法
䞊蚘では、モヌニング状態の秘匿化する構成に぀いお説明したが、モヌニング状態を報知可胜に構成しおもよいモヌニング報知圢態。遊技性によっおは、モヌニング状態を秘匿化せず、瀺唆ないし公開するこずが奜たしい堎合もあるからである。
(Morning state non-anonymization method)
Although the above describes a configuration for concealing the morning state, the morning state may be configured to be notifiable (morning notification form). This is because, depending on the nature of the game, it may be preferable to suggest or disclose the morning state rather than conceal it.

モヌニング状態を報知する手法ずしおは、たずえば、䞊蚘のような遊技状態瀺唆挔出によっお、モヌニング状態通垞状態を報知するこずも可胜であるが、電源投入埌における客埅ち埅機䞭の客埅ち埅機甚挔出を利甚しお、モヌニング状態を報知可胜に構成するこずも可胜である。以䞋、この客埅ち埅機甚挔出を利甚しお、モヌニング状態を報知する手法に぀いお説明する。 As a method of notifying the morning state, for example, it is possible to notify the morning state (normal state) by using the game state suggestion effects as described above, but it is also possible to configure the machine to be able to notify the morning state by using the customer waiting standby effects while the machine is waiting for customers after the power is turned on. Below, we will explain the method of notifying the morning state by using these customer waiting standby effects.

䞊蚘の客埅ち埅機甚挔出には、クリアによる客埅ち埅機甚挔出クリア時客埅ち埅機甚挔出ず、バックアップ埩垰による客埅ち埅機甚挔出バックアップ埩垰時客埅ち埅機甚挔出ずがある。これらの埅機甚挔出に぀いお説明しおおく。 The above-mentioned waiting effects include those caused by RAM clearing (waiting effects when RAM is cleared) and those caused by returning to backup (waiting effects when backup is restored). We will explain these waiting effects below.

クリア埌の客埅ち埅機甚挔出に぀いお
たず、クリア埌の客埅ち埅機甚挔出に぀いお説明する。クリア操䜜を行った堎合、遊技状態や挔出モヌドや䜜動保留球数などは、すべおデフォルト状態初期状態ずなり、クリアされたこずを報知するクリア報知挔出クリア゚ラヌ報知が所定時間実行された埌、客埅ち埅機甚挔出が実行される。本実斜圢態の堎合、クリアされた堎合は、デフォルト状態ずしお、内郚遊技状態が通垞状態、遊技モヌドが倩囜モヌド、挔出モヌドが通垞挔出モヌドに蚭定される。
(About the waiting performance after the RAM is cleared)
First, the performance for waiting for customers after the RAM is cleared will be explained. When the RAM clear operation is performed, the game state, performance mode, number of balls in operation, etc. are all set to the default state (initial state), and the performance for waiting for customers is executed after the RAM clear notification performance (RAM clear error notification) that notifies that the RAM has been cleared is executed for a predetermined time. In the case of this embodiment, when the RAM is cleared, the internal game state is set to the normal state, the game mode is set to the heaven mode, and the performance mode is set to the normal performance mode as the default state.

詳しくは、クリア報知埌は、たず「客埅ち前挔出第客埅ち埅機甚挔出」が実行される。この客埅ち前挔出は、埌述の「客埅ち挔出デモ衚瀺」開始前に係る挔出デモ開始前衚瀺であり、たずえば、液晶衚瀺装眮に、通垞挔出モヌドに係る背景衚瀺背景挔出ず、所定の装食停止図柄たずえば、クリア時甚の「」などが衚瀺される。そしお、この客埅ち前挔出䞭に、䜜動保留球が発生するこずなく、か぀メニュヌ画面遊技環境蚭定画面遊技蚭定画面に切り替わるこずなく、所定の埅機時間たずえば、秒が経過した堎合は、「客埅ち前挔出」から「客埅ち挔出第客埅ち埅機甚挔出」に切り替わる。この客埅ち挔出では、所定のデモムヌビヌデモ挔出デモ衚瀺などの埅機甚挔出が実行されるようになっおいる。 In detail, after the RAM clear notification, the "customer waiting pre-show (first customer waiting standby show)" is executed first. This customer waiting pre-show is a show (pre-demo display) before the start of the "customer waiting show (demo display)" described later, and for example, the liquid crystal display device 36 displays a background display (background show) related to the normal show mode and a predetermined decorative stop pattern (for example, "731" for when the RAM is cleared). During this customer waiting pre-show, if no activated reserved ball is generated and a predetermined waiting time (for example, 180 seconds) has elapsed without switching to the menu screen (game environment setting screen (game setting screen)), the "customer waiting pre-show" is switched to the "customer waiting show (second customer waiting standby show)". In this customer waiting show, a standby show such as a predetermined demo movie (demo show (demo display)) is executed.

バックアップ埩垰埌の客埅ち埅機甚挔出に぀いお
次に、バックアップ埩垰埌の客埅ち埅機甚挔出に぀いお説明する。
(About the performance while waiting for customers after the backup is restored)
Next, the performance for waiting for customers after the backup is restored will be described.

なお、電断時にバックアップされた内容が、ゲヌム実行䞭や倧圓り遊技䞭などである堎合は、その遊技状況から埩垰するが、ここでは、バックアップされた内容が、ゲヌム実行䞭や倧圓り遊技䞭などでは無く、か぀䜜動保留球が存圚しないケヌス非遊技䞭で埩垰するケヌス、すなわち、バックアップ埩垰埌、盎ちに、客埅ち埅機甚挔出が実行されるケヌスを䞭心に説明する。 If the content backed up at the time of power outage is during a game or a jackpot, the game will be restored from that game state. However, here we will focus on the case where the backed up content is not during a game or a jackpot and there are no active reserved balls (restored during non-play), i.e., the case where the waiting performance for customers is executed immediately after the backup is restored.

バックアップ埩垰埌の客埅ち埅機甚挔出に぀いおは、クリア報知が実行されない以倖は、基本的には、䞊述のクリアされた堎合ず同じである。ただし、バックアップ埩垰埌の客埅ち前挔出に぀いおは、電断時の遊技状態の挔出モヌドに係る背景衚瀺が衚瀺され、クリア時ず同じ所定の装食停止図柄たずえば、「」が衚瀺される。したがっお、クリア時ずバックアップ埩垰時の違いは、基本的には、背景衚瀺背景挔出が異なるだけである。 The performance during the waiting period for customers after the backup is restored is basically the same as when the RAM is cleared as described above, except that the RAM clear notification is not executed. However, for the performance before waiting for customers after the backup is restored, a background display related to the performance mode of the game state at the time of the power outage is displayed, and the same predetermined decorative stop pattern (for example, "731") as when the RAM was cleared is displayed. Therefore, the only difference between when the RAM is cleared and when the backup is restored is basically the different background display (background performance).

しかし、異なる遊技状態間たたは異なる挔出モヌド間で、客埅ち埅機甚挔出が実質同䞀たたは共通のケヌスである堎合、客埅ち埅機甚挔出を芋おも、いずれの遊技状態であるか刀別困難状態刀別困難たたは刀別䞍胜、぀たり、モヌニング状態も刀別困難状態ずなる。たずえば、通垞状態ず埮時短状態ずで共通の挔出モヌドずしたり、䞊蚘埮時短秘匿挔出モヌドを採甚する堎合は、背景衚瀺も同じになりうるため、クリア時ずバックアップ埩垰時ずで、いずれの遊技状態であるかを刀別できず、モヌニング状態も刀別できない。そこで、モヌニング状態を刀別可胜に報知する手法モヌニング報知機胜ずしおは、次のような構成ずするこずが奜適である。 However, when the customer waiting standby effects are substantially the same or common between different game states or different presentation modes, the customer waiting standby effects make it difficult to distinguish which game state it is (difficult to distinguish or indistinguishable), in other words, the morning state is also difficult to distinguish. For example, if a common presentation mode is used for the normal state and the micro-time-saving state, or if the above-mentioned micro-time-saving hidden presentation mode is adopted, the background display may also be the same, so it is impossible to distinguish which game state it is when the RAM is cleared and when it is restored to backup, and it is also impossible to distinguish the morning state. Therefore, the following configuration is preferable as a method for notifying the morning state in a distinguishable manner (morning notification function).

客埅ち埅機甚挔出には、客埅ち前挔出の段階デモ衚瀺前ず、客埅ち挔出デモ衚瀺の段階ずが含たれるので、これら挔出の少なくずも䞀方の挔出態様を、クリア時ずバックアップ埩垰時ずで異なる挔出態様ずする。これにより、バックアップ埩垰された状態であるのか、それずもクリアされた状態であるのかを挔出的に報知モヌニング状態の報知するこずが可胜である。 The performance for waiting for customers includes a stage of the performance before waiting for customers (before the demo display) and a stage of the performance for waiting for customers (demo display), so the performance mode of at least one of these performances is set to be different when the RAM is cleared and when the backup is restored. This makes it possible to notify the user through the performance whether the backup has been restored or the RAM has been cleared (notifying the morning state).

異なる挔出ずする堎合は、たずえば、次のココのような挔出系を採甚するこずができる。 If you want to use a different presentation, you can use the following presentation systems (K1) to (K9), for example.

コクリア時ずバックアップ埩垰時ずで、客埅ち埅機甚挔出客埅ち前挔出における装食図柄の衚瀺態様が異なる。たずえば、クリア埌の堎合は「第装食停止図柄」を衚瀺し、バックアップ埩垰埌はそれずは異なる「第装食停止図柄」を衚瀺する。ただし、電源投入埌、ゲヌムでも実行されおしたうず、最早、モヌニング状態の刀別が䞍胜ずなる。ゲヌム終了埌に䜜動保留球数がになるず、電源投入時ず同じく、所定時間経過埌に客埅ち前挔出が実行されるが、この堎合、圓該ゲヌム目の結果である装食停止図柄が、客埅ち前挔出における装食停止図柄ずしお衚瀺されおしたうからである埌述の図のステップのの凊理ルヌトステップ参照。この点で、本䟋は、朝䞀番のゲヌム限りの特兞電源投入埌クリア埌のゲヌム限りの特兞ずしお機胜させるこずができる。たた、装食停止図柄を利甚するのではなく、装食図柄自䜓を異ならせおもよい。たずえば、クリア時の装食図柄に぀いお、所定の゚フェクトを斜すたずえば、装食図柄の呚囲に埌光゚フェクト凊理を斜す、数字衚瀺や絵柄を専甚衚瀺にするたずえば、通垞は算甚数字であるが、クリア時は挢数字する、などである。この堎合は、䞊述の装食停止図柄を利甚するわけではないので、ゲヌムに限らず、耇数ゲヌム間にわたり、クリア時専甚の衚瀺態様ずするこずができる。 (K1) The display mode of the decorative pattern in the performance for waiting for customers (performance before waiting for customers) is different when the RAM is cleared and when the backup is restored. For example, after the RAM is cleared, "731 (first decorative stop pattern)" is displayed, and after the backup is restored, a different "732 (second decorative stop pattern)" is displayed. However, if even one game is executed after the power is turned on, it is no longer possible to determine the morning state. When the number of balls in operation becomes 0 after the end of the game, the performance before waiting for customers is executed after a predetermined time has elapsed, just like when the power is turned on. In this case, the decorative stop pattern that is the result of the first game is displayed as the decorative stop pattern in the performance before waiting for customers (see the processing route of YES in step S402 in FIG. 12 (steps S417 to S419) described later). In this respect, this example can function as a special offer for one game only in the morning (a special offer for one game only after the power is turned on (after the RAM is cleared)). In addition, instead of using the decorative stop pattern, the decorative pattern itself may be different. For example, a specific effect may be applied to the decorative symbols when the RAM is cleared (for example, a halo effect may be applied around the decorative symbols), or numbers or pictures may be displayed in a special way (for example, Arabic numerals are usually used, but Chinese numerals are used when the RAM is cleared), etc. In this case, since the decorative stop symbols described above are not used, the display mode may be specially designed for when the RAM is cleared, not just for one game, but over multiple games.

コクリア時ずバックアップ埩垰時ずで、客埅ち埅機甚挔出客埅ち前挔出における背景衚瀺が異なる。たずえば、クリア時は、クリア時専甚の背景挔出を珟出させるバックアップ埩垰時は、電断時の挔出モヌドに係る背景挔出が珟出される。 (c2) The background display in the performance during waiting for customers (performance before waiting for customers) differs when the RAM is cleared and when the machine returns to backup. For example, when the RAM is cleared, a background performance that is specifically designed for when the RAM is cleared is displayed (when the machine returns to backup, a background performance related to the performance mode when the power is cut is displayed).

コクリア時ずバックアップ埩垰時ずで、客埅ち埅機甚挔出客埅ち前挔出およびたたは客埅ち挔出で実行される挔出態様挔出内容が異なる。たずえば、クリア時ずバックアップ埩垰時ずで特定の挔出の挔出態様が異なる、特定の挔出が出珟する出珟しないなどずするこずができる。具䜓的には、クリアの堎合は特定のキャラクタが赀色であるが、バックアップ埩垰の堎合は特定のキャラクタが青色ずしたりクリアの堎合は特定のキャラクタが出珟するが、バックアップ埩垰の堎合は特定のキャラクタが出珟しないなどである前者ず埌者が逆のパタヌンでもよい。たた、䞊蚘「遊技環境蚭定画面メニュヌ画面」が衚瀺可胜である旚遊技環境蚭定操䜜が可胜である旚の案内する挔出衚瀺遊技蚭定案内挔出を実行可胜な堎合には、クリア時ずバックアップ埩垰時ずで、遊技蚭定案内挔出の実行の有無おおよびたたはその挔出態様たずえば、案内メッセヌゞ衚瀺のフォントや衚瀺色を異なるものずするこずができる。 (K3) The presentation mode (presentation content) executed in the customer waiting standby presentation (customer waiting pre-presentation and/or customer waiting presentation) is different when the RAM is cleared and when the backup is restored. For example, the presentation mode of a specific presentation can be different when the RAM is cleared and when the backup is restored, or a specific presentation can appear/not appear. Specifically, when the RAM is cleared, a specific character can be red, but when the backup is restored, the specific character can be blue, or when the RAM is cleared, a specific character can appear, but when the backup is restored, the specific character can not appear (the former and latter patterns can be reversed). In addition, if a presentation display (game setting guide presentation) that informs that the above-mentioned "game environment setting screen (menu screen)" can be displayed (that the game environment setting operation can be performed) can be executed, the presence or absence of the game setting guide presentation and/or its presentation mode (for example, the font and display color of the guide message display) can be different when the RAM is cleared and when the backup is restored.

コクリア時ずバックアップ埩垰時ずで、客埅ち挔出デモ衚瀺の挔出態様が異なる。デモ衚瀺では、機皮や補造メヌカの宣䌝広告的・泚意喚起衚瀺などの皮々の挔出内容、たずえば、アニメヌション、版暩名、機皮名、䌁業ロゎ、遊技説明、遊技に察する泚意喚起衚瀺などが珟出されるが、クリア時ずバックアップ埩垰時ずで、デモ衚瀺の少なくずも䞀郚を異なる挔出態様ずするこずができる。 (C4) The presentation style of the customer waiting effect (demo display) differs when the RAM is cleared and when the machine is restored from a backup. In the demo display, various presentation contents such as advertisements and warning displays for the machine and manufacturer, such as animation, copyright name, machine name, company logo, game explanation, and warning displays for the game, are displayed, but at least a part of the demo display can be presented in a different style when the RAM is cleared and when the machine is restored from a backup.

コクリア時ずバックアップ埩垰時ずで、客埅ち埅機甚挔出客埅ち前挔出およびたたは客埅ち挔出の挔出時間挔出尺が異なる。たずえば、クリアの堎合は客埅ち前挔出の挔出時間が秒、バックアップ埩垰の堎合は客埅ち前挔出が「秒」ずした堎合。「」たたは「」の関係ずするこずができる。 (K5) The presentation time (presentation length) of the customer waiting standby performance (customer waiting pre-performance and/or customer waiting performance) differs when the RAM is cleared and when the backup is restored. For example, suppose the presentation time of the customer waiting pre-performance is T seconds when the RAM is cleared, and the customer waiting pre-performance is "S seconds" when the backup is restored. The relationship can be "T<S" or "T>S".

コクリア時ずバックアップ埩垰時ずで、客埅ち前挔出たたは客埅ち挔出の実行の有無が異なる。たずえば、クリアの堎合は客埅ち前挔出を実行しないが客埅ち前挔出が実行されるこずなくデモ挔出が開始される、バックアップ埩垰の堎合は通垞通り、客埅ち前挔出を実行する前者ず埌者が逆のパタヌンでもよい。たたたずえば、クリアの堎合は客埅ち挔出を実行しないが、バックアップ埩垰の堎合は客埅ち挔出を実行する前者ず埌者が逆のパタヌンでもよい。 (C6) The difference between when the RAM is cleared and when the machine is restored to a backup is whether or not the pre-customer waiting performance or the pre-customer waiting performance is executed. For example, when the RAM is cleared, the pre-customer waiting performance is not executed (a demo performance is started without executing the pre-customer waiting performance), but when the machine is restored to a backup, the pre-customer waiting performance is executed as usual (the former and latter patterns may be reversed). Also, for example, when the RAM is cleared, the pre-customer waiting performance is not executed, but when the machine is restored to a backup, the pre-customer waiting performance is executed (the former and latter patterns may be reversed).

コクリア時ずバックアップ埩垰時ずで、客埅ち埅機甚挔出客埅ち前挔出およびたたは客埅ち挔出の少なくずも䞀郚の挔出態様が異なる。たずえば、クリアの堎合は特定のキャラクタが出珟するが、バックアップ埩垰の堎合は特定のキャラクタが出珟しないなどである前者ず埌者が逆のパタヌンでもよい。 (K7) At least some of the presentation aspects of the customer waiting standby presentation (customer waiting pre-presentation and/or customer waiting presentation) differ when the RAM is cleared and when the backup is restored. For example, a specific character may appear when the RAM is cleared, but not when the backup is restored (the former and latter patterns may be reversed).

コ䞊述のココの少なくずも぀の圢態を採甚するこずができる。 (8) At least one of the above (1) to (7) may be adopted.

コなお、䞊蚘した「モヌニング状態の報知」モヌニング報知機胜は、無闇に長期間ずするこずは奜たしくない。たずえば、䞊述のコのケヌスでは、特別背景挔出をい぀たでも衚瀺させるこずは奜たしくなく、遊技進行䞊、珟圚の挔出モヌドに応じた背景衚瀺に切り替えるこずが奜たしい。たた、「モヌニング状態の報知」を朝䞀番の特兞電源投入埌、ゲヌム限りの特兞ずしお機胜させたい堎合もある。そこで、モヌニング状態の報知可胜期間モヌニング報知蚱容期間を次の蚱蚱ように定めるこずが奜適である。 (Co9) It is not advisable to make the above-mentioned "morning state notification" (morning notification function) unnecessarily long-term. For example, in the above-mentioned case of (Co2), it is not advisable to display the special background effect forever, and it is preferable to switch to a background display that corresponds to the current presentation mode in terms of game progress. There are also cases where it is desirable to have the "morning state notification" function as an early morning bonus (a bonus for only one game after powering on). Therefore, it is preferable to set the period during which the morning state can be notified (morning notification allowable period) as follows (Permission 1) to (Permission 3).

蚱電源投入埌、所定のゲヌム数たずえば、ゲヌムが開始されるたで、たたは所定ゲヌム数が終了するたでをモヌニング報知蚱容期間ずするずするこずができる。モヌニング報知蚱容期間に぀いおは、たずえば、ゲヌム限り、数ゲヌム限り、或いはゲヌム限りなど、皮々の期間が考えられるが、最も奜たしいのは、特殊時短の圓遞確率を考慮した期間である。本実斜圢態の堎合、その確率は玄図の備考参照であるので、たずえば、いわゆる「確率分母圓遞確率の逆数」を考慮し、モヌニング報知蚱容期間をゲヌムずするこずが最適である。たたたずえば、䞊蚘「特殊時短超高確率抜遞圢態」を採甚した堎合は、特殊時短の圓遞確率がほがであるので、報知蚱容期間をゲヌム実質ゲヌム限りずするこずができる。 (Allowance 1) After the power is turned on, the morning notification allowable period can be set to the period until a predetermined number of games (for example, 5 games) are started or until the predetermined number of games are completed. Various periods can be considered for the morning notification allowable period, such as only 1 game, only a few games, or only 10 games, but the most preferable period is one that takes into account the probability of winning the special time-saving feature. In the case of this embodiment, the probability is approximately 1/10 (see Note 2 in FIG. 4C), so it is optimal to set the morning notification allowable period to 10 games, taking into account the so-called "probability denominator (the reciprocal of the probability of winning)." Also, for example, if the above-mentioned "special time-saving super high probability lottery format" is adopted, the probability of winning the special time-saving feature is approximately 1/1, so the notification allowable period can be set to 1 game (effectively only 1 game).

蚱電源投入埌、特定の予告挔出が発生するたでの期間、たたは特定の予告挔出が発生したゲヌムが終了するたでの期間圓該ゲヌムの所定のタむミングたでであっおもよいをモヌニング報知蚱容期間ずするこずができる。なお、特定の予告挔出に぀いおは特に制限はなく、特定のリヌチ挔出、ステヌゞチェンゞ挔出、先読み予告、蚭定瀺唆挔出などを適宜採甚可胜である。 (Permission 2) The period from when the power is turned on until a specific preview effect occurs, or the period until the game in which the specific preview effect occurs ends (which may be until a specified timing in the game), can be set as the morning notification permission period. Note that there are no particular restrictions on the specific preview effect, and specific reach effects, stage change effects, pre-reading previews, setting suggestion effects, etc. can be used as appropriate.

蚱モヌニング状態が喪倱する事象が生じるたでの期間をモヌニング報知蚱容期間ずするこずができるモヌニング状態が喪倱する事象が生じた堎合、モヌニング報知蚱容期間を終了させるこずができる。モヌニング状態が喪倱する事象が生じた堎合には、最早、モヌニング状態を報知する必芁は無いので、モヌニング状態の報知を終了させるモヌニング報知蚱容期間を終了させるこずが奜たしい。なお、「モヌニング状態が喪倱する事象」ずは、モヌニング状態においお、遊技状態内郚遊技状態の移行を生じさせる事象が生じた堎合モヌニング状態通垞状態から他の遊技状態に移行する移行条件が成立した堎合である。具䜓的には、倧圓りたたは特殊時短などの特定の抜遞皮別に圓遞した堎合通垞状態から他の遊技状態に移行される堎合や、埌述の倩井機胜が発動した堎合通垞状態から時短状態倩井時短に移行する堎合などである。 (Permit 3) The period until an event occurs in which the morning state is lost can be set as the morning notification allowable period (if an event occurs in which the morning state is lost, the morning notification allowable period can be terminated). If an event occurs in which the morning state is lost, it is no longer necessary to notify the morning state, so it is preferable to terminate the notification of the morning state (terminate the morning notification allowable period). Note that an "event in which the morning state is lost" is when an event occurs in the morning state that causes a transition in the game state (internal game state) (when the transition condition for transitioning from the morning state (normal state) to another game state is established). Specifically, this includes when a specific lottery type such as a jackpot or special time-saving is won (when transitioning from the normal state to another game state), or when the ceiling function described below is activated (when transitioning from the normal state to the time-saving state (ceiling time-saving)).

バックアップ埩垰時が通垞状態のケヌス
バックアップ時の遊技状態が通垞状態であった堎合、バックアップ埩垰埌は、モヌニング状態ず同じ通垞状態で埩垰する。このバックアップ埩垰埌の通垞状態は、正確には、モヌニング状態ではないが、モヌニング状態ず同様に、遊技者が朝䞀の特兞を埗られる状態䞋にある。このようなケヌスの堎合にも、モヌニング状態を報知可胜に構成しおもよい。たずえば、䞊蚘したクリア時の客埅ち埅機甚挔出ず共通の挔出を珟出させお、モヌニング状態であるこずを報知しおもよい。たた、共通の挔出ではなく、異なる挔出態様を甚いお、バックアップ埩垰埌の遊技状態が通垞状態であるこずを報知しおもよい。たずえば、通垞状態埩垰時甚の「疑䌌モヌニング状態報知挔出」を珟出可胜に構成し、クリアによるモヌニング状態ではなく、バックアップ埩垰によるモヌニング状態通垞状態埩垰であるこずを報知しおもよい。
(When the backup is restored, the state is normal)
If the gaming state at the time of backup is the normal state, after backup is restored, it will return to the normal state, which is the same as the morning state. This normal state after backup is not exactly the morning state, but like the morning state, it is in a state in which the player can receive special benefits first thing in the morning. In such a case, the morning state may be notified. For example, a common effect may be displayed as the effect for waiting for customers when the RAM is cleared to notify the player that it is the morning state. Also, instead of a common effect, a different effect may be used to notify the player that the gaming state after backup is restored to the normal state. For example, a "pseudo morning state notification effect" for when the normal state is restored may be displayed to notify the player that it is the morning state (return to the normal state) due to backup restoration, not the morning state due to RAM clearing.

倩井機胜
たた本実斜圢態では、倧きなハマりに遭遇した遊技者を救枈するための救枈機胜ずしお、倩井機胜が蚭けられおいる。具䜓的には、倧圓り抜遞確率が䜎確率状態䞋においお、所定ゲヌム数倩井ゲヌム数連続しお条件装眮が䜜動しなかった堎合倩井特兞付䞎条件の成立、倩井機胜が発動し、倩井到達による特兞倩井特兞が付䞎される。なお、条件装眮の䜜動は、倧圓り圓遞たたは圓り入賞により䜜動されるので、「条件装眮が䜜動しなかった堎合」ずは、ハズレ圓遞たたは特殊時短圓遞を意味する。倩井特兞発動の条件は、基本的には、所定ゲヌム数連続しおハズレに圓遞し続けた堎合ハマり続けた堎合ずなる。ただし、倩井ゲヌムで所定の圓遞事象が生じた堎合たずえば、特殊時短圓遞たたは小圓り圓遞など、倩井機胜を優先しお発動させるか吊かが問題ずなるが、この点に぀いおの詳现は埌述する。
<Ceiling function>
In this embodiment, a ceiling function is provided as a rescue function for rescuing a player who has encountered a big hit. Specifically, when the condition device does not operate for a predetermined number of games (ceiling game number) in a state where the probability of winning a big win is low (the ceiling bonus condition is met), the ceiling function is activated and a bonus (ceiling bonus) is awarded due to reaching the ceiling. The condition device is activated by winning a big win or a V win (V winning), so "when the condition device does not operate" means winning a miss or winning a special time-saving win. The condition for activating the ceiling bonus is basically when a miss continues to be won for a predetermined number of games in a row (when a player continues to be stuck). However, when a predetermined winning event occurs in the ceiling game (for example, winning a special time-saving win or a small win), it becomes an issue as to whether or not to prioritize activating the ceiling function, but this will be described in detail later.

本実斜圢態の倩井ゲヌム数は「回転」であり、たた倩井特兞は「時短時短回数回」の付䞎ずなっおいる以䞋、「倩井時短」ずも称する。この倩井時短は、特殊時短による時短状態ず同じく、圓り状態を経由するこずなく付䞎される特定状態の䞀態様である。倩井時短の発生は、倩井ゲヌム終了を契機に発生させおもよいし回転目終了埌に発生、倩井ゲヌムの次ゲヌム回転目の開始を契機に発生させおもよい。倩井時短に぀いおは、時短のように、倧圓り圓りを含むたたは特殊時短により付䞎される時短状態ず同じ時短状態であっおもよいし、時短ずは異なる他の時短状態たずえば、時短回数回、回、回など、他の時短回数を定めた時短状態であっおもよい。たた、倩井機胜を有しない遊技機であっおもよい。 In this embodiment, the ceiling game number is "751 spins", and the ceiling privilege is "Time-saving C (time-saving count 1 time)" (hereinafter, also referred to as "ceiling time-saving"). This ceiling time-saving is one aspect of a specific state that is granted without going through a winning state, like the time-saving state due to the special time-saving. The occurrence of the ceiling time-saving may be triggered by the end of the ceiling game (occurring after the end of the 751st spin), or may be triggered by the start of the next game (752nd spin) of the ceiling game. The ceiling time-saving may be the same time-saving state as the time-saving state granted by a jackpot (including a V-hit) or a special time-saving, such as time-saving A to C, or may be another time-saving state different from time-saving A to C (for example, a time-saving state with another number of time-saving times, such as 4 times, 10 times, 200 times, etc.). It may also be a gaming machine without a ceiling function.

仮倩井機胜図
ずころで、本実斜圢態に係る埮時短状態は、あらかじめ定められた埮時短回数を消化した堎合に、通垞状態に移行されるようになっおいる図䞭のラむン参照。したがっお、䞀旊、埮時短状態に移行されたずしおも、その埮時短回数を消化すれば、通垞状態に移行しお、特殊時短の圓遞チャンスが巡っおくるこずになる。぀たり、埮時短状態を利甚し、“䞍利な遊技状態を所定ゲヌム数消化するず有利な遊技状態に移行される”ずいった䞊蚘「倩井機胜」ず同じような遊技性を䜜り出すこずができる仮倩井機胜。これに぀いお、図を甚いお詳述する。
(False ceiling function: Figure 7)
Incidentally, the micro-time-saving state according to this embodiment is designed to transition to the normal state when a predetermined number of micro-time-saving times have been consumed (see line L2 in FIG. 6). Therefore, even if the state has been transitioned to the micro-time-saving state once, once the number of micro-time-saving times has been consumed, the state will transition to the normal state, and the chance to win the special time-saving C will come around. In other words, by utilizing the micro-time-saving state, it is possible to create a gameplay similar to the above-mentioned "ceiling function" in which "when a predetermined number of games are consumed in an unfavorable game state, the game state is transitioned to an advantageous game state" (temporary ceiling function). This will be described in detail with reference to FIG. 7.

図むロは、遊技開始時が倩囜モヌド通垞である堎合においお、地獄モヌド埮時短を経由しお、連荘モヌド時短ぞの移行ルヌトを䟋瀺したものである。ここでは、䞀䟋ずしお、モヌニング状態倩囜モヌドから遊技が開始されたものずしお説明する。 Figures 7 (a)-(b) show an example of a transition route from Heaven mode (normal) to Ran-chan mode (time-saving) via Hell mode (slight time-saving). Here, as an example, we will explain the case where the game starts from the morning state (Heaven mode).

仮倩井経由パタヌン
たず図むを参照しお、この䟋仮倩井経由パタヌンは、倩囜モヌド䞭に特殊時短に圓遞しお地獄モヌド埮時短に移行埌、埮時短回数回消化するたでハズレに圓遞し続けお、地獄モヌド埮時短、埮時短回数回が終了し、再床、倩囜モヌドに移行され、この倩囜モヌドにおいお特殊時短に圓遞しお、連荘モヌド時短に移行された䟋である。
(Temporary ceiling via pattern 1)
First, referring to FIG. 7 (A), this example (pattern 1 via temporary ceiling) is an example in which the special time-saving A is won during Heaven mode, the player moves to Hell mode A (micro-time-saving A), then the player continues to win losing jackpots until 150 micro-time-saving cycles have been played, at which point Hell mode A (micro-time-saving A, 150 micro-time-saving cycles) ends, the player moves to Heaven mode again, and in Heaven mode the player wins the special time-saving C, and then the player moves to consecutive wins mode (time-saving C).

仮倩井経由パタヌン
次に図ロを参照しお、この䟋仮倩井経由パタヌンは、倩囜モヌド䞭に特殊時短に圓遞しお地獄モヌド埮時短に移行埌、埮時短回数回消化するたでハズレに圓遞し続けお、地獄モヌド埮時短、埮時短回数回が終了し、再床、倩囜モヌドに移行され、この倩囜モヌドにおいお特殊時短に圓遞しお、連荘モヌド時短に移行された䟋である。
(Temporary ceiling via pattern 2)
Next, referring to Figure 7 (b), this example (pattern 2 via temporary ceiling) is an example in which the special time-saving B is won during Heaven mode, the player moves to Hell mode B (micro-time-saving B), and then the player continues to win losing jackpots until 250 micro-time-saving cycles have been consumed, at which point Hell mode B (micro-time-saving B, 250 micro-time-saving cycles) ends, the player moves to Heaven mode again, and in Heaven mode the player wins the special time-saving C, and then the player moves to consecutive wins mode (time-saving C).

特殊時短盎撃パタヌン
次に図ハを参照しお、この䟋は、䞊蚘「モヌニング状態」から遊技が開始されたケヌスを想定したものであり、朝䞀の倩囜モヌド䞭に、そのたた特殊時短に圓遞しお、連荘モヌド時短に移行された䟋を瀺しおいる。
(Special time-saving C direct hit pattern)
Next, referring to Figure 7 (c), this example assumes a case where play is started from the above-mentioned "morning state", and shows an example in which during the Heaven mode first thing in the morning, the special time-saving C is won and the game is transitioned to consecutive wins mode (time-saving C).

䞊蚘した図む、ロのいずれも、移行先の埮時短状態地獄モヌド、に係る埮時短回数が終了するず通垞状態倩囜モヌドに移行されお、特殊時短の発動蚱容状態䞋に突入するこずから、「埮時短回数」が䞊蚘倩井ゲヌム数ず同じような圹割を果たすこずになる。この点で、「埮時短回数」は「疑䌌的な倩井ゲヌム数仮倩井ゲヌム数」ずしお機胜するものずいえる。 In both of the above-mentioned Figures 7 (a) and (b), when the number of micro-time-saving times for the micro-time-saving state to which the player is to transition (Hell Mode A, B) ends, the game transitions to the normal state (Heaven Mode) and enters a state in which the special time-saving time can be activated, so the "number of micro-time-saving times" plays a role similar to the ceiling game number mentioned above. In this respect, the "number of micro-time-saving times" can be said to function as a "pseudo ceiling game number (temporary ceiling game number)."

たた、地獄モヌドを耇数回経由するケヌス、たずえば、「地獄モヌド時短移行→埮時短回数回消化→倩囜モヌドに移行→特殊時短に圓遞→地獄モヌド移行→再床、埮時短回数回消化→倩囜モヌド移行→特殊時短に圓遞→連荘モヌド時短に移行」ずいう遊技ルヌトを蟿った堎合には、地獄モヌドの埮時短回数回を消化する毎に仮倩井ゲヌム数に到達する。すなわち、呚期的に特兞が付䞎されるここで、有利状態ずなる倩囜モヌド移行付䞎ずいった「呚期的な倩井機胜」を䜜り出すこずができる。このように、本実斜圢態に係る埮時短状態は、疑䌌的な倩井機胜を付䞎するずいった遊技性を創出する䞊での特殊な遊技状態であり、斯様な遊技状態を蚭ける点に、本実斜圢態の斬新性がある。 In addition, in the case of going through Hell mode multiple times, for example, if the game route is "Hell mode A (time-saving A) → (150 micro-time-saving times consumed) → Heaven mode → (win special time-saving A) → Hell mode A → (again, 150 micro-time-saving times consumed) → Heaven mode → (win special time-saving C) → consecutive win mode C (time-saving C)", the provisional ceiling game number is reached every time 150 micro-time-saving times in Hell mode A are consumed. In other words, it is possible to create a "periodic ceiling function" in which a special benefit is periodically granted (here, a transition to Heaven mode, which is an advantageous state, is granted). In this way, the micro-time-saving state according to this embodiment is a special game state in creating gameplay such as granting a pseudo-ceiling function, and the novelty of this embodiment lies in the provision of such a game state.

なお、埮時短回数消化に係る仮倩井ゲヌム数に到達したゲヌム数が、倩井機胜に係る倩井ゲヌム数の回転目である堎合倩井特兞付䞎条件ず、埮時短回数終了による通垞移行条件ずを同時に満たすこずずなった堎合、倩井特兞である時短状態時短が優先的に発動するようになっおいる。仮倩井ゲヌム数到達埮時短回数消化により通垞状態倩囜モヌドに移行されるよりも、倩井特兞による時短状態を付䞎する方が、遊技者にずり利益状態が高く、ハマり救枈措眮ずしおの意矩を有するからである。 In addition, when the number of games that reaches the provisional ceiling game number related to the consumption of the micro-time-saving count is the 751st spin of the ceiling game number related to the ceiling function (when the conditions for granting the ceiling bonus and the conditions for transitioning to the normal state due to the end of the micro-time-saving count are met simultaneously), the time-saving state (time-saving C) which is the ceiling bonus is activated preferentially. This is because granting the time-saving state due to the ceiling bonus is more profitable for the player than transitioning to the normal state (heaven mode) due to reaching the provisional ceiling game number (consumption of the micro-time-saving count) and is meaningful as a relief measure for players who are addicted.

始動口入賞指瀺挔出
次に、始動口ぞの入賞を促す「始動口入賞指瀺挔出」に぀いお説明する。
(Starting gate entry instructions)
Next, we will explain the "start hole winning instruction effect" that encourages winning at the start hole.

既に説明したように、他の遊技状態圓り遊技圓り状態、時短状態、埮時短状態などから通垞状態に移行した堎合には、特殊時短発動蚱容状態ずなり、遊技者が利益を埗るための倧きなチャンス特図偎の特殊時短圓遞チャンスが巡っおくる。このような遊技状況䞋であるにもかかわらず、特図偎の䜜動保留球がである堎合には、䞊始動口ぞの入賞がなければ、特殊時短圓遞チャンス、぀たり、時短移行チャンスを埗るこずができない。特に近幎では、遊技性が耇雑化・倚様化傟向にあり、遊技者が時短抜け埌などの通垞状態を䞍利な遊技状態であるず勘違いをしお、遊技を止めおしたうケヌスも想定され、折角の時短移行チャンスを逃しおしたう結果ずなる。そこで、通垞状態移行埌の時短移行チャンスを逃すこずが無いように、倧圓り遊技埌や時短抜け埌に䜜動保留球が存圚しない堎合、始動口ぞの入賞を促すための報知挔出以䞋「始動口入賞指瀺挔出」ず称するを実行させるこずが奜適である。 As already explained, when the game state is changed from another game state (a winning game (winning state), a time-saving state, a minute time-saving state, etc.) to the normal state, the special time-saving activation is permitted, and the player has a big chance to gain profits (a chance to win the special time-saving C on the special chart 1 side). Even under such a game state, if there are no operating reserved balls on the special chart 1 side, the player cannot get a chance to win the special time-saving C, that is, a chance to transition to the time-saving state, unless there is a winning entry into the upper starting hole 34. Especially in recent years, the gameplay has tended to become more complex and diverse, and there are cases where the player mistakenly believes that the normal state after the time-saving state has ended is an unfavorable game state and stops playing, resulting in the missed chance to transition to the time-saving state. Therefore, in order not to miss the chance to transition to the time-saving state after the transition to the normal state, it is preferable to execute a notification effect (hereinafter referred to as a "starting hole winning instruction effect") to encourage the player to win the prize in the starting hole when there are no operating reserved balls after a big win game or after the time-saving state has ended.

本実斜圢態に係る始動口入賞指瀺挔出は、特図偎の特殊時短圓遞チャンスである旚を遊技者に知埗させるべく、特図偎の䞊始動口に察する入賞を促す挔出内容ずなっおいる。始動口入賞指瀺挔出ずしおは、たずえば、䞊始動口を暡した画像を衚瀺するずずもに「䞊始動口を狙え」のメッセヌゞを衚瀺したり入賞指瀺画像、「䞊始動口を狙っお䞋さい♪」などの音声を出力したり入賞指瀺報知音、専甚態様で挔出甚装食ランプなどを発光させる入賞指瀺発光。この「始動口入賞指瀺挔出」は、特定の始動口に察する入賞を指瀺する点で、巊打ち有利状態右打ち有利状態を報知するような埌述の「発射誘導報知挔出」ずは性栌を異にする。 The start port winning instruction performance according to this embodiment is a performance content that encourages a win at the upper start port 34 on the special chart 1 side to let the player know that there is a chance to win the special time-saving C on the special chart 1 side. The start port winning instruction performance may, for example, display an image that resembles the upper start port 34 and display a message such as "Aim for the upper start port!!" (winning instruction image), output a sound such as "Aim for the upper start port ♪" (winning instruction notification sound), or light up the performance LED (such as the decorative lamp 45) in a special manner (winning instruction light emission). This "start port winning instruction performance" is different in nature from the "launch guidance notification performance" described below, which notifies the left-handed hitter of a favorable state or right-handed hitter of a favorable state, in that it instructs a win at a specific start port.

始動口入賞指瀺挔出䟋
始動口入賞指瀺挔出は、䜜動保留球がである堎合に始動口ぞの入賞を促すための挔出であるため、客埅ち埅機甚挔出䞭客埅ち前挔出デモ開始埅ち衚瀺客埅ち挔出デモ衚瀺にも珟出されうるが、始動口入賞指瀺挔出は、少なくずも「客埅ち前挔出」の終了たで、぀たり「客埅ち挔出」の開始前たでデモムヌビヌに切り替わるたで継続させるこずが奜たしい。たた客埅ち挔出の終了埌も䜜動保留球が継続する堎合たたは遊技蚭定画面が衚瀺された埌には、客埅ち挔出デモムヌビヌが終了しお、再床、客埅ち前挔出に切り替わるが埌述の図のの凊理を参照、圓該客埅ち前挔出に切り替わった堎合には始動口入賞指瀺挔出を再珟出させおもよいし、再珟出させなくおもよい。たた、埌述の節電モヌド䞭は、始動口入賞指瀺挔出を珟出させないこずが奜たしい。
(Example 1 of the starting gate winning instruction)
The start port winning instruction performance is a performance to encourage winning at the start port when there are 0 working reserved balls, so it can also be displayed during the customer waiting waiting performance (customer waiting pre-waiting performance (demo start waiting display) - customer waiting performance (demo display)), but it is preferable to continue the start port winning instruction performance at least until the end of the "customer waiting pre-waiting performance", that is, until the start of the "customer waiting performance" (until it switches to the demo movie). Also, if there are 0 working reserved balls even after the customer waiting performance ends or after the game setting screen is displayed, the customer waiting performance (demo movie) ends and switches to the customer waiting pre-waiting performance again (see the processing of S419 in FIG. 12 described later), but when it switches to the customer waiting pre-waiting performance, the start port winning instruction performance may or may not be reproduced. Also, it is preferable not to display the start port winning instruction performance during the power saving mode described later.

なお、音挔出入賞指瀺報知音およびたたは光挔出入賞指瀺発光は、呚囲の遊技者に䞍快感音が五月蠅い、光が鬱陶しいなどを䞎えおしたう恐れもあるため、所定時間たずえば、始動口入賞指瀺挔出開始から所定時間経過するたでだけにずどめおおくこずが奜たしい始動口入賞指瀺挔出態様切替圢態。たずえば、最初の第所定時間開始から秒間は、光挔出、音挔出および画像衚瀺挔出を行い第始動口入賞指瀺挔出を実行、第所定時間経過埌は、画像衚瀺挔出だけ行う第始動口入賞指瀺挔出を実行などである。なお、再床、客埅ち前挔出に切り替わった堎合にも始動口入賞指瀺挔出を再珟出させる堎合には、画像衚瀺挔出入賞指瀺画像だけ行うように構成するこずができる。 Note that since the sound effects (winning indication sound) and/or light effects (winning indication light) may cause discomfort to nearby players (the sound is too noisy, the light is annoying, etc.), it is preferable to limit them to a predetermined time (for example, from the start of the starting port winning indication effect until a predetermined time has passed) (start port winning indication effect mode switching form). For example, during the first predetermined time (10 seconds from the start), light effects, sound effects, and image display effects are performed (executing the first starting port winning indication effect), and after the first predetermined time has passed, only the image display effect is performed (executing the second starting port winning indication effect). Note that if the starting port winning indication effect is to be reproduced even when the effect switches back to the pre-waiting performance, it can be configured to only perform the image display effect (winning indication image).

始動口入賞指瀺挔出䟋
たた、客埅ち前挔出䞭たたは客埅ち挔出䞭にかかわらず、所定時間たずえば、秒だけ始動口入賞指瀺挔出を珟出させおもよい。この堎合、最初の第所定時間開始から秒間ず、第所定時間経過埌の第所定時間残りの秒間ずで、挔出態様を異ならせおもよい。たずえば、第所定時間は、光挔出、音挔出および画像衚瀺挔出を行い第始動口入賞指瀺挔出、第所定時間経過埌の第所定時間は、画像衚瀺挔出だけ行うなどである第始動口入賞指瀺挔出。この堎合も、䞊蚘の「始動口入賞指瀺挔出䟋」ず同じく、音挔出入賞指瀺報知音およびたたは光挔出入賞指瀺発光は所定時間だけにずどめおおくこずが奜たしい。なお、画像衚瀺挔出入賞指瀺画像のみ行う堎合は、少なくずも客埅ち前挔出終了たで珟出させおもよい。たた、客埅ち挔出䞭デモムヌビヌ䞭であっおも、入賞指瀺画像だけは継続させおもよい。たた、始動口入賞指瀺挔出の珟出時間を比范的長時間に蚭定した堎合、たずえば、客埅ち挔出経過埌も珟出可胜である堎合、䞊蚘始動口入賞指瀺挔出䟋ず同じく、再床、客埅ち前挔出に切り替わった堎合、始動口入賞指瀺挔出を再珟出させおもよいし少なくずも入賞指瀺画像だけは再珟出させる、再珟出させなくおもよい。
(Starting gate winning instruction example 2)
In addition, the start port winning instruction performance may be displayed for a predetermined time (for example, 30 seconds) regardless of whether it is during the performance before waiting for customers or during the performance before waiting for customers. In this case, the performance mode may be different between the first predetermined time (10 seconds from the start) and the second predetermined time (the remaining 20 seconds) after the first predetermined time has elapsed. For example, the first predetermined time may be a light performance, a sound performance, and an image display performance (first start port winning instruction performance), and the second predetermined time after the first predetermined time has elapsed may be a second start port winning instruction performance. In this case, as in the above "start port winning instruction performance example 1", it is preferable to keep the sound performance (winning instruction notification sound) and/or the light performance (winning instruction light emission) for only a predetermined time. Note that, when only the image display performance (winning instruction image) is performed, it may be displayed at least until the end of the performance before waiting for customers. Also, even during the performance before waiting for customers (demo movie), only the winning instruction image may be continued. Furthermore, if the appearance time of the starting port winning indication effect is set to a relatively long time, for example, if it is possible for it to appear even after the customer waiting effect has finished, then, as in the above starting port winning indication effect example 1, when the effect switches again to the pre-customer waiting effect, the starting port winning indication effect may be reproduced (at least the winning indication image may be reproduced), or it may not be reproduced.

なお、䞊蚘始動口入賞指瀺挔出䟋たたはにおいお、客埅ち挔出䞭デモムヌビヌ䞭に始動口入賞指瀺挔出を珟出させる堎合は、デモムヌビヌの邪魔にならない䜍眮に、入賞指瀺画像を衚瀺させる退避衚瀺するこずが奜たしい。 In addition, in the above starting gate winning instruction performance example 1 or 2, if the starting gate winning instruction performance is to be displayed during the customer waiting performance (during the demo movie), it is preferable to display the winning instruction image in a position that does not interfere with the demo movie (evacuated display).

たた、始動口入賞指瀺挔出を客埅ち埅機甚挔出䞭の所定のタむミングで終了させるように構成した堎合、遊技者による発射操䜜が行われた堎合に、始動口入賞指瀺挔出を再珟出させおもよい。具䜓的には、遊技者が発射操䜜ハンドルの䞊蚘タッチセンサに觊れた堎合に、始動口入賞指瀺挔出を再珟出させるこずができる。この堎合、入賞指瀺報知音、入賞指瀺発光、および入賞指瀺画像のうち少なくずも぀を珟出させおもよい。奜たしくは、少なくずも入賞指瀺画像を珟出させる。 In addition, if the starting port winning indication performance is configured to end at a predetermined timing during the customer waiting standby performance, the starting port winning indication performance may be reproduced when the player performs a firing operation. Specifically, the starting port winning indication performance may be reproduced when the player touches the touch sensor of the firing operation handle 15. In this case, at least one of the winning indication notification sound, winning indication light, and winning indication image may be made to appear. Preferably, at least the winning indication image is made to appear.

始動口入賞指瀺挔出の終了タむミング
始動口入賞指瀺挔出に぀いおは、䞊始動口に入賞が発生した堎合に、その圹目を終えたずしお終了させ、以埌、再珟出させないように構成するこずが奜たしい。
(End timing of the starting gate winning instruction performance)
Regarding the starting port winning indication performance, it is preferable to configure it so that when a winning occurs at the upper starting port 34, its role is completed and it is terminated, and it is not allowed to be reproduced thereafter.

始動口入賞指瀺挔出の倉圢䟋
始動口入賞指瀺挔出は、時短抜け埌等限定の挔出ずしおもよいが、モヌニング状態においおも珟出させるように構成しおもよい。ただしこの堎合は、朝䞀番の報知ずなるので、少なくずも入賞指瀺報知音は珟出させないこずが奜たしい。営業開始時の遊技者が少ないパチンコホヌル状況で、入賞指瀺報知音が鳎り響いおいるず、他の遊技台で遊技しようずする遊技者にずっお䞍快感を䞎えおしたうからである。たた、朝䞀番に、始動口入賞指瀺挔出を珟出させる堎合、遊技者が、「この台は既に遊技䞭であるかも」ず勘違しおしたう恐れもあり、遊技機の皌働率䜎䞋を招来する。そこで、モヌニング状態に係る始動口入賞指瀺挔出を、時短抜け埌などに係る始動口入賞指瀺挔出ずは異なる挔出態様ずするこずが奜たしいモヌニング状態限定の始動口入賞指瀺挔出ずする。
(Variation of the starting gate winning indication performance)
The start port winning indication effect may be limited to the time after the time-saving feature has ended, or may be configured to be displayed in the morning state. However, in this case, since it is the first notification in the morning, it is preferable that at least the winning indication notification sound is not displayed. This is because if the winning indication notification sound is ringing in a pachinko hall situation where there are few players at the start of business, it will cause discomfort to players who are trying to play on other gaming machines. In addition, if the start port winning indication effect is displayed first thing in the morning, there is a risk that players will mistakenly think that "this machine may already be in play," which will lead to a decrease in the operating rate of the gaming machine. Therefore, it is preferable that the start port winning indication effect related to the morning state be a different presentation mode from the start port winning indication effect related to the time-saving feature has ended (the start port winning indication effect is limited to the morning state).

始動口入賞指瀺挔出の音量光量調敎に぀いお
始動口入賞指瀺挔出の音量に぀いおは、遊技者が調敎可胜に構成するこずができる。たずえば、䞊蚘遊技環境の蚭定の䞀぀ずしお、予め定められた範囲内で、始動口入賞指瀺挔出の音量を調敎可胜に構成するこずができる。遊技環境の蚭定に぀いおは、既に説明したように、音量調敎や光量調敎が可胜であり音量調敎手段、光量調敎手段、音量調敎は、䞻に、ゲヌム䞭の挔出音音挔出に関する音量調敎であるが、始動口入賞指瀺挔出を含めた音量調敎が可胜な構成ずしおもよい。たた、始動口入賞指瀺挔出の音量は、調敎䞍可音量調敎手段の察象倖ずしおもよい。
(Regarding volume/light intensity adjustment for the starting gate winning indication performance)
The volume of the start port winning instruction performance can be configured to be adjustable by the player. For example, as one of the settings of the game environment, the volume of the start port winning instruction performance can be configured to be adjustable within a predetermined range. As already explained, the game environment can be configured to adjust the volume and light intensity (volume adjustment means, light intensity adjustment means), and the volume adjustment is mainly for the sound (sound performance) during the game, but the volume adjustment can also be configured to adjust the volume including the start port winning instruction performance. Also, the volume of the start port winning instruction performance can be made unadjustable (not subject to the volume adjustment means).

始動口入賞指瀺挔出の倉圢䟋
なお、特図残保留消化䞭の堎合に、始動口入賞指瀺挔出ず同じような機胜を発揮しうる挔出入賞を促す挔出を珟出可胜に構成するこずができる。既に説明したように、他の遊技状態から通垞状態に移行した堎合には、特殊時短発動蚱容状態ずなり、遊技者が利益を埗るための倧きなチャンス特図偎の特殊時短圓遞チャンスが巡っおくる。特図残保留が存圚する堎合は、その保留球が優先的に消化されるが、特図残保留党消化埌も遊技者が遊技を止めないように、特図残保留に係るゲヌム䞭倉動䞭挔出においお、䞊始動口ぞの入賞特図䜜動保留球の発生を促す特殊指瀺挔出を珟出させるこずができる。たた、特図残保留および特図䜜動保留球が存圚する堎合には、通垞状態に移行したこずを契機に、特図䜜動保留球を察象ずした先読み予告特殊保留倉化予告を珟出させおもよい。この特殊保留倉化予告では、保留色たたは保留アむコン画像に応じお、特殊時短の圓遞可胜性圓遞期埅床を報知するこずができる。たた、特図残保留に係るゲヌム䞭においお、特殊時短の圓遞可胜性圓遞期埅床を瀺唆する特殊予告挔出を珟出させおもよい。たずえば、登堎キャラクタに応じお圓遞期埅床を報知するこずができる。なお、䞊蚘特殊保留倉化予告およびたたは特殊予告挔出は、特殊時短ぞの圓確を報知しおもよい。
(Variation of the starting gate winning indication performance)
In addition, when the special chart 2 remaining reserve is being consumed, a performance (performance encouraging winning) that can exert the same function as the start port winning instruction performance can be configured to be able to appear. As already explained, when the game state is shifted from another game state to the normal state, the special time-saving activation is permitted, and a big chance for the player to gain profits (chance to win the special time-saving C on the special chart 1 side) comes around. When the special chart 2 remaining reserve exists, the reserved ball is consumed preferentially, but in order to prevent the player from stopping the game even after the special chart 2 remaining reserve is fully consumed, a special instruction performance encouraging winning (generation of the special chart 1 operating reserved ball) at the upper start port 34 can be made to appear during the game related to the special chart 2 remaining reserve (variation performance). In addition, when the special chart 2 remaining reserve and the special chart 1 operating reserved ball exist, a pre-reading notice (special reserve change notice) targeting the special chart 1 operating reserved ball may be made to appear upon transition to the normal state. In this special reserve change notice, the possibility of winning the special time-saving C (expected winning probability) can be notified according to the reserved color or reserved icon image. In addition, during the game related to the special chart 2 remaining reservation, a special notice performance may be displayed to suggest the possibility of winning the special time-saving C (expected winning rate). For example, the expected winning rate can be notified according to the characters that appear. In addition, the special reservation change notice and/or the special notice performance may notify the winning of the special time-saving C.

なお本実斜圢態では、確倉状態や朜確状態が蚭けられおいないが、これら遊技状態から通垞状態に移行した堎合確倉抜け、朜確抜けの堎合も同様に適甚可胜である。たた、倧圓り皮別ずしお、確倉状態移行契機ずなる倧圓り確倉倧圓り、時短状態移行契機ずなる倧圓り時短倧圓り、通垞状態移行契機ずなる倧圓り通垞倧圓り、朜確状態移行契機ずなる倧圓り朜確倧圓りを蚭けるこずができる。これら倧圓りのたたは耇数をいずれの特図偎の抜遞察象に定めるかも適宜定めるこずができる。 In this embodiment, there is no probability or potential state, but the same can be applied when transitioning from these game states to the normal state (when exiting probability or potential). In addition, the following types of jackpots can be set: a jackpot that triggers a transition to probability state (probability jackpot), a jackpot that triggers a transition to time-saving state (time-saving jackpot), a jackpot that triggers a transition to normal state (normal jackpot), and a jackpot that triggers a transition to potential state (potential jackpot). It can also be determined as appropriate which special chart side one or more of these jackpots will be selected for.

䞻制埡郚偎の凊理図図
次に図図を参照しお、本実斜圢態の䞻制埡郚偎における遊技動䜜凊理に぀いお説明する。䞻制埡郚偎の凊理は、無限ルヌプ状のメむン凊理䞻制埡偎メむン凊理図および図ず、からの定時割蟌みで起動されるタむマ割蟌凊理䞻制埡偎タむマ割蟌凊理図ずを䞭心的に構成される。
<Processing on the main control unit side: Figs. 8A to 22>
Next, the game operation processing on the main control unit 20 side of this embodiment will be described with reference to Figures 8A to 22. The processing on the main control unit 20 side is mainly composed of an infinite loop main processing (main control side main processing: Figures 8A and 8B) and a timer interrupt processing (main control side timer interrupt processing: Figure 9) that is started by a regular interrupt from the CTC.

䞻制埡偎メむン凊理図および図
図および図を参照しお、䞻制埡郚偎のメむン凊理䞻制埡偎メむン凊理に぀いお説明する。図および図は、䞻制埡偎メむン凊理の詳现を瀺すフロヌチャヌトである。
<8. Main Processing on the Main Control Side: Figs. 8A and 8B>
The main processing on the main control unit 20 side (main control side main processing) will be described with reference to Figures 8A and 8B. Figures 8A and 8B are flow charts showing the details of the main control side main processing.

䞻制埡偎メむン凊理の開始契機には、停電状態や電源異垞などからの埩旧時におけるシステムリセットが生起した堎合や、制埡プログラムが暎走したこずにより、りォッチドッグタむマ機胜が発揮されおが匷制的にリセットリセットされた堎合などがある。いずれの堎合でも、䞻制埡偎メむン凊理が開始されるず、䞻制埡郚は、たず、電源投入時凊理の䞀環ずしお、遊技動䜜開始に必芁な初期蚭定凊理を実行するステップ。 Triggers for starting the main processing on the main control side include a system reset occurring when recovering from a power outage or power abnormality, or when the control program goes out of control and the watchdog timer (WDT) function is activated, forcing the CPU to be reset (WDT reset). In either case, when the main processing on the main control side is started, the main control unit 20 (CPU 201) first executes the initial setting processing required to start the game operation as part of the power-on processing (step S011).

初期蚭定凊理には、たずえば、マむクロコンピュヌタの各郚を含めお内郚のレゞスタ倀の初期化凊理、電動圹物に係る゜レノむドポヌトを含む各皮ポヌトや出力カりンタ等のクリア凊理、所定の割蟌みモヌド割蟌みモヌドに蚭定する割蟌みモヌド蚭定凊理、割蟌み優先順䜍の蚭定凊理、乱数回路内郚ハヌド乱数回路を起動させる内郚ハヌド乱数蚭定凊理、呚蟺基板挔出制埡郚や払出制埡基板の起動埅ち凊理、電源投入時コマンドの送信などが含たれる。なお、挔出制埡郚が䞊蚘「電源投入時コマンド」を受けるず、たずえば液晶衚瀺装眮には「 」等の電源投入時挔出を実行する。 The initial setting process includes, for example, initialization of register values within the CPU, including each part of the microcomputer, clearing of various ports including solenoid ports related to the electric props, LED output counters, etc., interrupt mode setting process to set a specific interrupt mode (interrupt mode 2), interrupt priority setting process to start the random number circuit (internal hardware random number circuit), waiting for the startup of peripheral boards (performance control unit 24 and payout control board 29), sending of a power-on command (BA08H), etc. When the performance control unit 24 receives the above-mentioned "power-on command," it executes a power-on performance such as "Please Wait" on the liquid crystal display device 36.

䞊蚘初期蚭定凊理ステップを終えるず、次いで、入力ポヌト取埗凊理を実行するステップ。この入力ポヌト取埗凊理では、埌述の蚭定倉曎移行モヌド、クリアモヌド、蚭定確認モヌド、バックアップ埩垰モヌドなどのいずれのモヌドに移行するか吊かを刀定するために芁するスむッチ類の信号状態が取埗される。詳现は埌述するが、本実斜圢態の堎合、蚭定キヌスむッチ、扉開攟センサおよびクリアスむッチの䞉者の信号に基づいお、移行先の凊理を決定するようになっおいる。入力ポヌトの第ビットに察応する入力信号は、図瀺の通りであり、蚭定キヌスむッチ蚭定キヌスむッチ信号の信号は第ビット、扉開攟センサ扉開攟信号の開攟状態閉鎖状態信号は第ビット、クリアスむッチの信号は第ビットに入力される。 After the above initial setting process (step S010) is completed, the input port acquisition process is executed (step S011). In this input port acquisition process, the ON/OFF signals (ON/OFF state) of the switches required to determine whether to switch to a setting change transition mode, RAM clear mode, setting confirmation mode, backup return mode, etc., which will be described later, are acquired. Details will be described later, but in this embodiment, the transition destination process is determined based on the ON/OFF signals of the setting key switch 94, the door open sensor 61, and the RAM clear switch 98. The input signals corresponding to the 0th to 7th bits of the input port 1 (P_INPT1) are as shown in the figure, with the ON/OFF signal of the setting key switch 94 (setting key switch signal) being input to the 0th bit, the ON (open state)/OFF (closed state) signal of the door open sensor 61 (door open signal) being input to the 5th bit, and the ON/OFF signal of the RAM clear switch 98 being input to the 6th bit.

入力ポヌト取埗凊理ステップを終えるず、続いお、ステップ以降の凊理を実行しおいく。本実斜圢態では、䞊蚘入力ポヌト取埗凊理ステップで取埗した蚭定キヌスむッチ、扉開攟センサおよびクリアスむッチの䞉者の状態に基づいお、凊理状態を䞋蚘の凊理モヌドに移行させるようになっおいる。 After completing the input port acquisition process (step S011), the process proceeds to step S14 and subsequent steps. In this embodiment, the process state is transitioned to the following process mode based on the ON/OFF state of the setting key switch 94, the door open sensor 61, and the RAM clear switch 98 acquired in the input port acquisition process (step S011).

蚭定倉曎凊理ステップおよび領域内クリア凊理ステップの実行を含む「蚭定倉曎モヌド」。
蚭定倉曎凊理ステップを実行するこずなく、領域内クリア凊理ステップの実行を含む「クリアモヌド」、
蚭定確認凊理およびバックアップ埩垰凊理の実行を含む「蚭定確認モヌド」、
蚭定確認凊理を実行するこずなくバックアップ埩垰凊理を実行する「バックアップ埩垰モヌド」。
の内容に䞍具合が生じた堎合に、「電源再投入埅ち凊理」を実行する「゚ラヌモヌド」。
(1) A "setting change mode" including the execution of a setting change process (step S023) and an in-area RAM clear process (step S030).
(2) A "RAM clear mode" including the execution of an in-area RAM clear process (step S030) without executing a setting change process (step S023);
(3) A "settings check mode" including the execution of a settings check process (S027) and a backup recovery process (S028);
(4) A "backup recovery mode" in which the backup recovery process (S028) is executed without executing the setting confirmation process (S027).
(5) A "RAM error mode" in which a "power re-on waiting process (S020)" is executed if a problem occurs in the contents of the RAM.

これら凊理モヌドのうち、「゚ラヌモヌド」を陀く皮類のモヌドに぀いおは、蚭定キヌスむッチの状態、扉開攟センサの状態開攟閉鎖状態、クリアスむッチの状態の組合せに応じお移行され Of these processing modes, the four modes excluding the "RAM error mode" are switched according to the combination of the ON/OFF state of the setting key switch 94, the ON/OFF state (open/closed state) of the door open sensor 61, and the ON/OFF state of the RAM clear switch 98.

本実斜圢態では、クリアスむッチず蚭定キヌスむッチずが共にの堎合には原則ずしお「蚭定倉曎モヌド」が遞択され、クリアスむッチが、蚭定キヌスむッチがの堎合には「クリア」が遞択されるが、蚭定キヌスむッチずクリアスむッチずが共にであっおも、扉閉鎖扉開攟センサがの堎合には「蚭定倉曎モヌド」ではなく「クリアモヌド」が遞択されるようになっおいる。たた同様に、クリアスむッチが、蚭定キヌスむッチがの堎合には原則ずしお「蚭定確認モヌド」が遞択され、クリアスむッチず蚭定キヌスむッチずが共にの堎合には「バックアップ埩垰モヌド」が遞択されるが、クリアスむッチが、蚭定キヌスむッチがであっおも、扉閉鎖の堎合には「蚭定確認モヌド」ではなく「バックアップ埩垰モヌド」が遞択されるようになっおいる。 In this embodiment, when the RAM clear switch 98 and the setting key switch 94 are both ON, the "setting change mode" is selected in principle, and when the RAM clear switch 98 is ON and the setting key switch 94 is OFF, the "RAM clear" is selected. However, even if the setting key switch 94 and the RAM clear switch 98 are both ON, if the door is closed (the door open sensor 61 is OFF), the "RAM clear mode" is selected instead of the "setting change mode". Similarly, when the RAM clear switch 98 is OFF and the setting key switch 94 is ON, the "setting confirmation mode" is selected in principle, and when the RAM clear switch 98 and the setting key switch 94 are both OFF, the "backup return mode" is selected. However, even if the RAM clear switch 98 is OFF and the setting key switch 94 is ON, if the door is closed, the "backup return mode" is selected instead of the "setting confirmation mode".

このように本実斜圢態では、扉閉鎖にもかかわらずクリアスむッチや蚭定キヌスむッチがであるずいう状況は䞍正行為が疑われるこずから、蚭定倉曎機胜に関する「蚭定倉曎モヌド」ず「蚭定確認モヌド」ずに぀いおは扉開攟を条件ずし、扉閉鎖の堎合には、蚭定倉曎凊理を実行しない「クリアモヌド」、蚭定確認凊理を実行しない「バックアップ埩垰モヌド」、を遞択するようになっおいる。 In this embodiment, since a situation in which the RAM clear switch 98 or the setting key switch 94 is ON even when the door is closed is suspicious of fraudulent activity, the "setting change mode" and "setting confirmation mode" related to the setting change function are set to a condition that the door is open, and when the door is closed, the "RAM clear mode" which does not execute the setting change process (S023) and the "backup return mode" which does not execute the setting confirmation process (S027) are selected.

たた、蚭定倉曎機胜に関係しない「クリアモヌド」、「バックアップ埩垰モヌド」に぀いおは、クリアスむッチおよび蚭定キヌスむッチの状態のみを条件ずし、扉開攟センサの状態は条件ずしおいない。なお、本実斜圢態では、蚭定倉曎機胜に関する「蚭定倉曎モヌド」ず「蚭定確認モヌド」ずに぀いおは扉開攟を条件ずしおいるが、本発明はこれに限らず、扉開攟を条件しなくおもよい。すなわち、扉開攟センサのの状態扉開攟閉鎖状態を刀定察象ずしない、たたは扉開攟センサを刀定察象ずするが、扉開攟センサの状態にかかわらず「蚭定倉曎モヌド」や「蚭定確認モヌド」に移行可胜に構成しおもよい。 In addition, for the "RAM clear mode" and "backup return mode" that are not related to the setting change function, only the ON/OFF state of the RAM clear switch 98 and the setting key switch 94 are conditioned, and the ON/OFF state of the door open sensor 61 is not conditioned. Note that in this embodiment, the "setting change mode" and "setting confirmation mode" related to the setting change function are conditioned on the door being open, but the present invention is not limited to this, and the door opening need not be conditioned. In other words, the ON/OFF state of the door open sensor 61 (door open/closed state) may not be the subject of judgment, or the door open sensor 61 may be the subject of judgment, but the "setting change mode" or "setting confirmation mode" may be able to be transitioned to regardless of the ON/OFF state of the door open sensor 61.

図の説明に戻り、ステップの初期蚭定凊理を終えるず、次いで、䞊蚘入力ポヌト取埗凊理により取埗した信号状態に基づいお、蚭定倀を倉曎可胜な蚭定倉曎モヌド移行状態であるか吊かを刀定するステップ。本実斜圢態では、遊技機ぞの電源オフおよび扉開攟扉開攟センサが開攟状態の状態においお、蚭定キヌスむッチ蚭定倉曎モヌド偎に操䜜およびクリアスむッチを操䜜したたた蚭定キヌスむッチ信号ず、クリア信号ずが共に、遊技機の電源を投入するず、蚭定倉曎モヌド移行条件を満たしたずしお、蚭定倀の倉曎操䜜が可胜な蚭定倉曎蚱容状態蚭定倉曎モヌド移行状態に制埡される。぀たり、蚭定キヌスむッチ蚭定キヌスむッチ信号、扉開攟センサ(扉開攟信号)、およびクリアスむッチクリア信号の䞉者の入力状態がの堎合に、蚭定倉曎モヌド移行状態であるず刀定される。 Returning to the explanation of FIG. 8A, after the initial setting process of step S011 is completed, it is then determined whether or not the game machine is in a setting change mode transition state in which the setting value can be changed, based on the signal state acquired by the input port acquisition process (step S014). In this embodiment, when the power to the gaming machine 1 is off and the door is open (the door open sensor 61 is ON (open state)), if the setting key switch 94 (operated to the setting change mode side) and the RAM clear switch 98 are operated to ON (both the setting key switch signal and the RAM clear signal are ON) and the gaming machine 1 is powered on, the setting change mode transition condition is satisfied, and the game machine is controlled to a setting change permission state (setting change mode transition state) in which the setting value can be changed. In other words, when the input states of the setting key switch 94 (setting key switch signal), the door open sensor 61 (door open signal), and the RAM clear switch 98 (RAM clear signal) are ON, it is determined that the game machine is in a setting change mode transition state.

蚭定倉曎モヌド移行状態である堎合ステップ、蚭定倀段階の倉曎操䜜を管理する蚭定倉曎凊理を実行するステップ。この蚭定倉曎凊理では、たず、領域内の蚭定倀栌玍領域に栌玍されおいる蚭定倀蚭定倀デヌタが異垞倀蚭定に察応する以倖の倀であるか吊かを刀定する。正垞な遊技動䜜であれば、蚭定倀栌玍領域には、蚭定に察応しお‘正垞倀’のいずれかの蚭定倀デヌタ蚭定倀が栌玍されおいるはずである。しかし、䜕らかの䞍具合により蚭定倀デヌタが砎損しお、蚭定のいずれにも察応しない倀が蚭定されおいる堎合もありうる蚭定異垞゚ラヌ。そこで、蚭定倀が正垞倀でない堎合には、蚭定倀栌玍領域をれロクリアしお、初期倀のここでは、蚭定に戻す。たたここでは、バックアップフラグもクリアする。これは、蚭定倉曎凊理䞭に電断が発生した堎合に、次回電源投入時におけるの刀定凊理にお、バックアップ異垞バックアップフラグであるず刀定されるようにし、蚭定倉曎凊理が正垞に終了しおいないず刀定するためである。 If the game is in the setting change mode transition state (step S014: YES), a setting change process that manages the change operation of the setting value (1 to 6 levels) is executed (step S023). In this setting change process, it is first determined whether the setting value Nc (setting value data) stored in the setting value storage area of the RAM in the area is an abnormal value (a value other than 00H to 05H corresponding to settings 1 to 6). If the game is playing normally, the setting value storage area should store setting value data (setting value Nc) of any of '00H to 05H (normal value)' corresponding to settings 1 to 6. However, it is possible that the setting value data is corrupted due to some malfunction, and a value that does not correspond to any of settings 1 to 6 is set (setting abnormality error). Therefore, if the setting value Nc is not a normal value, the setting value storage area is cleared to zero and returned to the initial value of 00H (here, setting 1). The backup flag BF is also cleared here. This is because if a power outage occurs during the setting change process, the next time the power is turned on, the determination process in S016 will determine that there is a backup abnormality (backup flag BF = 00H) and that the setting change process did not end normally.

なお、䞊蚘段階蚭定タむプの堎合も同様に、蚭定異垞゚ラヌか吊かを刀定するこずができる。具䜓的には、領域内の蚭定倀栌玍領域に栌玍されおいる蚭定倀が異垞倀、たずえば、蚭定に察応する以倖の倀であるか吊かを刀定する。段階蚭定タむプの堎合は、蚭定が぀のため、蚭定倀が或る固定的な倀ここでは、蚭定に察応する倀であるか吊かを刀定し、異垞であれば≠、初期倀ここでは、に戻す。 Note that in the case of the one-step setting type, it is possible to determine whether or not a setting abnormality error has occurred in the same way. Specifically, it is determined whether or not the setting value Nc stored in the setting value storage area of the internal RAM is an abnormal value, for example, a value other than 00H corresponding to setting 1. In the case of the one-step setting type, since there is only one setting, it is determined whether or not the setting value Nc is a value (00H) corresponding to a certain fixed value (here, setting 1), and if it is abnormal (Nc ≠ 00H), it is returned to the initial value (here, 00H).

初期倀に戻した堎合かたたは正垞倀である堎合は、珟圚の蚭定倀を蚭定衚瀺噚に衚瀺する。その埌、蚭定倉曎スむッチの操䜜を監芖し、蚭定倉曎スむッチの操䜜がある毎に、珟圚の蚭定倀を倉曎曎新する。蚭定倉曎䞭蚭定倉曎操䜜䞭の蚭定倀に぀いおは、既に説明したように、蚭定倉曎スむッチを操䜜するごずに、蚭定の範囲で埪環匏に切り替わり、蚭定衚瀺噚に蚭定倉曎䞭における珟圚の蚭定倀が衚瀺されるようになっおいる。そしお、蚭定キヌスむッチの操䜜を確認した堎合、蚭定倀が確定されたずしお、珟圚の蚭定倀蚭定䜜業倀をの蚭定倀栌玍領域に栌玍する。これにより、蚭定倉曎凊理を抜ける。そしお、凊理状態を埌述の領域内クリア凊理ステップに移行させる。 If the setting is returned to the initial value or is a normal value, the current setting value is displayed on the setting display 97. After that, the ON/OFF operation of the setting change switch 95 is monitored, and the current setting value Nc is changed (updated) each time the setting change switch 95 is turned ON. As already explained, the setting value during the setting change (setting change operation) is switched cyclically between settings 1 to 6 each time the setting change switch 95 is operated, and the current setting value during the setting change is displayed on the setting display 97. Then, when the setting key switch 94 is confirmed to be turned OFF, the setting value is confirmed and the current setting value Nc (setting work value) is stored in the setting value storage area of the RAM 203. This exits the setting change process. Then, the processing state is shifted to the in-area RAM clear process (step S030) described later.

なお、蚭定倉曎スむッチを蚭けずに、クリアスむッチを蚭定倉曎スむッチずしお機胜させる構成ずしおもよい。クリアスむッチを抌䞋するごずに、蚭定のいずれかの蚭定倀を遞択可胜に構成するこずができる。 In addition, the setting change switch 95 may not be provided, and the RAM clear switch 98 may function as the setting change switch 95. Each time the RAM clear switch 98 is pressed, one of the setting values from Settings 1 to 6 can be selected.

䞀方、蚭定倉曎モヌド移行状態でない堎合ステップ、の内容をチェックしお、その異垞の有無を刀定するステップ。ここでは、蚭定倀栌玍領域における蚭定倀デヌタ蚭定倀が正垞倀であるか吊か蚭定のいずれかを瀺す倀が栌玍されおいるか吊か、バックアップ時のチェックサム倀が正垞倀であるか吊かをチェックする。の内容に異垞がある堎合ステップ、゚ラヌ移行状態゚ラヌモヌドであるずしお、埌述の電源再投入埅ち凊理ステップを実行する。 On the other hand, if the setting change mode transition state has not been reached (step S014: NO), the contents of the RAM are checked to determine whether or not there is an abnormality (step S015). Here, it is checked whether the setting value data (setting value Nc) in the setting value storage area is a normal value (whether a value indicating any of settings 1 to 6 is stored) and whether or not the checksum value at the time of backup is a normal value. If there is an abnormality in the RAM contents (step S015: YES), it is determined that the RAM error transition state (RAM error mode) has been reached, and the process of waiting for the power to be turned back on (step S020), which will be described later, is executed.

の内容に異垞がない、぀たり正垞である堎合ステップ、次いで、バックアップフラグが状態であるか吊かを刀定するステップ。このバックアップフラグは、埌述する電源異垞チェック凊理図のステップの凊理にお、正垞にバックアップ凊理が実行された堎合に「正垞倀」が領域内のフラグ栌玍領域に蚭定される。したがっお、正垞時であれば、バックアップフラグがのはずである。しかし䜕らかの䞍具合が生じおバックアップフラグが正垞倀≠でない堎合もありうる。そこで、バックアップフラグが状態でない堎合ステップ、電源再投入埅ち凊理を実行するステップ。 If the contents of the RAM are normal (step S015: NO), it is then determined whether the backup flag BF is ON (5AH) (step S016). This backup flag BF is set to "5AH (normal value)" in the BF flag storage area of the internal RAM when the backup process is executed normally in the power supply abnormality check process (step S081 in FIG. 9) described later. Therefore, under normal circumstances, the backup flag BF should be 5AH. However, some kind of malfunction may occur and the backup flag BF may not be the normal value (≠ 5AH). Therefore, if the backup flag BF is not ON (step S016: NO), the power re-on wait process is executed (step S020).

電源再投入埅ち凊理ステップでは、゚ラヌ時の凊理ずしお、遊技凊理の進行を匷制的に停止させる遊技停止状態に制埡する。具䜓的には、電源再投入コマンドを送信し、バックアップフラグをクリアした埌ステップ、電断が発生するたで、をクリアするクリア凊理ず電源異垞信号の状態の確認電断の確認凊理電源異垞チェック凊理を繰り返すようになっおいる。なお、゚ラヌが発生した堎合には、電断が確認されるたでクリア凊理を実行し、無限ルヌプ凊理を繰返しおいるタむミングで、リセットが生起しないようになっおいる。たた、電源再投入コマンドを挔出制埡郚が受けるず、゚ラヌ報知電源再投入指瀺挔出ずしお、液晶衚瀺装眮に「゚ラヌ 電源を再投入しお蚭定倀をに決定しおください」等の挔出画像を衚瀺し、装食ランプ等の挔出甚を党消灯し、スピヌカを消音状態にする。たた、電源再投入埅ち凊理䞭は、電断が発生するたで、所定の衚瀺噚たずえば、蚭定衚瀺噚には、゚ラヌを瀺す「」を衚瀺しおもよい。 In the power re-on waiting process (step S020), as a process in the event of a RAM error, the game process is forcibly stopped and the game is stopped. Specifically, after sending a power re-on command and clearing the backup flag BF (step S019), the WDT clear process to clear the WDT and the process to check the ON state of the power abnormality signal (check for power interruption) (power abnormality check process) are repeated until a power interruption occurs. In addition, when a RAM error occurs, the WDT clear process is executed until a power interruption is confirmed, and the WDT reset is not generated at the timing when the infinite loop process is repeated. In addition, when the power re-on command is received by the performance control unit 24, a performance image such as "RAM error Please turn the power back on and set the setting value to 1" is displayed on the liquid crystal display device 36 as a RAM error notification (power re-on instruction performance), all performance LEDs such as the decorative lamp 45 are turned off, and the speaker 46 is muted. Additionally, during the process of waiting for the power to be turned back on, a specific display (e.g., the setting display 97) may display "E" indicating an error until a power outage occurs.

電源再投入埅ち凊理ステップが実行されお遊技停止状態ずなった堎合には、遊技機の電源を再投入し、その再投入時に䞊蚘蚭定倉曎モヌド移行状態に蚭定されるように操䜜しお、蚭定倉曎凊理ステップが実行されない限り、珟圚発生䞭の゚ラヌ状態が解消できないようになっおいる。本実斜圢態では、蚭定倉曎凊理ステップが実行された埌蚭定異垞゚ラヌの堎合には蚭定倀栌玍領域がクリアされた埌、埌述の領域内クリア凊理ステップが実行されるこずで、実質的にの党領域ただし、性胜情報の衚瀺凊理に関する領域領域倖領域は陀くがクリアされ、これにより、が初期状態に戻り、゚ラヌが解消可胜ずなっおいる。 When the power re-on waiting process (step S020) is executed and the game is stopped, the currently occurring RAM error state cannot be resolved unless the power of the gaming machine 1 is re-turned and the setting change process (step S023) is executed by operating the gaming machine 1 so that the above-mentioned setting change mode transition state is set when the power is re-turned. In this embodiment, after the setting change process (step S023) is executed (after the setting value storage area is cleared in the case of a setting abnormality error), the in-area RAM clear process (step S030) described below is executed, which essentially clears the entire area of RAM 203 (excluding the RAM area related to the performance information display process (external RAM area)), thereby returning RAM 203 to its initial state and enabling the RAM error to be resolved.

バックアップフラグが状態である堎合ステップ、䞊蚘入力情報取埗凊理により取埗した信号状態に基づいお、クリアモヌド移行状態であるか吊かを刀定するステップ。本実斜圢態では、遊技機ぞの電源オフの状態においお、蚭定キヌスむッチを操䜜し蚭定倉曎モヌド偎に操䜜しない、クリアスむッチを操䜜した状態で蚭定キヌスむッチ信号、クリア信号遊技機ぞの電源を投入するず、クリア移行条件を満たしたずしお、クリアモヌド移行状態に制埡される。぀たり、少なくずも、蚭定キヌスむッチ蚭定キヌスむッチ信号が、およびクリアスむッチクリア信号がの堎合に、クリアモヌド移行状態であるず刀定される。 If the backup flag BF is ON (step S016: YES), it is determined whether or not the game is in the RAM clear mode transition state based on the signal state acquired by the input information acquisition process (step S025). In this embodiment, when the power to the gaming machine 1 is OFF, the setting key switch 94 is turned OFF (not operated to the setting change mode side), and the RAM clear switch 98 is turned ON (setting key switch signal OFF, RAM clear signal ON), and the game machine 1 is powered on, the RAM clear transition condition is satisfied and the game machine is controlled to the RAM clear mode transition state. In other words, it is determined that the game machine is in the RAM clear mode transition state when at least the setting key switch 94 (setting key switch signal) is OFF and the RAM clear switch 98 (RAM clear signal) is ON.

クリアモヌド移行状態である堎合ステップ、領域内クリア凊理を実行するステップ。この領域内クリア凊理では、クリア察象を領域内メモリに係る領域領域内だけずし、領域倖領域領域倖はクリアされない。なお、領域内のデヌタであっおも蚭定倀栌玍領域蚭定倀デヌタのデヌタはクリア察象ずされない。蚭定倀デヌタに぀いおの初期化・その倉曎等に぀いおは、蚭定倉曎凊理ステップにお行う。぀たり、領域内クリア凊理では、少なくずも「領域倖メモリに係る領域倖領域」および「領域内メモリに係る領域内領域のうち䞊蚘蚭定倀栌玍領域蚭定倀デヌタ」を陀く、所定の蚘憶領域通垞デヌタ栌玍領域がクリアされるようになっおいる。したがっお、電源遮断時にセットされたバックアップフラグの倀やチェックサム倀などは、本凊理においお、共にれロクリアされる。なお、領域内の所定バむト分はスタック領域ずしお䜿甚され、たずえば、サブルヌチンコヌル埌の埩垰アドレスが䞀時的に栌玍されるようになっおいる。したがっおここでは、領域内領域のうち、蚭定倀デヌタずサブルヌチンコヌル埌の埩垰アドレスが栌玍されたスタック領域ずを陀く所定領域分が初期化される。 If the RAM clear mode transition state is reached (step S025: YES), an in-area RAM clear process is executed (step S030). In this in-area RAM clear process, only the RAM area related to the in-area memory (in-area RAM) is cleared, and the outside-area RAM area (outside-area RAM) is not cleared. Note that data in the setting value storage area (setting value data) is not cleared, even if it is data in the in-area RAM. Initialization and changes to the setting value data are performed in the setting change process (step S023). In other words, in the in-area RAM clear process, a predetermined memory area (normal data storage area) is cleared, excluding at least the "outside-area RAM area related to the outside-area memory" and the "above-mentioned setting value storage area (setting value data) of the in-area RAM area related to the in-area memory". Therefore, the value of the backup flag BF and the checksum value set at the time of power interruption are both cleared to zero in this process. Note that a predetermined number of bytes of the in-area RAM is used as a stack area, and for example, a return address after a subroutine call is temporarily stored. Therefore, a certain area of the RAM area within the area is initialized, excluding the setting value data and the stack area in which the return address after a subroutine call is stored.

詳述すれば、領域内クリア凊理では、蚭定倀や通垞の遊技凊理図柄倉動衚瀺ゲヌムや圓り遊技や遊技状態の移行制埡などの遊技進行に係る遊技凊理で䜿甚するデヌタを栌玍するための領域内のうち、少なくずも蚭定倀栌玍領域を陀く党領域通垞デヌタ栌玍領域を初期化クリアしお遊技機の動䜜状態を初期状態デフォルト状態に戻す。本実斜圢態では、既に説明したように、性胜情報の衚瀺に関する凊理性胜情報衚瀺凊理のプログラムやワヌク領域は、が通垞の遊技進行の際にアクセスする領域領域内メモリ第メモリ領域ずは異なる領域領域倖メモリ第メモリ領域に芏定されおいる。すなわち、䞻制埡郚は、通垞の遊技進行たずえば、性胜衚瀺噚の衚瀺に関する凊理以倖の凊理に係る遊技凊理で甚いられる遊技デヌタを蚘憶可胜な第領域領域内ず、圓該遊技進行に盎接関連のない性胜情報衚瀺凊理図のステップ、、図のステップなどで甚いられる情報衚瀺デヌタを蚘憶可胜な第領域領域倖ずを含むず、䞊蚘通垞の遊技凊理を実行するための遊技制埡プログラムを蚘憶する第領域領域内ず、䞊蚘情報衚瀺凊理を実行するための情報衚瀺制埡プログラムを蚘憶する第領域領域倖ずを含むず、遊技制埡プログラムおよび情報衚瀺制埡プログラムに基づいお遊技制埡動䜜を実行するず、を有しお構成される。 In more detail, the in-area RAM clearing process initializes (clears) all areas (normal data storage areas) of the in-area RAM for storing setting values and data used in normal game processing (game processing related to game progress such as pattern change display games, winning games, and game state transition control), excluding at least the setting value storage area, and returns the operating state of the gaming machine to its initial state (default state). In this embodiment, as already explained, the program and work area for processing related to the display of performance information (performance information display processing) are specified in an area (out-area memory (second memory area)) different from the area (in-area memory (first memory area)) that the CPU 201 accesses during normal game progress. That is, the main control unit 20 is configured with a RAM 203 including a first RAM area (intra-area RAM) capable of storing game data used in game processing related to normal game progress (for example, processing other than processing related to the display of the performance indicator 99) and a second RAM area (extra-area RAM) capable of storing information display data used in performance information display processing not directly related to the game progress (steps S034 and S043 in FIG. 8B, step S101 in FIG. 9, etc.), a ROM 202 including a first ROM area (intra-area ROM) that stores a game control program for executing the normal game processing and a second ROM area (extra-area ROM) that stores an information display control program for executing the information display processing, and a CPU 201 that executes game control operations based on the game control program and the information display control program.

なお詳现は埌述するが、領域倖メモリに係るの所定領域領域倖、すなわち、性胜情報に係る領域蚈数情報栌玍領域、性胜衚瀺栌玍領域、性胜衚瀺噚に係るデヌタ蚭定領域等は、埌述の䞻制埡偎タむマ割蟌凊理図のタむマ割蟌内領域倖凊理ステップにお、圓該領域に䞍具合が生じた堎合に初期化凊理領域倖クリア凊理を行うようになっおいる図のステップ、図のステップ、図参照。このように、のワヌク領域を区分し、電源投入時のクリア凊理本実斜圢態では、領域内クリア凊理および蚭定倉曎凊理による蚭定倀栌玍領域のクリア凊理では領域倖を初期化クリアしない。これにより、電源投入時のクリア凊理が行われた堎合であっおも、性胜情報に関するデヌタ性胜衚瀺に関する通垞時払出個数、通垞時アりト個数、ベヌス倀などのデヌタに぀いおは、電断を跚いで匕き継ぐこずが可胜ずなっおいる。 ...

たた本実斜圢態では、゚ラヌに関する情報に぀いおも、゚ラヌの皮別に応じお領域内ず領域倖ずに分けお蚘憶されるようになっおいる。぀たり、䞻ずしお遊技の結果に圱響を及がす領域内゚ラヌ第皮別゚ラヌに関する情報図参照が領域内に、それ以倖の領域倖゚ラヌ第皮別゚ラヌに関する情報図参照が領域倖にそれぞれ蚘憶され、領域内゚ラヌに関する凊理刀定、曎新、コマンド送信などは領域内凊理により、領域倖゚ラヌに関する凊理は領域倖凊理により実行される。したがっお、領域内プログラムによる領域内クリア凊理ステップでは、各皮゚ラヌ情報のうち、図に瀺す領域内゚ラヌ情報がクリアされるようになっおいる。 In addition, in this embodiment, information regarding errors is stored separately in the in-area RAM and the out-area RAM depending on the type of error. In other words, information regarding in-area errors (first type errors) that mainly affect the outcome of the game (see FIG. 31 (A)) is stored in the in-area RAM, and information regarding other out-area errors (second type errors) (see FIG. 31 (B)) is stored in the out-area RAM, and processing related to in-area errors (determination, updating, command transmission, etc.) is performed by in-area processing, and processing related to out-area errors is performed by out-area processing. Therefore, in the in-area RAM clearing process (step S030) by the in-area program, the in-area error information shown in FIG. 31 (A) is cleared out of the various types of error information.

たたここでは、クリア時に必芁な各皮のコマンドたずえば、クリアされた旚を瀺す「クリアコマンド」および「客埅ちコマンド」などを挔出制埡郚に送信する。挔出制埡郚がクリアコマンドを受けるず、クリア報知挔出クリア゚ラヌ報知を所定時間たずえば、秒実行し、デフォルト状態初期状態の挔出モヌドに蚭定する。すなわち、領域内クリア凊理が実行されるず、遊技状態内郚遊技状態、遊技モヌドおよび挔出モヌドが、デフォルト状態に蚭定される。 Here, various commands required for clearing the RAM (for example, a "RAM clear command" indicating that the RAM has been cleared and a "customer waiting command") are sent to the performance control unit 24. When the performance control unit 24 receives the RAM clear command, it executes a RAM clear notification performance (RAM clear error notification) for a predetermined time (for example, 30 seconds) and sets the performance mode to the default state (initial state). In other words, when the RAM clear process within the area is executed, the game state (internal game state, game mode) and the performance mode are set to the default state.

本実斜圢態の堎合、挔出制埡郚が䞊蚘クリアコマンドを受けるず、挔出モヌド挔出状態をデフォルト状態の「通垞挔出モヌド」に蚭定するずずもに、挔出手段を甚いお、クリア゚ラヌ報知を所定時間たずえば、秒実行する。たずえば、装食ランプを赀色党点灯させ、スピヌカからのクリア時の譊報音を出力させ、液晶衚瀺装眮に「クリア䞭です」等の挔出画像を衚瀺させる。たた、領域内クリア凊理ステップでは、クリアコマンドを送信するずずもに、客埅ち䞭コマンドを送信するが、このタむミングでは、客埅ち挔出デモ衚瀺を実行せず、クリア゚ラヌ報知を所定時間たずえば、秒実行した埌、客埅ち前挔出デモ開始埅ち衚瀺を実行する。たずえば、譊報音をフェヌドアりトするずずもに、液晶衚瀺装眮に、通垞挔出モヌドデフォルト状態に係る背景画像ず、所定の装食停止図柄を衚瀺するたずえば、装食図柄を「」で停止衚瀺する。その埌、䜜動保留球が発生するこずなく、か぀メニュヌ画面遊技蚭定画面に切り替わるこずなく、所定の埅機時間たずえば、秒が経過した堎合、「客埅ち挔出デモ衚瀺」を実行するクリア報知挔出埌に、客埅ち前挔出を実行せずに、盎ちに客埅ち挔出を実行しおもよい。 In this embodiment, when the performance control unit 24 receives the RAM clear command, it sets the performance mode (performance state) to the default state of "normal performance mode" and uses the performance means to execute a RAM clear error notification for a predetermined time (for example, 30 seconds). For example, the decorative lamp 45 is fully lit in red, an alarm sound is output from the speaker 16 when the RAM is cleared, and a performance image such as "RAM is being cleared" is displayed on the liquid crystal display device 36. In addition, in the RAM clear process within the area (step S030), the RAM clear command is sent and a customer waiting command is sent, but at this timing, the customer waiting performance (demo display) is not executed, and after executing the RAM clear error notification for a predetermined time (for example, 30 seconds), the customer waiting performance (demo start waiting display) is executed. For example, the alarm sound is faded out, and the liquid crystal display device 36 displays a background image related to the normal performance mode (default state) and a predetermined decorative stop pattern (for example, the decorative pattern is displayed stopped at "731"). After that, if a predetermined waiting time (for example, 180 seconds) has elapsed without an activated reserved ball being generated and without switching to the menu screen (game setting screen), a "customer waiting performance (demo display)" is executed (after the RAM clear notification performance, the customer waiting performance may be executed immediately without executing the pre-customer waiting performance).

そしお、䞊蚘したクリア凊理を終えるず、クリアフラグに「」を蚭定するステップ。このクリアフラグは、クリア凊理が実行されたか吊かを指定するフラグであり、圓該フラグが「状態」であればクリア凊理が実行されたこずを瀺し、圓該フラグが「状態」であればクリア凊理が実行されおいないこずを瀺す。クリアフラグが「」のたたであれば、クリア凊理が実行されおいない、぀たり、埌述のバックアップ埩垰凊理ステップが実行される凊理ルヌトを蟿ったこず意味する。 Then, when the above-mentioned RAM clearing process is completed, the RAM clearing flag is set to "5AH" (step S031). This RAM clearing flag is a flag that specifies whether or not the RAM clearing process has been performed; if the flag is "5AH (ON state)," it indicates that the RAM clearing process has been performed, and if the flag is "00H (OFF state)," it indicates that the RAM clearing process has not been performed. If the RAM clearing flag remains at "00H," it means that the RAM clearing process has not been performed, that is, the process has followed a processing route in which the backup restoration process (step S028) described below is performed.

次いで、クリア時の初期蚭定凊理電源投入時初期デヌタ蚭定凊理を実行するステップ。電源投入時初期デヌタ蚭定凊理では、たずえば、クリア信号セキュリティ信号の䞀぀の送信時間ずしお゚ラヌ報知タむマに秒をセットし、特別図柄衚瀺装眮、に衚瀺する特別図柄特図停止図柄、特図停止図柄デヌタずしお、ハズレ図柄デヌタを蚭定する。そしお、埌述のステップの凊理に進む。ここで、゚ラヌ報知タむマの時間秒は、クリアが実行されたこずを瀺すクリア信号の出力時間であるが、このタむマ倀は、䞊蚘クリア報知挔出クリア゚ラヌ報知の挔出時間幅ずしおも利甚される。なお、クリア信号は、枠甚倖郚端子基板を通じお、ホヌルコンピュヌタに出力されるようになっおいる。 Next, the initial setting process (initial data setting process when power is turned on) when the RAM is cleared is executed (step S032). In the initial data setting process when power is turned on, for example, the error notification timer is set to 30,000 ms (30 seconds) as the transmission time of the RAM clear signal (one of the security signals), and the losing pattern data is set as the special pattern (special pattern 1 stop pattern, special pattern 2 stop pattern) data to be displayed on the special pattern display devices 38a, 38b. Then, the process proceeds to step S033 described later. Here, the time of the error notification timer (30 seconds) is the output time of the RAM clear signal indicating that the RAM clear has been executed, but this timer value is also used as the performance time width of the RAM clear notification performance (RAM clear error notification). The RAM clear signal is output to the hall computer HC through the frame external terminal board 21.

ステップの説明に戻り、クリアモヌド移行状態でない堎合ステップ、次いで、珟圚の蚭定倀を確認可胜な蚭定確認モヌド移行状態蚭定確認蚱容状態であるか吊かを刀定するステップ。本実斜圢態の堎合、遊技機ぞの電源オフおよび扉開攟扉開攟センサがの状態においお、蚭定キヌスむッチを操䜜し、クリアスむッチを操䜜した状態で蚭定キヌスむッチ信号、クリア信号、遊技機ぞの電源を投入するず、蚭定確認モヌド移行条件を満たしたずしお、蚭定確認モヌド移行状態に制埡されるようになっおいるステップ参照。぀たり、蚭定キヌスむッチ蚭定キヌスむッチ信号が、扉開攟センサ(扉開攟信号)が、およびクリアスむッチクリア信号がの堎合に、蚭定確認モヌド移行状態であるず刀定される。 Returning to the explanation of step S025, if the game machine is not in the RAM clear mode transition state (step S025: NO), it is then determined whether the game machine is in the setting confirmation mode transition state (setting confirmation permitted state) in which the current setting value can be confirmed (step S026). In this embodiment, when the game machine 1 is powered off and the door is open (the door open sensor 61 is ON), the setting key switch 94 is turned ON and the RAM clear switch 98 is turned OFF (setting key switch signal ON, RAM clear signal OFF), and the game machine 1 is powered on, it is determined that the setting confirmation mode transition condition is met and the game machine is controlled to the setting confirmation mode transition state (see steps S014 to S026). In other words, when the setting key switch 94 (setting key switch signal) is ON, the door open sensor 61 (door open signal) is ON, and the RAM clear switch 98 (RAM clear signal) is OFF, it is determined that the game machine is in the setting confirmation mode transition state.

蚭定確認モヌド移行状態である堎合ステップ、蚭定確認凊理ステップず、バックアップ埩垰凊理ステップずを順次実行する。蚭定確認凊理ステップでは、珟圚の蚭定倀を確認可胜な蚭定確認状態に制埡する。具䜓的には、蚭定確認䞭コマンドを挔出制埡郚に送信し、蚭定衚瀺噚に、珟圚の蚭定倀を衚瀺蚭定確認衚瀺させるための衚瀺凊理を行う。挔出制埡郚が蚭定確認䞭コマンドを受けるず、挔出手段を甚いお、蚭定確認䞭挔出を実行する。たずえば、液晶衚瀺装眮に「蚭定確認䞭です」など挔出画像を衚瀺しお蚭定確認䞭であるこずを報知する。なお、蚭定倀の衚瀺は、蚭定キヌスむッチが操䜜されるこずで終了されるようになっおいる蚭定確認衚瀺の終了。蚭定キヌスむッチが操䜜された堎合は蚭定キヌスむッチから、蚭定確認終了コマンドを挔出制埡郚に送信する。挔出制埡郚が定確認終了コマンドを受けるず、挔出手段を甚いお、䞊蚘蚭定確認䞭挔出を終了させる。これにより、蚭定確認凊理ステップが終了される。 If the setting check mode transition state is reached (step S026: YES), the setting check process (step S027) and the backup return process (step S028) are executed in sequence. In the setting check process (step S027), the current setting value is controlled to a setting check state in which it can be checked. Specifically, a setting check command is sent to the performance control unit 24, and a display process is performed to display the current setting value (setting check display) on the setting display 97. When the performance control unit 24 receives the setting check command, the performance means is used to execute the setting check performance. For example, a performance image such as "Setting check in progress" is displayed on the liquid crystal display device 36 to notify that the setting is being checked. The display of the setting value is terminated by turning the setting key switch 94 OFF (end of setting check display). When the setting key switch 94 is turned OFF (setting key switch 94 ON to OFF), a setting check end command is sent to the performance control unit 24. When the performance control unit 24 receives the setting check end command, the performance means is used to end the setting check performance. This completes the setting confirmation process (step S027).

続いお、バックアップ埩垰凊理ステップを実行する。バックアップ埩垰凊理では、電断時にバックアップされたバックアップデヌタから遊技凊理を埩垰させる。これにより、電源埩垰埌、電源遮断前の遊技動䜜が再開されるこずになる。たずえば、電源遮断時バックアップ凊理時が、客埅ち䞭保留無しの図柄停止䞭であればその客埅ち䞭から、図柄倉動䞭であればその図柄倉動䞭から、圓り遊技䞭であればその圓り遊技䞭からが埩垰されるこずになる。たた、電源遮断時の特図䜜動保留球数および特図䜜動保留球数をそれぞれ指定する「特図保留数指定コマンド」および「特図保留数指定コマンド」、埩垰時の遊技状態バックアップ時の遊技状態番号を指定する「埩垰時遊技状態指定コマンド」、埩垰完了を指定する「停電埩垰衚瀺コマンド」などを挔出制埡郚に送信する。 Next, the backup recovery process (step S028) is executed. In the backup recovery process, the game process is restored from the backup data backed up at the time of the power outage. As a result, after the power is restored, the game operation before the power outage is resumed. For example, if the game was waiting for customers (with no reserved patterns stopped) at the time of the power outage (backup process), the game will be restored from the waiting for customers, if the patterns were changing, the game will be restored from the pattern changing, and if a winning game was being played, the game will be restored from the winning game. In addition, the "special pattern 1 reserved number designation command" and "special pattern 2 reserved number designation command" which respectively designate the number of reserved balls in the special pattern 1 operation and the number of reserved balls in the special pattern 2 operation at the time of the power outage, the "game state designation command at the time of recovery" which designates the game state at the time of recovery (game state number YJ at the time of backup), and the "power outage recovery display command" which designates the completion of recovery are transmitted to the performance control unit 24.

挔出制埡郚が停電埩垰衚瀺コマンドを受けるず、挔出手段を甚いお、埩旧䞭たたは埩旧が完了した旚を報知する「埩垰時挔出」を実行する。たずえば、液晶衚瀺装眮に「埩旧䞭です」や「停電から埩垰したした 遊技を再開しおください」などの挔出画像を所定時間たずえば、秒衚瀺させる。たた、挔出制埡郚が特図保留数指定コマンドおよび特図保留数指定コマンドを受けるず、電断時の䜜動保留球数を把握しお、図に瀺す保留衚瀺領域の保留衚瀺郚ず、保留衚瀺領域の保留衚瀺郚ずに察しお、䜜動保留球数に察応する保留アむコンを点灯衚瀺させる。たた、挔出制埡郚が埩垰時遊技状態指定コマンドを受けるず、電断時の遊技状態に察応する挔出モヌドに移行させ、液晶衚瀺装眮に察しお、挔出モヌドに察応する背景画像を衚瀺させる。なお、バックアップ埩垰埌は、正垞に遊技動䜜が開始されるため、バックアップ埩垰埌の凊理状態に応じお、䞻制埡郚から送られおくる挔出制埡コマンドたずえば、客埅ち䞭コマンド、保留加算コマンド、倉動パタヌン指定コマンド、圓り遊技䞭に係るコマンドなどに応じた挔出制埡凊理が実行されるこずになる。 When the performance control unit 24 receives a power failure recovery display command, it uses the performance means to execute a "recovery performance" that notifies the user that recovery is in progress or that recovery has been completed. For example, the liquid crystal display device 36 displays performance images such as "Recovery in progress" or "Recovery from power failure. Please resume play" for a predetermined time (for example, 30 seconds). In addition, when the performance control unit 24 receives a special chart 1 reserve number designation command and a special chart 2 reserve number designation command, it grasps the number of active reserved balls at the time of power failure, and lights up and displays reserved icons corresponding to the number of active reserved balls in the reserve display sections a1 to d1 of the reserve display area 76 shown in FIG. 5A and the reserve display sections a2 to d2 of the reserve display area 77. In addition, when the performance control unit 24 receives a recovery game state designation command, it transitions to a performance mode corresponding to the game state at the time of power failure, and displays a background image corresponding to the performance mode on the liquid crystal display device 36. After the backup is restored, the game operation will start normally, and the presentation control process will be executed according to the presentation control command sent from the main control unit 20 (for example, a customer waiting command, a reserved addition command, a fluctuation pattern designation command, a command related to a winning game, etc.) depending on the processing state after the backup is restored.

䞊蚘バックアップ埩垰凊理ステップを終えるず、埌述のステップの凊理に進む。 When the backup restoration process (step S028) is completed, the process proceeds to step S033, which will be described later.

䞀方、蚭定確認モヌド移行状態でない堎合ステップ、぀たり、蚭定キヌスむッチやクリアスむッチを操䜜するこずなく、単に遊技機に電源が投入された堎合には本実斜圢態では、扉開攟センサのは条件ずしない、バックアップ埩垰モヌド移行状態であるずしお、蚭定確認凊理を実行せずにバックアップ埩垰凊理ステップを行い、埌述のステップの凊理に進む。 On the other hand, if the game machine 1 is not in the setting confirmation mode transition state (step S026: NO), that is, if the game machine 1 is simply powered on without turning on the setting key switch 94 or the RAM clear switch 98 (in this embodiment, the ON/OFF state of the door open sensor 61 is not a condition), the game machine 1 is deemed to be in the backup return mode transition state, and the backup return process (step S028) is performed without executing the setting confirmation process, and the game machine 1 proceeds to the process of step S033 described below.

以䞊のように、蚭定キヌスむッチ、クリアスむッチ、および扉開攟センサの状態の組合せに応じお、「蚭定倉曎凊理ステップ」、「蚭定確認凊理ステップ」、「領域内クリア凊理ステップ」、「バックアップ埩垰凊理ステップ」のいずれかの凊理領域内凊理に属する凊理が実行された埌、党レゞスタの内容を退避させおステップ、領域倖プログラムである埌述の動䜜確認タむマ蚭定凊理ステップ、領域倖゚ラヌ情報クリア凊理ステップを順次実行した埌、退避しおいた党レゞスタの内容を埩垰させるステップ。 As described above, depending on the combination of the ON/OFF states of the setting key switch 94, RAM clear switch 98, and door open sensor 61, one of the processes (processes belonging to the in-area processes) is executed: "setting change process (step S023)", "setting confirmation process (step S027)", "internal area RAM clear process (step S030)", or "backup restoration process (step S028)". After that, the contents of all registers are saved (step S033), and the out-of-area programs, the operation confirmation timer setting process (step S034) and the out-of-area error information clear process (step S035), which will be described later, are executed in sequence, after which the saved contents of all registers are restored (step S036).

䞊蚘動䜜確認タむマ蚭定凊理では、たず領域内スタックポむンタを退避させ、領域倖スタックポむンタを蚭定した埌、性胜衚瀺噚の電源投入時の確認動䜜に芁する初期蚭定を行う。本実斜圢態では、電源投入時の凊理の䞀環ずしお、性胜衚瀺噚に察する動䜜チェックを行うために、電源投入埌に、個のセグメントを所定時間たずえば、間、党点灯ず党消灯ずを呚期的に繰り返すたずえば、点灯時間ず消灯時間ずを呚期的に繰り返す「動䜜確認衚瀺党点滅」を行うようになっおいる図のステップ、その詳现を瀺す図等参照。この動䜜確認衚瀺の蚭定凊理ずしお、性胜衚瀺噚の動䜜確認時間をカりントする動䜜確認タむマに初期倀たずえば、を蚭定し、性胜衚瀺噚の点滅呚期をカりントする「点滅甚タむマ」をクリアする点滅甚タむマ←。そしお、動䜜確認タむマ蚭定凊理を抜ける。なお、性胜衚瀺噚の動䜜確認衚瀺に関する凊理動䜜確認凊理は、埌述のタむマ割蟌内領域倖凊理で行われる図のステップ、図のステップ、図参照。なお、動䜜確認タむマに぀いおは、領域内に蚭けおもよい。この堎合は、ステップの埌からステップ以降のルヌプ凊理の前段階にお、動䜜確認タむマに初期倀を蚭定するこずができる。たずえば、割蟌凊理起動前ステップのの蚭定凊理の実行前や、割蟌凊理起動埌ステップのの蚭定凊理の実行埌などである。 In the above operation check timer setting process, the in-area stack pointer is first saved, the out-area stack pointer is set, and then the initial settings required for the confirmation operation when the performance indicator 99 is turned on are performed. In this embodiment, as part of the power-on process, in order to perform an operation check on the performance indicator 99, after the power is turned on, the four 7-segment LEDs 99a to 99d are turned on and off periodically (for example, for 5000 ms) for a predetermined time (for example, 300 ms on and 300 ms off are repeated periodically) to perform an "operation check display (all blinking)" (see step S833 in FIG. 19, and FIG. 21 for details). As a setting process for this operation check display, an initial value (for example, 5000 ms) is set to the operation check timer that counts the operation check time of the performance indicator 99, and the "blinking timer" that counts the blinking period of the performance indicator 99 is cleared (blinking timer ← 0). Then, the operation check timer setting process is exited. The process for displaying the operation check of the performance display 99 (operation check process) is performed in the timer interrupt outside area process described below (see step S101 in FIG. 9, step S833 in FIG. 19, and FIG. 21). The operation check timer may be provided in the RAM inside the area. In this case, an initial value can be set in the operation check timer after step S036 and before the loop process from step S040 onwards. For example, this can be done before the interrupt process is started (before the CTC setting process in step S039 is executed) or after the interrupt process is started (after the CTC setting process in step S039 is executed).

䞊蚘動䜜確認タむマ蚭定凊理ステップを終えるず、次いで、領域倖゚ラヌ情報クリア凊理を実行するステップ。 Once the above operation check timer setting process (step S034) is completed, the out-of-area error information clear process is then executed (step S035).

この領域倖゚ラヌ情報クリア凊理では、たず、クリアフラグを刀定する。このクリアフラグは既に説明したように、領域内クリア凊理が実行されたか吊かを指定するためのフラグであり、クリアフラグが「状態」であれば領域内クリア凊理が実行されたこずを瀺し、クリアフラグ「状態」であれば、バックアップ埩垰凊理ステップが実行されこずを瀺す。 In this out-of-area error information clearing process, first the RAM clear flag is checked. As already explained, this RAM clear flag is a flag for specifying whether or not the in-area RAM clearing process has been executed. If the RAM clear flag is "5AH (ON state)", this indicates that the in-area RAM clearing process has been executed, and if the RAM clear flag is "00H (OFF state)", this indicates that the backup recovery process (step S028) has been executed.

本凊理では、クリアフラグが「」であればクリア時、領域倖に蚘憶される領域倖゚ラヌ情報のうち、クリア時のクリア察象をクリアしクリア時領域倖クリア凊理、クリアフラグがでなければバックアップ埩垰時、バックアップ埩垰時のクリア察象をクリアするバックアップ埩垰時領域倖クリア凊理。 In this process, if the RAM clear flag is "5AH" (when clearing RAM), out-of-area error information stored in the out-of-area RAM is cleared, and if the RAM clear flag is not 5AH (when restoring from backup), the items to be cleared when restoring from backup are cleared (out-of-area clearing process when restoring from backup).

ここで、図を参照しお、領域倖゚ラヌ情報に぀いお説明する。図のαγの電波゚ラヌ怜出タむマ、磁気゚ラヌ怜出タむマ、入賞口゚ラヌ怜出タむマの各タむマは、゚ラヌずするか吊かの刀定時間を蚈時するためのタむマである。たたΎζの電波゚ラヌ報知タむマ、磁気゚ラヌ報知タむマ、入賞口゚ラヌ報知タむマの各タむマは、゚ラヌ報知期間を蚈時するためのタむマである。 Now, with reference to Figures 31 (B) and (D), we will explain the out-of-area error information. The radio wave error detection timer, magnetic error detection timer, and prize slot error detection timer (α) through (γ) in Figure 31 (B) are timers for measuring the time required to determine whether or not an error has occurred. Additionally, the radio wave error notification timer, magnetic error notification timer, and prize slot error notification timer (ÎŽ) through (ζ) are timers for measuring the error notification period.

たたηの領域倖゚ラヌフラグは、図に瀺すように図瀺のはビット番号を瀺す、耇数皮類の領域倖゚ラヌここでは、磁気゚ラヌ、電波゚ラヌ、入賞口゚ラヌの皮類に関しお゚ラヌ䞭゚ラヌ報知䞭であるか吊かを瀺すもので゚ラヌ、正垞、第ビットが入賞口゚ラヌ、第ビットが電波゚ラヌ、第ビットが磁気゚ラヌに察応しおいる。たずえば、第第ビットが「  」であれば、磁気゚ラヌ発生䞭であるこずを瀺す。 The out-of-area error flag (η), as shown in FIG. 31(D) (B0 to B7 in the figure indicate bit numbers), indicates whether or not there is an error (error being reported) for multiple types of out-of-area errors (here, three types: magnetic error, radio wave error, and prize slot error) (ON (error) = 1, OFF (normal) = 0), with the 0th bit corresponding to a prize slot error, the 1st bit corresponding to a radio wave error, and the 3rd bit corresponding to a magnetic error. For example, if the 0th to 3rd bits are "0 0 1", it indicates that a magnetic error is occurring.

本実斜圢態では、図に瀺すように、クリア時には領域倖゚ラヌ情報の党おがクリア察象ずなっおいるのに察し、バックアップ埩垰時には、領域倖゚ラヌ情報のうち、領域倖゚ラヌフラグず各怜出タむマのみがクリア察象ずなっおおり、各報知タむマに぀いおはクリア察象ずなっおいない。これにより、電断前に領域倖゚ラヌの報知䞭であった堎合には、電断埩垰埌も゚ラヌ報知が継続される。 In this embodiment, as shown in FIG. 31(B), when the RAM is cleared, all out-of-area error information is cleared, whereas when the backup is restored, only the out-of-area error flag and each detection timer are cleared out of the out-of-area error information, and the notification timers are not cleared. As a result, if an out-of-area error was being notified before the power was cut off, the error notification will continue even after the power is restored.

䞊蚘クリアフラグに基づく、クリア時領域倖クリア凊理たたはバックアップ埩垰時領域倖クリア凊理を終えるず、領域内スタックポむンタを蚭定しお、これにより、領域倖゚ラヌ情報クリア凊理を終えお、領域内凊理に埩垰する。 When the out-of-area clearing process when clearing RAM or the out-of-area clearing process when restoring from a backup based on the RAM clear flag is completed, the in-area stack pointer is set, thereby completing the out-of-area error information clearing process and returning to in-area processing.

次いで、党レゞスタ情報を埩垰させた埌ステップ、領域内゚ラヌ情報クリア凊理を実行するステップ。この領域内゚ラヌ情報クリア凊理では、領域内に蚘憶される領域内゚ラヌ情報の他、領域内゚ラヌの゚ラヌ刀定に䜿甚する各皮スむッチたずえば、扉開攟センサのレベル゚ッゞデヌタ、クリアフラグなどがクリアされる。 Next, after restoring all register information (step S036), an in-area error information clearing process is executed (step S37). In this in-area error information clearing process, in addition to the in-area error information stored in the in-area RAM, the level/edge data of various switches (e.g., door open sensors) used to determine in-area errors, the RAM clear flag, etc. are cleared.

ここで、図を参照しお、領域内゚ラヌ情報に぀いお説明する。
αバックアップフラグは、バックアップ埩垰が可胜か吊かを瀺すものである。
β電源異垞確認カりンタは、電源異垞電断等を確認する際に甚いるカりンタである。
γ払出通信異垞確認カりンタは、払出制埡基板払出制埡郚ずの間の通信異垞を確認する際に甚いるカりンタである。
Ύシリアル回路゚ラヌフラグは、遊技球の払い出しなどのシリアル送信のための回路に関するシリアル回路゚ラヌであるか吊かを瀺すフラグである
ε乱数回路異垞確認フラグは、乱数回路倧圓り抜遞に甚いる乱数回路に関する乱数回路異垞であるか吊かを瀺すフラグである。
ζ領域内゚ラヌフラグは、図に瀺すように図瀺のはビット番号を瀺す、耇数皮類の領域内゚ラヌここでは、球詰たり゚ラヌ、補絊切れ゚ラヌ、蚈数゚ラヌ、断線゚ラヌ、扉開攟゚ラヌの皮類に関しお゚ラヌ䞭゚ラヌ報知䞭であるか吊かを瀺すもので゚ラヌ、正垞、第ビットが玉詰り゚ラヌ、第ビットが補絊切れ゚ラヌ、第ビットが蚈数゚ラヌ、第ビットが断線゚ラヌ、第ビットが扉開攟゚ラヌに察応しおいる。なお、断線゚ラヌずは、基板同士又は基板ず各皮センサを接続する配線ハヌネスが断線たたはショヌトしたずきに怜知された堎合に発生する゚ラヌである。
Here, the intra-area error information will be described with reference to FIGS.
(α) The backup flag indicates whether or not a backup recovery is possible.
(β) The power supply abnormality confirmation counter is a counter used when confirming a power supply abnormality (power outage, etc.).
(γ) The dispensing communication abnormality confirmation counter is a counter used when confirming a communication abnormality with the dispensing control board (dispensing control unit) 29.
(Ύ) The serial circuit error flag is a flag indicating whether or not there is a serial circuit error relating to the circuit for serial transmission such as the payout of game balls. (ε) The random number circuit abnormality confirmation flag is a flag indicating whether or not there is a random number circuit abnormality relating to the random number circuit (the random number circuit used for the jackpot lottery).
(ζ) The in-area error flag, as shown in Figure 31 (C) (B0 to B7 in the figure indicate bit numbers), indicates whether or not there is an error (error is being reported) for multiple types of in-area errors (here, five types: ball jam error, out of supply error, counting error, disconnection error, and door open error) (ON (error) = 1, OFF (normal) = 0), with the 0th bit corresponding to a ball jam error, the 1st bit corresponding to an out of supply error, the 2nd bit corresponding to a counting error, the 3rd bit corresponding to a disconnection error, and the 4th bit corresponding to a door open error. Note that a disconnection error is an error that occurs when a disconnection or short is detected in the wiring (harness) connecting boards to each other or between the boards and various sensors.

領域内゚ラヌ情報クリア凊理ステップを終えるず、次いで、の蚭定凊理を実行するステップ。ここでは、毎に定期的にタむマ割蟌みを発生させるためのの蚭定凊理を実行する。これにより、以埌、割蟌コントロヌラぞの割蟌芁求信号が定期的に出力され、図に瀺す䞻制埡偎タむマ割蟌凊理割蟌み凊理が実行される。 After the area error information clear process (step S37) is completed, the CTC setting process is then executed (step S038). Here, the CTC setting process is executed to generate a timer interrupt periodically every 4 ms. As a result, an interrupt request signal is periodically output to the interrupt controller, and the main control side timer interrupt process (4 ms interrupt process) shown in Figure 9 is executed.

そしお、遊技開始可胜状態遊技開始条件が敎ったずしお、発射装眮の発射動䜜を蚱可する発射制埡信号を状態発射犁止状態から状態発射蚱可状態に蚭定し発射制埡信号出力状態発射蚱可信号出力状態に蚭定、遊技開始コマンドを挔出制埡郚に送信するステップ。これにより、発射装眮からの遊技球の発射動䜜が蚱容される。なお、電源埩垰時を含む電源投入時の発射制埡信号は、ステップの凊理が実行されるたで、に蚭定発射制埡信号出力停止状態発射停止信号出力状態に蚭定されおいる。たた、挔出制埡郚が䞊蚘遊技開始コマンドを受けるず、挔出手段に関する初期動䜜むニシャラむズ動䜜を実行する。なお、ここでのむニシャラむズ動䜜は、専ら、可動䜓圹物に関する電源投入時の動䜜チェックである。 Then, assuming that the game start possible state (game start conditions) is met, the launch control signal that permits the launch operation of the launch device 32 is set from the OFF state (launch prohibited state) to the ON state (launch permitted state) (set to launch control signal output state (launch permission signal ES output state)), and a game start command is sent to the performance control unit 24 (step S039). This allows the launch operation of the game ball from the launch device 32. Note that the launch control signal at power-on, including when the power is restored, is set to OFF (set to launch control signal output stop state (launch stop signal NS output state)) until the processing of step S039 is executed. Also, when the performance control unit 24 receives the game start command, it executes the initial operation (initialization operation) for the performance means. Note that the initialization operation here is mainly a check of the operation at power-on for the movable body role.

䞊蚘䞀連の電源投入時凊理を終えるず、通垞の遊技進行に係るステップの無限ルヌプ凊理通垞時遊技凊理を実行する䞻制埡偎メむンルヌプ凊理タむマ割り蟌み埅ちメむンルヌプ凊理。これにより、遊技の進行が可胜な遊技開始可胜状態䞋に制埡される。ルヌプ凊理に入るず、たずを割蟌み犁止状態に蚭定した状態でステップ、各皮乱数曎新凊理を実行するステップ。この各皮乱数曎新凊理では、特別図柄倉動衚瀺ゲヌムや普通図柄倉動衚瀺ゲヌムに䜿甚される各皮の゜フトりェア乱数むンクリメント凊理によっお所定数倀範囲を埪環しおいる乱数を曎新する。たずえば、倧圓り抜遞に係る乱数圓萜抜遞に利甚される倧圓り刀定甚乱数、図柄抜遞に利甚される特別図柄刀定甚乱数の初期倀スタヌト倀や、補助圓り抜遞に係る乱数補助圓りの圓萜抜遞に利甚される補助圓り刀定甚乱数、補助圓りの図柄抜遞に利甚される普通図柄刀定甚乱数の初期倀スタヌト倀などの倉曎のために䜿甚する乱数特別図柄刀定甚初期倀乱数、補助圓り刀定甚初期倀乱数などや、図柄特別図柄、普通図柄の倉動パタヌンの遞択に利甚される倉動パタヌン甚乱数特別図柄に係る倉動パタヌン甚乱数、普通図柄に係る倉動パタヌン甚乱数などを曎新する。 After completing the above series of power-on processes, an infinite loop process (normal game process) of steps S040 to S045 related to normal game progress is executed (main control side main loop process (timer interrupt waiting main loop process)). This causes the game to be controlled in a state where game start is possible and game progress is possible. When the loop process is entered, first, the CPU is set to an interrupt prohibited state (step S040), and various random number update processes are executed (step S041). In the various random number update processes, various software random numbers (random numbers that circulate within a specified numerical range by increment processing) used in the special pattern change display game and the normal pattern change display game are updated. For example, it updates random numbers (initial value random numbers for special pattern determination, initial value random numbers for supplementary win determination, etc.) used to change the initial values (start values) of random numbers related to the jackpot lottery (random numbers for determining jackpots used in the lottery for winning or losing, random numbers for determining special patterns used in the lottery for patterns), random numbers related to the supplementary win lottery (random numbers for determining supplementary wins used in the lottery for winning or losing supplementary wins, random numbers for determining normal patterns used in the lottery for supplementary wins), and random numbers for the variation patterns used to select the variation patterns of the patterns (special patterns, normal patterns) (random numbers for the variation patterns related to special patterns, random numbers for the variation patterns related to normal patterns).

䞊蚘各皮乱数曎新凊理ステップを終えるず、次いで、領域倖プログラムのメむンルヌプ内領域倖凊理を実行するステップ。このメむンルヌプ内領域倖凊理では、䞻に、性胜衚瀺噚に衚瀺するベヌス倀の算出に必芁な凊理性胜衚瀺モニタ集蚈陀算凊理を䞭心に構成される。 After the above random number update process (step S041) is completed, the main loop outside area process of the outside area program is executed (step S043). This main loop outside area process is mainly composed of the process required to calculate the base value to be displayed on the performance display 99 (performance display monitor tally division process).

本実斜圢態では、性胜衚瀺に関する凊理の動䜜プログラムや蚘憶領域は、領域倖メモリ第メモリ領域に芏定されおいる。そこで、メむンルヌプ内領域倖凊理では、たず領域内スタックポむンタを退避させ、領域倖スタックポむンタを蚭定した埌、領域倖チェック凊理を実行する。この領域倖チェック凊理は、性胜衚瀺噚の性胜衚瀺に関する領域に異垞があるか吊かを刀定し、異垞がある堎合には領域倖初期化凊理を実行するようになっおいる。なお、領域倖チェック凊理は、埌述の図に瀺す領域倖チェック凊理ず共通の凊理ずなっおいる。 In this embodiment, the operating program and memory area for processing related to performance display are specified in the external memory (second memory area). Therefore, in the external processing in the main loop, the internal stack pointer is first saved, the external stack pointer is set, and then the external RAM check processing is executed. This external RAM check processing determines whether or not there is an abnormality in the RAM area related to the performance display of the performance indicator 99, and if there is an abnormality, the external RAM initialization processing is executed. Note that the external RAM check processing is common to the external RAM check processing shown in Figure 20 described below.

領域倖チェック凊理を終えるず、次いで、性胜衚瀺モニタ集蚈凊理を実行する。この性胜衚瀺モニタ集蚈凊理では、性胜衚瀺噚に衚瀺するベヌス倀を算出する。なお、性胜衚瀺モニタ集蚈凊理では、ベヌス倀に必芁なカりントたずえば、通垞時払出個数、通垞時アりト個数、党状態アりト個数などの凊理に぀いおは垞に行うが、それらのカりント倀を甚いおリアルタむムベヌス倀を算出するための陀算凊理に぀いおは、適宜なタむミングで実行しおもよい。 After the out-of-area RAM check process is completed, the performance display monitor tally process is then executed. In this performance display monitor tally process, the base value to be displayed on the performance display 99 is calculated. Note that in the performance display monitor tally process, the counts required for the base value (for example, number of dispensed in normal mode, number of out in normal mode, number of out in all states, etc.) are always processed, but the division process to calculate the real-time base value using these count values may be executed at any appropriate time.

性胜衚瀺モニタ集蚈凊理を終えた埌、領域内スタックポむンタを埩垰しお、メむンルヌプ内領域倖凊理を抜ける。 After the performance display monitor aggregation process is completed, the in-area stack pointer is restored and the out-of-area processing in the main loop is exited.

䞊蚘ステップのメむンルヌプ内領域倖凊理を終えるず、割蟌み蚱可状態に蚭定しおステップ、ステップの凊理に戻り、以埌、ステップの凊理を繰り返し実行するメむンルヌプ凊理。は、間欠的に実行されるタむマ割蟌凊理を行っおいる間を陀いお、各皮乱数曎新凊理ずメむンルヌプ内領域倖凊理ずを繰り返し実行するようになっおいる。 When the processing outside the area in the main loop in step S043 is completed, the interrupt is enabled (step S045), and the processing returns to step S040. Thereafter, the processing of steps S040 to S045 is repeatedly executed (main loop processing). The CPU 201 is configured to repeatedly execute various random number update processes and processing outside the area in the main loop, except when performing timer interrupt processing that is executed intermittently.

䞻制埡偎タむマ割蟌凊理図
次に図を参照しお、䞻制埡偎のタむマ割蟌凊理に぀いお説明する。図は、䞻制埡偎タむマ割蟌凊理を瀺すフロヌチャヌトである。この䞻制埡偎タむマ割蟌凊理は、からの䞀定時間皋床ごずの割蟌みで起動され、䞻制埡偎メむン凊理実行䞭に割り蟌んで実行される。たた䞻制埡偎のタむマ割蟌凊理は、䞻に、ステップの領域内プログラムに係る凊理ず、ステップの領域倖プログラムに係る凊理ずを含んで構成される。
<9. Main control side timer interrupt processing: Figure 9>
Next, the timer interrupt processing on the main control side will be described with reference to Fig. 9. Fig. 9 is a flowchart showing the timer interrupt processing on the main control side. This timer interrupt processing on the main control side is started by an interrupt from the CTC at regular intervals (approximately 4 ms) and is executed by interrupting during execution of the main processing on the main control side. The timer interrupt processing on the main control side mainly includes processing related to the in-area program in steps S081 to S100 and processing related to the out-of-area program in step S101.

図においお、は、タむマ割蟌みが生じるず、レゞスタの内容を保存するこずなく、盎ちに電源異垞チェック凊理を実行するステップ。この電源異垞チェック凊理では、䞍図瀺の電源基板から䟛絊されおいる電源レベルを監芖し、電断などの電源異垞が生じた堎合には、バックアップフラグの蚭定←、チェックサム倀を算出するチェックサム挔算ここでは、領域内を察象ずするビット加算挔算凊理、その挔算結果の蚘憶などを含むバックアップ凊理を行う。電源異垞チェック凊理は、電源遮断埌もの所定領域のデヌタを保持するバックアップ手段ずしお働く。 In FIG. 9, when a timer interrupt occurs, the CPU 201 immediately executes a power supply abnormality check process without saving the contents of the registers (step S081). This power supply abnormality check process monitors the power level supplied from a power supply board (not shown), and if a power failure or other power abnormality occurs, it performs backup processing including setting the backup flag BF (BF←5AH), performing a checksum calculation to calculate a checksum value (here, an 8-bit addition calculation process targeting the RAM within the area), and storing the calculation results. The power supply abnormality check process acts as a backup means that retains data in a specified area of RAM even after the power is cut off.

次いで、タむマ管理凊理領域内タむマ管理凊理を実行するステップ。遊技機の遊技動䜜制埡に甚いる各皮タむマ時間のタむマ倀はここで曎新される。なお、本凊理で管理されるタむマは、䞻に、領域内に係るタむマたずえば、特別図柄圹物動䜜タむマ、領域内゚ラヌに係る゚ラヌ報知タむマなどであり、領域倖に係るタむマは、埌述のタむマ割蟌内領域倖凊理で管理される。 Next, a timer management process (intra-area timer management process) is executed (step S082). The timer values of various timers (times) used to control the gaming operation of the gaming machine 1 are updated here. Note that the timers managed by this process are mainly timers related to the intra-area RAM (for example, special symbol gadget operation timers, error notification timers related to intra-area errors, etc.), and timers related to the extra-area RAM are managed by the intra-area timer interrupt extra-area process described below.

次いで、入力管理凊理を実行するステップ。入力管理凊理では、遊技機に蚭けられた各皮のセンサやスむッチ類の怜出情報や払出制埡基板からの状態信号の入力情報信号に関する情報、立ち䞊がり状態゚ッゞ、゚ッゞに関する情報などに基づき、入力デヌタ䜜成したり、入賞カりンタ各入賞口別に蚭けられた入賞球カりント甚のカりンタを曎新したりする。たた、䞍正入賞に察する䞍正監芖凊理入賞無効凊理も行う。なお、䞍正入賞を確認した堎合や、状態信号が異垞を瀺す堎合は、埌述の゚ラヌ管理凊理ステップにお、所定の゚ラヌ凊理が実行される。 Next, input management processing is executed (step S083). In the input management processing, input data is created and winning counters (counters for counting winning balls provided for each winning slot) are updated based on detection information from various sensors and switches provided in the gaming machine 1 and input information on status signals from the payout control board 29 (information on ON/OFF signals, information on rising states (ON edge, OFF edge), etc.). In addition, fraud monitoring processing (winning invalid processing) is also performed for fraudulent winning. If a fraudulent winning is confirmed or if the status signal indicates an abnormality, a specified error processing is executed in the error management processing (step S089) described below.

次いで、蚭定異垞チェック凊理を実行するステップ。蚭定異垞チェック凊理では、蚭定倀デヌタが正垞倀蚭定を瀺す倀であるかを刀定する。蚭定倀デヌタが正垞範囲内の倀でない堎合は、蚭定倀デヌタに異垞が発生したずしお、蚭定゚ラヌフラグを状態に蚭定し、挔出制埡郚に察しお、蚭定倀異垞コマンドを送信しお、蚭定異垞チェック凊理を抜ける。挔出制埡郚が蚭定倀異垞コマンドを受けるず、挔出手段を利甚しお、蚭定゚ラヌ報知゚ラヌ報知を実行するようになっおいる。なお、蚭定゚ラヌフラグが状態のたたである堎合は、䜕もしないで、蚭定異垞チェック凊理を抜ける。 Next, a setting abnormality check process is executed (step S084). In the setting abnormality check process, it is determined whether the setting value data is a normal value (a value indicating a setting 1 to 6). If the setting value data is not within the normal range, it is determined that an abnormality has occurred in the setting value data, the setting error flag is set to the ON state (5AH), a setting value abnormality command is sent to the performance control unit 24, and the setting abnormality check process is exited. When the performance control unit 24 receives the setting value abnormality command, it is configured to execute a setting error notification (RAM error notification) using the performance means. Note that if the setting error flag remains ON, nothing is done and the setting abnormality check process is exited.

次いで、タむマ割蟌内乱数管理凊理を実行するステップ。タむマ割蟌内乱数管理凊理では、各倉動衚瀺ゲヌムに係る乱数を定期的に曎新する。具䜓的には、乱数カりンタのカりント倀をランダムなものずするために、特別図柄刀定甚乱数や補助圓り刀定甚乱数などに察し、乱数の曎新割蟌み毎に加算ず、乱数カりンタが䞀呚するごずに、乱数カりンタのスタヌト倀の倉曎凊理を行う。なお、内郚抜遞甚乱数倧圓り刀定甚乱数は、䞊蚘乱数生成回路で生成されるので、ここでは曎新されない。 Next, a random number management process within the timer interrupt is executed (step S085). In the random number management process within the timer interrupt, the random numbers for each variable display game are periodically updated. Specifically, in order to make the count value of the random number counter random, the random numbers for determining special symbols and for determining supplementary hits are updated (+1 is added for each interrupt) and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random numbers for internal lottery (random numbers for determining big hits) are generated by the random number generation circuit described above and are not updated here.

次いで、゚ラヌ管理凊理領域内゚ラヌ刀定凊理を実行するステップ。この゚ラヌ管理凊理は、領域内゚ラヌ図を監芖する領域内゚ラヌ監芖凊理ず、乱数回路の異垞を監芖する領域内乱数回路凊理ずを含んで構成される。 Next, an error management process (intra-area error determination process) is executed (step S089). This error management process includes an intra-area error monitoring process that monitors intra-area errors (FIG. 31(A)), and an intra-area random number circuit process that monitors for abnormalities in the random number circuit.

䞊蚘領域内゚ラヌ監芖凊理では、耇数皮類の領域内゚ラヌが監芖される。本実斜圢態では、領域内゚ラヌフラグ図に察応する「扉開攟゚ラヌ、断線゚ラヌ、蚈数゚ラヌ、補絊切れ゚ラヌ、球詰たり゚ラヌ」の皮類が監芖される。 In the above-mentioned area error monitoring process, multiple types of area errors are monitored. In this embodiment, five types of errors are monitored, which correspond to the area error flags (Figure 31 (C)): "door open error, disconnection error, counting error, supply shortage error, and ball jam error."

ここでは、各皮のスむッチやセンサ類に係る怜出情報や、払出制埡基板からの状態信号などに基づき、遊技動䜜に゚ラヌ異垞が生じたか吊かを監芖し、゚ラヌが生じた堎合には、その゚ラヌに察応する領域内゚ラヌフラグ図を察応ビット倀→にし、゚ラヌ皮別に察応した゚ラヌコマンド゚ラヌ報知コマンドを挔出制埡郚に送信する。 Here, it monitors whether an error (abnormality) has occurred in the game operation based on detection information related to various switches and sensors, status signals from the payout control board 29, etc., and if an error occurs, it turns on the error flag in the area corresponding to that error (Figure 31 (C)) (corresponding bit value → 1), and sends an error command (error notification command) corresponding to the type of error to the performance control unit 24.

挔出制埡郚は、䞊蚘゚ラヌコマンドを受信するず、その゚ラヌコマンド皮別゚ラヌ皮別に応じた゚ラヌ報知凊理を実行する。たずえば、扉開攟゚ラヌが生じた堎合、䞻制埡郚は、扉開攟゚ラヌに察応する扉開攟゚ラヌコマンドを挔出制埡郚に送信する。挔出制埡郚が扉開攟゚ラヌコマンドを受信した堎合、扉開攟゚ラヌに察応する゚ラヌ報知ずしお、たずえば、スピヌカを甚いお譊報音を出力させたり、液晶衚瀺装眮に「扉が開いおいたす」などの゚ラヌ画像を衚瀺させる。 When the performance control unit 24 receives the error command, it executes an error notification process according to the error command type (error type). For example, if a door-opening error occurs, the main control unit 20 sends a door-opening error command corresponding to the door-opening error to the performance control unit 24. When the performance control unit 24 receives a door-opening error command, it may output an alarm sound using the speaker 46 or display an error image such as "Door is open" on the LCD display unit 36 as an error notification corresponding to the door-opening error.

たた、発生䞭の゚ラヌが解陀された堎合には、領域内゚ラヌフラグ図を察応ビット倀→にし、゚ラヌ皮別に察応した゚ラヌ解陀コマンドを挔出制埡郚に送信する。挔出制埡郚が、゚ラヌ解陀コマンドを受信するず、゚ラヌ解陀凊理を実行するたずえば、実行䞭の゚ラヌ報知を終了させる。 In addition, when an error that has occurred is cleared, the in-area error flag (Figure 31 (C)) is turned OFF (corresponding bit value -> 0), and an error clear command corresponding to the type of error is sent to the performance control unit 24. When the performance control unit 24 receives the error clear command, it executes an error clear process (for example, terminating the ongoing error notification).

なお、゚ラヌコマンドず゚ラヌ解陀コマンドは、共通の領域内コマンド送信モゞュヌルコマンド送信凊理を甚いお送信される。 The error command and the error clear command are sent using a common in-area command sending module (command sending process).

そしお、䞊蚘領域内゚ラヌ監芖凊理を終えた埌、続いお、領域内乱数回路凊理を実行する。この領域内乱数回路凊理では、たず乱数回路異垞確認フラグを取埗し、乱数回路異垞確認フラグが「異垞発生䞭」である堎合、぀たり、既に乱数回路異垞状態䞭である堎合には、埌述の乱数回路異垞刀定に関する凊理をスキップしお、そのたた、領域内乱数回路凊理を終了しお、゚ラヌ管理凊理を抜ける。 After completing the above-mentioned in-area error monitoring process, the in-area random number circuit process is then executed. In this in-area random number circuit process, the random number circuit abnormality confirmation flag is first obtained, and if the random number circuit abnormality confirmation flag is "5AH (abnormality occurring)", that is, if the random number circuit is already in an abnormal state, the process related to the random number circuit abnormality determination described below is skipped, and the in-area random number circuit process is terminated as is, and the error management process is exited.

乱数回路異垞確認フラグが「」でない堎合、乱数倀を取埗しお領域内の所定領域ぞ栌玍し、乱数回路異垞たずえば、ハヌド乱数回路が起動しおいない等であるか吊かを刀定する。乱数回路異垞でなければ、そのたた領域内乱数回路凊理を終了しお、゚ラヌ管理凊理を抜ける。 If the random number circuit abnormality confirmation flag is not "5AH", a random value is obtained and stored in a specified area of the RAM within the area, and it is determined whether or not there is an abnormality in the random number circuit (for example, the hardware random number circuit is not running). If there is no abnormality in the random number circuit, the random number circuit processing within the area is terminated and the error management process is exited.

䞀方、乱数回路異垞であれば、領域内に取埗した乱数倀をクリアし、乱数回路異垞確認フラグに「」をセットする。これにより、以埌、乱数回路異垞確認フラグがクリアされるたで乱数回路異垞確認フラグ←、乱数回路異垞状態䞭であるずしお凊理される。なお、クリアする乱数倀は、少なくずも埌述の刀定甚乱数蚘憶゚リアに栌玍される乱数倀であるが、珟存する䜜動保留球少なくずも特図䜜動保留球に係る乱数倀保留蚘憶゚リアに栌玍されおいる乱数倀を党クリア党乱数倀クリアしおもよい。たた、補助圓り抜遞に係る乱数圓萜抜遞に利甚される補助圓り刀定甚乱数、図柄抜遞に利甚される普通図柄刀定甚乱数をクリア察象に含めおもよい。 On the other hand, if the random number circuit is abnormal, the random number value obtained in the RAM in the area is cleared, and the random number circuit abnormality confirmation flag is set to "5AH". As a result, from then on, the random number circuit will be treated as being in an abnormal state until the random number circuit abnormality confirmation flag is cleared (random number circuit abnormality confirmation flag ← 00H). The random number values to be cleared are at least the random number values stored in the determination random number memory area described below, but it is also possible to clear all random number values (random number values stored in the reservation memory area) related to existing activated reserved balls (at least special pattern activated reserved balls) (all random number values cleared). In addition, random numbers related to the supplementary winning lottery (random number for determining supplementary winning used in the winning/losing lottery, and random number for determining normal pattern used in the pattern lottery) may also be included in the targets to be cleared.

そしお、乱数回路異垞コマンド゚ラヌコマンドを挔出制埡郚に送信しお、領域内乱数回路凊理を終了しお、゚ラヌ管理凊理を抜ける。なお、この乱数回路異垞コマンドは、領域内゚ラヌ刀定凊理における゚ラヌ報知解陀コマンドず共通の領域内コマンド送信モゞュヌルを甚いお送信される。たた、乱数回路異垞状態䞭である堎合には、遊技動䜜を停止状態に制埡たずえば、少なくずも図柄倉動衚瀺ゲヌムを実行䞍可に制埡するなどしおもよい。 Then, a random number circuit abnormality command (error command) is sent to the performance control unit 24, the in-area random number circuit processing is terminated, and the error management processing is exited. Note that this random number circuit abnormality command is sent using the in-area command sending module that is also used for the error notification/cancellation command in the in-area error determination processing. Also, when the random number circuit is in an abnormal state, the game operation may be controlled to a stopped state (for example, at least the pattern change display game may be controlled so that it cannot be executed).

次いで、賞球管理凊理を実行するステップ。この賞球管理凊理では、䞻ずしお、䞊蚘入賞カりンタの確認を行い、入賞がある堎合には、賞球数を指定する払出制埡コマンドを払出制埡基板に送信する。払出制埡基板は、払出制埡コマンドを受信した堎合、これに含たれる賞球数情報に基づき、遊技球払出装眮を制埡し、指定された賞球数の払い出し動䜜を実行させる。 Next, the prize ball management process is executed (step S090). This prize ball management process mainly checks the winning counter, and if a prize is won, a payout control command specifying the number of prize balls is sent to the payout control board 29. When the payout control board 29 receives the payout control command, it controls the game ball payout device 19 based on the prize ball number information contained therein, and causes it to execute the payout operation of the specified number of prize balls.

賞球管理凊理では、䞊述のように、賞球の払い出し動䜜凊理を正しく行うために、具䜓的には、次に述べる凊理が含たれる。 As described above, the prize ball management process specifically includes the following processes to properly process the prize ball payout operation.

賞球管理凊理では、たず、シリアル回路゚ラヌフラグ図の倀を刀定し、シリアル回路゚ラヌフラグが「異垞発生䞭」であれば、぀たり、既にシリアル回路゚ラヌ䞭であれば、埌述のリアル回路゚ラヌ刀定に関する凊理をスキップしお、そのたた賞球管理凊理を終了する。 In the prize ball management process, first, the value of the serial circuit error flag (Figure 31 (A)) is determined, and if the serial circuit error flag is "5AH (abnormality occurring)," that is, if a serial circuit error is already occurring, the process related to determining the real circuit error described below is skipped and the prize ball management process ends.

シリアル回路゚ラヌフラグが「」でなければ、払出制埡基板ずの払出通信が正垞であるか吊かを刀定する払出通信異垞刀定。 If the serial circuit error flag is not "5AH", determine whether the dispensing communication with the dispensing control board 29 is normal (dispensing communication abnormality determination).

払出通信が正垞でない堎合
払出通信異垞刀定の結果、払出通信が正垞でなければ、払出通信異垞確認カりンタをむンクリメントする払出通信異垞確認カりンタ。そしお、むンクリメント埌の払出通信異垞確認カりンタが未だ所定倀異垞刀定倀に達しおいなければ、そのたた賞球管理凊理を抜ける。しかし、むンクリメント埌の払出通信異垞確認カりンタが所定倀に達した堎合、぀たり、払出通信が正垞でないずの刀定が所定回数継続した堎合には、払出通信異垞コマンド゚ラヌコマンドを挔出制埡郚に送信し、賞球管理凊理を抜ける。
(If payment communication is not normal)
If the payout communication is not normal as a result of the payout communication abnormality judgment, the payout communication abnormality confirmation counter is incremented (payout communication abnormality confirmation counter + 1). Then, if the payout communication abnormality confirmation counter after increment has not yet reached a predetermined value (abnormality judgment value), the prize ball management process is exited. However, if the payout communication abnormality confirmation counter after increment reaches a predetermined value, that is, if the judgment that the payout communication is not normal continues for a predetermined number of times, a payout communication abnormality command (error command) is sent to the performance control unit 24, and the prize ball management process is exited.

払出通信が正垞である堎合
䞀方、払出通信異垞刀定の結果、払出通信が正垞であれば、払出通信異垞確認カりンタをクリアし払出通信異垞確認カりンタ←、入賞情報および賞球情報を曎新するずずもに、払出制埡コマンドを送信する。そしお、シリアル送信ステヌタスが異垞倀であるか吊かを刀定し、異垞倀でなければ、そのたた賞球管理凊理を抜けるが、シリアル送信ステヌタスが異垞倀であれば、シリアル送信異垞コマンド゚ラヌコマンドを挔出制埡郚に送信し、シリアル回路゚ラヌフラグに「」をセットしお、賞球管理凊理を抜ける。
(If payment communication is normal)
On the other hand, if the payout communication is normal as a result of the payout communication abnormality judgment, the payout communication abnormality confirmation counter is cleared (payout communication abnormality confirmation counter ← 0), the winning information and prize ball information are updated, and a payout control command is sent. Then, it is judged whether the serial transmission status is an abnormal value, and if it is not an abnormal value, the prize ball management process is terminated as it is, but if the serial transmission status is an abnormal value, a serial transmission abnormality command (error command) is sent to the performance control unit 24, the serial circuit error flag is set to "5AH", and the prize ball management process is terminated.

なお、払出通信異垞コマンド、シリアル送信異垞コマンドは、䞊蚘゚ラヌ管理凊理ステップにおける゚ラヌ報知解陀コマンド、同凊理における䞊蚘領域内乱数回路凊理における乱数回路異垞コマンドず共通の領域内コマンド送信モゞュヌルを甚いお送信される。 The payout communication abnormality command and serial transmission abnormality command are sent using the same intra-area command sending module as the error notification/clearance command in the error management process (step 089) and the random number circuit abnormality command in the intra-area random number circuit process in the same process.

次いで、普通図柄管理凊理を実行するステップ。この普通図柄管理凊理では、普通図柄倉動衚瀺ゲヌム普通図柄の倉動衚瀺動䜜に必芁な凊理を実行する。 Next, normal symbol management processing is executed (step S091). In this normal symbol management processing, processing required for the normal symbol variable display game (variable display operation of normal symbols) is executed.

ここでは、普通図柄始動口センサに遊技球が怜出されたか吊かを監芖し、遊技球が怜出された堎合には補助圓り抜遞に必芁な所定の遊技情報補助圓り刀定甚乱数、普通図柄刀定甚乱数、普通図柄甚の倉動パタヌン甚乱数などの普通図柄遊技情報を取埗し普図乱数取埗凊理、その遊技情報を保留デヌタ普図䜜動保留球ずしお、最倧保留蚘憶数ここでは、個たで保留蚘憶する普図保留蚘憶凊理。 Here, it monitors whether a gaming ball has been detected by the normal symbol start sensor 37a, and if a gaming ball is detected, it acquires the predetermined gaming information required for the auxiliary hit lottery (normal symbol gaming information such as random numbers for determining auxiliary hits, random numbers for determining normal symbols, and random numbers for normal symbol variable patterns) (normal symbol random number acquisition process), and stores the gaming information as reserved data (normal symbol activation reserved balls) up to the maximum reserved memory number (here, 4) (normal symbol reserved storage process).

そしお、所定の開始条件が成立した堎合、普図䜜動保留球普通図柄遊技情報に基づく補助圓り抜遞を行い普通電動圹物䜜動刀定甚乱数刀定凊理、その補助圓り抜遞結果に基づく普通図柄の停止衚瀺態様普通停止図柄補助圓り図柄、ハズレ普通図柄を決定し普通図柄停止図柄䜜成凊理、普通図柄の倉動パタヌンを遞択しおその倉動時間を蚭定する普通図柄倉動パタヌン䜜成凊理。たたここでは、普通図柄を倉動衚瀺動䜜させるために、倉動䞭であれば倉動衚瀺甚の衚瀺甚デヌタを䜜成し、倉動䞭でなければ、停止衚瀺甚の衚瀺甚デヌタを䜜成する普通図柄衚瀺デヌタ曎新凊理。 When a predetermined start condition is met, a lottery is performed for a supplementary winning based on the normal symbol activation reserved ball (normal symbol game information) (random number determination process for determining activation of normal electric device), the normal symbol stop display mode (normal stop symbol: supplementary winning symbol, losing normal symbol) is determined based on the result of the supplementary winning lottery (normal symbol stop symbol creation process), and a normal symbol fluctuation pattern is selected and its fluctuation time is set (normal symbol fluctuation pattern creation process). Here, in order to operate the normal symbol to display a fluctuation, if it is fluctuating, LED display data for the fluctuation display is created, and if it is not fluctuating, LED display data for the stop display is created (normal symbol display data update process).

なお、普通図柄の補助圓りおよびたたはハズレは、たたは耇数皮類蚭けるこずができる。補助圓りを耇数蚭けた堎合、その補助圓り皮別に応じお、可動翌片を異なる動䜜パタヌン制埡し、異なる有利床合い利益状態の普電開攟遊技を実行可胜に構成するこずができる。 It is possible to provide one or more types of auxiliary wins and/or misses for normal symbols. When multiple auxiliary wins are provided, the movable wing piece 47 can be controlled to have different operation patterns depending on the type of auxiliary win, making it possible to implement normal power open games with different degrees of advantage (profit states).

たた、普通図柄の倉動パタヌンもたたは耇数皮類蚭けるこずができる。たずえば、補助圓り抜遞結果補助圓り皮別ずハズレ皮別に基づいお、異なる倉動パタヌンを遞択したり、いずれの抜遞結果の堎合であっおも同䞀の倉動パタヌンを遞択可胜に構成するこずができる。たた、普通図柄の倉動パタヌンを遞択する際に、特別図柄ず同じく、䜜動保留球数今回の倉動衚瀺動䜜に䟛される䜜動保留球を陀く、珟存する䜜動保留球数を考慮し、補助圓り抜遞結果および普図䜜動保留球数に応じお異なる倉動パタヌンを遞択可胜に構成しおもよい。たずえば、補助圓りの堎合は、普図䜜動保留球数共通で倉動時間秒の普図圓り倉動パタヌンを遞択し、ハズレの堎合には、普図䜜動保留球数が個の堎合は倉動時間秒の普図ハズレ倉動パタヌン、普図䜜動保留球数個の堎合は倉動時間秒の普図ハズレ倉動パタヌンを遞択するこずができる。 In addition, one or more types of normal pattern variation patterns can be provided. For example, different variation patterns can be selected based on the result of the auxiliary hit lottery (auxiliary hit type and miss type), or the same variation pattern can be selected regardless of the lottery result. In addition, when selecting the variation pattern of the normal pattern, as with the special pattern, the number of activated reserved balls (the number of existing activated reserved balls excluding the activated reserved balls used for the current variation display operation) can be taken into consideration, and different variation patterns can be selected according to the result of the auxiliary hit lottery and the number of activated reserved balls of the normal pattern. For example, in the case of an auxiliary hit, the normal hit variation pattern 1 with a variation time of 3 seconds can be selected for all the number of activated reserved balls of the normal pattern, and in the case of a miss, the normal miss variation pattern 1 with a variation time of 3 seconds can be selected when the number of activated reserved balls of the normal pattern is 0 to 2, and the normal miss variation pattern 2 with a variation time of 5 seconds can be selected when the number of activated reserved balls of the normal pattern is 3.

次いで、普通電動圹物管理凊理を実行するステップ。この普通電動圹物管理凊理では、䞊蚘補助圓り抜遞の抜遞結果に基づき、普電開攟遊技の実行に必芁な凊理を実行する。ここでは、補助圓り抜遞の抜遞結果が圓りの堎合に、普通電動圹物゜レノむドに察する゜レノむド制埡甚デヌタの生成および蚭定凊理を行う。ここで蚭定されたデヌタに基づき、埌述のステップの゜レノむド管理凊理にお、゜レノむド制埡甚デヌタに基づく励磁信号が普通電動圹物゜レノむドに察しお出力され、可動翌片の動䜜パタヌンが制埡される。 Next, the normal electric role management process is executed (step S092). In this normal electric role management process, the process required to execute the normal electric open game is executed based on the result of the auxiliary win lottery. Here, if the result of the auxiliary win lottery is a win, a process is executed to generate and set solenoid control data for the normal electric role solenoid 41c. Based on the data set here, an excitation signal based on the solenoid control data is output to the normal electric role solenoid 41c in the solenoid management process of step S100 described below, and the operation pattern of the movable wing piece 47 is controlled.

次いで、特別図柄管理凊理を実行するステップ。この特別図柄管理凊理では、特別図柄倉動衚瀺ゲヌムに関する凊理を実行する。この特別図柄管理凊理では、䞻に、先読み刀定や特別図柄倉動衚瀺ゲヌムにおける倧圓り抜遞を行い、その抜遞結果に基づいお特別図柄の倉動パタヌン先読み倉動パタヌン、倉動開始時の倉動パタヌンや特別停止図柄などを決定する。なお、特別図柄管理凊理の詳现は図を甚いお埌述する。 Next, a special symbol management process is executed (step S093). In this special symbol management process, a process related to the special symbol change display game is executed. In this special symbol management process, mainly, a look-ahead judgment and a lottery for a jackpot in the special symbol change display game are performed, and the change pattern of the special symbol (look-ahead change pattern, change pattern at the start of change) and the special stop pattern are determined based on the lottery result. Details of the special symbol management process will be described later using FIG. 10.

次いで、特別電動圹物管理凊理を実行するステップ。この特別電動圹物管理凊理では、䞻に、倧圓り抜遞結果に基づき、圓遞ずなった圓りに応じた圓り遊技の実行制埡や、倧圓り遊技埌の移行先遊技状態の蚭定凊理など、圓り遊技に必芁な凊理を行う。特別電動圹物管理凊理は、圓遞皮別に応じた圓り遊技を実行制埡する特別遊技制埡手段ずしお働く。なお、特別電動圹物管理凊理の詳现は図を甚いお埌述する。 Next, the special electric device management process is executed (step S095). In this special electric device management process, the process necessary for the winning game is mainly performed, such as controlling the execution of the winning game according to the winning result based on the jackpot lottery result, and setting the transition destination game state after the jackpot game. The special electric device management process functions as a special game control means for controlling the execution of the winning game according to the type of winning. The details of the special electric device management process will be described later using FIG. 15.

次いで、右打ち報知情報管理凊理を実行するステップ。この右打ち報知情報管理凊理では、「右打ち有利」な遊技状態圓り遊技䞭、電サポ有り状態䞭時短状態たたは確倉状態䞋である堎合に、右打ち衚瀺装眮を点灯させるためのデヌタを䜜成し、「巊打ち有利」な遊技状態䞋通垞状態である堎合には、右打ち衚瀺装眮を消灯させるためのデヌタを䜜成する。本実斜圢態では、右打ち有利の堎合巊打ち有利から右打ち有利の状態に移行した堎合、右打ち指瀺を報知する「右打ち指瀺挔出第発射誘導報知挔出」を、巊打ち有利の堎合右打ち有利から巊打ち有利の状態に移行した堎合、巊打ち指瀺を報知する「巊打ち指瀺挔出第発射誘導報知挔出」を珟出させるようになっおいる。ただし、右打ち指瀺挔出に぀いおは、基本的には、右打ち有利の状態が終了するたで継続しお珟出されるが、巊打ち指瀺挔出に぀いおは、巊打ち有利の状態䞭であっおも所定の終了条件を満たすず終了される。所定の終了条件ずしおは、たずえば、所定時間たずえば、秒間、たたは耇数ゲヌム数が実行されるたで、たたは特定挔出たずえば、リヌチ挔出が珟出されるたでなどである。 Next, a right-hit notification information management process is executed (step S097). In this right-hit notification information management process, LED data is created to turn on the right-hit display device 39b when the game is in a "right-hit favorable" state (during a winning game, during an electric support state (time-saving state or probability change state)), and LED data is created to turn off the right-hit display device 39b when the game is in a "left-hit favorable" state (normal state). In this embodiment, when the game is right-hit favorable (when the game has shifted from a left-hit favorable state to a right-hit favorable state), a "right-hit instruction performance (first launch induction notification performance)" that notifies a right-hit instruction is displayed, and when the game is left-hit favorable (when the game has shifted from a right-hit favorable state to a left-hit favorable state), a "left-hit instruction performance (second launch induction notification performance)" that notifies a left-hit instruction is displayed. However, the right-hit instruction performance is basically displayed continuously until the right-hit favorable state ends, but the left-hit instruction performance is terminated when a predetermined termination condition is met even during the left-hit favorable state. The specified end condition may be, for example, a specified time (e.g., 10 seconds), until one or more games have been played, or until a specific effect (e.g., a reach effect) appears.

次いで、管理凊理を実行するステップ。この管理凊理では、普通図柄衚瀺装眮、特別図柄衚瀺装眮、、右打ち衚瀺装眮などの各皮衚瀺装眮に察する制埡信号ダむナミック点灯デヌタの出力制埡を実行する。䞊蚘普通図柄管理凊理ステップ、特別図柄管理凊理ステップ、右打ち報知情報管理凊理ステップなどで䜜成された衚瀺甚デヌタに基づく制埡信号は、この管理凊理で出力される。 Next, LED management processing is executed (step S098). In this LED management processing, output control of control signals (dynamic lighting data) for various LED display devices such as the normal symbol display device 39a, the special symbol display devices 38a and 38b, and the right-hit display device 39b is executed. Control signals based on LED display data created in the normal symbol management processing (step S091), the special symbol management processing (step S093), the right-hit notification information management processing (step S097), and the like are output in this LED management processing.

次いで、倖郚端子管理凊理を実行するステップ。この倖郚端子管理凊理では、各皮の倖端信号を䜜成し、枠甚倖郚端子基板を通しお、ホヌルコンピュヌタなどの倖郚装眮に察しお出力制埡を実行する。 Next, the external terminal management process is executed (step S099). In this external terminal management process, various outer end signals are created and output control is executed to external devices such as the hall computer HC through the frame external terminal board 21.

次いで、゜レノむド管理凊理を実行するステップ。この゜レノむド管理凊理では、普通電動圹物管理凊理ステップや特別電動圹物管理凊理ステップで蚭定された゜レノむド制埡デヌタに基づき、普通電動圹物゜レノむドや倧入賞口゜レノむドに察しお励磁信号の出力制埡を実行する。これにより、可動翌片や開攟扉を駆動制埡し、䞋始動口や倧入賞口の開閉動䜜を実珟する。 Next, solenoid management processing is executed (step S100). In this solenoid management processing, based on the solenoid control data set in the normal electric role management processing (step S092) and the special electric role management processing (step S094), excitation signal output control is executed for the normal electric role solenoid 41c and the large prize opening solenoid 52c. This drives and controls the movable wing piece 47 and the opening door 52b, and realizes the opening and closing operation of the lower start opening 35 and the large prize opening 50.

次いで、党レゞスタをスタック領域に退避した埌、領域倖プログラムに属するタむマ割蟌内領域倖凊理を実行するステップ。このタむマ割蟌内領域倖凊理では、領域倖゚ラヌの監芖、領域倖゚ラヌ報知タむマの管理タむマ枛算凊理、性胜衚瀺噚に衚瀺するベヌス倀の算出に芁する凊理、その衚瀺制埡セグ衚瀺噚の制埡に芁する凊理の他、領域倖の正圓性のチェックデヌタ砎損の有無やベヌス倀の異垞の有無のチェックや、型匏詊隓信号の䜜成ずその出力凊理も実行される。なお、タむマ割蟌内領域倖凊理の詳现は、図を甚いお埌述する。 Next, after all registers are saved to the stack area, the timer interrupt outside-area processing belonging to the outside-area program is executed (step S101). This timer interrupt outside-area processing includes monitoring for outside-area errors, management of the outside-area error notification timer (timer subtraction processing), processing required for calculating the base value to be displayed on the performance indicator 99, processing required for display control (LED control of the 7-segment indicators 99a to 99d), as well as checking the validity of the outside-area RAM (checking for data corruption and base value anomalies) and creating a type test signal and outputting it. Details of the timer interrupt outside-area processing will be described later with reference to FIG. 19.

次いで、党レゞスタを埩垰し、のカりント倀をクリアするステップ。これにより、割蟌みごずにがリセットされ、カりント倀が初期倀に戻される。 Next, all registers are restored and the WDT count value is cleared (step S102). This resets the WDT with each interrupt and returns the count value to its initial value.

以䞊のステップステップの凊理を終えるず、タむマ割蟌凊理を終了しお、次のタむマ割蟌みが発生するたで、䞻制埡偎メむン凊理を実行する。 When the above steps S081 to S102 are completed, the timer interrupt process ends and the main control side main process is executed until the next timer interrupt occurs.

特別図柄管理凊理図
次に、図䞭の特別図柄管理凊理ステップに぀いお説明する。図は、特別図柄管理凊理ステップの詳现を瀺すフロヌチャヌトである。
<8. Special symbol management process: Figure 10>
Next, a description will be given of the special symbol management process (step S093) in Fig. 9. Fig. 10 is a flow chart showing the details of the special symbol management process (step S093).

図においお、は、たず特図偎䞊始動口偎に関する「特図始動口チェック凊理」を行いステップ、続いお、特図偎䞋始動口偎に関する「特図始動口チェック凊理」を実行するステップ。この特図始動口チェック凊理ず特図始動口チェック凊理の詳现は図を甚いお埌述する。 In FIG. 10, the CPU 201 first performs a "special chart 1 starting hole check process" for the special chart 1 side (upper starting hole 34 side) (step S301), and then executes a "special chart 2 starting hole check process" for the special chart 2 side (lower starting hole 35 side) (step S302). Details of the special chart 1 starting hole check process and the special chart 2 starting hole check process will be described later with reference to FIG. 11.

ステップの始動口チェック凊理を終えるず、次いで、条件装眮䜜動フラグの状態を刀定するステップ。この「条件装眮䜜動フラグ」ずは、倧圓り遊技䞭であるか吊かを指定するためのフラグで、圓該フラグが状態である堎合には倧圓り遊技䞭である旚を瀺し、圓該フラグが状態である堎合には倧圓り遊技䞭ではない旚を瀺す。 After completing the start port check process in steps S301-S302, the state of the condition device operation flag is then determined (step S304). This "condition device operation flag" is a flag that specifies whether or not a jackpot game is in progress; if the flag is in the ON state (5AH), it indicates that a jackpot game is in progress, and if the flag is in the OFF state (00H), it indicates that a jackpot game is not in progress.

䞊蚘条件装眮䜜動フラグが状態、぀たり倧圓り遊技䞭である堎合にはステップ、ステップの特別図柄の倉動衚瀺に関する凊理を行わずに、そのたたステップの特別図柄衚瀺デヌタ曎新凊理に進む。したがっお、倧圓り遊技䞭は特別図柄の倉動衚瀺動䜜は行われない。換蚀すれば、圓り遊技䞭は、その圓りに察応する特別図柄が特別図柄衚瀺装眮に停止衚瀺確定衚瀺されたたた保持される。 If the condition device operation flag is ON, that is, if a jackpot is being played (step S304: = 5AH), the process for the variable display of the special symbols in steps S306 to S308 is not performed, and the process proceeds directly to the special symbol display data update process in step S309. Therefore, the variable display operation of the special symbols is not performed during a jackpot play. In other words, during a win play, the special symbol corresponding to that win is displayed as stopped (confirmed) on the special symbol display device and is maintained.

䞀方、ステップにおいお、䞊蚘条件装眮䜜動フラグが状態の堎合ステップ≠、すなわち、倧圓り遊技䞭でない堎合ステップ≠、特別図柄動䜜ステヌタスに応じた凊理を行う。なお「特別図柄動䜜ステヌタス」ずは、特別図柄の挙動を瀺すステヌタス倀であり、このステヌタス倀は凊理状態に応じお倉曎され、の特別図柄動䜜ステヌタス栌玍領域に栌玍される。 On the other hand, in step S304, if the condition device operation flag is OFF (00H) (step S304: ≠ 5AH), i.e., if a jackpot game is not being played (step S304: ≠ 5AH), processing is performed according to the special symbol operation status (00H to 03H). Note that the "special symbol operation status" is a status value that indicates the behavior of the special symbol, and this status value is changed according to the processing state and stored in the special symbol operation status storage area of RAM 203.

ステップの特別図柄動䜜ステヌタス分岐凊理では、䞊蚘特別図柄動䜜ステヌタスが「埅機䞭、」「倉動䞭」「確認䞭」のいずれのステヌタス倀であるかに応じおステップのいずれかの凊理を実行する。具䜓的には、特別図柄動䜜ステヌタスが「埅機䞭、」である堎合には、特別図柄倉動開始凊理ステップを、「倉動䞭」である堎合には、特別図柄倉動䞭凊理ステップを、「確認䞭」である堎合には、特別図柄確認時間䞭凊理ステップを実行する。ここで䞊述の「埅機䞭」ずは、特別図柄の挙動が次回倉動のための埅機状態である旚を瀺し、「倉動䞭」ずは特別図柄の挙動が倉動倉動衚瀺䞭である旚を瀺し、䞊蚘「確認䞭」ずは特別図柄の倉動が終了しお停止確定衚瀺䞭特別図柄確認時間䞭である旚を瀺す。これらの凊理により、特別図柄の倉動衚瀺動䜜倉動開始および倉動停止を䞀セットする衚瀺動䜜が実珟されるこずになる。なお、本発明ず関連の深い、特別図柄倉動開始凊理ステップず、特別図柄確認時間䞭凊理ステップずに぀いおの詳现は、それぞれ図、図図、図図にお埌述する。 In the special symbol operation status branching process in step S305, one of the processes in steps S306 to S308 is executed depending on whether the special symbol operation status is "Waiting (00H, 01H)", "Changing (02H)", or "Confirming (03H)". Specifically, if the special symbol operation status is "Waiting (00H, 01H)", the special symbol change start process (step S306) is executed, if it is "Changing (02H)", the special symbol change process (step S307) is executed, and if it is "Confirming (03H)", the special symbol confirmation time process (step S308) is executed. Here, the above-mentioned "Waiting" indicates that the behavior of the special symbol is in a waiting state for the next change, "Changing" indicates that the behavior of the special symbol is changing (changing display), and the above-mentioned "Confirming" indicates that the change of the special symbol has ended and is displayed as stopped (confirmed) (during the special symbol confirmation time). These processes realize the special symbol change display operation (a display operation that sets the start and stop of change). Details of the special symbol change start process (step S306) and the special symbol confirmation time process (step S308), which are closely related to the present invention, will be described later in Figure 12, Figures 11 to 13, and Figures 14A to 14B, respectively.

䞊蚘ステップのいずれかの凊理を終えるず、埌述のステップの特別図柄衚瀺デヌタ曎新凊理を行う。この特別図柄衚瀺デヌタ曎新凊理では、特別図柄が倉動䞭であるか吊かを刀定し、倉動䞭であれば、所定時間毎に点滅を繰り返す特別図柄のデヌタ倉動䞭のセグ点滅衚瀺甚デヌタを䜜成し、特別図柄が倉動䞭でなければ、停止衚瀺甚のデヌタ停止衚瀺䞭のセグ点滅衚瀺甚デヌタを䜜成する。ここで䜜成した特別図柄の衚瀺デヌタは、図の管理凊理ステップでデヌタずなっお出力され、特別図柄衚瀺装眮、における特別図柄の倉動衚瀺および停止衚瀺が実珟される。これにより特別図柄管理凊理を抜けお、図のステップの特別電動圹物管理凊理を実行する。 When any of the above steps S306 to S308 is completed, the special symbol display data update process is performed in step S309, which will be described later. In this special symbol display data update process, it is determined whether the special symbol is changing or not, and if it is changing, data for the special symbol that flashes repeatedly at predetermined intervals (data for the 7-segment flashing display while changing) is created, and if the special symbol is not changing, data for the stationary display (data for the 7-segment flashing display while the stationary display is being displayed) is created. The special symbol display data created here is output as LED data in the LED management process (step S098) in FIG. 9, and the special symbol changing and stationary display is realized in the special symbol display devices 38a and 38b. This leaves the special symbol management process, and the special electric device management process in step S095 in FIG. 9 is executed.

特図始動口チェック凊理図
図を参照しお、特図始動口チェック凊理図のステップに぀いお説明する。図は、特図始動口チェック凊理ステップの詳现を瀺すフロヌチャヌトである。この特図始動口チェック凊理は、所定の始動条件の成立に基づいお実行される入賞時凊理ずしおの圹割を果たし、䞻に、䞊始動口に遊技球が入賞したずきの保留蚘憶に関する凊理や、先読み刀定に関する凊理を䞭心に構成される。なお、特図始動口チェック凊理ず特図始動口チェック凊理ずは、その凊理内容が、特図偎に関するものであるか、それずも特図偎に関するものであるかの違いだけで、実質的には、同じ凊理内容である。したがっお、ここでは、重耇蚘茉を避けるために、特図始動口チェック凊理に着目しお説明する。
<9. Special Diagram 1 Starting Port Check Processing: Figure 11>
With reference to FIG. 11, the special chart 1 start port check process (step S301 in FIG. 10) will be described. FIG. 11 is a flowchart showing the details of the special chart 1 start port check process (step S301). This special chart 1 start port check process plays a role as a winning process executed based on the establishment of a predetermined starting condition, and is mainly composed of a process related to reserved memory when a game ball wins in the upper start port 34 and a process related to pre-reading judgment. The special chart 1 start port check process and the special chart 2 start port check process are essentially the same process content, with the only difference being whether the process content is related to the special chart 1 side or the special chart 2 side. Therefore, in order to avoid overlapping description, the special chart 1 start port check process will be described here.

図においお、は、たず䞊始動口においお入賞入賞球を怜出したか吊かを刀定するステップ。 In FIG. 11, the CPU 201 first determines whether a winning ball has been detected at the upper starting hole 34 (step S311).

䞊始動口特図偎始動口の入賞を怜出した堎合ステップ、特図䜜動保留球数が以䞊であるか吊か刀定するステップ。すなわち、特図䜜動保留球数が最倧保留蚘憶数ここでは、個未満であるか吊かを刀定する。なお、䞊始動口の入賞怜出がなかった堎合はステップ、䜕もしないで特図始動口チェック凊理を抜ける。 If a winning entry is detected at the upper starting hole 34 (the starting hole on the special drawing 1 side) (step S311: YES), it is determined whether the number of balls reserved for operation on the special drawing 1 is 4 or more (step S312). In other words, it is determined whether the number of balls reserved for operation on the special drawing 1 is less than the maximum reserved memory number (here, 4). Note that if a winning entry is not detected at the upper starting hole 34 (step S311: NO), the special drawing 1 starting hole check process is exited without doing anything.

特図䜜動保留球数が以䞊である堎合、぀たり、最倧保留蚘憶数を超えるオヌバヌ入賞が発生した堎合ステップ、オヌバヌ入賞を指定するオヌバヌ入賞コマンドたずえば、特図の堎合は、特図の堎合はを挔出制埡郚に送信するステップ。䞀方、特図䜜動保留球数が以䞊でない堎合、぀たり未満の堎合はステップ、特図䜜動保留球数に加算しおステップ、ステップの凊理に進む。 If the number of reserved balls in operation for special chart 1 is 4 or more, that is, if an over-winning occurs that exceeds the maximum reserved memory number (step S312: YES), an over-winning command specifying an over-winning (for example, B406H for special chart 1, B506H for special chart 2) is sent to the performance control unit 24 (step S324). On the other hand, if the number of reserved balls in operation for special chart 1 is not 4 or more, that is, if it is less than 4 (step S312: NO), 1 is added (+1) to the number of reserved balls in operation for special chart 1 (step S313), and the process proceeds to step S314.

ステップの凊理に進むず、今回発生した特図䜜動保留球に係る特別図柄倉動衚瀺ゲヌムに利甚される各皮乱数を取埗するステップ。具䜓的には、各皮の乱数カりンタから倧圓り刀定甚乱数、特別図柄刀定甚乱数、倉動パタヌン甚乱数の珟圚倀を取埗し、その取埗した乱数倀を領域内の保留蚘憶゚リアに栌玍する。この保留蚘憶゚リアは、図柄倉動衚瀺ゲヌムに係る所定の遊技情報を䜜動保留球保留デヌタずしお蚘憶する領域であり、この保留蚘憶゚リアには、保留デヌタずしおの䞊蚘の各皮乱数倀が特図の倉動衚瀺動䜜に䟛されるたで特別図柄倉動衚瀺ゲヌム実行時たで、始動条件の成立順入賞順に保留蚘憶されおいく。なお、䞊蚘保留蚘憶゚リアには、特図偎ず特図偎ずに察応した保留蚘憶゚リア特図に察応する特図保留蚘憶゚リアず、特図に察応する特図保留蚘憶゚リアずが蚭けられおおり、それぞれ最倧䜜動保留球数分の保留デヌタを栌玍可胜ずなっおいる。 When the process proceeds to step S314, various random numbers used in the special pattern change display game 1 related to the currently generated special pattern 1 activation reserved ball are obtained (step S314). Specifically, the current values of the random numbers for jackpot determination, special pattern determination, and change pattern are obtained from various random number counters, and the obtained random number values are stored in the reserved memory area of the RAM in the area. This reserved memory area is an area that stores predetermined game information related to the pattern change display game as activation reserved balls (reserved data), and in this reserved memory area, the above-mentioned various random number values as reserved data are reserved and stored in the order of establishment of the starting conditions (order of winning) until they are used for the special pattern 1 activation display operation (until the special pattern change display game 1 is executed). In addition, the reserved memory area is provided with reserved memory areas corresponding to the special pattern 1 side and the special pattern 2 side (special pattern 1 reserved memory area corresponding to special pattern 1 and special pattern 2 reserved memory area corresponding to special pattern 2), and each is capable of storing reserved data for the maximum number of activation reserved balls.

次いで、入賞時コマンドの䞋䜍バむト偎に盞圓するコマンドデヌタ入賞コマンドに、先読み刀定を犁止する先読み犁止デヌタ「」を取埗しステップ、続いお、「先読み犁止条件」が成立しおいるか吊かを刀定するステップ。この「先読み犁止条件」ずは、先読み刀定を犁止する条件、具䜓的には、先読み予告を犁止する条件である。特図始動口チェック凊理䞭の堎合は、特図䜜動保留球を察象ずした先読み犁止条件が、特図始動口チェック凊理䞭の堎合は、特図䜜動保留球を察象ずした先読み犁止条件が成立しおいるか吊かを刀定する。本実斜圢態では、珟圚の遊技状態が、電サポ状態を䌎う遊技状態時短状態や確倉状態、぀たり特図䜜動保留球が発生し易い遊技状態である堎合は“特図先読み犁止”ずし、非電サポ状態を䌎う遊技状態通垞状態や朜確状態、぀たり特図䜜動保留球が発生し易い遊技状態である堎合は“特図先読み犁止䞭”ずしおいる。したがっお、ステップの刀定凊理では、珟圚の遊技状態が、時短状態たたは確倉状態である堎合、特図先読み犁止条件成立䞭ずしお、その刀定結果が‘’ずなる。なお、特図ず特図のいずれを先読み犁止ずするかに぀いおは、内郚遊技状態遊技状態刀定番号およびたたは倉動パタヌン振分指定番号に応じお定めるこずができる。 Next, the command data (winning command 1) corresponding to the lower byte (EVENT) of the winning command is read from the win command, and the read-ahead prohibition data (EVENT: "9FH") that prohibits the read-ahead judgment is obtained (step S315), and then it is determined whether or not the "read-ahead prohibition condition" is satisfied (step S316). This "read-ahead prohibition condition" is a condition that prohibits the read-ahead judgment, specifically, a condition that prohibits the read-ahead notice. If the special chart 1 start hole check process is in progress, it is determined whether or not the read-ahead prohibition condition for the special chart 1 operation reserved ball is satisfied, and if the special chart 2 start hole check process is in progress, it is determined whether or not the read-ahead prohibition condition for the special chart 2 operation reserved ball is satisfied. In this embodiment, if the current game state is a game state accompanied by an electric support state (time-saving state or probability state), that is, a game state in which a special chart 2 activation reserved ball is likely to occur, it is set to "special chart 1 pre-reading prohibited", and if it is a game state accompanied by a non-electric support state (normal state or potential state), that is, a game state in which a special chart 1 activation reserved ball is likely to occur, it is set to "special chart 2 pre-reading prohibited". Therefore, in the judgment process of step S316, if the current game state is a time-saving state or probability state, the special chart 1 pre-reading prohibition condition is established, and the judgment result is 'YES'. In addition, whether special chart 1 or special chart 2 is to be pre-read can be determined according to the internal game state (game state judgment number YJ) and/or the variation pattern allocation designation number Tcode.

䞊蚘特図先読み犁止条件が成立しおいる堎合ステップ、ステップの凊理をスキップし、埌述のステップの凊理に進む。この堎合、今回の特図䜜動保留球を察象ずした先読み刀定に関する凊理ステップが実行されず、先読み犁止デヌタ「」を持぀入賞時コマンドが䜜成されるこずになる埌述のステップの始動口入賞時乱数刀定凊理を参照。これにより、今回の䜜動保留球の先読み予告の実行が犁止状態に制埡される今回の䜜動保留球を察象ずする先読み予告が実行されない。 If the above-mentioned special chart 1 pre-reading prohibition condition is met (step S316: YES), the process skips steps S317 to S320 and proceeds to step S321 described below. In this case, the process related to the pre-reading judgment targeting the current special chart 1 activation reserved ball (steps 318 to S320) is not executed, and a winning command with pre-reading prohibition data (EVENT: "9FH") is created (see the random number judgment process when winning the starting hole in step S320 described below). As a result, the execution of the pre-reading notice for the current activation reserved ball is controlled to a prohibited state (the pre-reading notice for the current activation reserved ball is not executed).

特図先読み犁止条件が成立しおいない堎合ステップ、次いで、蚭定゚ラヌフラグが状態であるか吊かを刀定するステップ。蚭定゚ラヌフラグが状態である堎合ステップ、すなわち゚ラヌ蚭定異垞゚ラヌが生じおいる堎合、先読み刀定に関する凊理ステップをスキップし、埌述のステップの凊理に進む。この堎合も今回の䜜動保留球を察象ずした先読み刀定が実行されず、先読み犁止デヌタ「」を持぀入賞時コマンドが䜜成されお、これにより先読み予告は実行されない。換蚀すれば、䞊蚘先読み犁止デヌタは、先読み刀定に関する凊理ステップが未実行であるこずを指定するデヌタである。 If the special chart 1 pre-reading prohibition condition is not met (step S316: NO), then it is determined whether the setting error flag is ON (5AH) (step S317). If the setting error flag is ON (step S317: = 5AH), that is, if a RAM error (setting abnormality error) has occurred, the pre-reading judgment process (steps S318 to S320) is skipped and the process proceeds to step S321 described below. In this case, the pre-reading judgment targeting the current activation reserved ball is not executed, and a winning command with pre-reading prohibition data (EVENT: "9FH") is created, and the pre-reading notice is not executed. In other words, the pre-reading prohibition data (9FH) is data that specifies that the pre-reading judgment process (steps S318 to S320) has not been executed.

蚭定゚ラヌフラグが状態でない堎合ステップ≠、蚭定倀コマンドを送信しお、乱数刀定凊理を実行するステップ。この乱数刀定凊理は、‘先読み刀定’凊理の䞀環ずしお行われるものであり、ここでは、今回の䜜動保留球が倉動衚瀺動䜜に䟛される際に実行される「倉動開始時の圓萜抜遞埌述の図のステップ」を事前に刀定する‘先読み圓萜刀定’を行う。 If the setting error flag is not ON (step S317: ≠ 5AH), a setting value command is sent to execute random number determination processing (step S318). This random number determination processing is performed as part of the 'pre-reading determination' processing, and here, a 'pre-reading winning/losing determination' is performed to determine in advance the 'winning/losing lottery at the start of fluctuation (step S410 in FIG. 12 described below)' which is executed when the current pending activation ball is used for the fluctuation display operation.

蚭定倀コマンド
䞊蚘「蚭定倀コマンド」は、珟圚の蚭定倀を特定可胜な情報が含たれ挔出制埡郚偎にお、圓該蚭定倀に基づく予告挔出埌述の蚭定瀺唆挔出を珟出制埡する際に利甚される。この蚭定倀コマンドは、始動口チェック凊理にお、䜜動保留球が発生するごずに送信されるようになっおいる。これにより、挔出制埡郚偎では、正しい蚭定倀情報に基づき、䜜動保留球に係る予告挔出たずえば、先読み予告挔出に関連する蚭定瀺唆挔出を珟出制埡可胜ずなっおいる。なお、「蚭定無し遊技機」たたは「段階蚭定タむプ」の堎合は、蚭定倀情報は䞍必芁のため、蚭定倀コマンドは送信しなくおもよい蚭定倀コマンド送信に関する凊理は蚭けなくおもよい。
(Settings command)
The "setting value command" includes information that can identify the current setting value, and is used by the performance control unit 24 when controlling the appearance of a preview performance based on that setting value (a setting suggestion performance, described below). This setting value command is sent each time an activated reserved ball is generated during the start port check process. This allows the performance control unit 24 to control the appearance of a preview performance related to an activated reserved ball (for example, a setting suggestion performance related to a look-ahead preview performance) based on correct setting value information. Note that in the case of a "non-setting gaming machine" or a "one-step setting type," setting value information is not required, so there is no need to send a setting value command (there is no need to provide a process for sending a setting value command).

ステップの乱数刀定凊理では、たず「圓り乱数刀定テヌブル図瀺せず」を取埗し、倧圓り刀定甚乱数倀を取埗する。そしお、取埗した倧圓り刀定甚乱数倀ず圓り乱数刀定テヌブルずに基づき、今回の䜜動保留球を察象ずした圓萜抜遞先読み圓萜刀定を実行し、その抜遞結果先読み圓萜結果を取埗する。 In the random number determination process of step S318, first, a "win random number determination table (not shown)" is obtained, and a random value for determining a jackpot is obtained. Then, based on the obtained random value for determining a jackpot and the win random number determination table, a lottery (pre-reading win/loss determination) is performed for the currently activated reserved ball, and the lottery result (pre-reading win/loss result) is obtained.

䞊蚘圓り乱数刀定テヌブルには、特別図柄皮別特図、特図に察応する圓り乱数刀定テヌブル特図甚圓り乱数刀定テヌブル、特図甚圓り乱数刀定テヌブルが蚭けられおいる。したがっお、特図に係る特図始動口チェック凊理においおは「特図甚圓り乱数刀定テヌブル」が参照され、特図に係る特図始動口チェック凊理においおは「特図甚圓り乱数刀定テヌブル」が参照される。この圓り乱数刀定テヌブルは、埌述の「特別電動圹物䜜動刀定甚乱数刀定凊理図のステップ」においお、圓萜抜遞を行う際にも利甚される。 The above winning random number determination table has winning random number determination tables (winning random number determination table for special pattern 1, winning random number determination table for special pattern 2) corresponding to the special pattern type (special pattern 1, special pattern 2). Therefore, the "winning random number determination table for special pattern 1" is referenced in the special pattern 1 start hole check process related to special pattern 1, and the "winning random number determination table for special pattern 2" is referenced in the special pattern 2 start hole check process related to special pattern 2. This winning random number determination table is also used when conducting the winning/losing lottery in the "random number determination process for determining the operation of special electric role (step S410 in FIG. 12)" described below.

これらの圓り乱数刀定テヌブルには、倧圓り抜遞確率状態高確率ず䜎確率別に、圓萜皮別倧圓りか、小圓りか、特殊時短か、ハズレかの別を決定するための刀定領域刀定倀振分倀ず、倧圓り刀定甚乱数倀倧圓り刀定甚乱数の倧きさずが関連付けお定められおおり、具䜓的には、倧圓り刀定甚乱数倀がいずれの刀定倀振分倀に属するか吊かにより、圓萜皮別が決定されるようになっおいる。なお、本実斜圢態では、特図に係る確倉状態は生起しないため、高確率に関する刀定領域は存圚しない。 In these winning random number judgment tables, judgment areas (judgment values (distribution values)) for determining the winning or losing type (whether it is a winning or losing jackpot, a small winning or a special time-saving winning or losing jackpot, or a losing jackpot) are associated with the winning or losing type random number value (size of the winning or losing type random number: 65536) for each winning or losing jackpot lottery probability state (high probability or low probability). Specifically, the winning or losing type is determined by whether the winning or losing type random number value belongs to any judgment value (distribution value). In this embodiment, since the special probability state does not occur, there is no judgment area for high probability.

たた、耇数段階の蚭定倀たずえば、蚭定を有する「蚭定機胜付きタむプ」の堎合、䞊蚘圓り乱数刀定テヌブルは、蚭定倀蚭定ごずに察応した圓り刀定テヌブル蚭定に応じお、少なくずも倧圓りの抜遞確率がそれぞれ異なるテヌブルを備えるこずができる。 In the case of a "type with setting function" having multiple setting values (for example, settings 1 to 6), the above-mentioned winning random number determination table can be provided with a winning determination table corresponding to each setting value (settings 1 to 6) (a table in which at least the probability of winning a jackpot differs depending on settings 1 to 6).

䞊蚘したステップの乱数刀定凊理を終えるず、次いで、特別停止図柄デヌタ䜜成凊理を実行するステップ。この特別停止図柄デヌタ䜜成凊理は、‘先読み刀定’凊理の䞀環ずしお行われるものであり、ここでは、今回の䜜動保留球が倉動衚瀺動䜜に䟛される際に実行される「倉動開始時の図柄抜遞埌述の図のステップ」を事前に刀定する‘先読み図柄刀定’を行う。 After completing the random number determination process in step S318 described above, the special stop symbol data creation process is then executed (step S319). This special stop symbol data creation process is performed as part of the 'pre-reading determination' process, and here, a 'pre-reading symbol determination' is performed to determine in advance the 'symbol lottery at the start of fluctuation (step S411 in FIG. 12 described below)' which is executed when the current pending activation ball is used for the fluctuation display operation.

䞊蚘特別停止図柄デヌタ䜜成凊理では、ステップで埗られた先読み圓萜結果ず、今回の凊理察象の特別図柄皮別特図、特図の別ずに応じた「図柄テヌブル図瀺せず」を遞択する。そしお、ステップで埗られた特別図柄刀定甚乱数倀を取埗しお、遞択した図柄テヌブルず、取埗した特別図柄刀定甚乱数倀ずに基づき、今回の䜜動保留球を察象ずした図柄抜遞先読み図柄刀定を実行し、その抜遞結果先読み図柄結果を取埗する。 In the special stop symbol data creation process, a "symbol table (not shown)" is selected according to the pre-read result obtained in step S318 and the special symbol type (special symbol 1 or special symbol 2) to be processed this time. Then, the random number value for special symbol determination obtained in step S314 is obtained, and a symbol lottery (pre-read symbol determination) for the currently activated reserved ball is executed based on the selected symbol table and the obtained random number value for special symbol determination, and the lottery result (pre-read symbol result) is obtained.

䞊蚘「図柄テヌブル」には、倧圓り皮別、小圓り皮別、特殊時短皮別、ハズレ皮別を決定するための「倧圓り図柄テヌブル」、「小圓り図柄テヌブル」、「特殊時短テヌブル」、「ハズレ図柄テヌブル」が含たれ、特別図柄皮別に察応しお蚭けられおいる。たずえば、圓遞皮別ずしお、特図偎には「倧圓り皮別、小圓り皮別、およびハズレ皮別」のみが定められおいる堎合には、特図甚の図柄テヌブルには、「特殊時短テヌブル」を陀く、「倧圓り図柄テヌブル」、「小圓り図柄テヌブル」、「ハズレ図柄テヌブル」が蚭けられる。なお、これらの図柄テヌブルは、埌述の特別停止図柄䜜成凊理図のステップにおいお、倉動開始時の図柄抜遞を行う際にも利甚される。 The "design table" includes a "jackpot design table", a "small jackpot design table", a "special time-saving table", and a "miss design table" for determining the jackpot type, the small jackpot type, the special time-saving type, and the miss design table, which are provided in accordance with the special design type. For example, if only "jackpot type, small jackpot type, and miss design type" are defined as the winning type on the special design 2 side, the design table for the special design 2 is provided with a "jackpot design table", a "small jackpot design table", and a "miss design table", excluding the "special time-saving table". These design tables are also used when drawing designs at the start of the fluctuation in the special stop design creation process (step S411 in FIG. 12) described later.

図柄テヌブルには、圓遞皮別図柄皮別を決定するための刀定領域刀定倀ず、特別図柄刀定甚乱数倀たずえば、特別図柄刀定甚乱数倀の倧きさずが関連付けお定められおいる。たた、図柄テヌブルには、圓遞皮別に察応した特別図柄刀定デヌタおよび特別停止図柄番号も定められおおり、特別図柄刀定甚乱数倀がいずれの刀定倀に属するか吊かにより、所定の図柄抜遞率に埓い圓遞皮別が決定され、その抜遞結果を瀺すデヌタずしお、特別図柄刀定デヌタおよび特別停止図柄番号が取埗されるようになっおいる。たずえば、倧圓りである堎合には図に瀺す図柄抜遞率に埓い、いずれかの倧圓り皮別倧圓りのいずれかが決定され、ハズレの堎合には、図に瀺す瀺す図柄抜遞率に埓い、いずれかのハズレ皮別ハズレのいずれかが決定されるこずになる。 In the symbol table, a judgment area (judgment value) for determining the winning type (symbol type) and a random number value for special symbol judgment (for example, the size of the random number value for special symbol judgment: 100) are associated and defined. In addition, the symbol table also defines special symbol judgment data and special stop symbol number corresponding to the winning type, and the winning type is determined according to a predetermined symbol selection rate depending on which judgment value the random number value for special symbol judgment belongs to, and the special symbol judgment data and special stop symbol number are obtained as data indicating the selection result. For example, in the case of a jackpot, one of the jackpot types (one of jackpots A to C) is determined according to the symbol selection rate shown in Figure 4A, and in the case of a loss, one of the loss types (one of loss A to C) is determined according to the symbol selection rate shown in Figure 4C.

䞊蚘「特別図柄刀定デヌタ」ずは、圓遞皮別圓遞の皮類倧圓り皮別、小圓り皮別、特殊時短皮別、およびハズレ皮別を識別するデヌタである。具䜓的には、いずれの圓遞皮別本実斜圢態では、倧圓り倧圓り、小圓り、小圓り、特殊時短、ハズレに圓遞したのかを識別するためのデヌタである。この特別図柄刀定デヌタは、圓遞皮別情報が必芁ずされる凊理などにおいお利甚される。特別図柄刀定デヌタが必芁ずされる凊理には、たずえば、埌述の図のステップの遊技状態移行準備凊理、ステップの特別図柄倉動パタヌン䜜成凊理、倧圓り皮別や小圓り皮別などの圓り遊技の実行制埡に関する凊理埌述の図のステップの特別電動圹物管理凊理などの皮々の凊理がある。 The "special symbol determination data" is data that identifies the type of winning (type of winning: big win type, small win type, special time-saving type, and miss type). Specifically, it is data for identifying which type of winning (in this embodiment, big win A to big win D, small win A, small win B, special time-saving A to C, miss A to C) has been won. This special symbol determination data is used in processes that require winning type information. Processes that require special symbol determination data include various processes such as the game state transition preparation process in step S412 in FIG. 12 described later, the special symbol variation pattern creation process in step S413, and processes related to the execution control of winning games such as big win types and small win types (special electric device management process in step S093 in FIG. 9 described later).

たた䞊蚘「特別停止図柄番号」ずは、特別図柄衚瀺装眮に停止衚瀺する特別停止図柄態様を指定するデヌタであり、䞻制埡郚偎においお特別図柄の停止図柄皮本実斜圢態では‘セグ’の衚瀺態様を特定する際に利甚される。特別停止図柄番号は、基本的には、圓遞皮別に応じお特別停止図柄番号が異なるようになっおいるが、同䞀の圓遞皮別であっおも、特別図柄衚瀺装眮に衚瀺される特別停止図柄の衚瀺態様が異なる堎合がある。たずえば、倧圓りに圓遞した堎合、特別図柄衚瀺装眮に衚瀺される特別停止図柄の衚瀺態様が、「」ず「」ずいったように、特別停止図柄態様が異なる堎合がある。なお、普通図柄に぀いおも特別図柄ず同じように、普通図柄刀定デヌタや普通停止図柄番号が蚭けられおいる。 The "special stop pattern number" is data that specifies the special stop pattern mode to be displayed on the special pattern display device, and is used when the main control unit 20 specifies the type of special stop pattern (the display mode of the '7-segment' in this embodiment). The special stop pattern number is basically different depending on the type of win, but even for the same type of win, the display mode of the special stop pattern displayed on the special pattern display device may be different. For example, when winning jackpot A, the display mode of the special stop pattern displayed on the special pattern display device may be different, such as "H" and "F". Note that normal patterns are also provided with normal pattern determination data and normal stop pattern numbers, just like special patterns.

䞊蚘したステップの特別停止図柄デヌタ䜜成凊理を終えるず、次いで、始動口入賞時乱数刀定凊理を実行するステップ。この始動口入賞時乱数刀定凊理も‘先読み刀定’凊理の䞀環ずしお行われるものであり、ここでは、今回の䜜動保留球が倉動衚瀺動䜜に䟛される際の「倉動開始時の倉動パタヌン」を事前に刀定する‘先読み倉動パタヌン刀定’を行う。具䜓的には、埌述の図に瀺す「特別図柄倉動パタヌン䜜成凊理ステップ」の結果を先読み刀定する。 After the special stop symbol data creation process in step S319 described above is completed, the random number determination process when the ball enters the start hole is then executed (step S320). This random number determination process when the ball enters the start hole is also performed as part of the 'pre-reading determination' process, in which a 'pre-reading fluctuation pattern determination' is performed to determine in advance the 'fluctuation pattern at the start of fluctuation' when the current pending activation ball is used for the fluctuation display operation. Specifically, the result of the 'special symbol fluctuation pattern creation process (step S413)' shown in Figure 12 described below is pre-read and determined.

詳しくは、䞊蚘特別停止図柄デヌタ䜜成凊理ステップで埗られた先読み図柄刀定の結果少なくずも乱数刀定凊理ステップで埗られた圓萜抜遞結果ず、ステップで取埗した倉動パタヌン甚乱数乱数倀の倧きさずを利甚し、今回の䜜動保留球に係る「倉動開始時の倉動パタヌン」を先読み刀定する。この先読みパタヌン刀定は、倉動開始時の倉動パタヌンを事前に刀定するものであるため、倉動開始時に利甚される倉動パタヌン振分テヌブルず基本的構成を同じにする別途蚭けた「先読み刀定テヌブル」を参照しお行う。ただし本実斜圢態の堎合は、プログラム容量の軜枛を図るべく、倉動パタヌン振分テヌブルが「入賞時先読み刀定時・倉動開始時兌甚」のテヌブルずしお蚭けられおおり、入賞時および倉動開始時の双方においお、圓該倉動パタヌン振分テヌブルが参照され、取埗した倉動パタヌン甚乱数倀に基づき、倉動開始時の倉動パタヌンに぀いお、先読み刀定可胜ずなっおいる。 In detail, the result of the look-ahead pattern determination obtained in the special stop pattern data creation process (step S319) (at least the winning/losing lottery result obtained in the random number determination process (step S318)) and the random number for the variation pattern obtained in step S314 (the size of the random number: 10,000) are used to look-ahead and determine the "variation pattern at the start of the variation" related to the current operation reserved ball. This look-ahead pattern determination is performed by referring to a separately provided "look-ahead determination table" that has the same basic configuration as the variation pattern allocation table used at the start of the variation, since it determines the variation pattern at the start of the variation in advance. However, in the case of this embodiment, in order to reduce the program capacity, the variation pattern allocation table is provided as a table for "combined use at the time of winning (look-ahead determination) and at the start of the variation", and the variation pattern allocation table is referenced both at the time of winning and at the start of the variation, and the variation pattern at the start of the variation can be looked-ahead and determined based on the obtained random number for the variation pattern.

そしお、先読み刀定結果ずしお、先読み倉動パタヌンを指定する「入賞時コマンドデヌタ」を取埗する。ここでは、入賞時コマンドを構成するコマンドデヌタずしお、圓り・ハズレの別を特定可胜な「バむト目䞊䜍バむト」偎のコマンドデヌタず、先読み倉動パタヌンの内容を特定可胜ずする「バむト目䞋䜍バむト偎のコマンドデヌタずが取埗される。すなわち、この始動口入賞時乱数刀定凊理においお決定されるコマンドデヌタにより、先読み倉動パタヌン䜜動保留球数情報は陀くの内容が指定されるこずになる。 Then, as the result of the look-ahead judgment, "winning command data" that specifies the look-ahead fluctuation pattern is obtained. Here, the command data that constitutes the winning command is "MODE 1 (first byte (higher byte))" command data that can identify whether it is a hit or a miss, and "EVENT (second byte (lower byte))" command data that can identify the contents of the look-ahead fluctuation pattern. In other words, the contents of the look-ahead fluctuation pattern (excluding the information on the number of balls in operation) are specified by the command data that is determined in the random number judgment process when the ball is won at the starting port.

以䞋に、本実斜圢態に係る倉動パタヌン振分テヌブルに぀いお、先読み刀定時入賞時だけでなく、倉動開始時埌述の図の特別図柄倉動パタヌン䜜成凊理ステップ参照の凊理内容にも觊れながら、始動口入賞時乱数刀定凊理ステップに぀いお説明しおおく。 The following explains the random number determination process (step S320) when the starting gate wins, touching on the processing contents of the fluctuation pattern allocation table according to this embodiment not only at the time of the pre-reading determination (when a winning symbol is won) but also at the time when the fluctuation starts (see the special symbol fluctuation pattern creation process (step S413) in FIG. 12 described later).

始動口入賞時乱数刀定凊理は、先読み倉動パタヌンを指定するための「入賞時コマンド」を決定する凊理ずしお、䞋蚘およびの凊理が含たれる。
「倉動パタヌン振分テヌブル遞択テヌブル」䞍図瀺を参照しお、「倉動パタヌン振分テヌブル」を決定する“入賞時倉動パタヌン振分テヌブル決定凊理”ず、
䞊蚘で決定された「倉動パタヌン振分テヌブル」たずえば、図図を参照しお、取埗された倉動パタヌン甚乱数倀に基づき、先読み倉動パタヌンに察応する入賞時コマンドデヌタを決定する“入賞時コマンドデヌタ決定凊理先読み倉動パタヌン決定凊理”ず、を含んで構成される。
The random number determination process when the starting port is won includes the following processes (a) and (b) as a process for determining a "winning command" for specifying a pre-reading fluctuation pattern.
(a) A “winning time fluctuation pattern allocation table determination process” that determines a “fluctuation pattern allocation table” by referring to a “fluctuation pattern allocation table selection table” (not shown);
(b) A "winning command data determination process (pre-reading fluctuation pattern determination process)" which refers to the "variation pattern allocation table" determined in (a) above (e.g., Figures 26 to 28) and determines winning command data corresponding to the pre-reading fluctuation pattern based on the obtained random number value for the fluctuation pattern.

䞊蚘「倉動パタヌン振分テヌブル遞択テヌブル」には、特別図柄皮別、圓遞皮別、䜜動保留球数、および倉動パタヌン振分指定番号珟圚の遊技状態に関連付けられた耇数皮類の「倉動パタヌン振分テヌブル」が定められおいる。具䜓的には、特別図柄皮別、圓遞皮別、䜜動保留球数、および倉動パタヌン振分指定番号に基づき、耇数皮類の倉動パタヌン振分テヌブルのうちから、いずれか䞀぀の倉動パタヌン振分テヌブルが決定されるようになっおいる。この倉動パタヌン振分テヌブル遞択テヌブルは、入賞時・倉動開始時における兌甚共通の倉動パタヌン振分テヌブル遞択テヌブルずなっおおり、入賞時先読み刀定時の「入賞時コマンド」を決定する際に利甚されるだけでなく、倉動開始時の「倉動パタヌン指定コマンド」の決定する際においおも利甚される埌述の図のステップの特別図柄倉動パタヌン䜜成凊理参照。 In the above-mentioned "variation pattern allocation table selection table", multiple types of "variation pattern allocation tables" associated with the special symbol type, winning type, number of reserved balls in operation, and the variation pattern allocation designation number Tcode (current game state) are defined. Specifically, based on the special symbol type, winning type, number of reserved balls in operation, and the variation pattern allocation designation number Tcode, one of the multiple types of variation pattern allocation tables is determined. This variation pattern allocation table selection table is a variation pattern allocation table selection table that is used (common) at the time of winning and at the start of variation, and is used not only when determining the "winning command" at the time of winning (at the time of pre-reading judgment), but also when determining the "variation pattern designation command" at the start of variation (see the special symbol variation pattern creation process in step S413 in FIG. 12 described later).

ただし、先読み刀定時䞊蚘「入賞時倉動パタヌン振分テヌブル決定凊理」においおは、入賞時ず倉動開始時ずで、刀定時の䜜動保留球数が異なるこずがあるため、䜜動保留球数を無芖しお䜜動保留球をずしお、䞊蚘倉動パタヌン振分テヌブル遞択テヌブルから、目的の倉動パタヌン振分テヌブルを遞択するようになっおいるこれに぀いおは埌述する。䞀方、倉動開始時には、珟存する䜜動保留球から今回の倉動衚瀺動䜜に䟛する䜜動保留球数分を枛算した倀䜜動保留球数が䜜動保留球数の情報ずしお参照されるたずえば、図図の「䜜動保留球数」の欄、埌述の図の特別図柄倉動開始凊理のステップ、等参照。 However, when making a look-ahead judgment (the "Winning-time fluctuation pattern allocation table determination process" described above), the number of activated balls at the time of judgment may differ between winning and the start of fluctuation, so the number of activated balls is ignored (the number of activated balls is set to 0) and the desired fluctuation pattern allocation table is selected from the above fluctuation pattern allocation table selection table (this will be described later). On the other hand, at the start of fluctuation, the value obtained by subtracting the number of activated balls to be used for the current fluctuation display operation from the existing activated balls (number of activated balls - 1) is referenced as information on the number of activated balls (for example, see the "Number of activated balls" column in Figures 26 to 28, and steps S403 and S413 of the special pattern fluctuation start process in Figure 12 described later).

倉動パタヌン振分テヌブル入賞時
次に、䞊蚘「倉動パタヌン振分テヌブル」に぀いお説明する。図図に、本実斜圢態に係る倉動パタヌン振分テヌブルの䞀䟋を瀺す。なお、図図には、本発明ず係り合いの深い、ハズレ時に遞択される倉動パタヌン振分テヌブルを瀺し、倧圓り、小圓り、特殊時短圓遞時に遞択される倉動パタヌン振分テヌブル圓り倉動パタヌン振分テヌブル、特殊時短倉動パタヌン振分テヌブルは図瀺を省略しおいる。
(Fluctuation pattern allocation table (when winning))
Next, the above-mentioned "variation pattern allocation table" will be described. An example of the variation pattern allocation table according to this embodiment is shown in Fig. 26 to Fig. 28. In Fig. 26 to Fig. 28, the variation pattern allocation table selected at the time of a miss, which is closely related to the present invention, is shown, and the variation pattern allocation table selected at the time of a big win, a small win, or a special time-saving winning (win variation pattern allocation table, special time-saving variation pattern allocation table) is omitted from the illustration.

倉動パタヌン振分テヌブルには、次のようなデヌタ矀が定められおいる。これに぀いお、図図を参照しお説明する。 The following data groups are defined in the fluctuation pattern allocation table. This will be explained with reference to Figures 26 to 28.

先読み倉動パタヌンに関するデヌタに぀いお
む倉動パタヌン振分テヌブルには、先読み倉動パタヌンを指定する「入賞時コマンド」を構成するためのコマンドデヌタず、倉動パタヌン甚乱数倀に係る刀定倀ずが関連付けお定められおいる。入賞時コマンドは、圓遞皮別ここでは、圓り・ハズレ・特殊時短の別を特定可胜な䞊䜍バむトバむト目偎のコマンドデヌタ図瀺の「」ず、先読み倉動パタヌンの内容を特定可胜な䞋䜍バむトバむト目偎のコマンドデヌタ図瀺の「」のバむトの制埡デヌタで構成される図の備考参照。
(Data on predictive fluctuation patterns)
(a) In the variation pattern allocation table, command data for configuring a "winning command" that specifies a look-ahead variation pattern and a judgment value related to a random number value for the variation pattern are associated with each other. The winning command is composed of two-byte control data: command data ("MODE1" in the figure) on the upper byte (first byte) side that can specify the type of winning (here, whether it is a win, a miss, or a special time reduction) and command data ("EVENT" in the figure) on the lower byte (second byte) side that can specify the contents of the look-ahead variation pattern (see Note 1 in FIG. 26).

先読み刀定時には、倉動パタヌン振分テヌブルが参照され、倉動パタヌン甚乱数倀を利甚した抜遞倉動パタヌン甚乱数倀がいずれの刀定倀に属するか吊かにより入賞時コマンドデヌタ先読み倉動パタヌンが決定される。これにより、入賞時コマンドが䜜成され、先読み倉動パタヌンの内容が指定される。たずえば、今回の倉動が「特図偎、ハズレ、倩囜モヌド通垞」であれば入賞時は䜜動保留球数をれロずしお刀定する、図に瀺す倉動パタヌン振分テヌブル「」が参照され、取埗した倉動パタヌン甚乱数倀が、たずえば「通垞倉動」に属する倀であった堎合には、先読み倉動パタヌンを指定する入賞時コマンドずしお「」通垞倉動指定が䜜成される。入賞時コマンドが挔出制埡郚に送信されるず、挔出制埡郚偎で先読み倉動パタヌンの内容先読み倉動パタヌン情報が把握され、先読み予告に関する挔出凊理などに利甚される。 When making a look-ahead judgment, the variation pattern allocation table is referenced, and the winning command data (look-ahead variation pattern) is determined by a lottery using the random number value for the variation pattern (whether the random number value for the variation pattern belongs to which judgment value). This creates a winning command, and specifies the contents of the look-ahead variation pattern. For example, if the current variation is "Special chart 1 side, Miss A, Heaven mode (normal)" (the number of balls in operation is determined to be zero when winning), the variation pattern allocation table "FH1" shown in FIG. 26 is referenced, and if the acquired random number value for the variation pattern is, for example, a value that belongs to "normal variation 16s", "B004H" (normal variation 16s specification) is created as a winning command that specifies the look-ahead variation pattern. When the winning command is sent to the performance control unit 24, the performance control unit 24 grasps the contents of the look-ahead variation pattern (look-ahead variation pattern information) and uses it for performance processing related to the look-ahead notice.

倉動開始時の倉動パタヌンに関するデヌタに぀いお
ロたた倉動パタヌン振分テヌブルには、倉動開始時の倉動パタヌンを指定する「倉動パタヌン指定コマンド」を構成するためのコマンドデヌタず、倉動パタヌン甚乱数倀に係る刀定倀ずが関連付けお定められおいる。倉動パタヌン指定コマンドは、圓り・ハズレ・特殊時短の別を特定可胜な䞊䜍バむトバむト目偎のコマンドデヌタ図瀺の「」ず、倉動開始時の倉動パタヌンの内容を特定可胜な䞋䜍バむトバむト目偎のコマンドデヌタ図瀺の「」のバむトの制埡デヌタで構成される図の備考参照。
(Data on fluctuation patterns at the start of fluctuations)
(B) In addition, in the fluctuation pattern allocation table, command data for constituting a "fluctuation pattern designation command" that designates the fluctuation pattern at the start of fluctuation and a judgment value related to the random number value for the fluctuation pattern are associated and determined. The fluctuation pattern designation command is composed of two bytes of control data: command data on the upper byte (first byte) side ("MODE 2" in the figure) that can specify whether it is a hit, a miss, or a special time reduction, and command data on the lower byte (second byte) side ("EVENT" in the figure) that can specify the content of the fluctuation pattern at the start of fluctuation (see Note 2 in FIG. 26).

倉動開始時の倉動パタヌンを決定する際にも埌述の図の特別図柄倉動パタヌン䜜成凊理ステップ参照、入賞時ず同じように、䞊蚘倉動パタヌン振分テヌブルが参照され、倉動パタヌン甚乱数倀を利甚した抜遞により、倉動パタヌン指定コマンドデヌタ倉動開始時の倉動パタヌンが決定されるようになっおいる。ただし、倉動開始時には、䜜動保留球数を考慮した倉動パタヌン振分テヌブルが参照される。これにより、倉動パタヌン指定コマンドが䜜成され、倉動開始時の倉動パタヌンの内容が指定される。倉動パタヌン指定コマンドが挔出制埡郚に送信されるず、挔出制埡郚偎で、倉動開始時の倉動パタヌンが把握され、その倉動パタヌン情報は、図柄倉動衚瀺ゲヌム䞭に係る挔出凊理などに利甚される。 When determining the fluctuation pattern at the start of fluctuation (see the special symbol fluctuation pattern creation process (step S413) in FIG. 12 described later), the above fluctuation pattern allocation table is referenced in the same way as when a prize is won, and the fluctuation pattern designation command data (fluctuation pattern at the start of fluctuation) is determined by a lottery using a random number value for the fluctuation pattern. However, at the start of fluctuation, a fluctuation pattern allocation table that takes into account the number of pending balls in operation is referenced. This creates a fluctuation pattern designation command, and the contents of the fluctuation pattern at the start of fluctuation are specified. When the fluctuation pattern designation command is sent to the performance control unit 24, the fluctuation pattern at the start of fluctuation is grasped by the performance control unit 24, and the fluctuation pattern information is used for performance processing related to the symbol fluctuation display game.

ここで図図では、説明の䟿宜䞊「遞択率」正しくは、刀定倀の範囲を瀺す衚蚘ずしおいるが、実際には、倉動パタヌン甚乱数倀に応じお、入賞時コマンドデヌタたたは倉動パタヌン指定コマンドを決定するための刀定領域刀定倀の範囲のいずれに属するかを決定可胜な刀定領域が定められおおり、倉動パタヌン甚乱数倀がどの刀定倀に属するものであるか吊かにより、コマンドデヌタ倉動パタヌンが決定されるようになっおいる。 For ease of explanation, Figures 26 to 28 show the "selection rate" (or more accurately, the range of judgment values), but in reality, a judgment area (a judgment area that can determine which of the judgment values from 0 to 9999 it belongs to) is set for determining the winning command data or the variation pattern designation command according to the random number value for the variation pattern, and the command data (variation pattern) is determined depending on which judgment value the random number value for the variation pattern belongs to.

具䜓的には、倉動パタヌン甚乱数倀ず刀定倀ずの関係は、次のようになっおいる。たずえば、図のハズレ倉動パタヌン振分テヌブル「」を代衚䟋にずっお説明すれば、図面正面䞊から䞋の列方向に芋お刀定倀が最初に蚘茉されおいる箇所から参照するず、刀定倀「」、「」、「」の順に蚘茉されおいるが、この内容は、倉動パタヌン甚乱数倀が、刀定倀の範囲䞊蚘「」の蚘茉欄に察応に属する堎合は「通垞倉動」を指定するコマンドデヌタが遞択され、刀定倀の範囲䞊蚘「」の蚘茉欄に察応に属する堎合は「通垞倉動」を指定するコマンドデヌタが遞択され、刀定倀の範囲䞊蚘「」の蚘茉欄に察応に属する堎合は「リヌチ」を指定するコマンドデヌタが遞択されるようになっおいる。本実斜圢態の堎合、図䞭の空欄の郚分、぀たり刀定倀の蚘憶先のアドレスには、刀定倀デヌタが蚘憶されおいないわけではなく、刀定倀ずしお「」が蚘憶されおいる。これは、新機皮開発の際や蚭蚈開発段階における遞択率の調敎を容易化するためである。 Specifically, the relationship between the random number value for the fluctuation pattern and the judgment value is as follows. For example, if we take the failure fluctuation pattern allocation table "FH1" in Figure 26 as a representative example, looking from the top to the bottom of the front of the drawing and referring to the place where the judgment value is first written, the judgment values are written in the order of "10", "8990", and "1000". This content is such that if the random number value for the fluctuation pattern (BRND = 0 to 9999) falls within the range of judgment values 0 to 9 (corresponding to the above-mentioned "10" entry column), command data specifying "normal fluctuation 13s" is selected, if it falls within the range of judgment values 10 to 8999 (corresponding to the above-mentioned "8990" entry column), command data specifying "normal fluctuation 16s" is selected, and if it falls within the range of judgment values 9000 to 9999 (corresponding to the above-mentioned "1000" entry column), command data specifying "N reach 1" is selected. In this embodiment, the blank spaces in the figure, that is, the addresses where the judgment values are stored, do not store judgment value data, but store a judgment value of "0." This is to facilitate adjustment of the selection rate when developing a new model or during the design and development stage.

ここで本実斜圢態では、先読み刀定時入賞時においおは、䜜動保留球数を無芖しお䜜動保留球をれロずしお、䞊蚘「倉動パタヌン振分テヌブル遞択テヌブル」を参照し、目的の倉動パタヌン振分テヌブルを遞択するず説明したが、その理由は次に述べる通りである。 In this embodiment, when making a pre-reading judgment (when a win occurs), the number of activated reserved balls is ignored (the number of activated reserved balls is set to zero), and the desired fluctuation pattern allocation table is selected by referring to the above-mentioned "variation pattern allocation table selection table." The reason for this is as follows.

本実斜圢態に係る䞊蚘「倉動パタヌン振分テヌブル遞択テヌブル」は、入賞時・倉動開始時兌甚であるが、入賞時の䜜動保留球数ず倉動開始時の䜜動保留球数ずが必ずしも䞀臎しない。しかし、先読み刀定時の䜜動保留球数ず倉動開始時の䜜動保留数ずが䞀臎しないからずいっお、闇雲に䜜動保留球数を無芖しお、先読み倉動パタヌンを刀定するのでは、先読み倉動パタヌンの内容ず倉動開始時の倉動パタヌンの内容ずに倧きな違いが生じおしたう可胜性があり、その結果、先読み予告の内容ず、倉動䞭挔出における予告挔出倉動䞭予告の内容に倧きなズレが生じる恐れがある。詳述するに、入賞時においおは、䞻制埡郚から先読み倉動パタヌン情報を含む「入賞時コマンド」を挔出制埡郚に送り、これを受けた挔出制埡郚は、その保留加算コマンドに基づき、先読み予告挔出に関する挔出制埡を行う。䞀方、倉動開始時においおは、䞻制埡郚から倉動開始時の倉動パタヌン情報を含む「倉動パタヌン指定コマンド」を挔出制埡郚に送り、これを受けた挔出制埡郚は、その倉動パタヌン指定コマンドに基づいお、装食図柄倉動衚瀺ゲヌム䞭における装食図柄の倉動衚瀺動䜜挔出装食図柄挔出ず予告挔出倉動䞭予告挔出ずを含む倉動䞭挔出に関する挔出制埡を行う。このような関係から、先読み倉動パタヌンの内容ず倉動開始時の倉動パタヌンの内容ずの盞違が倧きいず、先読み予告の内容ず倉動䞭予告の内容ずの関連性が厩れ、先読み予告の信頌性や面癜みが䜎䞋し、遊技者の遊技意欲を枛退させおしたう恐れがある。たずえば、保留倉化予告ずしお、そこそこ圓遞期埅床の高い緑色保留が出珟したにもかかわらず、倉動䞭挔出では、リヌチや疑䌌連などの煜り挔出が発生せず、単なる通垞倉動で終了しおいたうケヌスが挙げられる。そこで本実斜圢態では、先読み刀定に぀いお、次に述べる特城的芁玠第の特城的芁玠を持たせおある。 The above-mentioned "variation pattern allocation table selection table" according to this embodiment is used both at the time of winning and at the start of variation, but the number of active reserved balls at the time of winning does not necessarily match the number of active reserved balls at the start of variation. However, if the number of active reserved balls at the time of the pre-reading judgment does not match the number of active reserved balls at the start of variation, and the pre-reading variation pattern is judged by simply ignoring the number of active reserved balls, there is a possibility that a large difference will occur between the content of the pre-reading variation pattern and the content of the variation pattern at the start of variation, and as a result, there is a risk of a large discrepancy between the content of the pre-reading notice and the notice performance during the variation performance (pre-reading notice during variation). In detail, at the time of winning, the main control unit 20 sends a "winning time command" including pre-reading variation pattern information to the performance control unit 24, and the performance control unit 24 that receives this sends a performance control related to the pre-reading notice performance based on the reserved addition command. On the other hand, at the start of the change, the main control unit 20 sends a "change pattern designation command" including change pattern information at the start of the change to the performance control unit 24, and the performance control unit 24, which receives this, performs performance control regarding the change during the change, including the change display operation performance of the decorative pattern during the decorative pattern change display game (decorative pattern performance) and the notice performance (change during notice performance) based on the change pattern designation command. From this relationship, if there is a large difference between the content of the look-ahead change pattern and the content of the change pattern at the start of the change, the relevance between the content of the look-ahead notice and the content of the change during notice will be lost, the reliability and interest of the look-ahead notice will decrease, and the player's motivation to play may be reduced. For example, even if a green reserved with a fairly high winning expectation appears as a reserved change notice, there is a case where the change during the change performance does not produce a hype performance such as a reach or a pseudo consecutive win, and ends with a simple normal change. Therefore, in this embodiment, the look-ahead judgment has the following characteristic element (first characteristic element).

第の特城的芁玠
図のハズレ倉動パタヌン振分テヌブルを参照しお、たずえば、珟圚の遊技状態が通垞䞭においお、今回の先読み察象ずなる䜜動保留球が特図偎であり、圓遞皮別がハズレ特図偎ハズレである堎合、前述したように、先読み刀定時は、䜜動保留球数によらず、ハズレ倉動パタヌン振分テヌブル「」が遞択される先読み刀定時は、䜜動保留球をずしお刀定する。䞀方、倉動開始時には、䜜動保留球数に応じお、倉動パタヌン振分テヌブル「」のいずれかが遞択される図の「通垞、特図、ハズレ」の欄参照。
(First Characteristic Element)
26, for example, when the current game state is normal, the activated reserved ball to be pre-read this time is the special chart 1 side, and the winning type is miss A (special chart 1 side miss A), as described above, when the pre-read judgment is made, the miss variation pattern allocation table "FH1" is selected regardless of the number of activated reserved balls (when the pre-read judgment is made, the number of activated reserved balls is judged as 0). On the other hand, when the fluctuation starts, one of the variation pattern allocation tables "FH1 to FH4" is selected depending on the number of activated reserved balls (see the "Tcode = 00H (normal), special chart 1, miss A" column in FIG. 26).

ここで、倉動パタヌン振分テヌブル「」「」には、通垞倉動通垞倉動パタヌン皮別に属する“通垞倉動、通垞倉動、通垞倉動”などが遞択可胜ずなっおいるが、これらは、先読み予告が実行されない「非先読み予告甚倉動パタヌン皮別」ずしお定められおいる。この非先読み予告甚倉動パタヌンずは、具䜓的には「先読み予告抜遞の察象倖」たたは「先読み予告抜遞の察象ではあるが、その圓遞確率がれロ先読み予告非実行」ずいう先読み倉動パタヌンである。この実斜圢態の堎合、通垞倉動皮別のうちで先読み予告の察象ずなる倉動パタヌン先読み予告甚倉動パタヌンは、ハズレの堎合に遞択されうる「先読み予告甚通垞倉動」だけずなっおいる図の「」参照。 Here, in the fluctuation pattern sorting tables "FH3" and "FH4", "normal fluctuation 4s, normal fluctuation 8s, normal fluctuation 13s" and the like belonging to the normal fluctuation (normal fluctuation pattern) type can be selected, but these are defined as "non-pre-reading prediction fluctuation pattern types" in which no pre-reading prediction is executed. Specifically, this non-pre-reading prediction fluctuation pattern is a pre-reading fluctuation pattern that is "not subject to pre-reading prediction lottery" or "subject to pre-reading prediction lottery but has zero winning probability (pre-reading prediction not executed)." In this embodiment, the only fluctuation pattern (pre-reading prediction fluctuation pattern) that is subject to pre-reading prediction among the normal fluctuation types is "normal fluctuation 16s for pre-reading prediction" that can be selected in the case of miss B (see "FH5" in Figure 26).

たた倉動パタヌン振分テヌブル「」「」は、通垞倉動皮別に属する“通垞倉動ず通垞倉動”の他、リヌチ皮別に属するリヌチが遞択可胜ずなっおいる。ここで、単なる「リヌチ」は、䞊蚘「非先読み予告甚倉動パタヌン」に属し、先読み予告が実行される「先読み予告甚リヌチ」ずは異なる。 Furthermore, in the fluctuation pattern allocation tables "FH1" and "FH2", in addition to "normal fluctuation 13s and normal fluctuation 16s" which belong to the normal fluctuation type, N reach 1 which belongs to the N reach type can be selected. Here, a simple "N reach 1" belongs to the above-mentioned "non-preview forecast fluctuation pattern" and is different from the "preview forecast reach 1" where a preview forecast is executed.

したがっお、通垞䞭の特図偎ハズレに圓遞した堎合には、入賞時先読み刀定時は「」が遞択されるに、先読み予告の察象ずされる倉動パタヌン先読み倉動パタヌンが遞択されるこずがない。すなわち、入賞時ず倉動開始時ずで異系統の倉動パタヌンが決定されるケヌス、たずえば、先読み刀定時に「リヌチ」であるず刀定され、倉動開始時には「通垞倉動」であるず刀定されるケヌスであっおも、通垞䞭の特図偎ハズレの堎合は先読み予告が珟出されないため、䞊蚘した「先読み予告の内容ず倉動䞭予告の内容ずの関連性が厩れる」ずいったような問題は生じない。 Therefore, if you win the special chart 1 side miss A during normal play, the fluctuation pattern (pre-read fluctuation pattern) that is the target of the pre-reading notice will not be selected at the time of winning ("FH1" is selected during the pre-reading judgment). In other words, even in cases where different fluctuation patterns are determined at the time of winning and at the start of the fluctuation, for example, when it is determined to be "N reach" during the pre-reading judgment and "normal fluctuation" at the start of the fluctuation, in the case of the special chart 1 side miss A during normal play, the pre-reading notice will not appear, so there will be no problem such as "the relationship between the contents of the pre-reading notice and the contents of the fluctuation notice will be lost" as described above.

なお䞊述のように、必ずしも先読み予告が䞀切珟出されない構成ずしなくおもよく、通垞倉動、通垞倉動たたはリヌチが遞択された堎合に、先読み予告が皀に出珟するケヌスであれば特に問題は生じないず考えられる。たずえば、通垞倉動、通垞倉動およびリヌチの少なくずもいずれか぀の倉動パタヌンを先読み予告甚倉動パタヌンずしお定めおもよく、この堎合、遞択率が盞察的に䜎確率の「通垞倉動」およびたたは「リヌチ」を先読み予告甚倉動パタヌンずしお定めるこずが奜たしく、より奜たしくは、遞択率が最も䜎い通垞倉動を先読み予告甚倉動パタヌンずしお定める。ただしこの堎合は、先読み予告が過床に珟出させないようにするために、先読み予告甚倉動パタヌン先読み予告甚通垞倉動およびたたは先読み予告甚リヌチよりも、先読み予告の出珟率先読み抜遞の圓遞確率を䜎確率に定めるこずが奜たしい。 As mentioned above, it is not necessary to configure the system so that no pre-reading notice appears at all. If the pre-reading notice rarely appears when normal fluctuation 13s, normal fluctuation 16s, or N reach 1 is selected, no particular problem is expected to occur. For example, at least one of the normal fluctuation 13s, normal fluctuation 16s, and N reach 1 may be determined as the pre-reading notice fluctuation pattern. In this case, it is preferable to determine "normal fluctuation 13s" and/or "N reach", which have a relatively low selection rate, as the pre-reading notice fluctuation pattern, and more preferably, normal fluctuation 13s, which has the lowest selection rate, as the pre-reading notice fluctuation pattern. However, in this case, in order to prevent the pre-reading notice from appearing excessively, it is preferable to set the appearance rate of the pre-reading notice (probability of winning the pre-reading lottery) to a lower probability than the pre-reading notice fluctuation pattern (normal fluctuation 16s for pre-reading notice and/or N reach 1 for pre-reading notice).

たた、図に瀺す通り、珟圚の遊技状態が通垞䞭においお、特図偎ハズレ通垞䞭特図偎ハズレに圓遞した堎合、特図偎のハズレ通垞䞭特図偎ハズレに圓遞した堎合、たたは特図偎でハズレに圓遞した堎合通垞䞭特図偎ハズレには、入賞時および倉動開始時のいずれも䜜動保留球数によらず、それぞれ共通のハズレ倉動パタヌン振分テヌブル「」、「」、「」が遞択される。たた、図に瀺す通り、埮時短䞭においおも、䞊述の通垞䞭ず同事象である。 Also, as shown in Figure 26, when the current game state is normal and you win a miss B on the special chart 1 side (miss B on the special chart 1 side during normal), or you win a miss C on the special chart 1 side (miss C on the special chart 1 side during normal), or you win a miss D on the special chart 2 side (miss on the special chart 2 side during normal), the same miss fluctuation pattern allocation tables "FH5", "FH6", and "FH7" are selected regardless of the number of balls in operation at the time of winning and the start of the fluctuation. Also, as shown in Figure 27, during a small time-saving period (Tcode = 01H), the same events occur as during the normal period (Tcode = 00H) described above.

以䞊のように、本実斜圢態では、各遊技状態においお、先読み予告の内容ず倉動䞭予告の内容ずの関連性が厩れおしたうずいった問題を極力生じさせない工倫がなされおいる。 As described above, in this embodiment, efforts have been made to minimize the occurrence of problems such as the correlation between the contents of the pre-reading forecast and the contents of the changing forecast being lost in each game state.

第の特城的芁玠に぀いお
䞀般的に電サポ無し状態であっおも、䜜動保留球数は比范的短時間で乃至個皋床倉化しうる。これを利甚しお䜜動保留球数に応じた倉動パタヌンを遞択可胜に構成すれば、毎回の図柄倉動衚瀺ゲヌムごずに、挔出時間図柄倉動衚瀺ゲヌムの実行時間に倉化をもたらし、倚圩な挔出を発生させるこずが可胜である。
(Regarding the second characteristic element)
Generally, even without electric support, the number of active reserved balls can change by about 1 or 2 in a relatively short time. By utilizing this, if the variation pattern according to the number of active reserved balls can be selected, it is possible to change the presentation time (execution time of the pattern variation display game) for each pattern variation display game, and generate a variety of presentations.

ずころで、ハズレ時における回の図柄倉動衚瀺ゲヌムの平均的な実行時間図柄倉動時間を短時間たずえば、数秒皋床ずしおしたうず、所謂「倉動スランプ図柄倉動衚瀺ゲヌムが実行されおいない期間」の発生率が高たり、遊技者が「回らない、面癜くない」ず感じ易くなり、遊技興趣が枛退しお、遊技のリピヌト率が䜎䞋しおしたう。そこで、回の図柄倉動衚瀺ゲヌムの平均的な実行時間を長くすれば、䜜動保留球も貯たり易くなり、倉動スランプの発生率を少なくするこずができるずも考えられる。 However, if the average execution time (pattern change time) of one symbol change display game during a losing spell is set to a short time (for example, about a few seconds), the occurrence of so-called "change slump (a period when the symbol change display game is not being executed)" increases, making players more likely to feel that "it's not spinning, it's not fun," reducing interest in the game and lowering the repeat rate of the game. Therefore, it is thought that if the average execution time of one symbol change display game is lengthened, it will be easier to accumulate activated reserved balls, and the occurrence of change slump can be reduced.

しかし、図柄倉動衚瀺ゲヌムの実行時間を無闇に長時間ずしおしたうず、ゲヌムの進行スピヌドが緩慢化しお、折角の倉動䞭挔出が気疎い挔出ずなったり、予告挔出による倧圓り圓遞ぞの緊匵感が途切れたりしお、遊技者に退屈感や䞍満感を䞎えおしたう。たた、図柄倉動衚瀺ゲヌムの実行時間を無闇に長時間にしおしたうず、䜜動保留球のオヌバヌフロヌ最倧保留蚘憶数個を超える始動入賞が生じ易くなる、぀たり、ゲヌムの実行暩利の倚くを喪倱しおしたい、遊技者の遊技意欲が枛退しおしたう恐れがある。したがっお、バランスのよい図柄倉動衚瀺ゲヌムの実行時間を生起させる工倫が必芁である。たずえば、倉動開始時における䜜動保留球数や遊技状態などを考慮した倉動パタヌン遞択技術が重芁ずなる。特に、遊技進行䞊、遊技者が倚く遭遇するハズレ時に着目した倉動パタヌン遞択技術が重芁である。 However, if the execution time of the pattern change display game is made unnecessarily long, the game progress speed will slow down, the performance during the change will become uninteresting, and the tension of the big win caused by the advance notice will be broken, making the player feel bored and dissatisfied. Also, if the execution time of the pattern change display game is made unnecessarily long, it will be easy for the operating reserved balls to overflow (initial winning exceeding the maximum number of reserved memories (4)), in other words, many of the game execution rights will be lost, and the player's motivation to play may decrease. Therefore, it is necessary to devise a way to generate a well-balanced execution time of the pattern change display game. For example, it is important to have a change pattern selection technique that takes into account the number of operating reserved balls and the game state at the start of the change. In particular, it is important to have a change pattern selection technique that focuses on the missing times that players often encounter during the game progress.

このような課題に鑑み、本実斜圢態では、特に、遊技進行䞊、滞圚期間が比范的長い、぀たり、遊技進行䞊、メむンの遊技状態ずなる「通垞䞭」たたは「埮時短䞭」におけるハズレ倉動パタヌンの遞択に特城ある構成を持たせおある。以䞋、図、図を甚いお説明する。 In consideration of these issues, this embodiment has a unique configuration for selecting a miss fluctuation pattern, particularly during "normal" or "slightly time-saving" play, when the duration of play is relatively long in terms of game progress, i.e., when the game progresses, these are the main game states. The following will be explained using Figures 26 and 27.

本実斜圢態では、既に説明したように、遊技者が、珟圚の遊技状態が埮時短䞭地獄モヌド䞭であるか通垞䞭倩囜モヌド䞭であるかの刀別を困難なものずするために、図に瀺す「通垞䞭ハズレ倉動パタヌン振分テヌブル」ず、図に瀺す「埮時短䞭ハズレ倉動パタヌン振分テヌブル」ずを略同䞀の構成ずしおある。先ず、図に瀺す「通垞䞭ハズレ倉動パタヌン振分テヌブル」に぀いお説明する。 As already explained, in this embodiment, in order to make it difficult for the player to distinguish whether the current game state is in the micro-time-saving mode (Hell mode) or the normal mode (Heaven mode), the "normal mode miss fluctuation pattern allocation table" shown in FIG. 26 and the "micro-time-saving mode miss fluctuation pattern allocation table" shown in FIG. 27 are configured to be substantially identical. First, the "normal mode miss fluctuation pattern allocation table" shown in FIG. 26 will be explained.

通垞䞭ハズレ圓遞時に係る倉動パタヌン振分テヌブルの特城図
図を参照しながら、通垞䞭ハズレ倉動パタヌン振分テヌブル「」に぀いお説明する。
<A. Characteristics of the fluctuation pattern allocation table for winning during normal wins: FIG. 26>
The normal miss fluctuation pattern allocation tables "FH1 to FH7" will be described with reference to FIG.

本実斜圢態では、ハズレ皮別にはハズレの耇数皮類のハズレが含たれ、これらの図柄抜遞率は、ハズレが、ハズレが、ハズレがずなっおいる図の「図柄抜遞率」の欄参照。ここで図に瀺す通り、特図偎ハズレに圓遞した堎合、䜜動保留球数に応じお、倉動パタヌン振分テヌブル「」のいずれかが遞択される。しかし、特図偎ハズレに圓遞した堎合、䜜動保留球数によらず、共通の倉動パタヌン振分テヌブル「」が遞択され、特図偎ハズレに圓遞した堎合も前述のハズレず同様に、䜜動保留球数によらず、共通の倉動パタヌン振分テヌブル「」が遞択される。たた、特図偎のハズレのいずれかに圓遞した堎合も䜜動保留球数によらず、共通の倉動パタヌン振分テヌブル「」が遞択される。 In this embodiment, the miss type includes multiple types of misses A to C, and the pattern selection rate for these is 95% for miss A, 4% for miss B, and 1% for miss C (see the "Pattern Selection Rate" column in Figure 4C). Here, as shown in Figure 26, if you win the miss A on the special chart 1 side, one of the fluctuation pattern allocation tables "FH1 to FH4" is selected depending on the number of balls in operation. However, if you win the miss B on the special chart 1 side, the common fluctuation pattern allocation table "FH5" is selected regardless of the number of balls in operation, and if you win the miss C on the special chart 1 side, the common fluctuation pattern allocation table "FH6" is selected regardless of the number of balls in operation, just like the miss B mentioned above. Also, if you win any of the misses A to C on the special chart 2 side, the common fluctuation pattern allocation table "FH7" is selected regardless of the number of balls in operation.

これら通垞䞭ハズレ倉動パタヌン振分テヌブル「」「」は、䞋蚘αεの特城を持぀。以䞋では説明の䟿宜のために、ハズレ倉動パタヌン振分テヌブル「」のように、䜜動保留球数によらずに遞択される倉動パタヌン振分テヌブル各䜜動保留球数に共通しお甚いられる倉動パタヌン振分テヌブルを「共通倉動パタヌン振分テヌブル」ずも称する。たた、䜜動保留球数に応じお遞択される倉動パタヌン振分テヌブルを「保留数別倉動パタヌン振分テヌブル」ずも称する。 These normal miss fluctuation pattern allocation tables "FH1" to "FH7" have the following characteristics (α) to (ε). For ease of explanation, below, a fluctuation pattern allocation table that is selected regardless of the number of reserved balls in operation (a fluctuation pattern allocation table that is used in common for each number of reserved balls in operation), such as the miss fluctuation pattern allocation table "FH7", is also referred to as a "common fluctuation pattern allocation table". In addition, a fluctuation pattern allocation table that is selected according to the number of reserved balls in operation is also referred to as a "variation pattern allocation table by reserved number".

なお、図たたは図には、保留数別倉動パタヌン振分テヌブルの䞀䟋ずしお、各䜜動保留球数のそれぞれに応じお䜜動保留球数個のぞれぞれに応じお遞択される倉動パタヌン振分テヌブル「保留数保留数」を瀺しおあるが、各䜜動保留球数のうち、䞀郚で共通の倉動パタヌン振分テヌブルが遞択され、その他は異なる倉動パタヌン振分テヌブルが遞択されるずいう堎合も、この「保留数別倉動パタヌン振分テヌブル」に属するものずしお扱う。たずえば、䜜動保留球数個の堎合は「第倉動パタヌン振分テヌブルたずえば、「保留球数、」」が遞択され、䜜動保留球数個の堎合は「第倉動パタヌン振分テヌブルたずえば、「保留球数」」が遞択され、䜜動保留球数個の堎合は「第倉動パタヌン振分テヌブルたずえば、「保留球数」」が遞択される、ずいったケヌスである。 In addition, in Fig. 26 and Fig. 27, as an example of a variation pattern distribution table by reserved number, the variation pattern distribution tables "FH1 (reserved number 0) to FH4 (reserved number 4)" are shown, which are selected according to each number of reserved balls in operation (for each reserved ball number of operation of 1 to 4, respectively). However, even if a common variation pattern distribution table is selected for some of the reserved balls in operation and a different variation pattern distribution table is selected for the rest, they are treated as belonging to this "variation pattern distribution table by reserved number". For example, when the reserved ball number is 0 to 1, the "first variation pattern distribution table (e.g., "FH1 (reserved ball number 0, 1)") is selected, when the reserved ball number is 3, the "second variation pattern distribution table (e.g., "FH3 (reserved ball number 3)")" is selected, and when the reserved ball number is 3, the "third variation pattern distribution table (e.g., "FH4 (reserved ball number 4)")" is selected.

特図偎通垞䞭ハズレ圓遞時に係る倉動パタヌン振分テヌブル保留数別倉動パタヌン振分テヌブル「」 (A-1. Fluctuation pattern allocation table for when you win A during normal draws on the special chart 1 side (fluctuation pattern allocation table by reserved number) "FH1-FH4")

第の特城
αハズレ倉動パタヌン振分テヌブル「」のそれぞれは、少なくずも“耇数皮類の通垞倉動が遞択可胜”ずなっおいる。具䜓的には、「」が遞択された堎合には、通垞倉動、通垞倉動、たたはリヌチ倉動時間が遞択される可胜性があり、「」が遞択された堎合は、通垞倉動、通垞倉動、たたはリヌチが遞択される可胜性がある。たた、「」が遞択された堎合には、通垞倉動たたは通垞倉動が遞択される可胜性があり、「」が遞択された堎合には、通垞倉動たたは通垞倉動が遞択される可胜性がある。通垞倉動は、通垞倉動皮別のうち最も倉動時間が長い“最長通垞倉動最長通垞倉動パタヌン皮別”に属し、通垞倉動は通垞倉動皮別のうち最も倉動時間が短い“最短通垞倉動最短通垞倉動パタヌン皮別”に属するものずなっおいる。本実斜圢態は、䜜動保留球数保留蚘憶数に応じお、少なくずも「先読み予告甚通垞倉動」の倉動時間ず略同䞀の倉動時間を定めた「通垞倉動」が、異なる遞択率で遞択(決定可胜な構成ずなっおいる。
(First feature)
(α) Each of the miss fluctuation pattern allocation tables "FH1 to FH4" is at least "selectable from multiple types of normal fluctuations." Specifically, when "FH1" is selected, normal fluctuation 13s, normal fluctuation 16s, or N reach 1 (fluctuation time 26s) may be selected, and when "FH2" is selected, normal fluctuation 13s, normal fluctuation 16s, or N reach 1 may be selected. Also, when "FH3" is selected, normal fluctuation 8s or normal fluctuation 13s may be selected, and when "FH4" is selected, normal fluctuation 4s or normal fluctuation 8s may be selected. Normal fluctuation 16s belongs to the "longest normal fluctuation (longest normal fluctuation pattern) type" which has the longest fluctuation time among normal fluctuation types, and normal fluctuation 4s belongs to the "shortest normal fluctuation (shortest normal fluctuation pattern) type" which has the shortest fluctuation time among normal fluctuation types. In this embodiment, depending on the number of active reserved balls (reserved memory number), the "normal variation 16s", which has a variation time that is approximately the same as the variation time of at least the "normal variation 16s for advance notice", can be selected (determined) with different selection rates.

なお、本発明はのように構成するこずができる。
本発明は、䜜動保留球数に応じお、最長通垞倉動およびたたは最短通垞倉動が異なる遞択率で遞択可胜なハズレ倉動パタヌン振分テヌブルを含むこずができる。
たた本発明は、䜜動保留球数に応じお、第特定倉動パタヌンたずえば、通垞倉動ず、第特定倉動パタヌンよりも倉動時間が短い短瞮倉動パタヌンたずえば、通垞倉動、通垞倉動たたは通垞倉動ずのいずれかを遞択可胜な第ハズレ倉動パタヌン振分テヌブルず、䜜動保留球数によらずに圓該第特定倉動パタヌンの倉動時間ず略同䞀の倉動時間である第特定倉動パタヌンたずえば、先読み予告甚通垞倉動を決定可胜な第ハズレ倉動パタヌン振分テヌブルずを含むこずができる。
たた本発明は、䜜動保留球数に応じお、第特定倉動パタヌンたずえば、通垞倉動を異なる遞択率で決定可胜な第ハズレ倉動パタヌン振分テヌブルず、䜜動保留球数によらずに圓該第特定倉動パタヌンの倉動時間ず略同䞀の倉動時間である第特定倉動パタヌンたずえば、先読み予告甚通垞倉動を決定可胜な第ハズレ倉動パタヌン振分テヌブルずを含むこずができる。この堎合、䜜動保留球数毎に、第特定倉動パタヌン通垞倉動の遞択率を異なるように構成するこずができる。
The present invention can be configured as in (Z1) to (Z3).
(Z1) The present invention may include a miss fluctuation pattern allocation table in which the longest normal fluctuation and/or the shortest normal fluctuation can be selected at different selection rates depending on the number of pending balls in operation.
(Z2) The present invention can also include a first miss fluctuation pattern allocation table that can select, depending on the number of reserved balls for activation, either a first specific fluctuation pattern (e.g., normal fluctuation 16s) or a shortened fluctuation pattern having a shorter fluctuation time than the first specific fluctuation pattern (e.g., normal fluctuation 4s, normal fluctuation 8s, or normal fluctuation 13s), and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (e.g., normal fluctuation 16s for advance notice) having approximately the same fluctuation time as the first specific fluctuation pattern regardless of the number of reserved balls for activation.
(Z3) The present invention can also include a first miss fluctuation pattern allocation table that can determine a first specific fluctuation pattern (for example, normal fluctuation 16s) with different selection rates depending on the number of reserved balls in operation, and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (for example, normal fluctuation 16s for pre-reading notice) that has a fluctuation time that is substantially the same as the fluctuation time of the first specific fluctuation pattern regardless of the number of reserved balls in operation. In this case, the selection rate of the first specific fluctuation pattern (normal fluctuation 16s) can be configured to be different for each number of reserved balls in operation.

よっお、ハズレ倉動パタヌン振分テヌブル「」の党䜓像に着目すれば、遊技進行䞊、遊技者が倚く遭遇するハズレ本実斜圢態では、ハズレ圓遞時に、䜜動保留球が比范的倚い堎合には保留数の堎合、倉動時間が盞察的に短い倉動パタヌンが遞択され易くなり、䜜動保留球が比范的少ない堎合には保留数の堎合、倉動時間が盞察的に長い倉動パタヌンが遞択され易くなる。これにより、倉動時間に適床な緩急が発揮され、倉動スランプの発生率の䜎䞋に寄䞎するこずができる。その結果、遊技者は、䜜動保留球が貯たっおいお、連続的にゲヌムが実行されおいるような感じを受けるようになる。たた、ハズレ倉動パタヌン振分テヌブル「」では、いずれの䜜動保留球数においおも通垞倉動が高確率で遞択されるが、䜜動保留球数が少なくなるほど、リヌチ倉動が高確率で遞択されるようになっおいる。そしお、遞択察象のリヌチ倉動は、䜎期埅床リヌチに属する「リヌチ倉動時間が盞察的に短いリヌチ倉動」ずなっおおり、特に、この実斜圢態では、ハズレの堎合には先読み予告甚倉動パタヌンが遞択されない。これにより、ハズレ時に圓遞期埅感を無闇に煜るこずがない。 Therefore, if we look at the overall picture of the miss fluctuation pattern allocation table "FH1-FH4", when a miss (miss A in this embodiment) that players encounter frequently in the course of the game is won, if there are relatively many operating reserved balls (when the number of reserved balls is 2-3), a fluctuation pattern with a relatively short fluctuation time is likely to be selected, and if there are relatively few operating reserved balls (when the number of reserved balls is 0-1), a fluctuation pattern with a relatively long fluctuation time is likely to be selected. This allows for an appropriate level of speed and slowness in the fluctuation time, which can contribute to reducing the occurrence rate of a fluctuation slump. As a result, the player feels as if the operating reserved balls are accumulated and the game is being played continuously. Also, in the miss fluctuation pattern allocation table "FH1-FH4", normal fluctuation is selected with a high probability for any number of operating reserved balls, but the smaller the number of operating reserved balls, the higher the probability of a reach fluctuation being selected. The reach variation to be selected is "N reach (a reach variation with a relatively short variation time)" which belongs to the low expectation reach, and in this embodiment, in particular, in the case of miss A, the predictive prediction variation pattern is not selected. This prevents unnecessary excitement over the expectation of winning when there is a miss.

本実斜圢態に係るハズレ倉動パタヌン振分テヌブル「」によれば、倉動スランプの発生率の䜎䞋に寄䞎するずずもに、ハズレ時に圓遞期埅感を無闇に煜るこずがない、ずいうバランスの取れた図柄倉動衚瀺ゲヌムを生起させるこずができるようになる。 The failure fluctuation pattern allocation tables "FH1 to FH4" according to this embodiment contribute to reducing the occurrence rate of fluctuation slumps, and can create a well-balanced pattern fluctuation display game that does not unnecessarily increase the expectation of winning when a failure occurs.

なお、ハズレ倉動パタヌン振分テヌブル「」ず「」ずにおいお「リヌチ倉動リヌチ倉動パタヌン」が遞択可胜な構成、換蚀すれば、䜜動保留球数が盞察的に少ない堎合にリヌチ倉動が遞択可胜な構成ずなっおいるが、本発明はこれに限られない。たずえば、倉動パタヌン振分テヌブル「」に限りリヌチ倉動が遞択可胜な構成、぀たり、䜜動保留球数が最も少ない堎合に限りリヌチ倉動が遞択される構成ずしおもよい。たた、倉動パタヌン振分テヌブル「」においお、通垞倉動だけが遞択される構成ずしおもよい。 Note that the miss fluctuation pattern allocation tables "FH1" and "FH2" are configured to allow "reach fluctuation (reach fluctuation pattern)" to be selected, in other words, the reach fluctuation can be selected when the number of activated reserved balls is relatively small, but the present invention is not limited to this. For example, the reach fluctuation can be selected only in the fluctuation pattern allocation table "FH1", that is, the reach fluctuation can be selected only when the number of activated reserved balls is the smallest. Also, the fluctuation pattern allocation tables "FH1-FH4" may be configured to allow only normal fluctuation to be selected.

本実斜圢態では、通垞倉動皮別を倉動時間の長短で区別した堎合、通垞倉動皮別、通垞倉動皮別などの秒以䞊の倉動パタヌンを倉動時間が盞察的に長い“長倉動パタヌン”ずしお扱う。䞀方、通垞倉動皮別、通垞倉動皮別などの秒未満の倉動パタヌンを倉動時間が盞察的に短い“短倉動パタヌン”ずしお扱う。このように区別する理由は、䞀般的な匟球遊技機では、遊技球を秒皋床発射し続ければ、䜜動保留球が高確率で発生しうるず考えられるからである。なお、短倉動パタヌンは、珟存の䜜動保留球数が倚い堎合に遞択され易くなっおいる。 In this embodiment, when normal fluctuation types are distinguished by the length of the fluctuation time, fluctuation patterns of 10 seconds or more, such as the normal fluctuation 16s type and normal fluctuation 13s type, are treated as "long fluctuation patterns" with relatively long fluctuation times. On the other hand, fluctuation patterns of less than 10 seconds, such as the normal fluctuation 4s type and normal fluctuation 8s type, are treated as "short fluctuation patterns" with relatively short fluctuation times. The reason for this distinction is that in a typical pinball game machine, if game balls are continuously fired for about 10 seconds, it is believed that there is a high probability that an activated reserved ball will be generated. Note that short fluctuation patterns are more likely to be selected when there are a large number of existing activated reserved balls.

第の特城
βハズレ倉動パタヌン振分テヌブル「」は、各々が定める倉動パタヌンのうち最も遞択率の高い倉動パタヌン高頻床倉動パタヌンの倉動時間が、それぞれ異なるように定められおいる。すなわち、䜜動保留球数に応じお、高頻床倉動パタヌンの倉動時間が異なるようになっおいる。具䜓的には、高頻床倉動パタヌンの倉動時間に関し、“保留、保留、保留、保留”のこの順で、倉動時間が長時間ずなるように定められおいる。぀たり、䜜動保留球数が少なくなるほど、高頻床倉動パタヌンの倉動時間が盞察的に長時間ずなるように定められおいる。本実斜圢態の堎合、䞊蚘高頻床倉動パタヌンは“通垞倉動通垞倉動パタヌン”であり高頻床通垞倉動パタヌン、具䜓的には、図に瀺す通り、倉動パタヌン振分テヌブル「」の堎合は“通垞倉動”、「」の堎合は“通垞倉動”、「」の堎合は“通垞倉動”、「」の堎合は“通垞倉動”ずなっおいる。たた、倉動パタヌン振分テヌブル「」が遞択された際の平均倉動時間回の図柄倉動衚瀺ゲヌムの平均実行時間は、“保留、保留、保留、保留”のこの順で、圓該平均倉動時間が長時間ずなるように定められおいる。換蚀すれば、䜜動保留球数が少なくなるほど、平均倉動時間が長時間ずなるように定められおいる。
(Second feature)
(β) The miss fluctuation pattern allocation tables "FH1 to FH4" are set so that the fluctuation time of the fluctuation pattern with the highest selection rate (high frequency fluctuation pattern) among the fluctuation patterns determined by each table is different. That is, the fluctuation time of the high frequency fluctuation pattern is set so that it is longer in the order of "FH4 (reservation 3), FH3 (reservation 2), FH2 (reservation 1), FH1 (reservation 0)". That is, the fluctuation time of the high frequency fluctuation pattern is set so that it is longer relatively as the number of reserved balls in operation decreases. In the case of this embodiment, the above-mentioned high frequency fluctuation pattern is "normal fluctuation (normal fluctuation pattern)" (high frequency normal fluctuation pattern), and specifically, as shown in FIG. 26, in the case of the fluctuation pattern allocation table "FH1", it is "normal fluctuation 16s", in the case of "FH2", it is "normal fluctuation 13s", in the case of "FH3", it is "normal fluctuation 8s", and in the case of "FH4", it is "normal fluctuation 4s". In addition, the average fluctuation time (average execution time of one symbol fluctuation display game) when the fluctuation pattern allocation table "FH1 to FH4" is selected is set so that the average fluctuation time becomes longer in the order of "FH4 (reserved 3), FH3 (reserved 2), FH2 (reserved 1), FH1 (reserved 0)". In other words, the average fluctuation time is set so that the smaller the number of activated reserved balls is, the longer the average fluctuation time is.

通垞䞭特図偎ハズレ圓遞時共通倉動パタヌン振分テヌブル「」
第の特城
γハズレ倉動パタヌン振分テヌブル「」は、“リヌチ皮別最高期埅床リヌチ皮別未満”の圓遞期埅床を持぀倉動パタヌン皮別が遞択可胜ずなっおいる。本実斜圢態では、図瀺のように、リヌチ皮別、リヌチ皮別の他、通垞倉動皮別のうち最も倉動時間が長い“最長通垞倉動最長通垞倉動パタヌン皮別”が遞択可胜ずなっおいる図のの欄参照。具䜓的には、「リヌチ皮別」よりも圓遞期埅床が高いリヌチ皮別よりも倉動時間が長い「リヌチ皮別発展型リヌチ、盎撃型リヌチ」に぀いおは遞択されない。このハズレ倉動パタヌン振分テヌブル「」が遞択された際の平均倉動時間は、先述したハズレ倉動パタヌン振分テヌブル「」よりも盞察的に長時間ずなっおいる。
(A-2. Common variable pattern allocation table for winning B on the normal special chart 1 side: "FH5")
(Third Feature)
(γ) The miss fluctuation pattern allocation table "FH5" allows the selection of a fluctuation pattern type having a winning expectation of "less than the SPSP reach type (highest expectation reach type)". In this embodiment, as shown in the figure, in addition to the N reach type and the SP reach type, the "longest normal fluctuation (longest normal fluctuation pattern) type" having the longest fluctuation time among the normal fluctuation types is selectable (see the FH5 column in FIG. 26). Specifically, the "SPSP reach type (developed SPSP reach, direct hit SPSP reach)" which has a higher winning expectation than the "SP reach type" (has a longer fluctuation time than the SP reach type) is not selected. The average fluctuation time when this miss fluctuation pattern allocation table "FH5" is selected is relatively longer than the miss fluctuation pattern allocation tables "FH1 to FH4" described above.

通垞䞭特図偎ハズレ圓遞時共通倉動パタヌン振分テヌブル「」
第の特城
Ύハズレ倉動パタヌン振分テヌブル「」は、少なくずも“リヌチ皮別”が遞択可胜、すなわち最高期埅床リヌチ倉動皮別が遞択可胜ずなっおいる。換蚀すれば、リヌチ倉動パタヌンのうちで倉動時間が最長の倉動パタヌンが遞択されるテヌブル構成ずいえる。本実斜圢態の堎合は、図瀺のように、リヌチ皮別発展型リヌチ、盎撃型リヌチだけが遞択可胜ずなっおいる。したがっお、ハズレ倉動パタヌン振分テヌブル「」が遞択された際の平均倉動時間は、他の通垞䞭ハズレ倉動パタヌン振分テヌブル「」よりも長時間最長の平均倉動時間ずされる。
(A-3. Common variable pattern allocation table for winning the normal special chart 1 side C: "FH6")
(Fourth Feature)
(ÎŽ) The miss fluctuation pattern allocation table "FH6" allows at least the "SPSP reach type" to be selected, that is, the highest expectation reach fluctuation type to be selected. In other words, it can be said that this is a table configuration in which the fluctuation pattern with the longest fluctuation time is selected among the reach fluctuation patterns. In the case of this embodiment, as shown in the figure, only the SPSP reach type (developed SPSP reach, direct hit SPSP reach) is selectable. Therefore, the average fluctuation time when the miss fluctuation pattern allocation table "FH6" is selected is longer (the longest average fluctuation time) than the other normal miss fluctuation pattern allocation tables "FH1 to FH5".

特図偎通垞䞭ハズレ圓遞時共通倉動パタヌン振分テヌブル「」
第の特城
εハズレ倉動パタヌン振分テヌブル「」は、特図偎のハズレ圓遞時ではなく、特図偎ハズレ圓遞時の倉動パタヌン振分テヌブルである。本実斜圢態では、既に説明したように、遊技性の関係䞊、時短状態終了盎前に保留された䜜動保留球残保留以倖は、通垞䞭においお特図䜜動保留球が発生するこずはほが皆無であり、ハズレ倉動パタヌン振分テヌブル「」が遞択されるケヌスは、専ら、時短抜けした遊技状況連荘の期埅感を煜る連荘モヌドに限られる。そしお、その残保留に係るゲヌムは、最倧回最倧保留蚘憶数以䞋ずいう比范的短い遊技期間であり、たた遊技者は、専ら、小圓りに圓遞するか吊かずいう緊匵感や期埅感をもっお遊技に臚むこずになる。斯様な遊技状況䞋においおは、倚皮倚様な倉動パタヌンを蚭ける必芁性に欠け、制埡負担軜枛の芳点からも、無闇に倉動パタヌンの皮類を増やすべきではない。そのため、本実斜圢態では、適床な挔出時間を確保しお小圓り圓遞期埅感を煜る挔出を実行するべく、ハズレ倉動ずしお「残保留甚煜り倉動倉動時間」だけが遞択されるようになっおいる。
(A-4. Common variable pattern allocation table for winning during normal wins on the special chart 2 side: "FH7")
(Fifth Feature)
(ε) The miss variation pattern allocation table "FH7" is a variation pattern allocation table not for the miss winning of the special chart 1 side, but for the miss winning of the special chart 2 side. In this embodiment, as already explained, due to the relationship of playability, except for the operation reserved ball (remaining reservation) reserved just before the end of the time-saving state, the special chart 2 operation reserved ball is almost never generated during normal times, and the case where the miss variation pattern allocation table "FH7" is selected is limited exclusively to the game situation after the time-saving has ended (the consecutive mode that stimulates the expectation of consecutive wins). And, the game related to the remaining reservation is a relatively short game period of a maximum of four times (less than the maximum number of reserved memories), and the player will play with a sense of tension and expectation of whether or not he will win a small win. Under such a game situation, there is no need to provide a wide variety of variation patterns, and from the viewpoint of reducing the control burden, the types of variation patterns should not be increased unnecessarily. Therefore, in this embodiment, in order to ensure an appropriate presentation time and execute a presentation that stimulates the expectation of a small win, only the ``stimulation variation for remaining holds (variation time 48 s)'' is selected as a miss variation.

特図偎埮時短䞭ハズレ圓遞時に係る倉動パタヌン振分テヌブル保留数別倉動パタヌン振分テヌブル「」、「」
次に、図を参照しながら、埮時短䞭のハズレ倉動パタヌン振分テヌブル「」、「」、「」に぀いお説明する。
(B-1. Fluctuation pattern allocation table (fluctuation pattern allocation table by reserved number) for when you win A during the small time reduction on the special chart 1 side "FH8", "FH2 to FH4")
Next, with reference to FIG. 27, the miss fluctuation pattern allocation tables "FH2 to FH6", "FH8", and "FH21" during the micro time-saving period will be described.

第の特城
ζ図に瀺す通り、埮時短䞭ハズレ倉動パタヌン振分テヌブルが通垞䞭ハズレ倉動パタヌン振分テヌブルず異なる点は、特図偎に係るハズレ倉動パタヌン振分テヌブルのうち、「特図偎ハズレ、保留数」の堎合におけるハズレ倉動パタヌン振分テヌブルが異なり埮時短䞭は「」、通垞䞭は「」が遞択される、その他のハズレ倉動パタヌン振分テヌブルは同じである埮時短䞭、通垞䞭ずもに「」「」が遞択されうる。この実斜圢態の堎合、「特図偎ハズレ、保留数」の堎合においお、埮時短䞭における通垞倉動の遞択率が通垞䞭よりも僅かに高確率であり、通垞倉動の遞択率が通垞䞭により僅かに䜎確率ずなっおいる。しかし、その違いは埮差であり、それらの遞択率は略同䞀であるずいえる図の「」、図の「」の欄、特に、図の灰色郚分を参照。換蚀すれば、埮時短䞭倉動パタヌン振分テヌブルが遞択された際の平均倉動時間回の図柄倉動衚瀺ゲヌムの平均実行時間は、通垞䞭倉動パタヌン振分テヌブルが遞択された際の平均倉動時間ず略同䞀ずなっおいる。たた、特図偎に係る埮時短䞭ハズレ倉動パタヌン振分テヌブルず、特図偎に係る通垞䞭ハズレ倉動パタヌン振分テヌブルずで、遞択察象ずなる倉動パタヌン皮別が同䞀ずなっおいる。したがっお、特図偎に係る埮時短䞭ハズレ倉動パタヌン振分テヌブルず、特図偎に係る通垞䞭ハズレ倉動パタヌン振分テヌブルずは、略同䞀の構成であるずいえる。
(Sixth Feature)
(ζ) As shown in FIG. 27, the difference between the miss fluctuation pattern allocation table during the micro time reduction and the miss fluctuation pattern allocation table during the normal time is that the miss fluctuation pattern allocation table for the special chart 1 side in the case of "special chart 1 side miss A, number of reserved 0" is different ("FH8" is selected during the micro time reduction, and "FH1" is selected during the normal time), and the other miss fluctuation pattern allocation tables are the same ("FH2" to "FH6" can be selected during both the micro time reduction and normal time reduction). In this embodiment, in the case of "special chart 1 side miss A, number of reserved 0", the selection rate of normal fluctuation 13s during the micro time reduction is slightly higher than during normal time, and the selection rate of normal fluctuation 16s is slightly lower than during normal time. However, the difference is slight, and it can be said that the selection rates are approximately the same (see the "FH1" column in FIG. 26 and the "FH8" column in FIG. 27, especially the gray part in FIG. 27). In other words, the average fluctuation time when the micro time-saving fluctuation pattern allocation table is selected (the average execution time of one pattern fluctuation display game) is approximately the same as the average fluctuation time when the normal fluctuation pattern allocation table is selected. Also, the micro time-saving miss fluctuation pattern allocation table on the special chart 1 side and the normal miss fluctuation pattern allocation table on the special chart 1 side have the same fluctuation pattern type to be selected. Therefore, it can be said that the micro time-saving miss fluctuation pattern allocation table on the special chart 1 side and the normal miss fluctuation pattern allocation table on the special chart 1 side have approximately the same configuration.

なお、特図偎に係る埮時短䞭ハズレ倉動パタヌン振分テヌブル「」ず、通垞䞭ハズレ倉動パタヌン振分テヌブル「」ずは、その構成を異にするが、既に説明したように、埮時短䞭に特図䜜動保留球が発生するこずはほが皆無であり、ハズレ倉動パタヌン振分テヌブル「」が遞択される遊技状況は、実質的には無いものずしお扱うこずができる。すなわち、埮時短䞭ハズレ倉動パタヌン振分テヌブルの党䜓的なテヌブル構成は、通垞䞭ハズレ倉動パタヌン振分テヌブルず、実質的同䞀略同䞀の構成ずしお扱っおも問題はない。 The configurations of the miss fluctuation pattern allocation table "FH21" during the micro-time-saving mode and the miss fluctuation pattern allocation table "FH7" during normal play are different, but as already explained, there are almost no cases of special chart 2 activation reserved balls occurring during the micro-time-saving mode, and the game situation in which the miss fluctuation pattern allocation table "FH21" is selected can be treated as virtually non-existent. In other words, there is no problem in treating the overall table configuration of the miss fluctuation pattern allocation table during the micro-time-saving mode as being substantially the same (almost the same) as the miss fluctuation pattern allocation table during normal play.

したがっお、既に説明した䞊蚘匏甲の“「≒」埮時短状態䞭に係る特図の平均倉動時間、通垞状態䞭に係る特図の平均倉動時間”の関係が実珟可胜ずなり、たた、通垞䞭ず埮時短䞭ずで、ベヌス倀を共通化同䞀たたは略同䞀にしたり、通垞䞭ず埮時短䞭ずで、出珟させる挔出倉動パタヌンに基づく挔出倉動䞭挔出などを共通化同䞀たたは略同䞀ずするこずができ、その結果、珟圚の遊技状態が埮時短䞭地獄モヌド䞭であるか通垞䞭倩囜モヌド䞭であるかの刀別が極めお困難ほが䞍可胜なものずするこずができる。たた、少なくずも特図偎の埮時短䞭ハズレ倉動パタヌン振分テヌブルが遞択される堎合には、特図偎の通垞䞭ハズレ倉動パタヌン振分テヌブルが遞択される堎合ず同様の䜜甚効果䞊蚘αΎ参照を奏するこずができる。 Therefore, the relationship of "X ≒ Y" (X = average fluctuation time of the special chart related to the micro-time-saving state, Y = average fluctuation time of the special chart related to the normal state) in the above (Formula A1) can be realized, and the base value can be made common (the same or nearly the same) between normal and micro-time-saving states, and the effects that appear (such as effects based on fluctuation patterns (fluctuation effects)) can be made common (the same or nearly the same) between normal and micro-time-saving states. As a result, it is possible to make it extremely difficult (almost impossible) to distinguish whether the current game state is in micro-time-saving state (in hell mode) or normal state (in heaven mode). Furthermore, when at least the micro-time-saving miss fluctuation pattern allocation table on the special chart 1 side is selected, the same action and effect (see (α) to (ÎŽ) above) can be achieved as when the normal miss fluctuation pattern allocation table on the special chart 1 side is selected.

特図偎埮時短䞭ハズレ圓遞時共通倉動パタヌン振分テヌブル「」
特図偎に係るハズレ倉動パタヌン振分テヌブル「」においおは、短倉動パタヌンの「通垞倉動」だけが遞択されるようになっおいるが、その理由は次に述べる通りである。
(B-2. Common fluctuation pattern allocation table for winning during the special chart 2 side micro time reduction: "FH21")
In the failure fluctuation pattern allocation table "FH21" relating to special chart 2, only the short fluctuation pattern "normal fluctuation 4s" is selected, for the following reason.

本実斜圢態では、埮時短䞭に特図䜜動保留球が発生するこずはほが皆無であり、仮に埮時短䞭に特図䜜動保留球が発生した堎合は、むレギュラヌ入賞やゎト行為による䞍正入賞の可胜性が高いず考えられる。このような事情を考慮し、特図偎のハズレに぀いおは、無闇に長倉動パタヌンが遞択されたり、䜜動保留球数に応じお倉動パタヌンを遞択したりするこずはせずに、短倉動パタヌンの「通垞倉動」だけが遞択されるようになっおいる。なお、埮時短䞭であっおも特図䜜動保留球が発生した堎合には小圓り圓遞の可胜性があるが図参照、この堎合は、むレギュラヌ入賞や䞍正入賞による小圓り圓遞の可胜性が高いため、次のように構成するこずが奜たしい。 In this embodiment, there is almost no chance of a special chart 2 activation reserved ball occurring during the micro-time reduction, and if a special chart 2 activation reserved ball occurs during the micro-time reduction, it is considered that there is a high possibility of an irregular win or a fraudulent win due to cheating. Taking this into consideration, for a miss on the special chart 2 side, only the short-time variation pattern "normal variation 4s" is selected, without randomly selecting a long variation pattern or selecting a variation pattern according to the number of activation reserved balls. Note that, even during the micro-time reduction, if a special chart 2 activation reserved ball occurs, there is a possibility of a small win (see Figure 4A), but in this case, since there is a high possibility of an irregular win or a small win due to a fraudulent win, it is preferable to configure it as follows (E1) to (E3).

少なくずも埮時短䞭の特図偎小圓り圓遞時の倉動パタヌンをハズレ時ず同じ「通垞倉動」を遞択させ、図柄倉動衚瀺から小圓り遊技䞭を通じお、挔出䞊はハズレを装い、小圓り圓遞を倖郚から悟られないようにする。なお、ハズレ倉動パタヌン振分テヌブル「」では、「通垞倉動」のみが遞択察象ずなっおいるが、倉動時間秒よりも短い倉動時間の通垞倉動倉動時間秒、通垞倉動倉動時間秒などを定めおもよい。この堎合、極めお短い時間で図柄倉動衚瀺ゲヌムを終了させお、小圓り圓遞しおも小圓り圓遞を倖郚から悟られるこずなく、しれっず小圓り遊技を実行させるこずが可胜になる。
小圓り遊技に係る開閉動䜜遊技においお、倧入賞口およびたたは入賞口ぞの入賞を実質的に䞍可胜ずする動䜜パタヌンで、開閉郚材開攟扉、誘導装眮を動䜜させる。
たた、䞊述のおよびの構成ずしおもよい。
(E1) At least during the micro time reduction, the variation pattern at the time of winning a small win on the special chart 2 side is selected to be the same as that at the time of a loss, and from the pattern variation display to the small win game, the performance pretends to be a loss, so that the small win is not realized from the outside. In addition, in the loss variation pattern allocation table "FH21", only "normal variation 4s" is the selection target, but a variation time shorter than the variation time of 4 seconds, such as normal variation 0.5s (variation time 0.5 seconds) or normal variation 1s (variation time 1 second), may be set. In this case, the pattern variation display game is ended in an extremely short time, and even if a small win is won, the small win can be played without being realized from the outside.
(E2) In an opening/closing operation game related to a small win game, the opening/closing member (opening door 52b, V induction device) is operated in an operation pattern that makes it substantially impossible to win a prize in the large prize opening 50 and/or the V prize opening.
(E3) The above-mentioned (E1) and (E2) configurations may also be used.

圓り倉動パタヌン振分テヌブル
圓り倉動パタヌン振分テヌブルに぀いおは、䞍図瀺であるが、ハズレ時ず同じく、各遊技状態別別の圓り圓遞時に係る倉動パタヌン振分テヌブルが蚭けられおいる。本実斜圢態の堎合、圓り倧圓りたたは小圓りに圓遞した堎合には、䜜動保留球数によらず、圓り皮別に応じた倉動パタヌン振分テヌブルが遞択されるようになっおいる。たた、圓りの堎合は、通垞倉動は遞択されず、リヌチ倉動皮別たずえば、図の皮々のリヌチ倉動参照が遞択される。ただし、小圓りの堎合は、小圓り圓遞専甚倉動が遞択されるように構成しおもよい。
(C-1. Winning fluctuation pattern allocation table)
Although the winning fluctuation pattern allocation table is not shown, a fluctuation pattern allocation table for each game state (Tcode) is provided in the same way as in the case of a loss. In the case of this embodiment, when a winning (big win or small win) is won, a fluctuation pattern allocation table according to the type of winning is selected regardless of the number of balls in operation. In addition, in the case of a winning, a normal fluctuation is not selected, and a reach fluctuation type (for example, see various reach fluctuations in FIG. 26) is selected. However, in the case of a small win, a configuration may be made in which a fluctuation dedicated to winning a small win is selected.

たた、特殊時短の堎合も圓りず同様に、各遊技状態別別の特殊時短圓遞時に係る倉動パタヌン振分テヌブルが蚭けられおいる。たた、特殊時短に圓遞した堎合は、䜜動保留球数によらず、特殊時短皮別に応じた倉動パタヌン振分テヌブルが遞択されるようになっおいる。なお、特殊時短は、倧圓り抜遞により圓りでない堎合に遞択される圓遞皮別であり、ハズレの䞀態様ずしお扱うこずができる。したがっお、特殊時短圓遞時には、ハズレ圓遞時ず同様に、通垞倉動、リヌチ倉動のいずれも遞択察象ずするこずができる。ただし、特殊時短圓遞を報知するために、具䜓的には、特殊時短に係る予告挔出の挔出時間幅を確保するために、通垞倉動皮別であれば長倉動パタヌンを遞択察象ずするこずが奜たしい。たた、リヌチ倉動を遞択察象ずする堎合は、リヌチリヌチたずえば、図、図参照のいずれも遞択察象ずするこずができるが、特殊時短、は埮時短状態に、特殊時短は時短状態に移行契機ずなる圓遞皮別であるため、特殊時短の堎合には高期埅床のリヌチ皮別リヌチ系が䜎期埅床リヌチ皮別リヌチ系よりも高確率で遞択され、特殊時短、の堎合には、特殊時短の堎合ずは逆に、高期埅床のリヌチ皮別が䜎期埅床リヌチ皮別よりも䜎確率で遞択されるようにするこずが奜たしい。 In addition, in the case of a special time-saving, as in the case of a win, a variation pattern allocation table for each game state (Tcode) when a special time-saving is won is provided. In addition, when a special time-saving is won, a variation pattern allocation table corresponding to the type of special time-saving is selected regardless of the number of balls in operation. Note that a special time-saving is a winning type that is selected when a jackpot is not won by lottery, and can be treated as one form of a miss. Therefore, when a special time-saving is won, either normal variation or reach variation can be selected, as in the case of a miss. However, in order to notify the winning of a special time-saving, specifically, in order to ensure the performance time width of the preview performance related to the special time-saving, it is preferable to select a long variation pattern if the normal variation type is used. Furthermore, when reach fluctuations are the selection targets, any of N reach to SPSP reach (see, for example, Figures 26 and 27) can be selected, but since special time-saving A and B are winning types that trigger a transition to a slight time-saving state, and special time-saving C is a winning type that triggers a transition to a time-saving state, in the case of special time-saving C, it is preferable that a high-expectation reach type (SP reach type) is selected with a higher probability than a low-expectation reach type (N reach type), and, in the case of special time-saving A and B, the opposite of the case of special time-saving C, that a high-expectation reach type is selected with a lower probability than a low-expectation reach type.

たずえば、特殊時短の堎合には、リヌチ皮別の遞択率を「リヌチリヌチリヌチ発展型リヌチ盎撃型リヌチ」ずするこずができる。たた特殊時短、の堎合には、高期埅床のリヌチ皮別の遞択率を「リヌチリヌチリヌチ発展型リヌチ盎撃型リヌチ」ずするこずができる。なお、特殊時短、の堎合は、高期埅床のリヌチ皮別リヌチ、発展型リヌチ、盎撃型リヌチが遞択されないようにしおもよいし、高期埅床のリヌチ皮別のうち、盞察的に期埅床が高いリヌチ皮別発展型リヌチおよび盎撃型リヌチ、たたは盎撃型リヌチが遞択されないようにしおもよい。 For example, in the case of special time-saving C, the selection rate of reach types can be "N reach 1 < reach N2 < SP reach < advanced SPSP reach < direct hit SPSP reach". Also, in the case of special time-saving A and B, the selection rate of reach types with high expectation can be "N reach 1 > reach N2 > SP reach > advanced SPSP reach > direct hit SPSP reach". Note that in the case of special time-saving A and B, high expectation reach types (SP reach, advanced SPSP reach, direct hit SPSP reach) may not be selected, and among high expectation reach types, reach types with relatively high expectation (advanced SPSP reach and direct hit SPSP reach, or direct hit SPSP reach) may not be selected.

たた、埮時短䞭に特殊時短に圓遞した堎合は、その圓遞は無効扱いハズレ扱いずしお、ハズレ圓遞時ず同じく、ハズレ倉動パタヌン振分テヌブルを参照しお、ハズレ倉動パタヌンを遞択させるこずができる。この堎合、特殊時短のいずれも特定のハズレ察応のハズレ倉動パタヌン振分テヌブルたずえば、ハズレ察応を参照しおもよい。たずえば、ハズレ圓遞時に係るハズレ倉動パタヌン振分テヌブルを参照する。たた、特殊時短皮別に応じお、各ハズレ察応のハズレ倉動パタヌン振分テヌブルを参照しおもよい。たずえば、特殊時短のぞれぞれに応じお、ハズレ圓遞時に係るハズレ倉動パタヌン振分テヌブルを参照するこずができる。たた、特殊時短、の堎合はハズレ圓遞時に係るハズレ倉動パタヌン振分テヌブルを、特殊時短の堎合はハズレたたはハズレ圓遞時に係るハズレ倉動パタヌン振分テヌブルを参照しおもよい特殊時短皮別の意䞀郚で共通のハズレ倉動パタヌン振分テヌブルを参照する圢態。 In addition, if a special time-saving is won during a micro-time-saving, the win is treated as invalid (treated as a loss), and the loss fluctuation pattern can be selected by referring to the loss fluctuation pattern allocation table, just as in the case of a loss win. In this case, the loss fluctuation pattern allocation table corresponding to a specific loss (for example, corresponding to loss A) may be referenced for any of the special time-saving A to C. For example, the loss fluctuation pattern allocation table for the loss A win is referenced. Also, depending on the type of special time-saving, the loss fluctuation pattern allocation table corresponding to each loss may be referenced. For example, depending on each of the special time-saving A to C, the loss fluctuation pattern allocation table for the loss A win may be referenced. Also, in the case of the special time-saving A and B, the loss fluctuation pattern allocation table for the loss A win may be referenced, and in the case of the special time-saving C, the loss fluctuation pattern allocation table for the loss B or loss C win may be referenced (a form in which a common loss fluctuation pattern allocation table is referenced for each special time-saving type).

倉圢䟋
なお、既に説明した図の普図に関する「具䜓䟋図む」たたは「具䜓䟋図む」を採甚する堎合、すなわち、特図時短機胜䜜動の必芁がない埮時短状態を生起させる堎合には、制埡負担軜枛等の芳点から、通垞䞭ず埮時短䞭ずで共通の倉動パタヌン振分テヌブルずしおもよい。たた、少なくずも特図偎に係るハズレ倉動パタヌン振分テヌブルに぀いおは、通垞䞭ず埮時短䞭ずで共通のハズレ倉動パタヌン振分テヌブルずしおもよい。
(Variation 1)
In addition, when adopting "Specific Example 2 (FIG. 4D (A))" or "Specific Example 3 (FIG. 4D (A))" for the normal diagram in FIG. 4D already explained, that is, when generating a micro-time-saving state that does not require the operation of the special diagram time-saving function, a common fluctuation pattern distribution table may be used for normal and micro-time-saving from the viewpoint of reducing the control burden. In addition, at least the miss fluctuation pattern distribution table related to the special diagram 1 side may be a common miss fluctuation pattern distribution table for normal and micro-time-saving.

倉圢䟋
たた本実斜圢態では、特図偎の埮時短䞭ハズレ倉動パタヌン振分テヌブルず、特図偎の通垞䞭ハズレ倉動パタヌン振分テヌブルずで、遞択察象ずなる倉動パタヌン皮別が同䞀であるず説明したが、本発明はこれに限られない。たずえば、「通垞䞭には遞択されず、埮時短䞭に遞択される」たたは「通垞䞭に遞択され、埮時短䞭には遞択されない」ずいった専甚の倉動パタヌンをたたは耇数蚭けるこずができる。専甚の倉動パタヌンは、リヌチ倉動およびたたは通垞倉動ずするこずができる。
(Variation 2)
In this embodiment, the variation pattern type to be selected is the same in the special chart 1 side micro time shortening miss variation pattern distribution table and the special chart 1 side normal miss variation pattern distribution table, but the present invention is not limited to this. For example, one or more dedicated variation patterns such as "not selected during normal, selected during micro time shortening" or "selected during normal, not selected during micro time shortening" can be provided. The dedicated variation pattern can be reach variation and/or normal variation.

第の特城
なお、䞊蚘した、通垞䞭、埮時短䞭の「ハズレ倉動パタヌン振分テヌブル」によれば、䞋蚘のような䜜甚効果を奏するこずができる。
(Seventh Feature)
In addition, according to the above-mentioned "miss fluctuation pattern allocation table" during normal and slight time-saving modes, the following effects can be achieved.

Αハズレ皮別にはハズレの耇数皮類のハズレが含たれ、これらの図柄抜遞率は、ハズレが、ハズレが、ハズレがハズレハズレハズレずなっおいる図備考欄参照。本実斜圢態では、このような図柄抜遞率の関係を利甚し、通垞䞭たたは埮時短䞭においお、ハズレに圓遞した堎合、䜜動保留球が比范的倚い堎合には倉動時間が異なる耇数の短倉動パタヌンが遞択され易くなり、䜜動保留球が比范的少ない堎合には倉動時間が異なる耇数の長倉動パタヌンが遞択され易くなる。たた、ハズレに圓遞した堎合、ハズレたたはハズレが圓遞した堎合よりもリヌチ倉動が䜎確率で遞択されるようになっおいる。これにより、倉動時間が長い図柄倉動が無闇に頻発しない構成、すなわち、倉動時間に適床な緩急が発揮され、倉動スランプの発生率の䜎䞋に寄䞎するだけでなく、䜜動保留球が貯たっおいお連続的にゲヌムが実行されおいるように遊技者が感じる、ずいったバランスのよい図柄倉動衚瀺ゲヌムの実行時間を生起させるこずができるたずえば、䞊蚘αΎ参照。 (A) The miss type includes multiple types of miss A to C, and the pattern selection rate for these is 95% for miss A, 4% for miss B, and 1% for miss C (miss A > miss B > miss C) (see the remarks column in Figure 4C). In this embodiment, by utilizing the relationship of the pattern selection rate, when miss A is selected during normal or short time reduction, multiple short fluctuation patterns with different fluctuation times are likely to be selected if there are relatively many operating reserved balls, and multiple long fluctuation patterns with different fluctuation times are likely to be selected if there are relatively few operating reserved balls. In addition, when miss A is selected, the reach fluctuation is selected with a lower probability than when miss B or miss C is selected. This not only prevents long pattern changes from occurring too frequently, i.e., provides an appropriate pace to the change time, which contributes to reducing the occurrence of change slumps, but also creates a well-balanced execution time for the pattern change display game, in which the player feels as if the game is being played continuously as the activation reserve balls are accumulated (see (α) to (ÎŽ) above, for example).

Βたた通垞䞭にハズレに圓遞した堎合には、䜜動保留球数が少なくなるほど、平均倉動時間回の図柄倉動衚瀺ゲヌムの平均的な実行時間が長時間ずなる。換蚀すれば、䜜動保留球数が倚くなるほど、平均倉動時間が短瞮されるたずえば、䞊蚘α、β参照。これにより、図柄倉動衚瀺ゲヌムの実行時間が無闇に長期化せず、倉動スランプの発生率を抑えるずずもに、䜜動保留球のオヌバヌフロヌの発生率も抑えるこずができる、ずいったバランスのよい図柄倉動衚瀺ゲヌムの実行時間を生起させるこずができる。特に、遊技進行䞊、遊技者が倚く遭遇する「通垞䞭」や「埮時短䞭」においお奜適である。 (B) Also, if Miss A is won during normal play, the fewer the number of activated reserved balls, the longer the average fluctuation time (the average execution time of one pattern change display game). In other words, the more the number of activated reserved balls, the shorter the average fluctuation time (for example, see (α) and (β) above). This allows for a well-balanced execution time of the pattern change display game to be generated, where the execution time of the pattern change display game is not unnecessarily extended, the occurrence rate of fluctuation slumps is suppressed, and the occurrence rate of overflow of activated reserved balls is also suppressed. This is particularly suitable for "normal play" and "slight time-saving play" that players encounter frequently in the course of the game.

Γたた、通垞䞭たたは埮時短䞭においお、ハズレに圓遞した堎合はリヌチ倉動よりも通垞倉動が高確率で遞択され、ハズレに圓遞した堎合は䜎期埅床リヌチ皮別リヌチやリヌチが高確率で遞択され、ハズレに圓遞した堎合は高期埅床リヌチ皮別発展型リヌチ、盎撃型リヌチが高確率で遞択されるたずえば、䞊蚘αΎ参照。぀たり、ハズレ時の倚くは通垞倉動に係る挔出通垞倉動挔出が珟出され、リヌチ挔出を適切な頻床で珟出させるこずができる。これにより、遊技者に察しお圓遞期埅感を過床に煜っおしたうこずがない。たた、皀に出珟する高期埅床リヌチ挔出により遊技興趣圓遞期埅感を倧いに盛り䞊げるこずができる。 (Γ) Also, during normal or short time play, if miss A is hit, normal fluctuation is selected with a higher probability than reach fluctuation, if miss B is hit, low expectation reach types (N reach or SP reach) are selected with a higher probability, and if miss C is hit, high expectation reach types (advanced SPSP reach, direct hit SPSP reach) are selected with a higher probability (see (α)-(ÎŽ) above, for example). In other words, in most cases of misses, the effects related to normal fluctuation (normal fluctuation effects) are displayed, and reach effects can be displayed with an appropriate frequency. This prevents the player from feeling excessively excited about winning. Also, the rare appearance of high expectation reach effects can greatly increase the interest in the game (expectations of winning).

第の特城
ηたた本実斜圢態では、既に説明したように、「先読み予告甚通垞倉動」ず「先読み予告甚リヌチ」ずを蚭けおある。これら倉動パタヌンは、先読み予告甚倉動パタヌンずしお定められおいる他、次のに述べる特城を有する。
(Eighth Feature)
(η) In addition, in this embodiment, as already explained, "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" are provided. These fluctuation patterns are defined as pre-reading notice fluctuation patterns, and have the characteristics described in the following (A1) to (A3).

図に瀺す通り、「先読み予告甚通垞倉動」の倉動時間は、非先読み予告甚倉動パタヌン皮別に属する「通垞倉動」の倉動時間ず略同䞀であり、「先読み予告甚リヌチ」の倉動時間は、非先読み予告甚倉動パタヌン皮別に属する「リヌチ」の倉動時間ず略同䞀である。これら倉動パタヌンは、長倉動パタヌンに属する。本実斜圢態の堎合、「先読み予告甚通垞倉動」ず「通垞倉動」ずは、通垞倉動皮別の䞭で最長の倉動時間ずしお定めた倉動パタヌンであり、最長通垞倉動皮別に属する。
たた図に瀺す通り、「先読み予告甚通垞倉動」ず「通垞倉動」ずは同系統の倉動パタヌンであるが、それぞれ入賞時コマンドの倀が異なる。たた、先読み予告甚リヌチ」ず「リヌチ」も同系統の倉動パタヌンであるが、それぞれ入賞時コマンドの倀が異なる。
「先読み予告甚通垞倉動」ず「通垞倉動」ずは、䜎期埅床倉動パタヌン通垞倉動皮別、リヌチ皮別に属する倉動パタヌンであり、その圓遞期埅床は、略同䞀である。たた「先読み予告甚リヌチ」ず「リヌチ」も同様に、䜎期埅床倉動パタヌンに属する倉動パタヌンであり、その圓遞期埅床も略同䞀である。
(A1) As shown in Figure 26, the fluctuation time of "normal fluctuation 16s for look-ahead notice" is approximately the same as the fluctuation time of "normal fluctuation 16s" belonging to the non-look-ahead notice fluctuation pattern type, and the fluctuation time of "N reach 1 for look-ahead notice" is approximately the same as the fluctuation time of "N reach 1" belonging to the non-look-ahead notice fluctuation pattern type. These fluctuation patterns belong to long fluctuation patterns. In the case of this embodiment, "normal fluctuation 16s for look-ahead notice" and "normal fluctuation 16s" are fluctuation patterns defined as the longest fluctuation times among the normal fluctuation types, and belong to the longest normal fluctuation type.
(A2) Also, as shown in Figure 26, "normal fluctuation 16s for pre-reading notice" and "normal fluctuation 16s" are the same type of fluctuation pattern, but the command values at the time of winning are different. Also, "N reach 1 for pre-reading notice" and "N reach 1" are the same type of fluctuation pattern, but the command values at the time of winning are different.
(A3) "Normal fluctuation 16s for pre-reading notice" and "Normal fluctuation 16s" are fluctuation patterns belonging to low expectation fluctuation patterns (normal fluctuation type, N reach type), and their winning expectation is approximately the same. Similarly, "N reach 1 for pre-reading notice" and "N reach 1" are fluctuation patterns belonging to low expectation fluctuation patterns, and their winning expectation is approximately the same.

䞊蚘のような「先読み予告甚通垞倉動」、「先読み予告甚リヌチ」の機胜に぀いお、図のハズレ倉動パタヌン振分テヌブルず、先読み予告の珟出制埡ずの関係に觊れながら説明する。 The functions of the above-mentioned "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" will be explained while touching on the relationship between the miss fluctuation pattern allocation table in Figure 26 and the appearance control of the pre-reading notice.

通垞䞭にハズレが圓遞した堎合、倉動開始時には、䜜動保留球数に応じお、ハズレ倉動パタヌン振分テヌブル「」保留数別倉動パタヌン振分テヌブルのいずれかが遞択され図参照、通垞倉動たたはリヌチが遞択されうる図の「」「」参照。たた、皀にハズレ図柄抜遞率が圓遞するが、このずきは、ハズレ倉動パタヌン振分テヌブル「」共通倉動パタヌン振分テヌブルに遞択され、先読み予告甚通垞倉動」たたは「先読み予告甚リヌチ」が遞択されうる図の「」参照。ここで、遊技を進行する䞊で、遊技者が最も遭遇確率が高い遊技状況は、ハズレの圓遞図柄抜遞率である。 When Miss A is won during normal play, one of the Miss variation pattern allocation tables "FH1-FH4" (variation pattern allocation table by number of reserved balls) is selected at the start of the variation depending on the number of balls in operation (see FIG. 26), and either Normal variation 16s or N Reach 1 may be selected (see "FH1" and "FH2" in FIG. 26). Also, in rare cases, Miss B (symbol selection rate 4%) is won, and in this case, Miss variation pattern allocation table "FH5" (common variation pattern allocation table) is selected, and either "Normal variation 16s for pre-reading notice" or "N Reach 1 for pre-reading notice" may be selected (see "FH5" in FIG. 26). Here, the game situation that the player is most likely to encounter as the game progresses is the winning of Miss A (symbol selection rate 95%).

よっお、第の効果ずしお、䜎期埅床の倉動パタヌンが遞択された際に、先読み予告が過床に珟出されず、遊技者の圓遞期埅感を無闇に煜るこずがない。 Therefore, as a first effect, when a low expectation fluctuation pattern is selected, excessive pre-reading notices are not displayed, and the player's expectations of winning are not unnecessarily aroused.

たた第の効果ずしお、先読み予告に係る䜜動保留球が図柄倉動衚瀺ゲヌムに䟛された際に、先読み予告による圓遞期埅感を長く持続させるこずができる。詳述すれば、通垞倉動や通垞倉動などの短倉動パタヌンに係る先読み予告を発生させる堎合は、その先読み予告察象ずなった䜜動保留球に係る図柄倉動衚瀺ゲヌムの実行時間が短く、倧した予告挔出も珟出されずにあっさり終了しおしたう。たた、図柄倉動衚瀺ゲヌムの実行時間が短い堎合、たずえば、癜点滅の保留アむコンなどの「ステップアップ系保留倉化予告」の発生を瀺唆するような挔出が珟出された堎合に、その発生期埅感を煜るこずなく、あっさり終了しおしたう。このようなケヌスは「䞀䜓、あの先読み予告は䜕の意味があったのだろう」ずいう具合に、遊技者を癜けさせおしたい、先読み予告に察する䞍信感を惹起させおしたう。しかし本実斜圢態の堎合、「先読み予告甚通垞倉動」や「先読み予告甚リヌチ」は、比范的倉動時間の長い「長倉動パタヌン本実斜圢態の堎合は、最長通垞倉動」に属するものであるため、このような問題が生じおしたうこずを防止するこずが可胜である。 As a second effect, when the activated reserved ball related to the pre-reading notice is used in the pattern change display game, the expectation of winning due to the pre-reading notice can be sustained for a long time. In detail, when a pre-reading notice related to a short change pattern such as normal change 4s or normal change 8s occurs, the execution time of the pattern change display game related to the activated reserved ball that is the target of the pre-reading notice is short, and the game ends abruptly without any significant notice performance. In addition, when the execution time of the pattern change display game is short, for example, when a performance that suggests the occurrence of a "step-up reserved change notice" such as a white flashing reserved icon appears, the game ends abruptly without stirring up the expectation of the occurrence. In such a case, the player becomes disheartened and wonders, "What on earth was the meaning of that pre-reading notice?", which causes distrust in the pre-reading notice. However, in the case of this embodiment, "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" belong to a "long fluctuation pattern" (the longest normal fluctuation in this embodiment) that has a relatively long fluctuation time, so it is possible to prevent such problems from occurring.

なお、「先読み予告甚通垞倉動」ず「通垞倉動」は、先読み予告察象か吊かずいう違いはあるが、双方の図柄倉動衚瀺ゲヌム䞭においお同䞀の挔出を実行可胜な構成ずするこずが奜たしい「先読み予告甚リヌチ」ず「リヌチ」の関係に぀いおも同様。すなわち、非先読み予告甚の「通垞倉動」ず、これず略同䞀同䞀を含むの倉動時間を定めた先読み予告甚の「通垞倉動」ずで、図柄倉動䞭の挔出を同じ挔出態様ずし、いずれの倉動パタヌンが遞択された堎合であっおも、挔出䞊、遊技者が同じ倉動パタヌンが遞択されたず認識させる。このように、内容的に同じであるが遞択率が異なる倉動パタヌン同士を、非先読み予告甚ず先読み予告甚ずに区別するこずにより、ハズレ時においお、先読み予告を適床に出珟させお過床な先読み予告が実行を防止し、遊技者の圓遞期埅感を適床に煜るこずができる過剰な先読み予告の出珟により、遊技者がストレスを感じないようにするこずができる。なおここでいう「同䞀の挔出」ずは、少なくずも装食図柄の倉動衚瀺装食図柄挔出ず予告挔出ずを含む挔出態様を同䞀ずするこずが奜たしいが、「装食図柄の倉動衚瀺」およびたたは「予告挔出」を同䞀ずしおもよい。ただし、挔出䞊、同じような挔出ず芋せるためには、装食図柄の倉動衚瀺態様は異なるがそれ以倖の挔出は同䞀ずするこずが奜たしい。たた、「先読み予告甚通垞倉動」ず同じ機胜を有する先読み甚通垞倉動皮別だけをたたは耇数蚭けおもよいし、「先読み予告甚リヌチ」ず同じ機胜を有する先読み甚リヌチ皮別だけをたたは耇数蚭けおもよい。 Although the "normal fluctuation 16s for pre-reading notice" and the "normal fluctuation 16s" differ in whether they are pre-reading notice targets or not, it is preferable to configure them so that the same presentation can be executed in both pattern change display games (the same applies to the relationship between "N reach 1 for pre-reading notice" and "N reach 1"). In other words, the presentation during the pattern change is the same for the "normal fluctuation 16s" for non-pre-reading notice and the "normal fluctuation 16s" for pre-reading notice that has a substantially identical (including identical) change time, and the presentation makes the player recognize that the same change pattern has been selected, regardless of which change pattern is selected. In this way, by distinguishing between non-pre-reading notice and pre-reading notice, which are the same in content but have different selection rates, pre-reading notices are appropriately displayed when losing, preventing excessive pre-reading notices from being executed, and the player's expectation of winning can be moderately stimulated (the player does not feel stressed due to the appearance of excessive pre-reading notices). Note that "same presentation" here means that it is preferable that the presentation mode, including at least the decorative pattern change display (decorative pattern presentation) and the preview presentation, is the same, but it is also acceptable to make the "decorative pattern change display" and/or the "preview presentation" the same. However, in order to make the presentation look similar, it is preferable that the decorative pattern change display mode is different but the other presentations are the same. Also, it is acceptable to provide only one or more types of pre-reading normal change that have the same function as "pre-reading preview normal change 16s", or to provide only one or more types of pre-reading N reach that have the same function as "pre-reading preview N reach 1".

たた既に説明したが、「通垞倉動」およびたたは「リヌチ」を先読み予告甚倉動パタヌンずしお定めおもよい。この堎合は「先読み予告甚通垞倉動」およびたたは「先読み予告甚リヌチ」よりも先読み予告の出珟率を䜎確率に定める。たずえば、先読み予告の出珟率実行率に関しお「通垞倉動先読み予告甚通垞倉動」を満たす関係、「リヌチ先読み予告甚リヌチ」を満たす関係ずする。 As already explained, "normal fluctuation 16s" and/or "N reach 1" may be defined as the fluctuation pattern for look-ahead notice. In this case, the occurrence rate of the look-ahead notice is set to a lower probability than "normal fluctuation 16s for look-ahead notice" and/or "N reach 1 for look-ahead notice". For example, the occurrence rate (execution rate) of the look-ahead notice may be set to satisfy the relationship "normal fluctuation 16s < normal fluctuation 16s for look-ahead notice" or "N reach 1 < N reach 1 for look-ahead notice".

倉圢䟋その他の実斜䟋通垞䞭ず埮時短䞭ずを特に秘匿化する必芁がない堎合に぀いお
䞊蚘実斜圢態では、通垞䞭ず埮時短䞭ずにおいお、保留数別倉動パタヌン振分テヌブルを甚いお倉動パタヌンが遞択可胜であり、双方が実質的同䞀のテヌブル構成であるず説明したが図、図参照、遊技性により、通垞䞭ず埮時短䞭ずを特に秘匿化する必芁がない堎合たずえば、挔出的に秘匿化する必芁がない堎合など、次の倉およびたたは倉のように構成するこずができる。
(Variation 3 (other embodiments): Cases where there is no need to conceal the normal and short-time periods)
In the above embodiment, it was explained that during normal play and during the micro-time-saving mode, the fluctuation pattern can be selected using a fluctuation pattern allocation table by reserved number, and both have substantially the same table configuration (see Figures 26 and 27). However, when there is no particular need to conceal the normal play and the micro-time-saving mode due to gameplay characteristics (for example, when there is no need to conceal the play for presentation reasons), the configuration can be as follows (Variation 3-1) and/or (Variation 3-2).

倉通垞䞭倩囜モヌド䞭は䞊蚘「共通倉動パタヌン振分テヌブル」を甚いお倉動パタヌンを遞択し、埮時短䞭地獄モヌド䞭は䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いお倉動パタヌンを遞択可胜に構成するこずができる。たずえば、通垞䞭倩囜モヌド䞭は、倉動パタヌン振分テヌブル「」、「」などのように、䜜動保留数によらずに遞択される倉動パタヌン振分テヌブルを甚い、埮時短䞭地獄モヌド䞭は、倉動パタヌン振分テヌブル「保留数保留数」などのように、䜜動保留球数に応じお遞択される倉動パタヌン振分テヌブルを甚いる。 (Variation 3-1) During normal play (in Heaven mode), the above-mentioned "common fluctuation pattern allocation table" is used to select the fluctuation pattern, and during micro-time-saving play (in Hell mode), the above-mentioned "number-of-reserved fluctuation pattern allocation table" can be used to select the fluctuation pattern. For example, during normal play (in Heaven mode), a fluctuation pattern allocation table that is selected regardless of the number of reserved balls in operation, such as fluctuation pattern allocation tables "FH7" and "FH21", is used, and during micro-time-saving play (in Hell mode), a fluctuation pattern allocation table that is selected according to the number of reserved balls in operation, such as fluctuation pattern allocation tables "FH1 (number of reserved balls: 0) to FH4 (number of reserved balls: 4)" is used.

なお、「共通倉動パタヌン振分テヌブル」たたは「保留数別倉動パタヌン振分テヌブル」には、ハズレ時、特殊時短圓遞時、たたは圓り圓遞時倧圓り、小圓りのいずれの堎合にも甚いるこずができる。たた、これら倉動パタヌン振分テヌブルのいずれも、たたは耇数の倉動パタヌンを定めるこずができる。 The "common fluctuation pattern allocation table" or "reserved number-specific fluctuation pattern allocation table" can be used in the case of a miss, a special time-saving win, or a win (big win, small win). In addition, each of these fluctuation pattern allocation tables can define one or more fluctuation patterns.

ずころで、通垞䞭倩囜モヌド䞭は䞊蚘「共通倉動パタヌン振分テヌブル」、埮時短䞭地獄モヌド䞭は䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いるこずが奜たしい。その理由は、次に述べる通りである。 By the way, it is preferable to use the above-mentioned "common fluctuation pattern allocation table" during normal play (heaven mode), and the above-mentioned "reserved number-specific fluctuation pattern allocation table" during micro-time-saving play (hell mode). The reason for this is as follows.

本実斜圢態の「通垞倩囜モヌド」は、遊技者にずっお高利益状態が期埅される時短状態連荘モヌド」ぞの移行期埅床移行率が高い遊技状態であるが、その滞圚期間は比范的短期間ずされる本実斜圢態では、特殊時短の圓遞確率が高確率玄であるため。このような遊技状態に眮かれた堎合、遊技者の䞭には、ゲヌム䞭の挔出倉動䞭挔出を楜しむよりも、早く連荘モヌドぞの移行を獲埗したいず欲する遊技者も倚い。 In this embodiment, "normal (heaven mode)" is a gaming state in which there is a high expectation (transition rate) of transition to the "time-saving state (consecutive wins mode)" in which the player can expect high profits, but the duration of this state is relatively short (because in this embodiment, the probability of winning the special time-saving state is high (approximately 1/10)). When placed in this gaming state, many players would rather transition to consecutive wins mode quickly than enjoy the effects during the game (variable effects).

したがっお、通垞䞭倩囜モヌド䞭の堎合には「䜜動保留球数に応じお皮々の倉動パタヌンを遞択可胜にし、以お、皮々の倉動䞭挔出を珟出させる」ずいう意矩に乏しく、むしろ、テンポ良くゲヌム進行させたり、䜜動保留球数によらずに、連荘モヌドぞの移行期埅感を煜るような倉動䞭挔出を珟出させるたずえば、毎ゲヌム、所定のリヌチ挔出、所定の煜り挔出などを珟出させるこずが奜たしいずいえる。たずえば、遞択察象の倉動パタヌンずしお、特定の倉動パタヌンたずえば、リヌチ倉動や、所定倉動時間を定めた倉動パタヌンだけを遞択したりこの堎合は、䜜動保留球数によらず倉動時間幅が固定的ずなる、特定の倉動パタヌンを他の倉動パタヌンよりも高確率で遞択されるようにすれば、毎ゲヌム、テンポ良くゲヌム進行させ、䜜動保留球数によらずに連荘モヌドぞの移行期埅感を煜るような倉動䞭挔出を珟出させるこずが可胜になる。そこで、通垞䞭地獄モヌド䞭は、保留数別倉動パタヌン振分テヌブルを甚いるのではなく、共通倉動パタヌン振分テヌブルを甚いるこずが奜適である。 Therefore, in the normal mode (heaven mode), it is not meaningful to "make various change patterns selectable according to the number of reserved balls in operation, thereby making various change effects appear." Rather, it is preferable to make the game proceed at a good tempo and to make change effects that stimulate the expectation of a transition to consecutive win mode appear regardless of the number of reserved balls in operation (for example, to make a predetermined reach effect, a predetermined excitement effect, etc. appear every game). For example, if only specific change patterns (for example, reach changes or change patterns with a specified change time) are selected as the change patterns to be selected (in this case, the change time width is fixed regardless of the number of reserved balls in operation), or if a specific change pattern is selected with a higher probability than other change patterns, it is possible to make the game proceed at a good tempo every game and to make change effects that stimulate the expectation of a transition to consecutive win mode appear regardless of the number of reserved balls in operation. Therefore, in the normal mode (hell mode), it is preferable to use a common change pattern allocation table rather than a change pattern allocation table by reserved number.

䞀方、埮時短䞭地獄モヌド䞭は、䞊述のような通垞䞭倩囜モヌド䞭ずは異なり、連荘モヌドぞの移行期埅床が䜎い遊技状態であり、たた滞圚期間が通垞䞭よりも長期間ずなりがちになる。このような遊技状態䞭は、遊技が単調ずなりがちになり、遊技者の遊技意欲が䜎䞋する恐れがある。そこで、埮時短䞭地獄モヌド䞭は、䞊述の通垞䞭倩囜モヌド䞭ずは逆に、䜜動保留球数に応じおゲヌムの進行スピヌドに緩急を付けたり倉動スランプを䜎䞋させる、皮々の倉動䞭挔出をじっくり楜したせるようにするこずが奜たしいずいえる。そこで、埮時短䞭地獄モヌド䞭は、共通倉動パタヌン振分テヌブルを甚いるのではなく、保留数別倉動パタヌン振分テヌブルを甚い、䜜動保留球数に応じお皮々の倉動パタヌンを遞択可胜ずし䜜動保留球数に応じおゲヌムの進行スピヌドに緩急を付けるこずが可胜、皮々の倉動䞭挔出を珟出させる皮々の倉動䞭挔出をじっくり楜したせるこずが可胜こずが奜適である。 On the other hand, during the micro-time-saving mode (Hell mode), unlike the normal mode (Heaven mode) described above, the expectation of transitioning to the consecutive win mode is low, and the duration of stay tends to be longer than during the normal mode. During such a gaming state, the game tends to become monotonous, and there is a risk that the player's motivation to play will decrease. Therefore, during the micro-time-saving mode (Hell mode), contrary to the normal mode (Heaven mode) described above, it is preferable to vary the speed of the game progress depending on the number of reserved balls in operation (reducing the fluctuation slump) and allow the player to enjoy various fluctuation effects at their own pace. Therefore, during the micro-time-saving mode (Hell mode), it is preferable to use a fluctuation pattern distribution table by reserved number, rather than a common fluctuation pattern distribution table, to select various fluctuation patterns depending on the number of reserved balls in operation (it is possible to vary the speed of the game progress depending on the number of reserved balls in operation), and to present various fluctuation effects (it is possible to enjoy various fluctuation effects at their own pace).

倉通垞䞭ず埮時短䞭ずにおいお、遞択察象ずされる倉動パタヌンのうち少なくずも぀䞀郚の倉動パタヌンが異なるように構成するこずができる。たずえば、図ず図においお、少なくずも䞀の特図偎たずえば、特図偎の遞択察象の倉動パタヌンのうち、䞀郚の倉動パタヌンが異なるように構成するこずができる。たずえば、䞋蚘のようにするこずができる。 (Variation 3-2) During normal play and during micro-time-saving play, at least one (a part) of the variation patterns that can be selected can be configured to be different. For example, in Figures 26 and 27, among the variation patterns that can be selected on at least one special chart side (for example, special chart 1 side), some of the variation patterns can be configured to be different. For example, this can be done as follows.

「遞択察象ずされる倉動パタヌンの少なくずも䞀郚が異なるようにする」
たずえば、通垞䞭は、「第通垞倉動、通垞倉動、リヌチ、リヌチ」を遞択察象の倉動パタヌンずし、埮時短䞭は、「第通垞倉動第通垞倉動ず倉動時間は同䞀だが倉動パタヌン皮別が異なる倉動パタヌン、通垞倉動共通の倉動パタヌン、先読み予告甚リヌチリヌチずリヌチ皮別は同じだが、倉動パタヌン皮別が異なる、リヌチ共通の倉動パタヌン」を遞択察象の倉動パタヌンずする遞択察象ずされる倉動パタヌンの少なくずも䞀郚が異なる。
「遞択察象ずされる倉動パタヌンの党おが異なるようにする」
たずえば、通垞䞭は「通垞倉動、通垞倉動、リヌチ、リヌチ」を遞択察象の倉動パタヌンずし、埮時短䞭は「通垞倉動、通垞倉動、先読み予告甚リヌチ、リヌチ」を遞択察象の倉動パタヌンずする。
なお、異なる倉動パタヌンは特に制限はなく、リヌチ倉動や通垞倉動を問わず、皮々の倉動パタヌンを採甚可胜である。
(1) "At least some of the variation patterns to be selected are different."
For example, during normal play, the selectable fluctuation patterns are "first normal fluctuation 4s, normal fluctuation 8s, N reach 1, SP reach," and during micro-time-saving play, the selectable fluctuation patterns are "second normal fluctuation 4s (a fluctuation pattern with the same fluctuation time as the first normal fluctuation 4s but a different fluctuation pattern type), normal fluctuation 8s (a common fluctuation pattern), N reach 1 for pre-reading notice (the reach type is the same as N reach 1 but a different fluctuation pattern type), and SP reach (a common fluctuation pattern)" (at least some of the fluctuation patterns to be selected are different).
(2) "All of the variation patterns to be selected are different."
For example, during normal play, the selectable fluctuation patterns are "normal fluctuation 7s, normal fluctuation 8s, N reach 1, SPSP reach," and during micro-time-saving play, the selectable fluctuation patterns are "normal fluctuation 4s, normal fluctuation 6s, N reach 1 for pre-reading notice, SP reach."
(3) There are no particular restrictions on the different fluctuation patterns, and various fluctuation patterns can be adopted, regardless of whether they are reach fluctuations or normal fluctuations.

たた本倉圢䟋倉の堎合、図ず図ず関係のように、通垞䞭ず埮時短䞭の双方で䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いお倉動パタヌンを遞択可胜に構成しおもよいし、たた、䞊述の倉のように、通垞䞭は䞊蚘「共通倉動パタヌン振分テヌブル」、埮時短䞭は䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いおもよい。 In addition, in the case of this modified example (Variation 3-2), as in the relationship between Figures 26 and 27, the above-mentioned "fluctuation pattern allocation table by reserved number" may be used to select a fluctuation pattern during both normal and micro-time-saving modes, or, as in the above-mentioned (Variation 3-1), the above-mentioned "common fluctuation pattern allocation table" may be used during normal modes and the above-mentioned "fluctuation pattern allocation table by reserved number" may be used during micro-time-saving modes.

なお、通垞䞭ず埮時短䞭の双方で、䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いる堎合、少なくずも぀の䜜動保留球数おいお、共通の倉動パタヌン振分テヌブルを遞択可胜に構成しおもよい。たずえば、「䜜動保留球数が個の堎合はそれぞれ異なる倉動パタヌン振分テヌブル、個の堎合は共通の倉動パタヌン振分テヌブル」ずしたり、「䜜動保留球数が個の堎合は異なる倉動パタヌン振分テヌブル、個の堎合は共通の倉動パタヌン振分テヌブル」ずしたりするこずができる。぀たり、或る䜜動保留球数数の堎合には通垞䞭ず埮時短䞭ずで異なる倉動パタヌンを遞択可胜であり、その他の䜜動保留球数の堎合には共通の倉動パタヌンを遞択可胜、ずいった構成である。 When using the above-mentioned "variation pattern allocation table by reserved number" during both normal play and micro-time-saving play, a common variation pattern allocation table may be selected for at least one number of activated reserved balls. For example, it is possible to have "different variation pattern allocation tables for 1-2 activated reserved balls, and a common variation pattern allocation table for 3-4 activated reserved balls," or to have "different variation pattern allocation tables for 1 activated reserved ball, and a common variation pattern allocation table for 2-4 activated reserved balls." In other words, it is possible to select different variation patterns between normal play and micro-time-saving play for a certain number of activated reserved balls, and a common variation pattern for other numbers of activated reserved balls.

たた、通垞䞭は䞊蚘「共通倉動パタヌン振分テヌブル」、埮時短䞭は䞊蚘「保留数別倉動パタヌン振分テヌブル」を甚いる堎合に、テ“圓該保留数別倉動パタヌン振分テヌブルの䞀郚ず圓該共通倉動パタヌン振分テヌブルが共通の倉動パタヌン振分テヌブル”ずするこずができる。テたた、“圓該保留数別倉動パタヌン振分テヌブルのすべおず共通倉動パタヌン振分テヌブルずが異なる倉動パタヌン振分テヌブル”ずするこずができる。前者のテのケヌスずしおは、たずえば、保留数別倉動パタヌン振分テヌブルが「保留数保留数」であり、共通倉動パタヌン振分テヌブルが「保留数共通」のケヌスなどである。たた埌者のテのケヌスずしおは、保留数別倉動パタヌン振分テヌブルが「保留数保留数」であり、共通倉動パタヌン振分テヌブルが「」以倖の倉動パタヌン振分テヌブルたずえば、「保留数共通」などである。 In addition, when the above-mentioned "common fluctuation pattern allocation table" is used during normal operation and the above-mentioned "fluctuation pattern allocation table by reserved number" is used during micro-time-saving operation, (Te1) "a part of the fluctuation pattern allocation table by reserved number and the common fluctuation pattern allocation table are common fluctuation pattern allocation tables". (Te2) Also, it can be "a fluctuation pattern allocation table in which all of the fluctuation pattern allocation table by reserved number and the common fluctuation pattern allocation table are different". An example of the former (Te1) case is when the fluctuation pattern allocation table by reserved number is "FH1 (reserved number 0) to FH4 (reserved number 4)" and the common fluctuation pattern allocation table is "FH1 (common for reserved number)". In the latter case (Te2), the fluctuation pattern allocation table by reserved number is "FH1 (reserved number 0) to FH4 (reserved number 4)," and the common fluctuation pattern allocation table is a fluctuation pattern allocation table other than "FH1 to FH4" (for example, "FH5 (common reserved number)").

圓り圓遞に係る倉動パタヌン、特殊時短圓遞に係る倉動パタヌンに぀いお
たた、圓り圓遞に係る倉動パタヌン圓り倉動パタヌン、特殊時短圓遞に係る倉動パタヌン特殊時短倉動パタヌン、その倉動パタヌンに係る挔出倉動䞭挔出に぀いおは、次の圓圓のように構成するこずができる。なお、圓り倉動パタヌンは、倧圓りおよびたたは小圓りの堎合に遞択される倉動パタヌンずするこずができる。たた、圓り倉動パタヌンは、少なくずも぀の特定の圓りたずえば、倧圓りに係る倉動パタヌンずするこずができる。たた、特殊時短倉動パタヌンは、少なくずも぀の特定の特殊時短たずえば、特殊時短に係る倉動パタヌンずするこずができる。
(C19. Regarding fluctuation patterns related to winning prizes and special time-saving winning prizes)
In addition, the fluctuation pattern related to a winning hit (winning fluctuation pattern), the fluctuation pattern related to a winning special time-saving hit (special time-saving fluctuation pattern), and the performance related to the fluctuation pattern (performance during fluctuation) can be configured as follows (winning 1) to (winning 4). The winning fluctuation pattern can be a fluctuation pattern selected in the case of a big hit and/or a small hit. The winning fluctuation pattern can be a fluctuation pattern related to at least one specific winning (for example, big hit D). The special time-saving fluctuation pattern can be a fluctuation pattern related to at least one specific special time-saving (for example, special time-saving C).

圓圓り倉動パタヌンず、特殊時短倉動パタヌンずがそれぞれ異なる倉動パタヌンであっおもよいし、少なくずも぀の倉動パタヌンが異なるものであっおもよい。たた、圓り倉動パタヌンず、特殊時短倉動パタヌンずが、共通の倉動パタヌンであっおもよい。
なお、共通の倉動パタヌンであっおも、必ずしも共通の倉動䞭挔出を珟出させなくおもよい。䞻制埡郚からは、挔出制埡郚に察しお倉動パタヌン指定コマンドの他、図柄抜遞結果情報圓遞皮別情報を特定可胜な装食図柄指定コマンドも送信されるため、共通の倉動パタヌンであっおも、圓遞皮別に応じおたずえば、倧圓りおよび特殊時短少なくずも぀の特定の倧圓りおよび少なくずも぀の特定の特殊時短であっおもよいのいずれかであるかに応じお、少なくずも䞀郚を異なる挔出ずするこずができる。なお、異なる挔出ずする堎合には、その挔出䞭に珟出されるたたは耇数の予告挔出や、装食図柄の図柄態様などを異ならせるこずができる。
(Win 1) The winning fluctuation pattern and the special time-saving fluctuation pattern may be different fluctuation patterns, or at least one fluctuation pattern may be different. Also, the winning fluctuation pattern and the special time-saving fluctuation pattern may be a common fluctuation pattern.
In addition, even if the variation pattern is common, it is not necessary to make a common variation effect appear during the variation. Since the main control unit 20 transmits a variation pattern designation command to the performance control unit 24 as well as a decorative pattern designation command capable of identifying the pattern lottery result information (winning type information), even if the variation pattern is common, at least a part of the performance can be different depending on the winning type (for example, depending on whether it is one of the big wins A to D and the special time-saving A to C (which may be at least one specific big win and at least one specific special time-saving)). In addition, when making a different performance, one or more advance notice performances that appear during the performance and the pattern form of the decorative pattern can be made different.

圓たた、圓りの堎合はリヌチ倉動が遞択され、特殊時短の堎合はリヌチ倉動が遞択されない構成ずするこずができる。具䜓的には、圓り倉動パタヌンにはリヌチ倉動が含たれたたは耇数のリヌチ倉動を遞択可胜、特殊時短圓遞倉動パタヌンにはリヌチ倉動が含たれない構成である。圓該特殊時短圓遞倉動パタヌンは、通垞倉動およびたたは特殊時短圓遞甚倉動パタヌンずするこずができる。特殊時短圓遞甚倉動パタヌンずは、圓りの堎合に遞択されない特殊時短圓遞時専甚の倉動パタヌンであり、たずえば、リヌチ挔出を指定しない倉動パタヌン通垞倉動皮別の䞀態様ずするこずができる。 (Win 2) In addition, a configuration can be made in which reach fluctuation is selected in the case of a win, and reach fluctuation is not selected in the case of a special time-saving. Specifically, the win fluctuation pattern includes reach fluctuation (one or more reach fluctuations can be selected), and the special time-saving winning fluctuation pattern does not include reach fluctuation. The special time-saving winning fluctuation pattern can be a normal fluctuation and/or a special time-saving winning fluctuation pattern. A special time-saving winning fluctuation pattern is a fluctuation pattern exclusively used when a special time-saving winning is selected, which is not selected in the case of a win, and can be, for example, a fluctuation pattern that does not specify a reach performance (one aspect of the normal fluctuation type).

圓たた、圓りおよび特殊時短のいずれの堎合も、リヌチ倉動を遞択可胜に構成するこずができる。なお、耇数の特殊時短が蚭けられおいる堎合、少なくずも぀の特定の特殊時短たずえば、特殊時短が圓遞した堎合にのみ、リヌチ倉動を遞択可胜ずしおもよい。本䟋に係るリヌチ倉動は、圓りず特殊時短の堎合ずで、共通のリヌチ倉動であっおもよいし、異なるリヌチ倉動であっおもよい遞択察象ずなるリヌチ倉動が耇数ある堎合には、少なくずも぀のリヌチ倉動を共通のリヌチ倉動ずしおもよい。 (Win 3) In addition, the reach variation can be configured to be selectable in both the case of a win and a special time-saving. If multiple special time-saving options are provided, the reach variation may be selectable only when at least one specific special time-saving option (for example, special time-saving option C) is won. The reach variation in this example may be a common reach variation in both the case of a win and a special time-saving option, or may be a different reach variation (if there are multiple reach variations to choose from, at least one of the reach variations may be a common reach variation).

圓たた、䞊述の圓の䟋においお、特殊時短の堎合のリヌチ倉動の遞択率を圓りの堎合よりも䜎確率ずするこずが奜たしい。たずえば、特殊時短に圓遞した堎合に、倧圓りに圓遞した堎合のようなリヌチ挔出倧圓り圓遞を瀺唆するリヌチ挔出を過床に出珟させるこずは奜たしくないが、適床に倧圓りの圓遞期埅感を煜るこずも遊技を楜したせる䞊で重芁だからである。 (Win 4) In the above example of (Win 3), it is preferable to set the selection rate of reach fluctuation in the case of special time-saving to be lower than in the case of hit. For example, when a special time-saving is won, it is not preferable to excessively display reach effects (reach effects suggesting a jackpot win) like those in the case of a jackpot win, but it is also important to moderately stimulate the expectation of a jackpot win in order to make the game enjoyable.

倧圓り圓遞時に係る予告挔出、特殊時短圓遞に係る予告挔出に぀いお
たた、倧圓り圓遞時に係る予告挔出、特殊時短圓遞に係る予告挔出に぀いお、次の予予のように構成するこずができる。
(V19. Regarding the preview effects when winning the jackpot and the preview effects when winning the special time-saving prize)
In addition, the preview effects related to winning the jackpot and the preview effects related to winning the special time-saving prize can be configured as follows (Prediction 1) to (Prediction 4).

予特殊時短が圓遞した堎合、倧圓り圓遞を確定的に報知瀺唆するプレミアム的な予告挔出倧圓り圓確予告挔出を珟出しないこずが奜たしい。特殊時短が圓遞した堎合に、倧圓り圓遞を報知する予告挔出矛盟した挔出を珟出するこずは奜たしくないからである。ただし、特定の特殊時短が圓遞した堎合に、倧圓り圓確予告挔出を珟出可胜に構成しおもよい。たずえば、時短状態連荘モヌドに移行契機ずなる特殊時短に圓遞した堎合である。本実斜圢態の「特殊時短」のように、遊技者にずり有利床が高い遊技状態ぞの移行契機ずなる圓遞皮別の堎合には、圓確予告挔出を珟出可胜に構成しおも、遊技者にずっお特に䞍利益はなく、問題は無いず考えられる。特殊時短を単なる時短状態ぞの移行契機ずなる圓遞皮別ず捉える堎合には倧圓り圓確予告挔出を珟出させない構成ずし、特殊時短を倧圓りず同じような䟡倀を有する圓遞皮別ず捉える堎合には倧圓り圓確予告挔出を珟出可胜な構成ずする、ずいったように、遊技性に応じた予告挔出態様を定めるこずが奜適である。 (Preliminary 1) When a special time-saving option is selected, it is preferable not to display a premium preview effect (a guaranteed jackpot preview effect) that definitely notifies (suggests) that a jackpot has been won. This is because it is not preferable to display a preview effect (a contradictory effect) that notifies of a jackpot win when a special time-saving option is selected. However, when a specific special time-saving option is selected, a guaranteed jackpot preview effect may be displayed. For example, when a special time-saving option C that triggers a transition to a time-saving mode (consecutive mode) is selected. In the case of a type of win that triggers a transition to a game mode that is more advantageous to the player, such as the "special time-saving option C" in this embodiment, there is no particular disadvantage to the player and it is considered to be no problem even if a guaranteed win preview effect is displayed. It is preferable to determine the type of advance notice presentation according to the gameplay, such as not displaying the jackpot guaranteed advance notice presentation when the special time-saving feature is considered to be a type of winning that simply triggers a transition to the time-saving mode, and displaying the jackpot guaranteed advance notice presentation when the special time-saving feature is considered to be a type of winning that has the same value as a jackpot.

予たた、特殊時短が圓遞した堎合に、特殊時短圓遞を確定的に報知するプレミアム予告挔出特殊時短圓確予告挔出を珟出可胜に構成するこずができる。この堎合、特殊時短圓確予告挔出の皮類数ずし、倧圓り圓確予告挔出の皮類数ずした堎合、「」、「≠」、「」、たたは「」の関係ずするこずができる。 (Preliminary 2) In addition, when the special time-saving feature is selected, a premium preview effect (special time-saving feature guaranteed win preview effect) that definitely notifies the player that the special time-saving feature has been selected can be configured to appear. In this case, if the number of types of special time-saving feature guaranteed win preview effects is N and the number of types of jackpot guaranteed win preview effects is M, the relationship can be "N=M", "N≠M", "N<M", or "N>M".

予たた、特殊時短圓確予告挔出、倧圓り圓確予告挔出ずもに、その挔出時間幅が、それぞれ同䞀略同䞀であっおもよいし、異なっおいおもよい。 (Preliminary 3) In addition, the duration of the special time-saving winning prediction performance and the jackpot winning prediction performance may be the same (approximately the same) or different.

予たた、䞊蚘「特殊時短圓確予告挔出」を含む倉動䞭挔出ず、䞊蚘「倧圓り圓確予告挔出」を含む倉動䞭挔出ずが、たたは、特殊時短圓確予告挔出ず倧圓り圓確予告挔出ずが、挔出の途䞭たでたずえば、挔出開始から所定のタむミングたで共通の挔出内容共通の挔出シナリオずしおもよく、最終的な挔出結果ずしお、特殊時短圓遞や倧圓り圓遞を報知する挔出特殊時短圓確予告挔出、圓り圓確予告挔出を実行しおもよい。挔出の途䞭たで共通の挔出内容であれば、少なくずも圓該挔出の途䞭たで、いずれの圓遞皮別であるかを秘匿するこずができ、今回のゲヌム結果が劂䜕なる結果であるのかずいう圓遞期埅感や緊匵感を遊技者に䞎えるこずができる。特に、倧圓りの堎合ず特殊時短の堎合ずで共通の倉動パタヌンを遞択可胜である堎合たずえば、䞊蚘圓の「リヌチ倉動」のケヌス、圓該倉動パタヌンに係る倉動䞭挔出おいお、特殊時短圓確予告挔出の珟出タむミングず、倧圓り圓確予告挔出の珟出タむミングずが略同䞀同䞀のタむミングずすれば、いずれの圓遞皮別であるかを秘匿する䞊で、さらに奜適である。なお、珟出タむミングは、リヌチ倉動であれば、リヌチ前リヌチ状態の圢成前の所定タむミングやリヌチ埌リヌチ状態圢成埌の所定タむミング、リヌチであれば、リヌチ発展前やリヌチ発展埌など、皮々のタむミングずするこずができる。 (Preliminary 4) Furthermore, the variable effect including the "special time-saving winning confirmation notice effect" and the variable effect including the "jackpot winning confirmation notice effect", or the special time-saving winning confirmation notice effect and the jackpot winning confirmation notice effect, may have common effect content (common effect scenario) until partway through the effect (for example, from the start of the effect to a specified timing), and as a final effect, an effect that notifies the player of a special time-saving winning or jackpot winning (special time-saving winning confirmation notice effect, winning confirmation notice effect) may be executed. If the effect content is common until partway through the effect, it is possible to keep secret which type of winning is involved at least until partway through the effect, and it is possible to give the player a sense of expectation and tension about what the outcome of the current game will be. In particular, when a common fluctuation pattern can be selected for both the jackpot and the special time-saving (for example, the "SP reach fluctuation" case in (Win 1) above), if the timing of the appearance of the special time-saving winning notice and the timing of the appearance of the jackpot winning notice are substantially the same (the same) during the fluctuation performance related to that fluctuation pattern, it is even more preferable in terms of concealing which type of win has occurred. Note that the timing of appearance can be various, such as before the reach (a specified timing before the reach state is formed) or after the reach (a specified timing after the reach state is formed) in the case of a reach fluctuation, and before or after the SP reach development in the case of an SP reach.

その他の構成䟋
たた、少なくずも通垞状態倩囜モヌドにおける倉動䞭挔出ずしお、特定の特殊時短圓遞可胜性を報知する「第予告挔出」ず、倧圓り圓遞可胜性を報知する「第予告挔出」たずえば、リヌチ挔出ずを珟出可胜である堎合、第予告挔出の第珟出率実行確率ず、第予告挔出の第珟出率ずの関係に぀いおは、次の匏匏のいずれかの関係を満たすように構成するこずができる。
匏「第珟出率第珟出率」、
匏「第珟出率≒第珟出率略同䞀の実行率」、
匏「第珟出率第珟出率」、
匏「第珟出率第珟出率」
(D19. Other Configuration Example 1)
Furthermore, when it is possible to produce a "first preview effect" that notifies the possibility of winning a specific special time-saving effect and a "second preview effect" (for example, a reach effect) that notifies the possibility of winning a jackpot as during-variation effects at least in the normal state (heaven mode), the relationship between the first appearance rate (execution probability) of the first preview effect and the second appearance rate of the second preview effect can be configured to satisfy any of the following relationships (Formula A) to (Formula D).
(Formula A) "first appearance rate = second appearance rate",
(Formula B) "First appearance rate ≒ Second appearance rate (approximately the same execution rate)"
(Formula C) "first appearance rate < second appearance rate",
(Formula D) "1st appearance rate > 2nd appearance rate"

ここで䞊蚘「第予告挔出」ずは、䞻ずしお、圓り状態以倖の特定状態制埡状態に移行するか吊か特定状態移行特定状態非移行を報知可胜な挔出態様状態移行予告挔出である。圓該「特定状態」には、特定の遊技モヌド、特定の内郚遊技状態、たたは特定の挔出モヌドのいずれも採甚可胜である。状態移行予告挔出の報知内容ずしおは、たずえば、特定の圓遞皮別に圓遞しお、特定状態ぞの移行が予定されおいる堎合に、その移行先の遊技モヌドや挔出モヌドなどを報知するケヌス、倩井ゲヌムに到達しお、倩井特兞付䞎を報知するケヌスなどがある。 The "first preview effect" mentioned above is a presentation mode (state transition preview effect) that can mainly notify whether or not there will be a transition to a specific state (control state) other than the winning state (specific state transition/non-specific state transition). The "specific state" can be any of a specific game mode, a specific internal game state, or a specific presentation mode. The content of the state transition preview effect can be, for example, a case where a specific type of win has been won and a transition to a specific state is scheduled, in which a notification of the game mode or presentation mode to be transitioned to, or a case where a ceiling game has been reached and a ceiling bonus has been awarded.

なお、状態移行予告挔出においお、䟋倖的に、圓り状態ぞの移行圓り圓遞を報知可胜に構成しおもよい。たずえば、時短状態ぞの移行たたは非移行を䞀旊報知した埌、昇栌挔出的に、倧圓り遊技倧圓り状態ぞの移行倧圓りに圓遞したこずを報知しおもよい。 Incidentally, the state transition notice presentation may be exceptionally configured to notify a transition to a winning state (a win). For example, after first notifying a transition or non-transition to a time-saving state, a promotion presentation may be used to notify a transition to a jackpot game (a jackpot state) (a jackpot has been won).

本実斜圢態の堎合、状態移行予告挔出第予告挔出ずしお、時短状態連荘モヌドに移行するか吊か「時短移行時短非移行」たたは「圓遞した特殊時短皮別」を報知可胜な「時短移行予告挔出」を採甚可胜である。時短移行予告挔出の䞀䟋ずしおは、たずえば、扉を暡した扉画像シャッタヌ画像衚瀺させ、扉シャッタヌが開くか吊かの期埅感を煜る挔出を実行し、その結果挔出ずしお、扉が開けば時短移行確定が報知され、扉が閉じたたたであれば時短非移行確定が報知される、ずいったように、その挔出結果に応じお、移行非移行を報知可胜な挔出態様がその代衚䟋である。本実斜圢態では、状態移行予告挔出に属するものずしお、埌述のチャンス煜り挔出図、チャンス挔出などが蚭けられおいる埌述の図図。 In this embodiment, a "time-saving transition notice effect" that can notify whether or not a transition to a time-saving state (consecutive win mode) will occur ("time-saving transition/no time-saving transition" or "won special time-saving type") can be used as the state transition notice effect (first notice effect). One example of a time-saving transition notice effect is, for example, a door image (shutter image) that resembles a door is displayed, and a performance that builds up anticipation as to whether the door (shutter) will open is executed, and as a result, if the door opens, a confirmation of a time-saving transition is notified, and if the door remains closed, a confirmation of a no-time-saving transition is notified. In this embodiment, chance-teasing effects (FIG. 63) and chance effects (FIGS. 61 to 62) described below are provided as state transition notice effects (FIGS. 61 to 62 described below).

したがっお、この第予告挔出が出珟した堎合、遊技者は倧圓り圓遞に期埅を寄せるのではなく、珟圚の遊技状態よりも有利な遊技状態ぞの状態移行昇栌移行などに期埅を寄せお、挔出を芳賞するこずになる。これに察し第予告挔出は、第予告挔出ずは逆に、状態移行に期埅を寄せるのではなく、倧圓り圓遞に期埅を寄せお、挔出を芳賞するこずになる。 Therefore, when this first preview effect appears, the player does not look to win a jackpot, but rather looks to a transition to a more favorable gaming state (promotion transition) than the current gaming state, and watches the effect. In contrast, the second preview effect is the opposite of the first preview effect, in that the player does not look to a transition, but rather looks to a jackpot.

なお、本実斜圢態の通垞状態倩囜モヌドは、埮時短状態よりも時短状態連荘モヌドぞの移行が有利な遊技状態ずしお䜜甚するため、遊技者は、専ら、時短状態ぞの移行時短移行に期埅を寄せお遊技に興じるこずになる。そこで、通垞状態䞭は、第予告挔出たずえば、リヌチ挔出の珟出率を、第予告挔出よりも高確率ずするこずが奜たしいず蚀える「第珟出率第珟出率」ずする。 In addition, since the normal state (heaven mode) in this embodiment acts as a game state in which transitioning to the time-saving state (consecutive mode) is more advantageous than the slight time-saving state, the player will mainly enjoy playing the game in anticipation of transitioning to the time-saving state (time-saving transition). Therefore, during the normal state, it is preferable to have a higher probability of occurrence of the first advance notice effect (for example, a reach effect) than the second advance notice effect (first appearance rate > second appearance rate).

たた、通垞状態倩囜モヌド䞭は、時短移行ぞの期埅感を倧いに盛り䞊げるために、䞊蚘第予告挔出を、毎ゲヌム実行する実行率、たたは超高確率で実行するたずえば、実行率以䞊ように構成しおもよい。 In addition, during the normal state (heaven mode), in order to greatly heighten anticipation for the transition to the time-saving mode, the first preview performance may be configured to be executed every game (execution rate 100%) or executed with an extremely high probability (for example, execution rate of 99% or more).

なお、倧圓り圓遞の堎合に第予告挔出を実行し、第予告挔出においお、時短非移行の報知に替えお、倧圓り圓遞を報知しおもよい。 In addition, when a jackpot is won, a first preview performance may be executed, and the first preview performance may notify the jackpot win instead of notifying the non-transition to the time-saving mode.

䞀方、埮時短状態地獄モヌド䞭は、䞊述の䟋ずは逆に、第予告挔出の珟出率を、第予告挔出よりも高確率ずするこずが奜たしい「第珟出率第珟出率」ずする。なお、本実斜圢態の埮時短状態は、倧圓り抜遞察象から特殊時短が陀倖されおいるため、第予告挔出の珟出率が実行しないであっおもよい。「第珟出率第珟出率」の関係は、䞻に、埮時短状態䞭にも特殊時短が圓遞可胜発動可胜である構成の堎合に奜適であるずいえる。 On the other hand, during the micro-time-saving state (Hell mode), contrary to the above example, it is preferable to set the appearance rate of the second preview effect to be higher than that of the first preview effect (first appearance rate < second appearance rate). Note that in the micro-time-saving state of this embodiment, since special time-saving effects are excluded from the jackpot lottery, the appearance rate of the first preview effect may be 0% (not executed). The relationship of "first appearance rate < second appearance rate" is suitable mainly for configurations in which special time-saving effects can be won (activated) even during the micro-time-saving state.

なお、装食停止図柄停止目に぀いおは、倧圓り圓遞の堎合は第特定衚瀺態様で衚瀺し、特殊時短圓遞の堎合は、第特定衚瀺態様ずは異なる第特定衚瀺態様で衚瀺しおもよい。第特定衚瀺態様は、たずえば、「」などの、いわゆる「図柄揃い」である。たた、倧圓り皮別に応じた停止目を衚瀺させるこずができる。 The decorative stop symbols (stops) may be displayed in a first specific display mode in the case of a jackpot win, and in the case of a special time-saving win, in a second specific display mode different from the first specific display mode. The first specific display mode is, for example, a so-called "pattern match" such as "777". Stops corresponding to the type of jackpot may also be displayed.

たた、特殊時短皮別特殊時短に係る停止目に぀いおは、それぞれ共通の停止目たたはそれぞれ異なる停止目ずしおもよい。たた、時短状態移行契機の特殊時短ず、埮時短状態移行契機の特殊時短、ずで、異なる停止目ずしおもよい。たずえば、特殊時短の堎合は「時」「時☆短」などの特殊衚瀺態様、特殊時短および特殊時短はハズレ目ず共通か、ハズレ目では導出されない停止目たずえば、「」や「」などの連番ずするこずができる。 The stop marks related to the special time-saving types (special time-saving A to C) may be the same or different. Also, the special time-saving C, which triggers a transition to the time-saving state, and the special time-saving A and B, which trigger a transition to the minute time-saving state, may have different stop marks. For example, the special time-saving C can have a special display mode such as "7:7" or "Time☆Save", while the special time-saving A and B can have stop marks that are the same as the losing numbers or are not derived for the losing numbers (for example, consecutive numbers such as "123" or "756").

たた、倩井機胜発動ずなる倩井ゲヌムでは、倩井ゲヌム専甚の停止目たずえば、「倩☆井」「倩」などを衚瀺しおもよい。 In addition, in ceiling games where the ceiling function is activated, stopping numbers exclusive to ceiling games (for example, "Ten☆I" or "7 Ten 7") may be displayed.

図の説明に戻る。ステップの始動口入賞時乱数刀定凊理を終えるず、「入賞時コマンド」を挔出制埡郚に送信するステップ。なお、先読み犁止䞭である堎合や蚭定倀デヌタに異垞が発生した堎合は、先読み犁止デヌタ「」がそのたた維持され、「先読み犁止デヌタ」を持぀入賞時コマンドが挔出制埡郚に送信されるこずになる。この堎合、䞊䜍バむト偎の倀は、適宜な倀、たずえば、「」が取埗され、先読み犁止の入賞時コマンドを送信する。 Returning to the explanation of FIG. 11, when the random number determination process at the start port winning is completed in step S320, a "winning command" is sent to the performance control unit 24 (step S321). If look-ahead is prohibited or an abnormality occurs in the set value data, the look-ahead prohibition data "9FH" is maintained as is, and a winning command with the "look-ahead prohibition data" is sent to the performance control unit 24. In this case, an appropriate value, for example "B3H", is obtained for the value on the upper byte (MODE1) side, and a winning command with look-ahead prohibition (B39FH) is sent.

次いで、先読み刀定時の䜜動保留球数を指定する「保留加算コマンド」を䜜成しステップ、これを挔出制埡郚に送信するステップ。「保留加算コマンド」は、既に説明したように、バむトの制埡デヌタで構成され、今回先読み察象ずなった䜜動保留球が特図偎であるか特図偎であるかを指定する䞊䜍バむト偎ず、入賞時の䜜動保留球数を指定する䞋䜍バむト偎ずで構成される。保留加算コマンドは、挔出制埡郚偎においお、䜜動保留球発生の際、保留衚瀺領域、に察し、珟圚の䜜動保留球数に関する情報を報知したり、先読み予告挔出が実行される堎合には、その予告察象保留に぀いおの先読み予告を珟出する際にも利甚される。 Next, a "reserved addition command" that specifies the number of active reserved balls at the time of the pre-reading judgment is created (step S322), and this is sent to the performance control unit 24 (step S323). As already explained, the "reserved addition command" is composed of two bytes of control data, with an upper byte (MODE) that specifies whether the active reserved ball that is the subject of the pre-reading this time is on the special chart 1 side or the special chart 2 side, and a lower byte (EVENT) that specifies the number of active reserved balls at the time of winning. The reserved addition command is used by the performance control unit 24 to notify the reserved display areas 76, 77 of information regarding the current number of active reserved balls when an active reserved ball is generated, and also to display a pre-reading notice for the reserved ball that is the subject of the notice when a pre-reading notice performance is executed.

䞊蚘入賞時コマンドず保留加算コマンドずが䞻制埡郚から送信されるず、これを受けた挔出制埡郚は、コマンドに含たれる情報が、「先読み犁止指定以倖」であれば、先読み予告の実行可吊に関する抜遞先読み予告抜遞を行い、これに圓遞した堎合には、先読み予告の挔出シナリオを䜜成し、そのシナリオに基づいお、今回の䜜動保留球を察象ずする先読み予告を実行制埡する。䞀方、「先読み犁止指定」であれば、先読み予告抜遞を実行せずに、或いは、先読み予告抜遞を実行するがその抜遞結果を匷制的にハズレ予告挔出実行せずずしお凊理し、先読み予告の実行を犁止制限する。この実斜圢態では、先読み犁止䞭の堎合か、たたは蚭定異垞゚ラヌが生じおいる堎合のいずれも、先読み犁止指定の入賞時コマンドを送信する構成ずなっおいるが、その理由は䞋蚘の通りである。 When the winning command and reserved addition command are sent from the main control unit 20, the performance control unit 24 that receives them, if the information included in the command is "other than the prohibition of pre-reading", holds a lottery (pre-reading notice lottery) regarding whether or not to execute the pre-reading notice, and if it is won, creates a performance scenario for the pre-reading notice and controls the execution of the pre-reading notice targeting the currently activated reserved ball based on that scenario. On the other hand, if "prohibition of pre-reading" is specified, the pre-reading notice lottery is not executed, or the pre-reading notice lottery is executed but the lottery result is forcibly processed as a miss (no pre-reading performance executed), and the execution of the pre-reading notice is prohibited (restricted). In this embodiment, the winning command with the prohibition of pre-reading is sent in both cases when pre-reading is prohibited or when a setting abnormal error occurs, and the reason is as follows.

本実斜圢態の堎合、蚭定異垞゚ラヌが生じおも遊技動䜜を匷制的に停止制埡するこずはしない。その理由は第に、蚭定異垞゚ラヌの解消は、既に説明したように、蚭定倉曎操䜜を行うこずにより解消されるが、営業䞭の蚭定倉曎操䜜は、法的芁請の芳点から射幞心煜る事項ずしお犁止事項に該圓する可胜性が高い。第に、蚭定異垞゚ラヌが生じた際、盎ちに遊技動䜜凊理を匷制的に停止させおしたうず、突然の遊技停止に、遊技者が䞍信感を抱いおしたう。たずえば、仕掛り䞭の図柄倉動衚瀺ゲヌムが正垞動䜜時に実行されたものである堎合や、倧圓り遊技䞭の堎合などに、偶々、蚭定異垞゚ラヌが発生しお、盎ちに遊技ができない状態に制埡しおしたうず、遊技者が本来埗られるべき利益が消倱しおしたい、遊技者の䞍信感を招く。このような事情を考慮し、蚭定異垞゚ラヌが発生した堎合ぱラヌ報知を行うに止めお、遊技進行自䜓は条件付きであるが、そのたた進行させる。「条件付きであるが」ず衚珟したのは、蚭定異垞゚ラヌが発生した堎合には、先読み予告を犁止したり、図柄倉動衚瀺ゲヌムの結果を匷制的にハズレずするからである図のステップ、埌述の図のステップの凊理ルヌト参照。 In the present embodiment, even if a setting abnormality error occurs, the game operation is not forcibly stopped. The reason is that, first, as already explained, a setting abnormality error can be resolved by performing a setting change operation, but setting change operations during business hours are likely to be prohibited from the viewpoint of legal requirements as an act that incites gambling. Secondly, if the game operation processing is forcibly stopped immediately when a setting abnormality error occurs, the player will feel distrustful of the sudden game stop. For example, if a setting abnormality error occurs by chance when a pattern variation display game in progress is executed during normal operation or during a jackpot game, and the game is immediately controlled to a state where it cannot be played, the profit that the player should have obtained will disappear, leading to distrust from the player. In consideration of such circumstances, when a setting abnormality error occurs, only an error notification is performed, and the game progress itself is allowed to continue, although it is conditional. I say "conditionally" because if a setting abnormality error occurs, the pre-reading notice is prohibited and the result of the symbol change display game is forcibly set to a loss (see the processing route of step S317 (=5AH) in FIG. 11 and step S409 (=5AH) in FIG. 12 described below).

以䞊により、特図始動口チェック凊理を抜けお、続いお、特図始動口チェック凊理ステップを実行する。 As a result of the above, the special chart 1 start port check process is exited, and the special chart 2 start port check process (step S302) is then executed.

特別図柄倉動開始凊理図
次に、図䞭の特別図柄倉動開始凊理ステップに぀いお説明する。図は、特別図柄倉動開始凊理ステップの詳现を瀺すフロヌチャヌトである。
<10. Special symbol variation start process: Figure 12>
Next, the special symbol variation start process (step S306) in Fig. 10 will be described. Fig. 12 is a flowchart showing the details of the special symbol variation start process (step S306).

図においお、は、たず特図䜜動保留球数がれロか吊かを刀定しステップ、特図䜜動保留球数がれロでない堎合にはステップは、特図䜜動保留球数察象ずした倉動開始時の凊理ステップを実行する。䞀方、特図䜜動保留球数がれロの堎合にはステップ、続いお特図䜜動保留球数がれロか吊かを刀定しステップ、特図䜜動保留球数がれロでない堎合にはステップ、特図䜜動保留球数を察象ずした倉動開始時の凊理ステップを実行する。このステップずの凊理により、特図䜜動保留球ず特図䜜動保留球のどちらを優先的に倉動衚瀺動䜜に䟛するかどちらの䜜動保留球を消化しおいくかの「優先倉動順䜍」が定たる。本実斜圢態では、特図䜜動保留球ず特図䜜動保留球の双方に䜜動保留球が存圚する堎合、特図䜜動保留球を優先的に消化させる特図偎優先倉動機胜。 In FIG. 12, the CPU 201 first determines whether the number of reserved balls for operation of the special chart 2 is zero (step S401), and if the number of reserved balls for operation of the special chart 2 is not zero (step S401: NO), it executes the processing at the start of the change targeting the number of reserved balls for operation of the special chart 2 (steps S403 to S416). On the other hand, if the number of reserved balls for operation of the special chart 2 is zero (step S401: YES), it then determines whether the number of reserved balls for operation of the special chart 1 is zero (step S402), and if the number of reserved balls for operation of the special chart 1 is not zero (step S402: NO), it executes the processing at the start of the change targeting the number of reserved balls for operation of the special chart 1 (steps S403 to S416). The processing of steps S401 and S402 determines the "priority change order" of which of the reserved balls for operation of the special chart 1 or the reserved balls for operation of the special chart 2 is given priority for the change display operation (which reserved balls for operation are consumed). In this embodiment, if there are activation reserved balls on both the special chart 1 activation reserved ball and the special chart 2 activation reserved ball, the special chart 2 activation reserved ball is consumed preferentially (special chart 2 side priority change function).

なお、特図䜜動保留球数ず特図䜜動保留球数の双方の䜜動保留球数がれロである堎合ステップ、か぀ステップ、「䜜動保留球なし」の状態ずなる。この「䜜動保留球なし」の状態は、特別図柄が埅機䞭であり、か぀保留蚘憶無しの状態ずなった堎合である。そこで「䜜動保留球なし」になった堎合は、ステップに進み、特別図柄動䜜ステヌタスが䞊蚘「䜜動保留球なし」の状態を瀺す「埅機䞭」であるか吊かを刀定するステップ。 If the number of activated balls for both Special Pattern 2 and Special Pattern 1 is zero (step S401: YES and step S402: YES), the state is "no activated balls pending." This "no activated balls pending" state occurs when a special pattern is waiting and there is no reserved memory. If the state is "no activated balls pending," proceed to step S417 and determine whether the special pattern operation status is "waiting (00H)," which indicates the above-mentioned "no activated balls pending" state (step S417).

䞊蚘「䜜動保留球なし」の状態ずなったずきの特別図柄動䜜ステヌタスが「埅機䞭」この「埅機䞭」は、埌述の図の特別図柄確認時間䞭凊理䞭のステップで曎新される。であった堎合にはステップ、特別図柄動䜜ステヌタスを「埅機䞭」保留無し埅機䞭に切り替えるステップ。そしお、挔出制埡コマンドずしお、客埅ち䞭コマンドを挔出制埡郚に送信しおステップ、特別図柄倉動開始凊理を抜ける。挔出制埡郚が䞊蚘客埅ち䞭コマンドを受信した堎合、所定の実行条件に基づき、「客埅ち挔出デモ衚瀺」を珟出させる。挔出制埡郚は、客埅ち䞭コマンドを受信した埌、遊技が開始されずに、぀たり䜜動保留球が発生せずに入賞に係るコマンドたずえば、保留加算コマンドなどを受信するこずなく、か぀遊技環境蚭定画面メニュヌ画面に切り替わるこずなく、所定の埅機時間たずえば、秒が経過した堎合、たずえば、液晶衚瀺装眮にデモ画面デモムヌビヌを衚瀺させる。 If the special symbol operation status when the "no activated balls reserved" state is "Waiting (01H)" (this "Waiting (01H)" is updated in step S472 during the special symbol confirmation time processing in FIG. 14A described below) (step S417: NO), the special symbol operation status is switched to "Waiting (00H)" (waiting without reserved) (step S418). Then, a waiting for customers command (BA04H) is sent to the performance control unit 24 as a performance control command (step S419), and the special symbol change start processing is exited. When the performance control unit 24 receives the waiting for customers command, a "waiting for customers performance (demo display)" is displayed based on the specified execution conditions. After receiving the waiting for customers command, if a predetermined waiting time (e.g., 180 seconds) has elapsed without game starting, i.e., without an activated reserved ball being generated (without receiving a winning command (e.g., a reserved addition command)), and without switching to the game environment setting screen (menu screen), the performance control unit 24 will, for example, display a demo screen (demo movie) on the liquid crystal display device 36.

なお、客埅ち挔出が開始されるたでの埅機時間秒が経過するたでは、「客埅ち前挔出デモ開始埅ち衚瀺」が珟出される。この「客埅ち前挔出」は、たずえば、今回のゲヌム結果である装食図柄装食停止図柄を衚瀺し、装食ランプを所定の発光パタヌンで発光させ、スピヌカを消音状態所定の音挔出を実行しおいおもよいにするずいった挔出態様が珟出され、客埅ち挔出デモ衚瀺の開始たでこの状態が維持される。客埅ち挔出が開始されるずデモムヌビヌが流れ、デモムヌビヌ終了たで始動口ぞの入賞が無い堎合や遊技蚭定画面が衚瀺された埌遊技者が遊技蚭定を行った埌、再床、客埅ち前挔出に切り替わるようになっおいる。なお、始動口ぞの入賞があるたで、たたは遊技蚭定画面が衚瀺されるたで、デモムヌビヌを繰り返し流しおもよい。 The "pre-waiting performance (demo start waiting display)" is displayed until the waiting time (180 seconds) until the customer waiting performance starts has elapsed. This "pre-waiting performance" displays a performance mode such as displaying a decorative pattern (decorative stop pattern) that is the result of the current game, making the decorative lamp 45 emit light in a predetermined light-emitting pattern, and muting the speaker 43 (a predetermined sound performance may be executed), and this state is maintained until the customer waiting performance (demo display) starts. When the customer waiting performance starts, a demo movie is played, and if there is no winning at the start gate until the demo movie ends or after the game setting screen is displayed (after the player sets the game), it switches back to the pre-waiting performance. The demo movie may be played repeatedly until there is a winning at the start gate or until the game setting screen is displayed.

たた、挔出制埡郚は、客埅ち挔出の開始たたは終了埌再床、客埅ち前挔出に切り替わった堎合を含む、所定の移行条件節電モヌド移行条件を満たした堎合、客埅ち挔出を終了しお「節電モヌド」に移行させるこずができる。たずえば、客埅ち挔出の開始埌、䜜動保留球が発生せず、か぀メニュヌ画面遊技蚭定画面に切り替わるこずなく、所定時間たずえば、分が経過した堎合、挔出モヌドを節電モヌドに移行させ、液晶衚瀺装眮に節電甚画面を衚瀺させたずえば、液晶画面に「節電䞭です」の文字衚瀺、装食ランプやその他の挔出甚の䞀郚たたはすべおを消灯させるように制埡する節電制埡。 Furthermore, when a predetermined transition condition (power saving mode transition condition) is met after the start or end of the customer waiting performance (including when the performance switches back to the pre-customer waiting performance), the performance control unit 24 can end the customer waiting performance and transition to "power saving mode". For example, if a predetermined time (e.g., 10 minutes) has passed after the start of the customer waiting performance without an activated reserved ball being generated and without switching to the menu screen (game setting screen), the performance mode is transitioned to power saving mode, a power saving screen is displayed on the liquid crystal display device 36 (for example, the text "Power saving in progress" is displayed on the liquid crystal screen), and some or all of the decorative lamps 45 and other performance LEDs are controlled to be turned off (power saving control).

挔出ステヌゞ
なお本実斜圢態では、遊技環境蚭定遊技蚭定項目の䞀぀ずしお、遊技者が遞択可胜な耇数の挔出ステヌゞが蚭けられおいる。この「挔出ステヌゞ」ずは、䞻制埡郚偎で管理される遊技状態の移行に䌎い移行されるような挔出状態挔出モヌドずは異なり、挔出制埡郚偎独自の挔出凊理によりその移行が制埡される挔出状態である。挔出ステヌゞは、たたは耇数ゲヌムにわたり継続する堎合がある。
(Production stage)
In this embodiment, a plurality of presentation stages that the player can select are provided as one of the game environment settings (game setting items). This "presentation stage" is a presentation state whose transition is controlled by presentation processing unique to the presentation control unit 24, unlike a presentation state (presentation mode) that is transitioned with the transition of the game state managed by the main control unit 20. A presentation stage may continue over one or multiple games.

したがっお、挔出ステヌゞに倉曎があっおも、䞻制埡郚偎で管理される遊技状態自䜓に倉曎があったわけではなく、倉動パタヌンの遞択察象は同じであり、特別図柄の倉動パタヌンを決定する際に参照される「倉動パタヌン振分テヌブル遞択テヌブル」および「倉動パタヌン振分テヌブル」が倉曎されるわけではない。぀たり、珟圚の遊技状態が「通垞状態」である堎合、異なる挔出ステヌゞたずえば、挔出ステヌゞであっおも、通垞状態に係る倉動パタヌン振分テヌブルが参照されお、倉動パタヌンが決定されるようになっおいる。しかし、挔出制埡郚偎の挔出制埡により、各挔出ステヌゞに関連する挔出を珟出するこずが可胜である。たずえば、「挔出ステヌゞ→挔出ステヌゞ」に倉曎されおも、倉動パタヌンの遞択察象は同じであり、党く同䞀の倉動パタヌンが遞択されうるが、挔出ステヌゞに応じお異なる挔出を実行するこずができる。たずえば、通垞倉動が遞択された堎合、挔出ステヌゞでは「挔出」を実行するが、挔出ステヌゞでは「挔出」を実行せずに他の挔出たずえば、挔出を実行するなどである。 Therefore, even if the performance stage is changed, the game state itself managed by the main control unit 20 is not changed, the selection target of the variation pattern is the same, and the "variation pattern allocation table selection table" and "variation pattern allocation table" referenced when determining the variation pattern of the special symbol are not changed. In other words, when the current game state is the "normal state", even if the performance stage is different (for example, performance stages A to C), the variation pattern is determined by referring to the variation pattern allocation table related to the normal state. However, it is possible to produce a performance related to each of the performance stages A to C by the performance control on the performance control unit 24 side. For example, even if the performance stage is changed from "performance stage A to performance stage B", the selection target of the variation pattern is the same, and the exact same variation pattern can be selected, but different performances can be executed depending on the performance stage. For example, when normal variation 13s is selected, "performance A" is executed on performance stage A, but "performance A" is not executed on performance stage B, and another performance (for example, performance B) is executed.

本䟋では、挔出ステヌゞのいずれも遞択察象ずなる倉動パタヌンが同䞀である点党く同䞀の倉動パタヌンが遞択されうる点、各挔出ステヌゞに応じた挔出を実行可胜である点に着目し、挔出ステヌゞに応じお、装食図柄の停止動䜜パタヌンを異なるようにし、挔出の自由床やバリ゚ヌションの豊富化を図っおいる。 In this example, the change patterns to be selected are the same for all performance stages A to C (the exact same change pattern can be selected), and it is possible to execute a performance that corresponds to each performance stage. In this example, the stopping operation pattern of the decorative symbols is made different depending on the performance stage, thereby increasing the freedom and variety of the performance.

本実斜圢態では、遊技者が操䜜手段挔出ボタンや方向キヌを操䜜するこずにより、奜みの挔出ステヌゞ遊技者蚭定甚挔出ステヌゞに切り替え可胜な「カスタマむズ機胜」を有する。カスタマむズ機胜は、たずえば、珟圚の遊技状態が「通垞状態」である堎合、通垞挔出モヌドに関連する耇数の挔出ステヌゞ遊技者遞択可胜挔出ステヌゞのいずれかを遞択可胜な機胜であり、たずえば、通垞挔出モヌドに関連する「ノヌマルモヌド挔出ステヌゞ」、「シンプルモヌド挔出ステヌゞ」、「プレミアムモヌド挔出ステヌゞ」の皮類の挔出ステヌゞ遊技者遞択可胜挔出ステヌゞのうちから、いずれかを遞択可胜な機胜である。混同しおはならないのは、これらの挔出ステヌゞは、同䞀の倉動パタヌン遞択モヌド䞋の挔出状態であり、遊技者偎が倉動パタヌン遞択モヌド自䜓を自由に切り替えられるこずを意味するものではない。したがっお、ノヌマル、シンプル、プレミアムモヌドの違いにより、出珟する挔出の䞀郚たたはすべおが異なる堎合があるが、倫々の挔出ステヌゞで特別図柄の倉動パタヌンの遞択察象は倉化しない。 In this embodiment, the player has a "customization function" that allows the player to switch to a desired presentation stage (a presentation stage set by the player) by operating the operation means (presentation button 13 or directional key 75). The customization function is a function that allows the player to select one of a plurality of presentation stages (player-selectable presentation stages) related to the normal presentation mode when the current game state is the "normal state", for example, and allows the player to select one of three presentation stages (player-selectable presentation stages) related to the normal presentation mode, namely, "normal mode (presentation stage A)", "simple mode (presentation stage B)", and "premium mode (presentation stage C)". It should not be confused that these presentation stages are presentation states under the same variation pattern selection mode (Tcode), and do not mean that the player can freely switch the variation pattern selection mode (Tcode) itself. Therefore, some or all of the presentations that appear may differ depending on the difference between normal, simple, and premium modes, but the selection target for the variation pattern of the special pattern in each presentation stage does not change.

たずえば、「ノヌマルモヌド」ずはデフォルトの挔出状態であり、「シンプルモヌド」ずは、ノヌマルモヌドず比べお特定の予告挔出の出珟率が䜎確率たたは䞀切出珟しないなどの挔出状態特定予告挔出出珟率倉曎モヌドである。「シンプルモヌド」では、たずえば、圓遞期埅床が盞察的に高い特定の高期埅床予告挔出たずえば、ノヌマルモヌド時の圓遞期埅床のハズレ時の出珟率がノヌマルモヌドよりも䜎確率ずなり、圓該特定の高期埅床予告の出珟時は圓遞期埅床が倧幅にアップする、遊技者参加型挔出の出珟率がノヌマルモヌドよりも䜎確率ずなる。たた「プレミアムモヌド」では、圓確系挔出たずえば、圓遞期埅床たたは倧圓り圓遞確定ずなる挔出の出珟率が、ノヌマルモヌドおよびシンプルモヌドよりも高確率ずなり、たたは耇数皮類の特定の䜎期埅床予告の出珟率が䜎確率を含むずなる。したがっお、同䞀の倉動パタヌンであっおも、挔出ステヌゞに応じお、図柄倉動䞭に実行される挔出予告挔出、非予告挔出、倉動䞭先読み予告、蚭定瀺唆挔出などの皮類やその実行の有無、保留倉化予告の皮類やその実行の有無を異なるものずするこずが可胜である。 For example, "normal mode" is the default presentation state, and "simple mode" is a presentation state (specific pre-notification presentation appearance rate change mode) in which the appearance rate of specific pre-notification presentations is lower than in normal mode or does not appear at all. In "simple mode", for example, the appearance rate of specific high expectation pre-notification presentations with a relatively high winning expectation (for example, 30% winning expectation in normal mode) when missing is lower than in normal mode, and the appearance rate of player participation type presentations in which the winning expectation increases significantly when the specific high expectation pre-notification appears is lower than in normal mode. Also, in "premium mode", the appearance rate of guaranteed win presentations (for example, presentations with a winning expectation of 90% or a guaranteed jackpot win) is higher than in normal mode and simple mode, and the appearance rate of one or more types of specific low expectation pre-notifications is low (including 0%). Therefore, even with the same change pattern, the type of effect (pre-notice effect, non-pre-notice effect, pre-reading notice during change, setting suggestion effect, etc.) executed during the pattern change and whether or not it is executed, as well as the type of hold change notice and whether or not it is executed, can be different depending on the performance stage.

たた、ノヌマル、シンプル、プレミアムの各挔出ステヌゞでは、いずれのステヌゞ䞭であるかを識別可胜ずするため、挔出ステヌゞ別に察応した固有の背景衚瀺を珟出させおもよい。たずえば、「ノヌマルモヌド挔出ステヌゞ」は‘朝’を連想させる背景画像、「シンプルモヌド」では‘昌’を連想させる背景画像、「プレミアムモヌド」では‘倜’を連想させる背景画像などである。たずえば、珟圚が通垞状態であれば、ベヌスの背景衚瀺を通垞挔出モヌドの季節“春”背景衚瀺ずし、ノヌマル、シンプル、プレミアムの各挔出ステヌゞに応じお「春の朝方背景」、「春の昌間背景」、「春の倜背景」を衚珟した背景衚瀺に倉曎しおもよい。 In addition, in each of the normal, simple, and premium production stages, a unique background display corresponding to the production stage may be displayed to enable identification of which stage is being performed. For example, the "normal mode (production stage A)" may be a background image reminiscent of "morning," the "simple mode" a background image reminiscent of "daytime," and the "premium mode" a background image reminiscent of "night." For example, if the current state is normal, the base background display may be the "spring" seasonal background display for the normal production mode, and may be changed to a background display representing a "spring morning background," "spring daytime background," or "spring night background" depending on the normal, simple, or premium production stage.

たた、蚭定したカスタマむズに぀いお、そのカスタマむズを初期化デフォルトに戻すする蚭定項目カスタマむズ初期化遞択挔出を蚭けるこずができる。 You can also provide a setting item (customization initialization selection) to initialize (return to default) any customizations you have set.

挔出制埡郚は、挔出制埡郚は、遊技蚭定遊技環境蚭定に係る機胜郚ずしお、カスタマむズ蚭定手段、音量調敎手段、光量調敎手段などを有しおおり、遊技者の奜みに応じお、皮々の蚭定が可胜であり、その蚭定に぀いおは、遊技䞭およびたたは非遊技䞭においお蚭定可胜に構成するこずができる。たた、遊技䞭およびたたは非遊技䞭に蚭定可胜であっおも、特定の期間は蚭定䞍胜ずする遊技蚭定犁止期間を蚭けるこずができる。たた、蚭定可胜な遊技蚭定が耇数ある堎合には、非遊技䞭に限り蚭定可胜な項目ず、非遊技䞭だけでなく遊技䞭にも蚭定可胜な項目など、遊技蚭定の皮類に応じお適宜定めるこずができる。たずえば、音量や光量は遊技䞭も非遊技䞭も調敎可胜であるが、カスタマむズ機胜に関する蚭定は非遊技䞭に限り蚭定可胜、などである。いずれの遊技蚭定を、遊技䞭たたは非遊技䞭に蚭定可胜に定めるかは、遊技性に応じお適宜定めるこずができる。 The performance control unit 24 has a customization setting means, a volume adjustment means, a light intensity adjustment means, etc. as a functional unit related to game settings (game environment settings), and various settings are possible according to the player's preferences, and the settings can be configured to be set during play and/or non-play. In addition, even if the settings can be set during play and/or non-play, a game setting prohibition period can be set during a specific period during which the settings cannot be set. In addition, when there are multiple game settings that can be set, they can be appropriately determined according to the type of game setting, such as items that can be set only when not playing and items that can be set not only when not playing but also when playing. For example, the volume and light intensity can be adjusted both during and outside of play, but settings related to the customization function can be set only when not playing. Which game settings are set to be set during play or non-play can be appropriately determined according to the game characteristics.

図の説明に戻る。特図䜜動保留球数たたは特図䜜動保留球数がれロでない堎合ステップたたは、ステップを順次実行しおいく。なお、以䞋に説明するステップの凊理の仕方に぀いおは、特図䜜動保留球を察象ずするか、特図䜜動保留球を察象ずするかの違いだけで、その内容は実質的には同じである。したがっお重耇蚘茉を避けるため、特に必芁が無い限り、どちらの䜜動保留球を察象ずした凊理であるかを区別せずに説明しおいく。 Returning to the explanation of Figure 12, if the number of activated reserved balls in Special Chart 1 or the number of activated reserved balls in Special Chart 2 is not zero (step S401: NO or S402: NO), steps S403 to S416 are executed in sequence. Note that the processing method of steps S403 to S416 described below is essentially the same, with the only difference being whether the target is the activated reserved ball in Special Chart 1 or the activated reserved ball in Special Chart 2. Therefore, to avoid repetition, unless otherwise necessary, the explanation will be given without distinguishing which activated reserved ball is the target of the processing.

ステップの凊理に進むず、今回の倉動衚瀺動䜜に䟛する特図偎の䜜動保留球数を枛算しステップ、枛算埌の䜜動保留球数情報を含む「保留枛算コマンド」を挔出制埡郚に送信するステップ。保留枛算コマンドは、特別図柄皮別を指定する䞊䜍バむト偎のデヌタず、枛算埌の䜜動保留球数情報保留枛算情報を特定可胜ずする䞋䜍バむト偎のデヌタで構成される。この保留枛算コマンドに含たれる情報により、挔出制埡郚は、珟圚の䜜動保留球数を把握し、保留枛算時に係る挔出たずえば、保留シフト衚瀺、保留枛算時に係る先読み予告などの珟出に利甚する。 When the process proceeds to step S403, the number of active reserved balls on the special symbol side used for this variable display operation is decremented by one (step S403), and a "reserved subtraction command" including information on the number of active reserved balls after subtraction is sent to the performance control unit 24 (step S404). The reserved subtraction command is composed of data on the upper byte side that specifies the type of special symbol, and data on the lower byte side that makes it possible to identify the information on the number of active reserved balls after subtraction (reserved subtraction information). Using the information contained in this reserved subtraction command, the performance control unit 24 knows the current number of active reserved balls and uses it to display performance related to reserved subtraction (for example, reserved shift display, pre-reading notice related to reserved subtraction, etc.).

次いで、特別図柄䜜動確認デヌタを栌玍するステップ。この特別図柄䜜動確認デヌタは、今回の倉動開始偎の特別図柄皮別を指定する情報であり、特図が倉動開始偎であるならば「」を、特図が倉動開始偎であるならば「」を特別図柄䜜動確認デヌタに栌玍する。 Next, the special symbol activation confirmation data is stored (step S405). This special symbol activation confirmation data is information that specifies the type of special symbol on the side that starts the current change, and if special symbol 1 is on the side that starts the change, "00H" is stored in the special symbol activation confirmation data, and if special symbol 2 is on the side that starts the change, "01H" is stored in the special symbol activation confirmation data.

次いで、の保留蚘憶゚リアに栌玍されおいる保留デヌタをシフトしおステップ、保留蚘憶゚リアをれロクリアするステップ。このステップの凊理では、保留蚘憶数に察応する保留蚘憶゚リア保留蚘憶゚リアに栌玍されおいる保留デヌタを読み出し、領域内の刀定甚乱数蚘憶゚リアに栌玍するずずもに、保留蚘憶゚リア、、に察応する保留蚘憶゚リアに栌玍されおいる保留デヌタを、それぞれ‘’に察応する保留蚘憶゚リアに栌玍しステップ、保留蚘憶゚リアをクリアしお空き領域を蚭けるステップ。これにより、特別図柄倉動衚瀺ゲヌムの開始順番は、䜜動保留球数、、、の順番ず䞀臎し、始動口入賞時に取埗された䜜動保留球がいずれの保留蚘憶゚リアに察応するものであるかが特定されるずずもに、新たな䜜動保留球の保留蚘憶が可胜ずなっおいる。 Then, the reserved data stored in the reserved memory area of RAM 203 is shifted (step S406), and the reserved 4 memory area is cleared to zero (step S407). In the process of steps S406 to S407, the reserved data stored in the reserved memory area (reserved 1 memory area) corresponding to the reserved memory number n = 1 is read and stored in the random number storage area for judgment in the RAM in the area, and the reserved data stored in the reserved memory area corresponding to the reserved n memory area (n = 2, 3, 4) is stored in the reserved memory area corresponding to 'n-1' (step S406), and the reserved 4 memory area is cleared to provide an empty area (step S407). As a result, the start order of the special symbol change display game matches the order of the number of activated reserved balls n (n = 1, 2, 3, 4), and it is determined which reserved memory area the activated reserved ball obtained at the time of winning the starting hole corresponds to, and it is possible to reserve and store a new activated reserved ball.

次いで、遊技状態情報送信凊理を実行するステップ。遊技状態情報送信凊理では、「遊技状態指定コマンド」を挔出制埡郚に送信する。ここでの遊技状態指定コマンドには、ゲヌム開始時の遊技状態を特定可胜な遊技状態情報が含たれる。挔出制埡郚は、遊技状態指定コマンドを受信するず、これに含たれる情報に基づき、遊技状態を把握し、䞻制埡郚偎で管理される遊技状態ず敎合性を保぀圢で挔出モヌドを管理する。遊技状態指定コマンドに含たせる遊技状態情報は、目的の遊技凊理を行う際に最䜎限必芁な情報であればよく、たずえば、「内郚遊技状態遊技状態刀定番号」およびたたは「倉動パタヌン振分指定番号」を含む情報ずするこずができる。 Next, a game status information transmission process is executed (step S408). In the game status information transmission process, a "game status designation command" is sent to the presentation control unit 24. The game status designation command here includes game status information that can identify the game status at the start of the game. When the presentation control unit 24 receives the game status designation command, it grasps the game status based on the information contained therein, and manages the presentation mode in a manner that maintains consistency with the game status managed by the main control unit 20. The game status information included in the game status designation command only needs to be the minimum information required to perform the desired game processing, and can be, for example, information including the "internal game status (game status determination number YJ)" and/or the "variation pattern allocation designation number Tcode".

たたここでは、必芁に応じお、時短䞭であれば残り時短回数を指定可胜な「時短回数コマンド」が送信され、確倉䞭であれば残り回数を指定可胜な「回数指定コマンド」が送信される。挔出制埡郚は、これらのコマンドに含たれる情報に基づいお、残り時短回数や残り回数を把握し、その残り時短回数たたは残り回数を挔出的に報知する「残䜙回数衚瀺挔出カりントダりン衚瀺」を珟出させる。なお、確倉状態が次回倧圓りたで継続する堎合実質的に次回倧圓りたで継続する堎合を含むには、回数指定コマンドは送信しなくおもよい。 Here, if necessary, a "time-saving number command" is sent to specify the remaining number of time-saving times if the time-saving state is in progress, and a "ST number designation command" is sent to specify the remaining number of ST times if the special probability state is in progress. The performance control unit 24 determines the remaining number of time-saving times and the remaining number of ST times based on the information contained in these commands, and produces a "remaining number display effect (countdown display)" that notifies the remaining number of time-saving times or the remaining number of ST times in a special probability state. Note that if the special probability state continues until the next jackpot (including cases where it will effectively continue until the next jackpot), it is not necessary to send the ST number designation command.

蚭定倀が正垞時の凊理ルヌトを蟿る凊理ルヌト
次いで、蚭定゚ラヌフラグが状態であるか吊かを刀定するステップ。蚭定゚ラヌフラグが状態でない堎合ステップ≠、蚭定倀コマンドを挔出制埡郚に送信し、次いで、特別電動圹物䜜動刀定甚乱数刀定凊理を実行するステップ。この特別電動圹物䜜動刀定甚乱数刀定凊理では、倧圓り刀定甚乱数倀を利甚し、今回の倉動衚瀺動䜜に䟛される䜜動保留球を察象ずした「倉動開始時の圓萜抜遞」を実行する。本凊理の基本的な凊理手順は、既に説明した図のステップの乱数刀定凊理ず同じ凊理手順であるので、重耇蚘茉を避けるために適宜省略しお説明する。
(Processing route when the setting value is normal: Processing route following S410)
Next, it is determined whether the setting error flag is ON (5AH) (step S409). If the setting error flag is not ON (step S409: ≠ 5AH), a setting value command is sent to the performance control unit 24, and then a random number determination process for determining the operation of the special electric role is executed (step S410). In this random number determination process for determining the operation of the special electric role, a random number value for determining a big win is used to execute a "win/lose lottery at the start of fluctuation" for the operation reserved balls provided for the current fluctuation display operation. The basic processing procedure of this process is the same as the random number determination process of step S318 in FIG. 11 already described, so it will be omitted as appropriate to avoid duplication.

このステップの特別電動圹物䜜動刀定甚乱数刀定凊理では、たず特別図柄䜜動確認デヌタに基づき、今回の凊理察象偎の圓り乱数刀定テヌブルたずえば特図偎が凊理察象であれば、特図甚の圓り乱数刀定テヌブルを取埗する。次いで、䞊蚘刀定甚乱数蚘憶゚リアに栌玍された倧圓り刀定甚乱数倀を取埗し、倧圓り刀定甚乱数倀ず圓り乱数刀定テヌブルずに基づく圓萜抜遞を実行する。そしお、その抜遞結果が「倧圓り」圓遞であれば倧圓り刀定フラグを「」に蚭定し、「小圓り」圓遞であれば小圓り刀定フラグを「」に蚭定し、「特殊時短」圓遞であれば特殊時短刀定フラグを「」に蚭定する。倧圓り、小圓り、特殊時短のいずれにも圓遞しなかった堎合、぀たり‘ハズレ’の堎合は、倧圓り刀定フラグ、小圓り刀定フラグ、特殊時短刀定フラグのいずれもが「」に蚭定されるこずになる。 In the random number judgment process for judging the operation of the special electric device in step S410, first, based on the special symbol operation confirmation data, the winning random number judgment table for the side being processed this time (for example, if the special symbol 1 side is the processing target, the winning random number judgment table for special symbol 1) is obtained. Next, the random number value for jackpot judgment stored in the judgment random number storage area is obtained, and a winning/losing lottery is performed based on the random number value for jackpot judgment and the winning random number judgment table. Then, if the lottery result is a "jackpot" win, the jackpot judgment flag is set to "5AH", if the lottery result is a "small win", the small win judgment flag is set to "5AH", and if the "special time-saving" win is won, the special time-saving judgment flag is set to "5AH". If the player does not win a jackpot, small win, or special time-saving, in other words, if the player has "lost", the jackpot judgment flag, small win judgment flag, and special time-saving judgment flag are all set to "00H".

次いで、倩井管理凊理を実行するステップ。この倩井管理凊理では、倩井特兞発動倩井時短発動に必芁な凊理を行う。ここでは、倩井特兞発動に必芁な凊理ずしお、倩井たでの残り倩井回数倩井ゲヌム数回をカりントするための「倩井カりンタ」の枛算凊理残䜙倩井ゲヌム数カりント凊理や、倩井到達倩井ゲヌム数到達ずなった堎合に「倩井刀定フラグ」をに蚭定する凊理を行う。 Next, the ceiling management process is executed (step S410A). In this ceiling management process, the processes required for activating the ceiling bonus (activating the ceiling time reduction) are performed. Here, the processes required for activating the ceiling bonus include a subtraction process (remaining ceiling game count process) of the "ceiling counter" for counting the remaining ceiling number of times (ceiling game number = 751 times) until the ceiling is reached, and a process for setting the "ceiling determination flag" to ON (5AH) when the ceiling is reached (ceiling game number is reached).

本実斜圢態では、既に説明した通り、倧圓り抜遞確率が䜎確率状態䞋においお、所定ゲヌム数連続しおハズレずなった堎合、救枈機胜ずしお、「倩井時短」が発動する。 As already explained, in this embodiment, when the probability of winning a jackpot is low and a predetermined number of games in a row result in a miss, a "ceiling time reduction" function is activated as a rescue function.

ここで、圓り皮別、特殊時短皮別およびハズレ皮別のそれぞれは、重耇しお圓遞するこずはないが、倩井特兞は「所定ゲヌム数連続しお条件装眮が䜜動しなかった堎合」にその発動が蚱容される関係䞊、今回のゲヌムにおいお、条件装眮の䜜動するこずの無い「特殊時短」圓遞を契機ずしお所定遊技状態本䟋では、時短のいずれかに移行されるケヌスず、今回のゲヌムで倩井ゲヌム数到達ずなり、次回のゲヌムにお倩井特兞による所定遊技状態本䟋では、時短に移行されるケヌスずが重耇する堎合がありうる。 Here, the winning type, special time-saving type, and losing type cannot be won in the same prize, but since the ceiling bonus is only allowed to be activated when the condition device does not operate for a certain number of consecutive games, there may be cases where a player transitions to a certain game state (in this example, one of time-saving types A to C) in response to a special time-saving win in which the condition device does not operate in the current game, and cases where the ceiling number of games is reached in the current game and the player transitions to a certain game state due to the ceiling bonus (in this example, time-saving type C) in the next game.

ただし本実斜圢態の倩井機胜は、倩井ゲヌム回転目が「ハズレ」たたは「特殊時短圓遞」の堎合に発動されるようになっおおり、倩井ゲヌムにお特殊時短に圓遞した堎合であっおも倩井特兞が優先的に付䞎される倩井優先発動。そこで、倩井管理凊理の前凊理である「特別電動圹物䜜動刀定甚乱数刀定凊理ステップ」にお、倩井到達ハズレ連続回転目の堎合に、少なくずも倧圓り刀定フラグか、たたは小圓り刀定フラグが「」であっお非入賞であった堎合条件装眮䜜動フラグ非䜜動以倖は、倩井機胜の発動が蚱容されお倩井時短が付䞎される。なお本実斜圢態では、倩井ゲヌムにお「特殊時短」が圓遞した堎合は、優先的に倩井機胜が発動しお倩井時短が付䞎されるようになっおいる。たた、倩井ゲヌムにお小圓りに圓遞した堎合、非入賞であれば、その小圓り遊技終了埌に倩井時短が付䞎されるようになっおいる。 However, the ceiling function of this embodiment is activated when the ceiling game (751st spin) is a "miss" or a "special time-saving win", and the ceiling bonus is given preferentially even if the special time-saving win is won in the ceiling game (ceiling priority activation). Therefore, in the "random number determination process for determining the operation of special electric role device (step S410)", which is a pre-processing of the ceiling management process, when the ceiling is reached (751 consecutive misses), the ceiling function is allowed to be activated and the ceiling time-saving is given except when at least the big hit determination flag or the small hit determination flag is "5AH" and there is no V winning (condition device operation flag is not activated). In this embodiment, if the "special time-saving" is won in the ceiling game, the ceiling function is activated preferentially and the ceiling time-saving is given. Also, if a small hit is won in the ceiling game, if it is a non-V winning, the ceiling time-saving is given after the small hit play ends.

倩井発動優先順䜍に぀いお
倩井ゲヌムにお「特殊時短」が圓遞した堎合であっおも、倩井時短倩井特兞を優先的に発動させる理由は、次に述べる通りである。
(Regarding priority order for ceiling activation)
Even if a "special time-saving" is won in a ceiling game, the reason why the ceiling time-saving (ceiling bonus) is activated first is as follows.

本実斜圢態のように、倩井ゲヌムにお「特殊時短、」に圓遞しおしたうず、通垞状態よりも遊技者にずり䞍利な遊技状態である「埮時短状態、」に移行されおしたう。他方、特殊時短に圓遞した堎合には「時短時短回数回」に移行されるが、これは、倩井時短時短による利益状態ず同じである。぀たり、倩井特兞よりも特殊時短圓遞特殊時短状態移行の方が、遊技者付䞎される利益状態有利床が䜎い、ずいう関係にある。たた、倩井特兞の圹割が「圓り間の倧きなハマりに遭遇した遊技者を救枈する救枈機胜ずしお働く」ずいう点に着目すれば、盞察的に有利床が䜎い特殊時短に圓遞した堎合であっおも、倩井特兞を優先的に発動させる方が奜たしい。そこで本実斜圢態では、倩井発動優先順䜍に぀いお「特殊時短圓遞倩井時短」の関係に定めおある。 In this embodiment, if the player wins "special time-saving A, B" in the ceiling game, the player is transferred to "micro-time-saving state A, B", which is a game state that is more disadvantageous to the player than the normal state. On the other hand, if the player wins special time-saving C, the player is transferred to "time-saving C (one time of time-saving)", which is the same as the profit state due to the ceiling time-saving (time-saving C). In other words, the player is given a lower profit state (advantage) when the special time-saving win (transition to special time-saving state) is won than the ceiling privilege. In addition, considering that the role of the ceiling privilege is "to act as a rescue function that rescues players who have encountered a big hit-and-miss", it is preferable to activate the ceiling privilege first even when the player wins the special time-saving with a relatively low advantage. Therefore, in this embodiment, the ceiling activation priority order is set to "special time-saving win < ceiling time-saving".

倩井発動優先順䜍の倉圢䟋
なお、倩井発動優先順䜍に぀いおは、次のように定めおもよい。
倩井特兞よりも特殊時短圓遞の方を優先するこずができる特殊時短による特殊時短状態移行優先特殊時短状態優先発動圢態。本実斜圢態では、倩井特兞の方が盞察的に有利床が高く定められおいるが、特殊時短に圓遞した堎合特定の特殊時短に圓遞した堎合によっお、倩井特兞ず同等の利益が付䞎されうる。この点に着目しお、倩井ゲヌムにお特殊時短に圓遞した堎合、圓りず同様に遊技者に盞応の利益状態が付䞎されたものずみなしお、倩井特兞を発動させず、特殊時短圓遞の方を優先しおもよい。この堎合は、倩井ゲヌムにお、倧圓り、小圓り、特殊時短のいずれにも圓遞しなかった堎合、぀たり倩井ゲヌム回転目が「ハズレ」の堎合に発動されるこずになる。
(Modification of ceiling activation priority order)
The priority order for ceiling activation may be determined as follows:
(1) The special time-saving winning can be prioritized over the ceiling privilege (special time-saving state transition priority due to special time-saving (special time-saving state priority activation) form). In this embodiment, the ceiling privilege is set to be relatively more advantageous, but if the special time-saving C is won (if a specific special time-saving is won), a profit equivalent to the ceiling privilege can be granted. In light of this point, if the special time-saving is won in the ceiling game, it may be considered that the player is granted a corresponding profit state as in the case of a win, and the ceiling privilege may not be activated, and the special time-saving winning may be prioritized. In this case, the ceiling privilege is activated when neither the big win, the small win, nor the special time-saving is won in the ceiling game, that is, when the ceiling game (the 751st spin) is a "miss."

特定の特殊時短が圓遞した堎合に倩井特兞を優先するこずができる特定特殊時短圓遞時倩井特兞優先発動圢態。たずえば、特殊時短たたは特殊時短のように、倩井特兞よりも有利床が䜎い特定の特殊時短が圓遞した堎合には倩井特兞を優先させ、特殊時短のように有利床が倩井特兞ず同等か、たたは倩井特兞よりも有利床が高い特殊時短に圓遞した堎合には特殊時短圓遞の方を優先する。詳述すれば、少なくずも第特殊時短ず第特殊時短ずを含む耇数の特殊時短が含たれ、か぀その圓遞による有利床付䞎される利益状態が「第特殊時短第特殊時短」の関係である堎合、倩井発動優先順䜍に関し、「第特殊時短圓遞倩井特兞」倩井特兞優先発動か぀「第特殊時短圓遞倩井特兞」第特殊時短による特殊時短状態優先発動ずするこずができる。なお、圓遞による有利床が「第特殊時短第特殊時短」である堎合であっおも、第特殊時短圓遞の堎合には倩井特兞を優先的に発動させ、第特殊時短圓遞の堎合には特殊時短状態を優先発動させるように構成しおもよい。 (2) When a specific special time-saving is won, the ceiling benefit can be given priority (a ceiling benefit priority activation mode when a specific special time-saving is won). For example, when a specific special time-saving is won that is less advantageous than the ceiling benefit, such as special time-saving A or special time-saving B, the ceiling benefit is given priority, and when a special time-saving is won that is equal to or more advantageous than the ceiling benefit, such as special time-saving C, the special time-saving is given priority. In more detail, when multiple special time-savings including at least a first special time-saving and a second special time-saving are included, and the advantage (profit state granted) due to the winning is in the relationship of "first special time-saving < second special time-saving", the priority order for ceiling activation can be "winning the first special time-saving < ceiling benefit" (ceiling benefit priority activation) and "winning the second special time-saving > ceiling benefit" (special time-saving state priority activation due to the second special time-saving). In addition, even if the degree of advantage due to winning is "first special time-saving = second special time-saving," the ceiling benefit may be preferentially activated when the first special time-saving is won, and the special time-saving state may be preferentially activated when the second special time-saving is won.

次いで、特別停止図柄䜜成凊理を実行するステップ。この特別停止図柄䜜成凊理では、ステップの圓萜抜遞結果ず特別図柄刀定甚乱数倀ずを利甚し、「倉動開始時の図柄抜遞」を実行する。本凊理の基本的な凊理手順は、既に説明した図に瀺す特別停止図柄デヌタ䜜成凊理ステップず同じ凊理手順であるので、重耇蚘茉を避けるために適宜省略しお説明する。 Next, a special stop symbol creation process is executed (step S411). In this special stop symbol creation process, the result of the lottery in step S410 and the random number value for determining the special symbol are used to execute a "symbol lottery at the start of fluctuation." The basic processing procedure of this process is the same as the processing procedure of the special stop symbol data creation process (step S319) shown in FIG. 11, which has already been explained, so the explanation will be omitted as appropriate to avoid duplication.

このステップの特別停止図柄䜜成凊理では、たず特別図柄䜜動確認デヌタ特図皮別ず、ステップの圓萜抜遞結果ずに応じた図柄テヌブル倧圓り図柄テヌブル、小圓り図柄テヌブル、特殊時短図柄テヌブル、たたはハズレ図柄テヌブルを遞択する。たずえば、特別図柄䜜動確認デヌタが、倧圓り刀定フラグがである堎合、すなわち、今回の倉動開始偎が‘特図偎’であり、圓萜抜遞結果が‘倧圓り’である堎合には、「特図甚倧圓り図柄テヌブル」が遞択される。そしお、䞊蚘刀定甚乱数蚘憶゚リアに栌玍された特別図柄刀定甚乱数倀を取埗し、遞択した図柄テヌブルず特別図柄刀定甚乱数倀ずに基づく図柄抜遞を実行し、その抜遞結果である特別図柄刀定デヌタおよび特別停止図柄番号を、領域内の察応領域にそれぞれ栌玍する。 In the special stop pattern creation process in step S411, first, a pattern table (jackpot pattern table, small win pattern table, special time-saving pattern table, or losing pattern table) is selected according to the special pattern activation confirmation data (special pattern type) and the result of the lottery in step S410. For example, if the special pattern activation confirmation data is 00H and the jackpot determination flag is 5AH, that is, if the side that starts the fluctuation this time is the 'special pattern 1 side' and the lottery result is a 'jackpot', the "jackpot pattern table for special pattern 1" is selected. Then, the random number value for special pattern determination stored in the above-mentioned random number storage area for determination is obtained, a pattern lottery is performed based on the selected pattern table and the random number value for special pattern determination, and the special pattern determination data and special stop pattern number, which are the lottery results, are stored in the corresponding areas of the RAM in the area.

ステップの特別停止図柄䜜成凊理を終えるず、次いで、遊技状態移行準備凊理を実行するステップ。この遊技状態移行準備凊理では、倧圓り遊技埌の遊技状態、特殊時短圓遞による時短状態、倩井到達による時短状態倩井時短など、遊技状態を移行させるための蚭定ずしお、遊技状態を指定するために必芁な蚭定凊理を行う。 After the special stop symbol creation process in step S411 is completed, a game state transition preparation process is then executed (step S412). In this game state transition preparation process, the necessary setting process is performed to specify the game state as a setting for transitioning the game state, such as the game state after a big win, the time-saving state due to a special time-saving win, or the time-saving state due to reaching the ceiling (ceiling time-saving), etc.

遊技状態移行準備凊理では、移行先の遊技状態を指定するためのデヌタ矀が定められた「遊技状態移行テヌブル䞍図瀺」を取埗しお、その取埗した遊技状態移行テヌブルに定められた各皮デヌタを、察応する状態バッファに栌玍する状態バッファ蚭定凊理。 In the game state transition preparation process, a "game state transition table (not shown)" is obtained, which defines a set of data for specifying the game state to transition to, and the various data defined in the obtained game state transition table is stored in the corresponding state buffer (state buffer setting process).

遊技状態移行テヌブルには、倧圓り甚遊技状態移行テヌブル、小圓り甚遊技状態移行テヌブル、特殊時短甚遊技状態移行テヌブルが含たれ、これら遊技状態移行テヌブルは、遊技状態刀定番号ず特別図柄刀定デヌタ圓遞皮別ずに関連付けられた耇数皮類の遊技状態移行テヌブルが蚭けられおいる。たずえば、通垞状態䞭に特殊時短圓遞たずえば、時短に圓遞した堎合であれば時短状態指定、特殊時短刀定フラグ「」、特別図柄刀定デヌタ特殊時短察応倀、その特殊時短皮別ここでは、特殊時短ず珟圚の遊技状態通垞状態ずに察応する特殊時短甚遊技状態移行テヌブルが取埗され、そのテヌブルに定められた各皮デヌタを、察応する状態バッファに栌玍する。本䟋の特殊時短遊技状態移行テヌブルであれば、今回のゲヌム埌特殊時短圓遞倉動終了埌に、時短移行指定の各皮デヌタが状態バッファに栌玍される。 The game state transition table includes a game state transition table for a big win, a game state transition table for a small win, and a game state transition table for a special time-saving. These game state transition tables are provided with multiple types of game state transition tables associated with game state determination numbers (YJ) and special symbol determination data (winning types). For example, if a special time-saving win (for example, time-saving C) is won during a normal state (YJ = 02H (time-saving state designation), special time-saving determination flag = "5AH", special symbol determination data = special time-saving C corresponding value), a game state transition table for special time-saving corresponding to the special time-saving type (here, special time-saving C) and the current game state (normal state) is obtained, and various data defined in the table are stored in the corresponding state buffer. In the case of the special time-saving game state transition table of this example, various data for the time-saving C transition designation are stored in the state buffer after the current game (after the special time-saving winning variation ends).

バッファに栌玍されたデヌタは、倧圓り遊技終了埌や圓り遊技終了埌や特殊時短圓遞倉動終了埌などの所定の凊理で読み出され、の所定の蚘憶領域各々のバッファに察応したフラグ蚘憶領域やカりンタ蚘憶領域に栌玍される。これにより、移行先の遊技状態図図の「移行先の遊技状態」が指定される。 The data stored in the buffer is read out by a predetermined process, such as after the end of a big win game, the end of a V win game, or the end of a special time-saving winning variation, and is stored in a predetermined memory area of RAM 203 (a flag memory area or a counter memory area corresponding to each buffer). This specifies the destination game state (the "destination game state" in Figures 4A to 4C).

なお、䞊蚘各皮の状態バッファの圹割は、䞋蚘の通りである。
α「普電圹物開攟延長移行状態バッファ、普通図柄時短移行状態バッファ、普通図柄確倉移行状態バッファ、特別図柄時短状態移行状態バッファ、特別図柄確倉移行状態バッファ」
これら状態バッファには、内郚遊技状態を指定するための各機胜のの指定デヌタが蚭定される。具䜓的には、普電圹物開攟延長移行状態バッファには、開攟延長機胜の䜜動状態を指定する普電圹物開攟延長状態フラグ、普通図柄時短移行状態バッファには、普通図柄時短機胜の䜜動状態を指定する普通図柄時短状態フラグ、普通図柄確倉移行状態バッファには、普通図柄確倉機胜の䜜動状態を指定する普通図柄確倉状態フラグ、特別図柄時短状態移行状態バッファには、特別図柄時短機胜の䜜動状態を指定する特別図柄時短状態フラグ、特別図柄確倉移行状態バッファには、特別図柄確倉機胜の䜜動状態を指定する特別図柄確倉状態フラグに係るデヌタが蚭定される。
β「特別図柄時短回数カりンタバッファ」
時短回数たたは埮時短回数を指定するためのデヌタ特別図柄時短回数カりンタ甚のデヌタが蚭定される。
γ「特別図柄確倉回数カりンタバッファ」
確倉回数を指定するためのデヌタ特別図柄確倉回数カりンタ甚のデヌタが蚭定される。
Ύ「特別図柄倉動回数カりンタバッファ」
或る倉動パタヌン振分指定番号の継続回数を指定するためのデヌタ特別図柄倉動回数カりンタ甚のデヌタが蚭定される。
ε「倉動パタヌン振分指定番号バッファ」
所定の曎新条件が成立した堎合に、曎新先ずなる倉動パタヌン振分指定番号を指定するデヌタ倉動パタヌン振分指定番号甚のデヌタが蚭定される。曎新条件ずは、倧圓り遊技埌、圓り遊技埌、特殊時短発動時、特別図柄倉動回数カりンタがれロになったずきなどがある。
The roles of the various status buffers mentioned above are as follows:
(α) "Normal electric device opening extension transition state buffer, normal pattern time reduction transition state buffer, normal pattern probability change transition state buffer, special pattern time reduction transition state buffer, special pattern probability change transition state buffer"
In these state buffers, designation data of ON/OFF (5AH/00H) of each function for designating the internal game state is set. Specifically, in the normal power role open extension transition state buffer, a normal power role open extension state flag designating the operating state of the open extension function is set, in the normal symbol time reduction transition state buffer, a normal symbol time reduction state flag designating the operating state of the normal symbol time reduction function is set, in the normal symbol probability change transition state buffer, a normal symbol probability change state flag designating the operating state of the normal symbol probability change function is set, in the special symbol time reduction transition state buffer, a special symbol time reduction state flag designating the operating state of the special symbol time reduction function is set, and in the special symbol probability change transition state buffer, data related to a special symbol probability change state flag designating the operating state of the special symbol probability change function is set.
(β) "Special pattern time-saving counter buffer"
Data for specifying the number of time-saving times or the number of minute time-saving times (data for the special pattern time-saving times counter) is set.
(γ) "Special pattern probability change count counter buffer"
Data for specifying the number of chance bonuses (data for the special symbol chance bonus count counter) is set.
(ÎŽ) "Special pattern change count counter buffer"
Data for specifying the number of times a certain variation pattern allocation designation number Tcode continues (data for a special pattern variation counter) is set.
(ε) "Fluctuation pattern allocation designation number buffer"
When a predetermined update condition is satisfied, data specifying the update destination variation pattern allocation designation number Tcode (data for the variation pattern allocation designation number Tcode) is set. The update condition includes after a big win game, after a V win game, when a special time-saving function is activated, when the special symbol variation counter becomes zero, and the like.

たずえば、珟圚の遊技状態が「通垞状態」であり、「特殊時短」に圓遞したケヌスでは、普電圹物開攟延長移行状態バッファ、普通図柄時短移行状態バッファ、普通図柄確倉移行状態バッファ、特別図柄時短状態移行状態バッファ」にそれぞれ「指定」が蚭定され、特別図柄時短回数カりンタバッファに「時短回数回を指定する倀」が蚭定され、倉動パタヌン振分指定番号バッファに「連荘モヌドを指定する倀」が蚭定される。これにより、次回のゲヌムの移行先遊技状態が「時短」に指定される。なお、本実斜圢態では、倉動パタヌン振分指定番号の曎新タむミングが内郚遊技状態の曎新タむミングず同じであるため、特別図柄倉動回数カりンタバッファには「回」が蚭定されるが、異なる曎新タむミング、具䜓的には、内郚遊技状態の曎新移行は無いが、実行ゲヌム数倉動回数に応じお、倉動パタヌン振分指定番号を曎新する堎合は、特別図柄倉動回数カりンタバッファには所定倀が蚭定される。たずえば、埮時短埮時短回数回䞭のゲヌム数が回目たでは地獄モヌドを指定し、回たでは地獄モヌドを指定する堎合には、特別図柄倉動回数カりンタバッファには回を蚭定する。たた、倉動パタヌン振分指定番号バッファには、地獄モヌド、を指定するがそれぞれ蚭定される。なお、倉動パタヌン振分指定番号の曎新は、曎新タむミングが到来した堎合に曎新凊理が実行される埌述のステップ参照。 For example, in the case where the current game state is "normal state (YJ = 00H)" and "special time-saving C" is won, the normal power role open extension transition state buffer, normal pattern time-saving transition state buffer, normal pattern probability change transition state buffer, and special pattern time-saving transition state buffer are each set to "5AH (ON designation)", the special pattern time-saving count counter buffer is set to "a value designating one time of time-saving", and the variation pattern allocation designation number buffer is set to "a value designating consecutive win mode C (04H)". As a result, the transition game state of the next game is designated as "time-saving C". In this embodiment, since the update timing of the variation pattern allocation designation number Tcode is the same as the update timing of the internal game state, "0 times" is set in the special pattern variation count counter buffer, but there is no different update timing, specifically, no update (transition) of the internal game state, but in the case where the variation pattern allocation designation number Tcode is updated according to the number of games executed (number of changes), a predetermined value is set in the special pattern variation count counter buffer. For example, if the number of games during micro-time saving B (micro-time saving count 250 times) is set to Hell mode A from 1 to 100, and Hell mode B from 100 to 250, the special symbol change count counter buffer is set to 100 times. Also, the change pattern allocation designation number buffer is set to Tcodes that designate Hell modes A and B. Note that the change pattern allocation designation number Tcode is updated when the update timing arrives (see steps S488 to S492 described below).

次いで、特別図柄倉動パタヌン䜜成凊理を実行するステップ。この特別図柄倉動パタヌン䜜成凊理では、図柄抜遞結果ステップで埗られた結果、倉動パタヌン甚乱数倀、倉動パタヌン振分指定番号珟圚の遊技状態、蚭定倀情報必芁に応じお取埗する、および䜜動保留球数今回の倉動衚瀺動䜜に䟛される䜜動保留球を陀く、珟存する䜜動保留球数個ステップ参照を甚いお、目的の倉動パタヌン振分テヌブルを取埗し、今回の倉動衚瀺動䜜に䟛される䜜動保留球を察象ずした倉動パタヌンを決定、぀たり、倉動パタヌン指定コマンドを䜜成する。そしお、䜜成した倉動パタヌン指定コマンドを挔出制埡郚偎ぞず送信する。 Next, a special symbol variation pattern creation process is executed (step S413). In this special symbol variation pattern creation process, the desired variation pattern allocation table is obtained using the symbol lottery result (result obtained in step S411), the variation pattern random number, the variation pattern allocation designation number Tcode (current game state), the setting value information (obtained as necessary), and the number of activated reserved balls (0 to 3 existing activated reserved balls excluding the activated reserved ball used for the current variable display operation: see step S403), and a variation pattern targeting the activated reserved ball used for the current variable display operation is determined, in other words, a variation pattern designation command is created. The created variation pattern designation command is then sent to the performance control unit 24.

特別図柄倉動パタヌン䜜成凊理は、既に述べた、先読み倉動パタヌン刀定凊理である始動口入賞時乱数刀定凊理図のステップず、基本的には同じである。本凊理の基本的な凊理手順は、始動口入賞時乱数刀定凊理図のステップず同じ凊理手順であるので、重耇蚘茉を避けるために適宜省略しお説明する。 The special symbol variation pattern creation process is basically the same as the random number determination process when the starting hole wins (step S320 in FIG. 11), which is the pre-reading variation pattern determination process already mentioned. The basic processing procedure of this process is the same as the random number determination process when the starting hole wins (step S320 in FIG. 11), so to avoid duplication, the explanation will be omitted as appropriate.

特別図柄倉動パタヌン䜜成凊理では、倉動開始時の倉動パタヌンを決定に関する凊理ずしお、䞋蚘の凊理が含たれる。 The special symbol fluctuation pattern creation process includes the following processes (A) to (D) for determining the fluctuation pattern at the start of the fluctuation.

「倉動パタヌン振分テヌブル遞択テヌブル」を参照し、「倉動パタヌン振分テヌブル」を取埗する“倉動開始時倉動パタヌン振分テヌブル取埗凊理”ず、
取埗した倉動パタヌン振分テヌブルに基づく倉動パタヌン抜遞により、倉動パタヌン指定コマンドデヌタを取埗し倉動パタヌンを決定する、倉動パタヌン指定コマンドを䜜成する“倉動パタヌン指定コマンド取埗凊理倉動パタヌン決定凊理”ず、
決定された倉動パタヌンに察応する倉動時間疑䌌連に必芁な加算時間を含むを決定しお、領域内のタむマ管理領域である「特別図柄圹物動䜜タむマ」に蚭定する“倉動時間蚭定凊理”ず、
倉動パタヌン指定コマンドを挔出制埡郚に送信する“コマンド送信凊理”ず、
を含んで構成される。
(A) A “fluctuation start time fluctuation pattern distribution table acquisition process” that refers to the “fluctuation pattern distribution table selection table” and acquires a “fluctuation pattern distribution table”;
(B) A "variation pattern designation command acquisition process (variation pattern determination process)" for acquiring variation pattern designation command data (determining a variation pattern) by a variation pattern lottery based on the acquired variation pattern allocation table, and creating a variation pattern designation command;
(C) A "variable time setting process" that determines the variable time (including the addition time required for pseudo-consecutive wins) corresponding to the determined variable pattern and sets it in the "special symbol role operation timer" which is the timer management area of the RAM in the area;
(D) a “command transmission process” for transmitting a variation pattern designation command to the performance control unit 24;
The present invention is configured to include the following.

倉動開始時においおは、入賞時先読み刀定時ずは異なり、䜜動保留球数ステップの倉動開始時の䜜動保留球数を考慮しお、倉動パタヌン振分テヌブルが遞択される。倉動パタヌン振分テヌブルには、既に説明したように、特別図柄に関するたたは耇数皮類の倉動パタヌンが、特図皮別、圓遞皮別、䜜動保留球数、倉動パタヌン振分指定番号、および倉動パタヌン甚乱数倀などに関連付けお定められおおり図図参照、倉動パタヌン甚乱数による抜遞により、耇数皮類の倉動パタヌンのうちからいずれかの倉動パタヌンが遞択されるようになっおいる。具䜓的には、倉動パタヌン指定コマンドを構成する䞊䜍バむトデヌタず、䞋䜍バむトデヌタが決定される。これにより、今回の図柄倉動衚瀺ゲヌムに係る倉動開始時の倉動パタヌンが指定されるこずになる。 At the start of the variation, unlike when a prize is won (when a pre-reading judgment is made), the variation pattern allocation table is selected taking into consideration the number of balls in operation (the number of balls in operation at the start of the variation in step S403). As already explained, in the variation pattern allocation table, one or more types of variation patterns related to special symbols are defined in association with the special symbol type, winning type, number of balls in operation, variation pattern allocation designation number Tcode, and random number value for variation pattern (see Figures 26 to 28), and one of the multiple types of variation patterns is selected by lottery using the random number for variation pattern. Specifically, the upper byte data (MODE2) and lower byte data (EVENT) that constitute the variation pattern designation command are determined. This designates the variation pattern at the start of the variation related to this symbol variation display game.

倉動パタヌンが決定されるず、その倉動パタヌンに察応した倉動時間が決定される。これにより、今回の倉動パタヌンず、その倉動時間が定たるこずになる。この倉動時間は、特別図柄倉動衚瀺ゲヌムず同調しお実行される装食図柄倉動衚瀺ゲヌムの遊技時間装食図柄の倉動衚瀺時間挔出時間ず実質的に同䞀ずなる。 When the change pattern is determined, the change time corresponding to that change pattern is also determined. This determines the current change pattern and its change time. This change time is essentially the same as the play time (decorative pattern change display time (performance time)) of the decorative pattern change display game that is executed in sync with the special pattern change display game.

このようにしお決定された倉動パタヌンに関する情報には、少なくずも圓萜抜遞結果詳现な図柄抜遞結果情報は、装食図柄指定コマンドに含たれる、珟圚の遊技状態、倉動時間情報、特定の予告挔出たずえば、リヌチ挔出や疑䌌連などの実行指定などに関する情報が含たれる。䞻制埡郚は、その内容を特定可胜な倉動パタヌン指定コマンドを挔出制埡郚に送信する。倉動パタヌン指定コマンドは、挔出制埡郚偎にお、今回の図柄倉動衚瀺ゲヌムに係る挔出シナリオ装食図柄の倉動衚瀺や各皮予告挔出などを決定する際に利甚される。 The information relating to the variation pattern determined in this manner includes at least the winning/losing lottery results (detailed symbol lottery result information is included in the decorative symbol designation command), the current game state, variation time information, and information relating to the execution designation of a particular preview effect (for example, a reach effect or pseudo consecutive win). The main control unit 20 transmits a variation pattern designation command capable of identifying the content to the performance control unit 24. The variation pattern designation command is used by the performance control unit 24 when determining the performance scenario (such as the decorative symbol variation display and various preview effects) relating to the current symbol variation display game.

䞊蚘ステップの特別図柄倉動パタヌン䜜成凊理を終えるず、次いで、今回の倉動開始偎に察応する倉動䞭フラグを状態に蚭定するステップ。䞊蚘「倉動䞭フラグ」ずは特別図柄、のどちらが倉動䞭であるかを瀺すフラグで、圓該フラグが状態である堎合には特別図柄が倉動䞭である旚を瀺し、圓該フラグが状態である堎合には特別図柄が停止䞭である旚を瀺す。本実斜圢態では、特図察応の「特別図柄倉動䞭フラグ」ず、特図察応の「特別図柄倉動䞭フラグ」を扱う。たずえば、特図偎が今回の凊理察象倉動開始偎であれば、特別図柄倉動䞭フラグを、特別図柄倉動䞭フラグをに蚭定する。 After the special symbol fluctuation pattern creation process in step S413 is completed, the fluctuating flag corresponding to the current fluctuating start side is set to the ON state (5AH) (step S414). The "fluctuating flag" is a flag indicating whether special symbol 1 or 2 is fluctuating. When the flag is ON (5AH), it indicates that the special symbol is fluctuating, and when the flag is OFF (00H), it indicates that the special symbol is stopped. In this embodiment, a "special symbol 1 fluctuating flag" corresponding to special symbol 1 and a "special symbol 2 fluctuating flag" corresponding to special symbol 2 are handled. For example, if the special symbol 1 side is the current processing target (fluctuating start side), the special symbol 1 fluctuating flag is set to ON and the special symbol 2 fluctuating flag is set to OFF.

次いで、ステップの特別停止図柄䜜成凊理で埗られた図柄抜遞結果情報を特定可胜な装食図柄指定コマンドを取埗し、これを挔出制埡郚に送信するステップ。装食図柄指定コマンドは、倉動偎の特別図柄皮別を指定する䞊䜍バむトず、圓遞皮別を指定する䞋䜍バむトのバむトで構成される。したがっお、この装食図柄指定コマンドには、倉動偎の特別図柄皮別ず圓遞皮別図柄抜遞結果ずに関する情報が含たれる。この装食図柄指定コマンドは、䞻ずしお、リヌチ状態を圢成する際の装食図柄の組合せリヌチ図柄を構成芁玠ずなる図柄皮や、最終的に停止衚瀺させる装食図柄装食停止図柄の組合せや、図柄倉動衚瀺ゲヌムにおいお圓遞皮別に察応する予告挔出などを決定する際に利甚される。挔出制埡郚は、倉動パタヌン指定コマンドず装食図柄指定コマンドを受信するず、図柄倉動衚瀺ゲヌム䞭の挔出倉動䞭挔出を決定し、装食図柄倉動衚瀺ゲヌムを開始させる。 Next, a decorative symbol designation command capable of identifying the symbol lottery result information obtained in the special stop symbol creation process in step S411 is obtained, and this is sent to the performance control unit 24 (step S415). The decorative symbol designation command is composed of two bytes, a high-order byte (MODE) that designates the special symbol type on the variable side, and a low-order byte (EVENT) that designates the winning type. Therefore, this decorative symbol designation command contains information on the special symbol type on the variable side and the winning type (symbol lottery result). This decorative symbol designation command is mainly used when determining the combination of decorative symbols (symbol types that are components of the reach symbol) when forming a reach state, the combination of decorative symbols (decorative stop symbols) that are finally stopped and displayed, and the preview performance corresponding to the winning type in the symbol change display game. When the performance control unit 24 receives the change pattern designation command and the decorative symbol designation command, it determines the performance during the symbol change display game (changing performance) and starts the decorative symbol change display game.

そしお、倉動開始時蚭定凊理ずしお、特別図柄動䜜ステヌタス「倉動䞭」に切り替え特別図柄動䜜ステヌタスにを栌玍、刀定甚乱数蚘憶゚リアにを栌玍するれロクリアするステップ。 Then, as a process for setting the start of fluctuation, the special pattern operation status is switched to "Fluctuating (02H)" (02H is stored in the special pattern operation status), and 00H is stored in the judgment random number storage area (zero clear) (step S416).

以䞊により、この特別図柄倉動開始凊理を抜けるず、図の特別図柄衚瀺デヌタ曎新凊理ステップを行い、かくしお特別図柄の倉動衚瀺が開始されるこずになる。これにより、特別図柄管理凊理ステップを抜けお、図の特別電動圹物管理凊理ステップに進む。 As a result of the above, when this special symbol variation start process is exited, the special symbol display data update process (step S309) in FIG. 10 is performed, and thus the variable display of the special symbols is started. This exits the special symbol management process (step S093) and proceeds to the special electric role management process (step S095) in FIG. 9.

蚭定異垞゚ラヌが生じたケヌスに぀いお→の凊理ルヌト
ステップの刀定凊理の説明に戻り、ステップにおいお、蚭定゚ラヌフラグが状態である堎合、぀たり蚭定異垞゚ラヌが発生䞭の堎合ステップ、ステップの特別電動圹物䜜動刀定甚乱数刀定凊理圓萜抜遞をスキップし、ステップの特別停止図柄䜜成凊理を実行する。すなわち、蚭定異垞゚ラヌが発生した堎合には、倉動開始時の圓萜抜遞を実行せず、今回の圓萜抜遞結果は、垞に「ハズレ」ずしお凊理される匷制ハズレ制埡。この堎合、「蚭定異垞゚ラヌ」ずいう深刻な゚ラヌが生じおいるこずを考慮し、圓遞期埅感を煜るようなリヌチ倉動パタヌン皮別は遞択せずに、通垞倉動パタヌン皮別のみを遞択するこずが奜たしい。たた、蚭定異垞゚ラヌの堎合には、「遊技続行䞍可」ずしお、図柄倉動衚瀺ゲヌム自䜓を開始させない図柄倉動を開始させない構成ずしおもよい。この堎合には、遊技機の電源がになるたで゚ラヌ報知を継続させるこずができる。なお本実斜圢態では、図に瀺す蚭定倉曎凊理ステップが実行されお蚭定異垞゚ラヌが解陀されるたでは、電源を再投入しおも゚ラヌ報知が継続される。
(In case of a setting error: Processing route S409 → S411)
Returning to the explanation of the judgment process of step S409, in step S409, if the setting error flag is ON (5AH), that is, if a setting abnormality error is occurring (step S409:=5AH), the random number judgment process for judging the operation of the special electric role object in step S410 (lottery for winning or losing) is skipped, and the special stop pattern creation process in step S411 is executed. In other words, if a setting abnormality error occurs, the lottery for winning or losing at the start of the variation is not executed, and the result of the lottery this time is always processed as "losing" (forced losing control). In this case, considering that a serious error called "setting abnormality error" has occurred, it is preferable to select only the normal variation pattern type without selecting the reach variation pattern type that stimulates the expectation of winning. In addition, in the case of a setting abnormality error, it may be configured to be "unable to continue playing" and not to start the pattern variation display game itself (not to start the pattern variation). In this case, the error notification can be continued until the power of the gaming machine is turned off. In this embodiment, the error notification continues even if the power is turned on again until the setting change process (step S023) shown in FIG. 8A is executed and the setting abnormality error is removed.

特別図柄倉動䞭凊理図
次に、図䞭の特別図柄倉動䞭凊理ステップに぀いお説明する。図は、特別図柄倉動䞭凊理ステップの詳现を瀺すフロヌチャヌトである。
<13. Special symbol change processing: Figure 13>
Next, the special symbol variation process (step S307) in Fig. 10 will be described. Fig. 13 is a flow chart showing the details of the special symbol variation process (step S307).

図においお、は、たず特別図柄圹物動䜜タむマがれロであるか吊か、぀たり特別図柄の倉動時間が経過したか吊かを刀定するステップ。特別図柄圹物動䜜タむマがれロでない堎合はステップ、未だ特別図柄の倉動時間が経過しおいない、぀たり特別図柄が倉動䞭であるので、䜕もしないでこの特別図柄倉動䞭凊理を抜ける。 In FIG. 13, the CPU 201 first determines whether the special symbol role operation timer is at zero, i.e., whether the special symbol change time has elapsed (step S451). If the special symbol role operation timer is not at zero (step S451: NO), the special symbol change time has not yet elapsed, i.e., the special symbol is changing, so the CPU 201 does nothing and exits the special symbol change process.

特別図柄圹物動䜜タむマがれロになったならばステップ、挔出制埡コマンドずしお、特別図柄の倉動が終了したこずを瀺す「倉動停止コマンド」を挔出制埡郚に送信するステップ。この倉動停止コマンドにより挔出制埡郚は、特別図柄の倉動時間経過しお特別図柄倉動衚瀺ゲヌムが終了したこずを把握し、珟圚倉動衚瀺䞭の装食図柄を停止衚瀺確定衚瀺させる。これにより、特別図柄倉動衚瀺ゲヌムが終了されるずずもに、装食図柄倉動衚瀺ゲヌムも終了するこずになる。 When the special symbol role operation timer reaches zero (step S451: YES), a "change stop command" indicating that the special symbol change has ended is sent to the performance control unit 24 as a performance control command (step S452). This change stop command causes the performance control unit 24 to understand that the special symbol change time has elapsed and the special symbol change display game has ended, and causes the decorative symbol currently being displayed to stop changing (confirmed display). This ends the special symbol change display game, and the decorative symbol change display game also ends.

次いで、特別図柄の倉動停止時の蚭定凊理ずしお、の特別図柄確定タむマに、特別図柄確定信号出力時間たずえば、を栌玍し、特別図柄圹物動䜜タむマに確定衚瀺時間たずえば、を栌玍し、特別図柄動䜜ステヌタスを「確認䞭」に切り替え特別図柄動䜜ステヌタスにを栌玍、特別図柄倉動䞭フラグに状態を栌玍しステップ、この特別図柄倉動䞭凊理を抜ける。ここで䞊蚘「特別図柄確定信号出力時間」ずは、枠甚倖郚端子基板からホヌルコンピュヌタに察し、特別図柄が確定衚瀺された旚を報知する特別図柄確定信号の出力時間を確保するための䜙裕時間である。たた「確定衚瀺時間」ずは、特別図柄の倉動衚瀺が終了しお特別図柄の停止衚瀺した際、その停止衚瀺を保持する時間停止衚瀺時間である。この確定衚瀺時間䞭は、装食図柄も確定衚瀺本停止される。なお、普通図柄も同様に、確定衚瀺時間はずなっおいる。 Next, as a setting process for when the special symbol stops changing, the special symbol confirmation signal output time (for example, 100 ms) is stored in the special symbol confirmation timer of RAM 203, the confirmation display time (for example, 500 ms) is stored in the special symbol role operation timer, the special symbol operation status is switched to "checking (03H)" (03H is stored in the special symbol operation status), 00H (OFF state) is stored in the special symbol changing flag (step S453), and this special symbol changing process is terminated. Here, the above-mentioned "special symbol confirmation signal output time" is a margin time to secure the output time of the special symbol confirmation signal that notifies the hall computer HC that the special symbol has been confirmed and displayed from the frame external terminal board 21. Also, the "confirmed display time" is the time (stopped display time) for which the stopped display is maintained when the special symbol changing display ends and the special symbol is stopped and displayed. During this confirmed display time, the decorative symbol is also confirmed and displayed (mainly stopped). Similarly, the confirmation display time for normal symbols is 500 ms.

以䞊の特別図柄倉動䞭凊理を抜けるず、図の特別図柄衚瀺デヌタ曎新凊理ステップを行い、特別図柄管理凊理を抜けお、図のステップの特別電動圹物管理凊理に進む。 When the above special symbol changing process is completed, the special symbol display data update process (step S309) in FIG. 10 is performed, the special symbol management process is completed, and the process proceeds to the special electric device management process in step S095 in FIG. 9.

特別図柄確認時間䞭凊理倉動停止時凊理図および図
次に、図䞭の特別図柄確認時間䞭凊理ステップに぀いお説明する。図および図は、特別図柄確認時間䞭凊理ステップの詳现を瀺すフロヌチャヌトである。
<13. Processing during special symbol confirmation time (processing when fluctuation stops): Fig. 14A and Fig. 14B>
Next, a description will be given of the special symbol confirmation time process (step S308) in Fig. 10. Fig. 14A and Fig. 14B are flow charts showing the details of the special symbol confirmation time process (step S308).

図および図においお、は、たず特別図柄圹物動䜜タむマがれロであるか吊かを刀定するステップ。ここでの特別図柄圹物動䜜タむマには、「確定衚瀺時間」が蚭定されおいる図のステップ参照。特別図柄圹物動䜜タむマがれロになるたでの間はステップ、䜕もしないでこの特別図柄確認時間䞭凊理を抜ける。 In Figures 14A and 14B, the CPU 201 first determines whether the special symbol role operation timer is at zero (step S471). The special symbol role operation timer here is set to a "determined display time" (see step S453 in Figure 13). Until the special symbol role operation timer reaches zero (step S471: NO), the CPU 201 does nothing and exits the special symbol confirmation time processing.

特別図柄圹物動䜜タむマがれロになったならばステップ、今回の特別図柄倉動衚瀺ゲヌムが終了したずしお、特別図柄動䜜ステヌタスを「埅機䞭」に切り替え特別図柄動䜜ステヌタスにを栌玍ステップ、遊技状態番号を栌玍するステップ。 When the special symbol device operation timer reaches zero (step S471: YES), this special symbol change display game is deemed to have ended, the special symbol operation status is switched to "Waiting (01H)" (01H is stored in the special symbol operation status) (step S472), and the game status number YJ is stored (step S473).

次いで、倧圓り刀定フラグ、小圓り刀定フラグ、特殊時短刀定フラグ、倩井刀定フラグを順次刀定しステップ、いずれかの刀定フラグが「」である堎合には、その刀定フラグに察応した凊理を実行するステップ。以䞋、各凊理に぀いお説明する。 Then, the big win determination flag, the small win determination flag, the special time-saving determination flag, and the ceiling determination flag are successively determined (steps S474 to S477), and if any of the determination flags is "5AH", the process corresponding to that determination flag is executed (steps S474A to S477A). Each process is explained below.

倧圓り刀定フラグが「」の堎合
倧圓り刀定フラグが「」の堎合ステップ、倧圓り遊技開始前の蚭定凊理ずしお「倧圓り図柄停止時の各皮蚭定凊理」を実行するステップ。この凊理では、倧圓り刀定フラグ、倩井カりンタ、倩井刀定フラグ、倉動パタヌン振分指定番号などを「」に蚭定し、条件装眮䜜動フラグを「」に蚭定し、その他、䜎確率、電サポ状態無しの状態にすべく、これらに係る䞊蚘状態フラグを「」に蚭定するなど、倧圓り遊技移行倧圓り遊技開始に必芁な凊理を実行する。
(When the jackpot determination flag is "5AH")
When the jackpot determination flag is "5AH" (step S474:=5AH), "various setting processes when the jackpot pattern stops" are executed as a setting process before the jackpot game starts (step S474A). In this process, the jackpot determination flag, ceiling counter, ceiling determination flag, variable pattern allocation designation number Tcode, etc. are set to "00H", the condition device operation flag is set to "5AH", and other state flags related to these are set to "00H" to set the low probability and no electric support state, and other processes necessary for the jackpot game transition (start of the jackpot game) are executed.

小圓り刀定フラグが「」の堎合
小圓り刀定フラグが「」の堎合ステップ、小圓り遊技開始前の蚭定凊理ずしお「小圓り図柄停止時の各皮蚭定凊理」を実行するステップ。この凊理では、小圓り刀定フラグを「」に蚭定し、小圓り䞭フラグを「」に蚭定するなど、小圓り開始に必芁な凊理を実行する。なお、小圓り䞭フラグずは、小圓り遊技䞭であるか吊かを指定するためのフラグで、圓該フラグが状態である堎合には小圓り遊技䞭である旚を瀺し、圓該フラグが状態である堎合には小圓り遊技䞭ではない旚を瀺す。
(When the small hit judgment flag is "5AH")
When the small win determination flag is "5AH" (step S475: = 5AH), "various setting processes when the small win pattern stops" are executed as a setting process before the start of the small win game (step S475A). In this process, the small win determination flag is set to "00H" and the small win in progress flag is set to "5AH", and other processes necessary for the start of the small win are executed. The small win in progress flag is a flag for specifying whether or not a small win game is being played, and when the flag is in the ON state (5AH), it indicates that a small win game is being played, and when the flag is in the OFF state (00H), it indicates that a small win game is not being played.

倩井刀定フラグが「」の堎合
倩井刀定フラグが「」の堎合ステップ、倩井時短開始前の蚭定凊理ずしお「倩井時短蚭定凊理」を実行するステップ。本実斜圢態では、倩井特兞ずしお「時短」倩井時短を発生させるため、本凊理では、この時短に移行させるための蚭定凊理を行う。具䜓的には、時短状態に係る䞊蚘状態フラグ時短状態に関する機胜を「」に蚭定し、特別図柄時短回数カりンタに所定倀倩井時短時短時短回数回を蚭定し、特殊時短フラグを「」に蚭定し、たた倉動パタヌン振分指定番号を「時短」に蚭定し、遊技状態番号を「」に蚭定し、倩井刀定フラグを「」に蚭定するなど、倩井時短移行倩井時短開始に必芁な凊理を実行する。これにより倩井ゲヌム終了埌に、倩井時短時短に制埡されるこずになる。なお、倩井ゲヌムにお小圓りに圓遞した堎合には、倩井時短蚭定凊理ステップよりも䞊蚘小圓り図柄停止時の各皮蚭定凊理ステップを優先的に実行し、埌述の小圓り凊理図にお非入賞であるず刀断された堎合に倩井時短蚭定凊理を実行し、倩井時短を付䞎するようになっおいる。
(When the ceiling judgment flag is "5AH")
When the ceiling judgment flag is "5AH" (step S476:=5AH), "ceiling time-saving setting process" is executed as a setting process before the start of ceiling time-saving (step S476A). In this embodiment, in order to generate "time-saving C" (ceiling time-saving) as a ceiling privilege, in this process, a setting process for transitioning to this time-saving C is executed. Specifically, the state flag (function related to time-saving state) related to the time-saving state is set to "5AH", a predetermined value (ceiling time-saving = time-saving C (time-saving 1 time)) is set to the special pattern time-saving count counter, the special time-saving flag is set to "00H", the variable pattern allocation designation number Tcode is set to "04H (time-saving C)", the game state number YJ is set to "02H", and the ceiling judgment flag is set to "00H", and other processes necessary for the ceiling time-saving transition (start of ceiling time-saving) are executed. As a result, after the ceiling game ends, the game is controlled to the ceiling time-saving (time-saving C). In addition, when a small win is won in the ceiling game, the various setting processes (step S475A) when the small win pattern stops are executed with priority over the ceiling time-saving setting process (step S476A), and when it is determined in the small win process (Figure 15) described below that a non-V win has been won, the ceiling time-saving setting process is executed and the ceiling time-saving is granted.

特殊時短刀定フラグが「」の堎合
特殊時短フラグが「」の堎合ステップ、特殊時短開始前の蚭定凊理ずしお「特殊時短図柄停止時の各皮蚭定凊理」を実行するステップ。この凊理では、圓遞した特殊時短皮別特殊時短に察応する特殊時短状態埮時短、埮時短、時短に移行させるための蚭定凊理を行う。埮時短たたは埮時短の堎合には埮時短状態に係る䞊蚘状態フラグ埮時短状態に関する機胜を「」に蚭定し、特別図柄時短回数カりンタに所定倀埮時短の堎合は回、埮時短の堎合は回を蚭定し、たた倉動パタヌン振分指定番号を「埮時短、」に蚭定し、遊技状態番号を「」に蚭定するなど、埮時短状態開始に必芁な蚭定凊理を実行する。たた時短の堎合は、䞊述の倩井時短時短ず同様に、時短状態に係る䞊蚘状態フラグ時短状態に関する機胜を「」に蚭定し、特別図柄時短回数カりンタに所定倀時短の堎合は時短回数回に蚭定し、たた倉動パタヌン振分指定番号を「時短」に蚭定し、遊技状態番号を「」に蚭定するなど、時短移行時短開始に必芁な蚭定凊理を行う。これにより次回のゲヌムから、埮時短、埮時短たたは時短に制埡される。
(When the special time-saving judgment flag is "5AH")
When the special time-saving flag is "5AH" (step S477: = 5AH), "various setting processes when the special time-saving pattern stops" are executed as a setting process before the start of the special time-saving (step S477A). In this process, a setting process is executed to transition to a special time-saving state (micro time-saving A, micro time-saving B, time-saving C) corresponding to the special time-saving type (special time-saving A to C) that has been won. In the case of micro time-saving A or micro time-saving, the above-mentioned state flag (function related to the micro time-saving state) related to the micro time-saving state is set to "5AH", a predetermined value (150 times in the case of micro time-saving A, 250 times in the case of micro time-saving B) is set in the special pattern time-saving count counter, the variable pattern allocation designation number Tcode is set to "01H (micro time-saving A, B)", and the game state number YJ is set to "01H", and other setting processes necessary for starting the micro time-saving state are executed. In the case of time-saving C, similarly to the above-mentioned ceiling time-saving (time-saving C), the state flag (function related to time-saving state) related to the time-saving state is set to "5AH", the special symbol time-saving count counter is set to a predetermined value (time-saving count 1 in the case of time-saving C), the variable pattern allocation designation number Tcode is set to "04H (time-saving C)", the game state number YJ is set to "02H", and other setting processes required for transition to time-saving C (start of time-saving C) are performed. As a result, from the next game, the game is controlled to micro-time-saving A, micro-time-saving B, or time-saving C.

䞊述のステップのいずれかを実行した埌は、特別図柄確認時間䞭凊理を抜ける。 After executing any of the above steps S474A to S477A, the special symbol confirmation time processing is exited.

倧圓り刀定フラグ、小圓り刀定フラグ、特殊時短刀定フラグ、倩井刀定フラグのいずれも「」である堎合ステップ≠、぀たり、圓りに非圓遞、特殊時短に非圓遞、および倩井時短が発動しない堎合完党「ハズレ」の堎合、次いで、特別図柄時短回数カりンタ残り時短回数がれロであるか吊かを刀定するステップ。特別図柄時短回数カりンタがれロである堎合ステップ、時短状態たたは埮時短状態に係るステップの凊理をスキップしお、ステップの凊理に進む。 If the big win judgment flag, small win judgment flag, special time-saving judgment flag, and ceiling judgment flag are all "00H" (steps S474 to S477: ≠ 5AH), in other words, if there is no win, no special time-saving, and the ceiling time-saving is not activated (if it is a complete "miss"), then it is determined whether the special symbol time-saving count counter (remaining number of time-savings) is zero (step S478). If the special symbol time-saving count counter is zero (step S478: YES), the process skips steps S479 to S482 related to the time-saving state or the minute time-saving state, and proceeds to the process of step S483.

䞀方、特別図柄時短回数カりンタ時短回数がれロでない堎合ステップ、今回の倉動回数の消化分ずしお、特別図柄時短回数カりンタを枛算しステップ、枛算埌の特別図柄時短回数カりンタがれロであるか吊かを刀定するステップ。 On the other hand, if the special pattern time-saving count counter (time-saving count) is not zero (step S478: NO), the special pattern time-saving count counter is decremented by 1 to represent the amount of time spent during this change (step S479), and it is determined whether the special pattern time-saving count counter after decrement is zero (step S480).

枛算埌の特別図柄時短回数カりンタがれロでない堎合ステップ、特別図柄時短状態埮時短状態を含むの終了回数に達しおいないので、䜕もしないでステップの凊理に進む。䞀方、枛算埌の特別図柄時短回数カりンタがれロの堎合ステップ、時短状態たたは埮時短状態が終了したずしお、時短終了時の蚭定凊理を実行するステップ。ここでは、時短終了時の蚭定凊理ずしお、時短状態に係る䞊蚘状態フラグ時短状態たたは埮時短状態に関する機胜を「」に蚭定し、倉動パタヌン振分指定番号を「通垞」に蚭定するなど、時短状態たたは埮時短状態から通垞状態ぞの移行蚭定凊理を実行する。これにより次回のゲヌムから、「通垞状態倩囜モヌド」に制埡される。 If the special symbol time-saving count counter after subtraction is not zero (step S480: NO), the number of times the special symbol time-saving state (including the minute time-saving state) has ended has not been reached, so nothing is done and the process proceeds to step S483. On the other hand, if the special symbol time-saving count counter after subtraction is zero (step S480: YES), it is determined that the time-saving state or the minute time-saving state has ended, and the setting process at the time of the time-saving end is executed (step S481). Here, as the setting process at the time of the time-saving end, the state flag (function related to the time-saving state or the minute time-saving state) related to the time-saving state is set to "00H", the variable pattern allocation designation number Tcode is set to "00H (normal)", and the transition setting process from the time-saving state or the minute time-saving state to the normal state is executed. As a result, the game will be controlled to the "normal state (heaven mode)" from the next game.

ステップの時短終了時の蚭定凊理を終えるず、次いで、遊技状態情報送信凊理を実行するステップ。ここでは、遊技状態指定コマンドを挔出制埡郚に送信する。ここでの遊技状態指定コマンドには、時短状態終了を指定する情報が含たれる。この遊技状態指定コマンドにより挔出制埡郚は、今回のゲヌムで時短状態が終了した旚を把握し、次回のゲヌムから通垞状態に移行される旚を把握する。これにより、時短状態たたは埮時短状態に係る終了蚭定凊理を終えお、ステップの凊理に進む。なお、ステップの凊理は、確倉状態朜確状態を含むに係る凊理である。本実斜圢態の堎合、確倉状態は蚭けられおいないが、確倉状態を制埡可胜に構成した堎合の凊理ずしお説明しおおく。 After completing the setting process for the time-saving end in step S481, the game state information transmission process is then executed (step S482). Here, a game state designation command is sent to the performance control unit 24. The game state designation command here includes information designating the end of the time-saving state. This game state designation command lets the performance control unit 24 know that the time-saving state has ended in the current game, and that the next game will transition to the normal state. This completes the end setting process for the time-saving state or the minute time-saving state, and proceeds to the process of step S483. Note that the processes of steps S483 to S487 are processes related to the high probability state (including the potential high probability state). In this embodiment, the high probability state is not provided, but they will be described as processes in the case where the high probability state is configured to be controllable.

ステップの凊理に進むず、次いで、特別図柄確倉回数カりンタ残り確倉回数がれロであるか吊かを刀定するステップ。特別図柄確倉回数カりンタがれロである堎合ステップ、確倉状態に係るステップの凊理をスキップしお、ステップの凊理に進む。 When the process proceeds to step S483, it is then determined whether the special symbol probability change count counter (remaining probability change count) is zero (step S483). If the special symbol probability change count counter is zero (step S483: YES), the process skips steps S484 to S486 related to the probability change state and proceeds to step S488.

䞀方、特別図柄確倉回数カりンタ確倉回数がれロでない堎合ステップ、今回の特別図柄の倉動回数消化分ずしお、特別図柄確倉回数カりンタを枛算しステップ、その枛算埌の特別図柄確倉回数カりンタがれロであるか吊かを刀定するステップ。 On the other hand, if the special symbol probability change counter (probability change count) is not zero (step S483: NO), the special symbol probability change counter is decremented by 1 to represent the number of times the special symbol has changed this time (step S484), and it is determined whether the special symbol probability change counter is zero after the decrement (step S485).

枛算埌の特別図柄確倉回数カりンタがれロでない堎合ステップ、確倉回数が終了しおいないので、䜕もせずにステップの凊理に進む。 If the special symbol chance count counter after subtraction is not zero (step S485: NO), the chance count has not ended, so nothing is done and the process proceeds to step S488.

枛算埌の特別図柄確倉回数カりンタがれロの堎合ステップ、確倉状態が終了したずしお、確倉終了時の蚭定凊理を実行するステップ。ここでは、確倉終了時の蚭定凊理ずしお、確倉状態に係る䞊蚘状態フラグ確倉状態に関する機胜を「」に蚭定し、倉動パタヌン振分指定番号を所定倀移行先の遊技状態のに蚭定するなど、確倉状態から特定の遊技状態ぞの移行蚭定凊理を実行する。ここでいう「特定の遊技状態」ずは、確倉状態が終了した堎合に移行可胜な遊技状態であり、たずえば、通垞状態、時短状態たたは埮時短状態などが含たれる遊技性に応じお、いずれの遊技状態に移行させおもよい。なお、朜確状態を蚭けた堎合、朜確状態に぀いおも確倉状態の凊理ず同様に、ステップの凊理にお朜確状態の終了タむミングが監芖され、朜確状態が終了する堎合にはステップの刀定結果がの堎合、確倉終了時の蚭定凊理ステップにより、朜確状態が終了されるこずになる。 If the special symbol probability change counter after subtraction is zero (step S485: YES), the probability change state is deemed to have ended, and the setting process at the end of the probability change state is executed (step S486). Here, as the setting process at the end of the probability change state, the state flag (function related to the probability change state) related to the probability change state is set to "00H", the variable pattern allocation designation number Tcode is set to a predetermined value (the Tcode of the destination game state), and other transition setting processes are executed from the probability change state to a specific game state. The "specific game state" here refers to a game state that can be transitioned to when the probability change state ends, and includes, for example, a normal state, a time-saving state, or a slight time-saving state (any game state may be transitioned to depending on the game characteristics). In addition, if a potential winning state is provided, the timing of the end of the potential winning state is monitored in steps S483 to S485 in the same way as in the processing of the potential winning state, and when the potential winning state ends (when the determination result of step S485 is YES), the potential winning state is ended by the setting process for the end of the potential winning state (step S486).

䞊蚘ステップの確倉終了時の蚭定凊理を終えるず、次いで、遊技状態情報送信凊理を実行するステップ。ここでは、䞊蚘ステップず同じく、遊技状態指定コマンドを挔出制埡郚に送信するが、ここでの遊技状態指定コマンドに含たれる情報には、確倉状態たたは朜確状態終了を指定する情報高確率状態終了指定が含たれる。この遊技状態指定コマンドにより挔出制埡郚は、今回のゲヌムで確倉状態たたは朜確状態高確率状態が終了した旚を把握し、次回のゲヌムから特定の遊技状態たずえば、通垞状態、時短状態たたは埮時短状態に移行される旚を把握する。 After completing the setting process for the end of the special probability state in step S486 above, the game state information transmission process is then executed (step S487). Here, as in step S482 above, a game state designation command is sent to the performance control unit 24, but the information contained in the game state designation command here includes information designating the end of the special probability state or the potential probability state (designation of the end of a high probability state). This game state designation command lets the performance control unit 24 know that the special probability state or the potential probability state (high probability state) has ended in the current game, and that the game will transition to a specific game state (for example, normal state, time-saving state, or slight time-saving state) from the next game.

ステップの遊技状態情報送信凊理を終えるず、次いで、特別図柄倉動回数カりンタがれロであるか吊かを刀定するステップ。ここでは、倉動パタヌン振分指定番号の倉曎タむミングを監芖する。本実斜圢態では、既に説明したように、倉動パタヌン振分指定番号の曎新タむミングが内郚遊技状態の曎新タむミングず同じであるため、特別図柄倉動回数カりンタの倀は垞にれロずなっおいる。 After completing the game status information transmission process in step S487, it is then determined whether the special symbol change count counter is zero (step S488). Here, the timing of the change in the change pattern allocation designation number Tcode is monitored. In this embodiment, as already explained, the update timing of the change pattern allocation designation number Tcode is the same as the update timing of the internal game status, so the value of the special symbol change count counter is always zero.

特別図柄倉動回数カりンタがれロである堎合ステップ、䜕もしないでこの特別図柄確認時間䞭凊理を抜ける。䞀方、特別図柄倉動回数カりンタがれロでない堎合ステップ、今回の倉動回数の消化分ずしお、特別図柄倉動回数カりンタを枛算しステップ、その枛算埌の特別図柄倉動回数カりンタがれロであるか吊かを刀定するステップ。 If the special pattern change count counter is zero (step S488: YES), nothing is done and the process for this special pattern confirmation time is exited. On the other hand, if the special pattern change count counter is not zero (step S488: NO), the special pattern change count counter is decremented by 1 to represent the number of changes used up this time (step S489), and it is determined whether the special pattern change count counter after the decrement is zero (step S490).

枛算埌の特別図柄倉動回数カりンタがれロでない堎合ステップ、倉動パタヌン振分指定番号の曎新タむミングでないずしお、䜕もしないでこの特別図柄確認時間䞭凊理を抜ける。 If the special pattern change count counter after subtraction is not zero (step S490: NO), it is not time to update the change pattern allocation designation number Tcode, and the process exits from this special pattern confirmation time without doing anything.

枛算埌の特別図柄倉動回数カりンタがれロの堎合ステップ、倉動パタヌン振分指定番号の曎新タむミングが到来したずしお、倉動パタヌン振分指定番号曎新凊理を実行するステップ。 If the special pattern change count counter after subtraction is zero (step S489: YES), it is determined that the time to update the change pattern allocation designation number Tcode has arrived, and the change pattern allocation designation number update process is executed (step S491).

次いで、遊技状態情報送信凊理を実行するステップ。ここでは、䞊蚘ステップず同じく、遊技状態指定コマンドを挔出制埡郚に送信するが、ここでの遊技状態指定コマンドに含たれる情報は、曎新埌の倉動パタヌン振分指定番号を特定可胜な情報が含たれる。 Next, the game status information transmission process is executed (step S492). Here, as in step S482 above, a game status designation command is sent to the performance control unit 24, but the information contained in the game status designation command here includes information that can identify the updated variation pattern allocation designation number Tcode.

以䞊により、この特別図柄倉動開始凊理を抜けるず、図の特別図柄衚瀺デヌタ曎新凊理ステップを行い、特別図柄管理凊理ステップを抜けお、図の特別電動圹物管理凊理ステップに進む。 As a result of the above, when this special symbol variation start process is completed, the special symbol display data update process (step S309) in FIG. 10 is performed, the special symbol management process (step S093) is completed, and the process proceeds to the special electric role management process (step S095) in FIG. 15.

特別電動圹物管理凊理図
次に、図䞭の特別電動圹物管理凊理ステップに぀いお説明する。図は、特別電動圹物管理凊理ステップの詳现を瀺すフロヌチャヌトである。
<15. Special Electric Features Management Process: Figure 15>
Next, the special electric role management process (step S095) in Fig. 15 will be described. Fig. 15 is a flow chart showing the details of the special electric role management process (step S095).

図においお、は、たず、䞊蚘小圓り䞭フラグを刀定するステップ。小圓り䞭フラグは、特別図柄管理凊理図のステップ䞭の特別図柄確認時間䞭凊理ステップにおいお、特別図柄の倉動衚瀺動䜜が終了した際に、倧圓り抜遞結果が小圓りである堎合に「状態」に蚭定される図のステップの参照。小圓り䞭フラグが「」の堎合ステップ、小圓り凊理を行うステップ。この小圓り凊理は、小圓り遊技の䞀連の遊技動䜜を制埡する凊理である。この小圓り凊理に぀いおの詳现は、図図を甚いお埌述する。 In FIG. 15, the CPU 201 first judges the small win flag (step S501). The small win flag is set to "5AH (ON state)" when the special symbol variable display operation ends during the special symbol confirmation time processing (step S308) in the special symbol management processing (step S093 in FIG. 9) if the big win lottery result is a small win (see step S475A in FIG. 14A). If the small win flag is "5AH" (step S501: = 5AH), small win processing is performed (step S504). This small win processing is processing that controls a series of game operations in a small win game. Details of this small win processing will be described later using FIG. 16 to FIG. 18.

䞊蚘小圓り䞭フラグが「」の堎合ステップ≠、次いで、条件装眮䜜動フラグの状態を刀定するステップ。条件装眮䜜動フラグは、特別図柄管理凊理図のステップ䞭の特別図柄確認時間䞭凊理ステップにおいお、特別図柄倉動衚瀺ゲヌム終了時に倧圓り抜遞結果が倧圓りである堎合か図のステップの参照、たたは小圓り遊技䞭に入賞した堎合に「状態」に蚭定される埌述の図のフラグ蚭定凊理ステップ参照。 If the small win flag is "00H" (step S501: ≠ 5AH), then the state of the condition device operation flag is determined (step S502). The condition device operation flag is set to "5AH (ON state)" if the big win lottery result is a big win at the end of the special pattern change display game during the special pattern confirmation time processing (step S308) in the special pattern management processing (step S093 in FIG. 9) (see step S474A in FIG. 14A), or if a V is won during a small win game (see flag setting processing (step S642) in FIG. 17 described later).

小圓り䞭フラグず条件装眮䜜動フラグのいずれも「状態」の堎合はステップ≠、か぀ステップ≠、小圓り遊技䞭でなく、か぀倧圓り遊技䞭でもないので、䜕もしないでこの特別電動圹物管理凊理を抜ける。 If both the small win flag and the condition device operation flag are "00H (OFF state)" (step S501: ≠ 5AH and step S502: ≠ 5AH), the game is not in a small win game and is not in a big win game, so the game exits the special electric device management process without doing anything.

䞀方、条件装眮䜜動フラグが「」の堎合ステップ、倧圓り遊技たたは圓り遊技䞭であるずしお、特別電動圹物動䜜ステヌタス「」に応じた凊理を行う特別電動圹物動䜜ステヌタス分岐凊理ステップ。 On the other hand, if the condition device operation flag is "5AH" (step S502: = 5AH), it is determined that a jackpot or V-hit game is in progress, and processing is performed according to the special electric device operation status "00H-04H" (special electric device operation status branching processing: step S503).

䞊蚘「特別電動圹物動䜜ステヌタス」ずは、特別倉動入賞装眮の挙動を瀺すステヌタス倀であり、その倀は凊理状態に応じお倉曎され、領域内の特別電動圹物動䜜ステヌタス領域に栌玍される。特別電動圹物動䜜ステヌタスには、倧圓り遊技圓り遊技を含む開始前の埅機状態である旚を指定する「開始凊理䞭」、ラりンド遊技開始前の埅機状態である旚を指定する「䜜動開始凊理䞭」、ラりンド遊技が実行䞭である旚を指定する「䜜動䞭」、次回のラりンド遊技を継続させるか吊かの刀定䞭である旚を指定する「継続刀定䞭」、倧圓り遊技終了時圓り遊技終了時の終了凊理䞭である旚を指定する「倧圓り終了凊理䞭」が含たれる。なお、圓り遊技も倧圓り遊技ず同様に、条件装眮および圹物連続装眮が䜜動し、ラりンド遊技が実行されるため、ここでの倧圓り遊技に関する凊理には、圓り遊技に関する凊理も含たれる。 The "special electric device operation status" is a status value indicating the behavior of the special variable winning device 52, and the value is changed according to the processing state and stored in the special electric device operation status area of the RAM in the area. The special electric device operation status includes "start processing in progress (00H)" which specifies the standby state before the start of a jackpot game (including a V-win game), "operation start processing in progress (01H)" which specifies the standby state before the start of a round game, "operation in progress (02H)" which specifies that a round game is being played, "continuation determination in progress (03H)" which specifies that a determination is being made as to whether or not to continue the next round game, and "jackpot end processing in progress (04H)" which specifies that end processing is being performed at the end of a jackpot game (at the end of a V-win game). In addition, in a V-win game, the condition device and the device sequence device are activated and a round game is played in the same way as in a jackpot game, so the processing related to the jackpot game here also includes processing related to the V-win game.

ステップの特別電動圹物動䜜ステヌタス分岐凊理では、特別電動圹物動䜜ステヌタス倀が「開始凊理䞭」「䜜動開始凊理䞭」「䜜動䞭」「継続刀定䞭」「倧圓り終了凊理䞭」のいずれかのステヌタス倀であるかを刀定しお、凊理状態をステップのいずれかの凊理に移行させる。これらステップの凊理により、倧圓り遊技たたは圓り遊技が実珟される。 In the special electric device operation status branching process in step S502, it is determined whether the special electric device operation status value is one of the status values "start processing in progress (00H)", "operation start processing in progress (01H)", "operating (02H)", "continuation determination in progress (03H)", or "jackpot end processing in progress (04H)", and the processing state is shifted to one of the processes in steps S505 to S509. The processes in steps S505 to S509 realize jackpot play or V-win play.

以䞋では説明の䟿宜䞊、先ず図図を甚いお「小圓り凊理ステップ」に぀いお説明し、その埌に、ステップの凊理内容に぀いお説明しおいく。 For ease of explanation, we will first use Figures 16 to 18 to explain the "small hit process (step S504)", and then explain the processing content of steps S505 to S509.

小圓り凊理図
図䞭の小圓り凊理ステップに぀いお説明する。図は、小圓り凊理ステップの詳现を瀺すフロヌチャヌトである。
(16. Small hit processing: Figure 16)
The small hit process (step S504) in Fig. 15 will be described below. Fig. 16 is a flow chart showing the details of the small hit process (step S504).

図においお、は、たず特別電動圹物動䜜ステヌタスが「䜜動䞭」たたは「継続刀定䞭」であるか吊かを刀定するステップ。特別電動圹物動䜜ステヌタスが「䜜動䞭」でも「継続刀定䞭」でもない堎合にはステップ≠か぀≠、ステップの刀定凊理に進む。 In FIG. 16, the CPU 201 first determines whether the special electric role operation status is "operating (02H)" or "continuation judgment in progress (03H)" (step S601). If the special electric role operation status is neither "operating (02H)" nor "continuation judgment in progress (03H)" (step S601: ≠ 02H and ≠ 03H), the CPU 201 proceeds to the judgment process of step S603.

䞀方、特別電動圹物動䜜ステヌタスが「䜜動䞭」たたは「継続刀定䞭」である堎合にはステップたたは、倧入賞口入賞数確認凊理を行った埌ステップ、ステップの刀定凊理に進む。この倧入賞口入賞数確認凊理に぀いおの詳现は、図を甚いお埌述する。 On the other hand, if the special electric device operation status is "operating (02H)" or "continuation judgment in progress (03H)" (step S601: =02H or =03H), the number of winnings in the large prize slot is confirmed (step S602), and then the process proceeds to the judgment process of step S603. Details of this number of winnings in the large prize slot confirmation process will be described later using FIG. 17.

ステップの凊理に進むず、特別図柄圹物動䜜タむマがれロか吊かを刀定するステップ。ここでの特別図柄圹物動䜜タむマには、凊理状態に応じお、小圓り開始オヌプニング挔出時間や小圓り終了゚ンディング挔出時間や開閉動䜜遊技時間秒などを管理するためのタむマ倀が蚭定されおいる。 When the process proceeds to step S603, it is determined whether the special symbol role operation timer is zero (step S603). The special symbol role operation timer here has timer values set to manage the small win start INT (opening performance time), small win end INT (ending performance time), opening and closing action play time (1.8 seconds), etc., depending on the processing status.

この特別図柄圹物動䜜タむマがれロになるたでの間はステップ、ステップの刀定凊理に進み、特別図柄圹物動䜜タむマがれロであればステップ、特別電動圹物動䜜ステヌタス別凊理ステップを実行しお、珟圚の特別電動圹物動䜜ステヌタス倀「」に応じた凊理が実行されるこずになる。この特別電動圹物動䜜ステヌタス別凊理に぀いおの詳现は、図を甚いお埌述する。 Until the special symbol role operation timer reaches zero (step S603: NO), the process proceeds to the judgment process of step S606. If the special symbol role operation timer reaches zero (step S603: YES), the special electric role operation status specific process (step S605) is executed, and the process according to the current special electric role operation status value "00H to 04H" is executed. Details of this special electric role operation status specific process will be described later using FIG. 18.

ステップの特別電動圹物動䜜ステヌタス別凊理を終えるず、特別電動圹物動䜜ステヌタスが「䜜動䞭」であるか吊かを刀定するステップ。特別電動圹物動䜜ステヌタスが「䜜動䞭」でない堎合ステップ≠、䜕もしないでこの小圓り凊理を抜ける。 When the special electric role operation status processing in step S605 is completed, it is determined whether the special electric role operation status is "operating (02H)" (step S606). If the special electric role operation status is not "operating (02H)" (step S606: ≠ 02H), the small win processing is exited without doing anything.

䞀方、特別電動圹物動䜜ステヌタスが「䜜動䞭」である堎合ステップ、倧入賞口開閉動䜜蚭定凊理を実行するステップ。この倧入賞口開閉動䜜蚭定凊理では、小圓り皮別に応じた倧入賞口開攟扉の開閉動䜜や誘導装眮の動䜜を実珟するために芁する゜レノむド甚制埡デヌタを蚭定する。この倧入賞口開閉動䜜蚭定凊理で蚭定されたデヌタは、図䞭の゜レノむド管理凊理ステップにお利甚される。䞊蚘倧入賞口開閉動䜜蚭定凊理を終えるず、小圓り凊理を抜ける。 On the other hand, if the special electric device operation status is "operating (02H)" (step S606: = 02H), the large prize opening opening opening operation setting process is executed (step S607). In this large prize opening opening opening operation setting process, the solenoid control data required to realize the opening and closing operation of the large prize opening 50 (opening door 52b) according to the type of small prize and the operation of the V-induction device are set. The data set in this large prize opening opening opening operation setting process is used in the solenoid management process (step S100) in Figure 9. When the large prize opening opening opening operation setting process is completed, the small prize process is exited.

倧入賞口入賞数確認凊理図
次に、図䞭の倧入賞口入賞数確認凊理ステップに぀いお説明する。図は、倧入賞口入賞数確認凊理ステップの詳现を瀺すフロヌチャヌトである。
(17. Large Winning Port Winning Count Confirmation Process: FIG. 17)
Next, the process of confirming the number of winnings in the special prize slot (step S602) in Fig. 16 will be described. Fig. 17 is a flow chart showing the details of the process of confirming the number of winnings in the special prize slot (step S602).

図においお、は、たず倧入賞口の入賞入賞球を怜出したか吊かを刀定するステップ。倧入賞口の入賞を怜出しなかった堎合ステップ、ステップの凊理に進む。 In FIG. 17, the CPU 201 first determines whether or not a win (winning ball) has been detected in the large prize opening 50 (step S621). If a win in the large prize opening 50 has not been detected (step S621: NO), the process proceeds to step S630.

倧入賞口の入賞を怜出した堎合ステップ、倧入賞口に入賞したこずを瀺す「倧入賞口入賞コマンド」を送信し倧入賞口入賞コマンド送信凊理ステップ、倧入賞口ぞの入賞球を蚈数する倧入賞口入賞カりンタに加算するステップ。たた、倧入賞口に入賞があるごずに「倧入賞口入賞コマンド」を挔出制埡郚に送信する。ここでの倧入賞口入賞コマンドには、倧入賞口ぞの入賞発生情報ず賞球数情報ずが含たれ蚭定倀情報も含たせおもよい、倧入賞口に入賞した旚を報知する入賞挔出に利甚される他、入賞挔出を利甚した蚭定瀺唆挔出の珟出制埡にも利甚される。たずえば、最倧入賞数を超えるオヌバヌ入賞があった堎合、蚭定倀に応じお定められた出珟率に埓い、通垞のオヌバヌ入賞挔出に替えお、特別なオヌバヌ入賞挔出を珟出させる。 When a winning ball is detected in the large winning opening 50 (step S621: YES), a "large winning opening winning command" is sent to indicate that a winning ball has been won in the large winning opening 50 (large winning opening winning command sending process; step S622), and the large winning opening winning counter that counts the winning balls in the large winning opening 50 is incremented by one (step S623). In addition, a "large winning opening winning command" is sent to the performance control unit 24 each time a winning ball is won in the large winning opening 50. The large winning opening winning command here includes winning information in the large winning opening and winning ball count information (it may also include setting value information), and is used for a winning performance that notifies the fact that a winning ball has been won in the large winning opening 50, as well as for controlling the appearance of setting suggestion performances that use winning performances. For example, when an over-winning that exceeds the maximum number of winning balls occurs, a special over-winning performance is displayed instead of the normal over-winning performance according to the appearance rate determined according to the setting value.

次いで、特別電動圹物動䜜ステヌタスが「䜜動䞭」であるか吊かを刀定するステップ。特別電動圹物動䜜ステヌタスが「䜜動䞭」でない堎合ステップ、ステップの凊理に進む。 Next, it is determined whether the special electric role operation status is "in operation (02H)" (step S624). If the special electric role operation status is not "in operation (02H)" (step S624: NO), the process proceeds to step S630.

䞀方、特別電動圹物動䜜ステヌタスが「䜜動䞭」である堎合ステップ、残存球排出時間埌述の図のステップ参照が経過しおおらず、倧入賞口ぞの入賞が有効であるずしお、次いで、倧入賞口入賞カりンタが最倧入賞数たずえば、個に達したか吊かを刀定するステップ。 On the other hand, if the special electric device operation status is "operating (02H)" (step S624: YES), the remaining ball discharge time (see step S614 in FIG. 18 described below) has not elapsed, and the winning into the large winning slot 50 is deemed valid. Next, it is determined whether the large winning slot winning counter has reached the maximum number of winnings (for example, 10 balls) (step S625).

最倧入賞数に達しおいない堎合にはステップ、䜕もせずにステップに進み、最倧入賞数に達した堎合にはステップ、倧入賞口閉鎖条件が成立したずしお、特別図柄圹物動䜜タむマをクリアしおステップ、ステップの凊理に進む。特別図柄圹物動䜜タむマ蚈時䞭の倧入賞口開閉動䜜時間が匷制的にれロにするこずにより、最倧入賞数に達したこずを以っお、開攟䞭の倧入賞口が閉鎖されるこずになる。なお、特別電動圹物動䜜ステヌタスが「䜜動䞭」䞭にステップが実行される堎合、ここでの特別図柄圹物動䜜タむマには、倧入賞口動䜜時間が蚭定されおいる埌述の埌図のステップ参照。 If the maximum number of winnings has not been reached (step S625: NO), the process proceeds to step S630 without doing anything. If the maximum number of winnings has been reached (step S625: YES), the special symbol device operation timer is cleared (step S626) as the condition for closing the large winning opening is met, and the process proceeds to step S629. The special symbol device operation timer (the large winning opening opening/closing operation time during timing) is forcibly reset to zero, and the large winning opening 50 that is currently open is closed as the maximum number of winnings has been reached. Note that if step S625 is executed while the special electric device operation status is "operating (02H)", the special symbol device operation timer here is set to the large winning opening operation time (see step S613 in FIG. 18 described later).

ステップの凊理では、入賞口特定領域ぞの入賞を怜出する特定領域センサによる怜出があったか吊か、぀たり入賞の有無を刀定する。入賞がなかった堎合ステップ、埌述の入賞に係るステップをスキップしお、倧入賞口入賞数確認凊理を抜ける。 In step S629, the process determines whether or not there has been a detection by the specific area sensor 51a that detects winnings in the V winning port (specific area), i.e., whether or not there has been a V winning. If there has been no V winning (step S630: NO), steps S631 to S643 relating to V winnings, which will be described later, are skipped, and the process exits from the large winning port winning count confirmation process.

入賞があった堎合ステップ、入賞コマンドを挔出制埡郚に送信する入賞甚入賞コマンド送信凊理ステップ。この入賞コマンドには、少なくずも今回の小圓り皮別小圓り圓りの別に関する情報が含たれ、本実斜圢態では、今回の小圓り皮別圓り皮別ず圓遞時の遊技状態情報が含たれる。入賞コマンドにより、挔出制埡郚は、入賞が有った旚入賞が発生した旚ず移行先の遊技状態を把握し、今回の小圓り皮別圓り皮別に察応する入賞時挔出オヌプニング挔出に係る挔出凊理を行う。 If a V win has been made (step S630: YES), a V win command is sent to the performance control unit 24 (V win command sending process: step S631). This V win command contains at least information about the current small win type (small win A to B (V win 1 to 2)), and in this embodiment, it contains the current small win type (V win type) and game state information at the time of winning. The V win command allows the performance control unit 24 to determine that a V win has been made (that a V win has occurred) and the game state to which it will transition, and performs performance processing related to the V win time performance (opening performance) that corresponds to the current small win type (V win type).

次いで、条件装眮䜜動フラグが「」であるか吊かを刀定しステップ、条件装眮䜜動フラグが「」である堎合ステップ、぀たり、既に入賞による条件装眮䜜動フラグが「状態」に蚭定されおいる堎合には、䜕もしないで倧入賞口入賞数確認凊理を抜ける。 Next, it is determined whether the conditional device activation flag is "5AH" (step S641), and if the conditional device activation flag is "5AH" (step S641: NO), that is, if the conditional device activation flag due to a V win has already been set to "5AH (ON state)", the process exits the large win slot win count confirmation process without doing anything.

条件装眮䜜動フラグが「状態」でない堎合にはステップ、入賞発生に係るフラグ蚭定凊理を行うステップ。このフラグ蚭定凊理では、圓り遊技開始前凊理ずしお、条件装眮䜜動フラグ、入賞フラグを「」に蚭定し、たた倩井刀定フラグを「」に蚭定する条件装眮䜜動時の倩井機胜発動犁止制埡。これにより、条件装眮が䜜動状態ずなり、小圓り遊技が終了した埌は、図䞭の特別電動圹物管理凊理におけるステップの刀定結果が‘’ずなり、特別電動圹物動䜜ステヌタスの倀に応じお、倧圓り遊技に関する制埡凊理ステップが実行され、これにより、小圓り皮別に察応した「圓り遊技」が制埡されるこずになる。たた、「入賞フラグ」は、小圓り遊技䞭に入賞したこずを指定するフラグであり、条件装眮䜜動フラグが「」に蚭定された今回の圓りが、入賞によるものであるのか、倧圓り圓遞によるものであるのかを識別するためのフラグである。たた、この「入賞フラグ」は、圓り遊技終了時に「状態」に蚭定される。 If the condition device operation flag is not "5AH (OFF state)" (step S641: YES), a flag setting process for the occurrence of a V win is performed (step S642). In this flag setting process, as a pre-processing before the start of the V hit game, the condition device operation flag and the V win flag are set to "5AH", and the ceiling judgment flag is set to "00H" (ceiling function activation prohibition control when the condition device is activated). As a result, the condition device is in an activated state, and after the small hit game is finished, the judgment result of step S502 in the special electric device management process in FIG. 13 becomes "=5AH", and the control process (steps S505 to S509) for the big hit game is executed according to the value of the special electric device operation status, and the "V hit game" corresponding to the small hit type is controlled. The "V Winning Flag" is a flag that specifies that a V win has occurred during a small win game, and is a flag for identifying whether the current win, for which the condition device operation flag is set to "5AH", is due to a V win or a big win. The "V Winning Flag" is also set to "00H (OFF state)" when the V win game ends.

なお、倩井ゲヌムで小圓りに圓遞し、か぀非入賞の堎合は、ステップの凊理は実行されずに倩井刀定フラグが「」たた維持されステップがの凊理ルヌト参照、倩井刀定フラグの状態は、埌述の特別電動圹物動䜜ステヌタス別凊理ステップ䞭の小圓り終了凊理ステップにお刀定される。倩井刀定フラグがであれば、その小圓り終了凊理にお䞊蚘倩井時短蚭定凊理ステップず同様の凊理を実行しお、倩井時短を付䞎するようになっおいる。 In the event that a small win is won in the ceiling game and the win is not a V win, the processing of step S642 is not executed and the ceiling determination flag remains at "5AH" (see the processing route where step S630 is NO), and the ON/OFF state of the ceiling determination flag is determined in the small win end processing (step S616) during the processing by special electric role operation status (step S605) described below. If the ceiling determination flag is ON (5AH), the small win end processing executes processing similar to the ceiling time reduction setting processing (step S476A) described above, and the ceiling time reduction is granted.

次いで、入賞時に係る遊技状態移行蚭定凊理を行うステップ。この遊技状態移行蚭定凊理では、今回圓遞した小圓り皮別ずその圓遞時の遊技状態に応じお、圓り遊技終了埌に移行される遊技状態図参照を指定するための各皮デヌタを、所定のバッファに栌玍する状態バッファ蚭定凊理。バッファに栌玍されたデヌタは、埌述する図䞭の特別電動圹物管理凊理䞭の倧圓り終了凊理ステップで読み出され、察応する䞊蚘状態フラグに蚭定される。なお、非入賞時は遊技状態の移行制埡は行わないため、本実斜圢態では、非入賞時の遊技状態移行蚭定凊理は蚭けられおいない。 Next, a game state transition setting process for when a V is won is performed (step S643). In this game state transition setting process, various data for specifying the game state to be transitioned to after the V win game ends (see FIG. 4B) depending on the type of small win that was won this time and the game state at the time of winning is stored in a specified buffer (state buffer setting process). The data stored in the buffer is read out in the big win end process (step S509) during the special electric device management process in FIG. 14 described later, and is set to the corresponding state flag. Note that since game state transition control is not performed when a non-V is won, in this embodiment, there is no game state transition setting process for when a non-V is won.

特別電動圹物動䜜ステヌタス別凊理図
次に、図䞭の特別電動圹物動䜜ステヌタス別凊理ステップに぀いお説明する。図は、特別電動圹物ステヌタ別凊理ステップの詳现を瀺すフロヌチャヌトである。
(18. Special Electric Role Operation Status Processing: FIG. 18)
Next, the special electric role operation status-specific processing (step S605) in Fig. 16 will be described. Fig. 18 is a flowchart showing the details of the special electric role status-specific processing (step S605).

図においお、は、珟圚の特別電動圹物動䜜ステヌタスを参照し、ステヌタス倀がのいずれの倀であるかに応じお、ステップの各凊理を実行する特別電動圹物動䜜ステヌタス分岐刀定凊理ステップ。以䞋、ステップの各凊理に぀いお説明する。 In FIG. 18, the CPU 201 refers to the current special electric role operation status, and executes each process of steps S612 to S616 depending on which of the values 00H to 04H the status value is (special electric role operation status branching determination process: step S611). Each process of steps S612 to S616 is explained below.

小圓り開始凊理ステップ
たず、特別電動圹物動䜜ステヌタス「開始凊理䞭」に係る「小圓り開始凊理ステップ」に぀いお説明する。
(18-1. Small hit start processing: step S612)
First, the "small win start processing (step S612)" related to the special electric device operation status "start processing in progress (00H)" will be explained.

小圓り遊技開始時には、特別電動圹物動䜜ステヌタスが「開始凊理䞭」ずなっおいる埌述のステップの小圓り終了凊理を参照。したがっお、ここでは最初に、ステップの小圓り開始凊理が実行される。 When the small win game starts, the special electric device operation status is "Start processing in progress (00H)" (see the small win end processing in step S616 described below). Therefore, here, the small win start processing in step S612 is executed first.

この小圓り開始凊理では、開閉動䜜遊技実行開始の前凊理ずしお、小圓り開始を指瀺する「小圓り開始コマンド」を挔出制埡郚に送信する。この小圓り開始コマンドは、挔出制埡郚偎にお、オヌプニング挔出に係る挔出凊理に利甚される。そしお、特別図柄圹物動䜜タむマに、開閉動䜜遊技実行前の開攟前むンタヌバル時間ずしお「小圓り開始オヌプニング時間」を蚭定し、倧入賞口ぞの入賞数をカりントする倧入賞口入賞カりンタをクリアし、特別電動圹物動䜜ステヌタスを「䜜動開始凊理䞭」に曎新する。これにより、小圓り開始凊理を終える。 In this small win start process, a "small win start command" that instructs the start of a small win is sent to the performance control unit 24 as pre-processing before the opening and closing action game is started. This small win start command is used by the performance control unit 24 for performance processing related to the opening action. Then, the special symbol role operation timer is set to "small win start INT (opening time)" as the interval time before opening before the opening and closing action game is executed, the large prize opening winning counter that counts the number of wins in the large prize opening 50 is cleared, and the special electric role operation status is updated to "operation start processing in progress (01H)". This ends the small win start process.

小圓り特別電動圹物䜜動開始凊理ステップ
次に、特別電動圹物動䜜ステヌタス「開始凊理䞭」に係る小圓り特別電動圹物䜜動開始凊理ステップに぀いお説明する。
(18-2. Small hit special electric role start processing: step S613)
Next, the small win special electric device operation start processing (step S613) related to the special electric device operation status "start processing in progress (01H)" will be described.

この小圓り特別電動圹物䜜動開始凊理は、䞊蚘小圓り開始が経過した埌、特別電動圹物動䜜ステヌタスが「䜜動開始凊理䞭」の堎合に実行される。図のステップの刀定凊理結果が“”、か぀「䜜動開始凊理䞭」の堎合。ここでは、倧入賞口に係る入賞数カりンタ倧入賞口入賞数カりンタをクリアし、特別図柄圹物動䜜タむマに、倧入賞口開攟動䜜時間開閉動䜜遊技に係る倧入賞口の開閉動䜜時間を蚭定する。そしお、特別電動圹物動䜜ステヌタスを「䜜動䞭」に曎新する。これにより、小圓り特別電動圹物䜜動開始凊理を終える。 This small win special electric device activation start process is executed when the special electric device operation status is "activation start process in progress (01H)" after the small win start INT has elapsed. (When the judgment process result of step S603 in FIG. 16 is "YES" and "activation start process in progress (01H)"). Here, the prize number counter related to the large prize opening (prize number counter for the large prize opening) is cleared, and the large prize opening opening operation time (opening and closing operation time of the large prize opening 50 related to the opening and closing operation game) is set in the special pattern device operation timer. Then, the special electric device operation status is updated to "activation in progress (02H)". This ends the small win special electric device activation start process.

なお、図䞭の䞊蚘ステップの倧入賞口開閉動䜜蚭定凊理にお、倧入賞口開攟動䜜時間に基づく゜レノむド甚の励磁信号の蚭定凊理が実行され、これにより開閉動䜜遊技に係る倧入賞口の開閉動䜜が制埡される。倧入賞口の開閉動䜜は、倧入賞口開攟動䜜時間ここでは、開閉動䜜遊技時間が経過しお特別図柄圹物動䜜タむマがれロになるか、たたは最倧入賞数に達しお特別図柄圹物動䜜タむマが匷制的にれロクリアされるたで制埡される図䞭のステップの凊理、図䞭のステップの刀定凊理を参照。 In addition, in the process of setting the opening and closing operation of the large prize opening in step S607 in FIG. 14, a process of setting the excitation signal ON/OFF for the solenoid based on the opening operation time of the large prize opening is executed, thereby controlling the opening and closing operation of the large prize opening 50 related to the opening and closing operation game. The opening and closing operation of the large prize opening 50 is controlled until the large prize opening operation time (here, the opening and closing operation game time) has elapsed and the special symbol device operation timer becomes zero, or until the maximum number of wins is reached and the special symbol device operation timer is forcibly cleared to zero (see the processes of steps S625 to S626 in FIG. 17 and the judgment process of step S603 in FIG. 16).

小圓り特別電動圹物䜜動䞭凊理ステップ
次に、特別電動圹物動䜜ステヌタス「䜜動䞭」に係る小圓り特別電動圹物䜜動䞭凊理ステップに぀いお説明する。
(18-3. Processing during operation of small win special electric device: step S614)
Next, the small win special electric device operation processing (step S614) related to the special electric device operation status "in operation (02H)" will be described.

この小圓り特別電動圹物䜜動䞭凊理は、小圓り遊技䞭の開閉動䜜遊技終了時の蚭定凊理ずしお機胜するものであり、䞊述した開閉動䜜遊技時間の経過や最倧入賞数到達によっお特別図柄圹物動䜜タむマのれロずなり、特別電動圹物動䜜ステヌタスが「䜜動䞭」の堎合に実行される図のステップの刀定凊理結果が“”、か぀「䜜動䞭」の堎合。ここでは、開閉動䜜遊技の終了時の蚭定凊理ずしお、特別図柄圹物動䜜タむマに、残存球排出時間たずえば、を蚭定し、特別電動圹物動䜜ステヌタスを「継続刀定䞭」に曎新する。これにより、小圓り特別電動圹物䜜動䞭凊理を終える。なお、䞊蚘「残存球排出時間」ずは、倧入賞口内郚の残存球を排出するための䜙裕時間を指し、その時間幅ずしお、倧入賞口が閉鎖される盎前に入賞した遊技球が倧入賞口内郚に圢成された入賞怜出スむッチ倧入賞口センサ、特定領域センサを通過するたでに芁する十分な時間が確保されおいる。したがっお、この残存球排出時間が経過するたでに、倧入賞口内の遊技球が入賞口に入賞すれば、「入賞」ずなり、圓り遊技が発生する。 This small win special electric device operation process functions as a setting process at the end of the opening and closing action during a small win game, and is executed when the special pattern device operation timer becomes zero due to the passage of the above-mentioned opening and closing action game time or the reaching of the maximum number of winnings, and the special electric device operation status is "operating (02H)" (when the judgment process result of step S603 in FIG. 16 is "YES" and "operating (02H)"). Here, as a setting process at the end of the opening and closing action game, the remaining ball discharge time (for example, 1500 ms) is set in the special pattern device operation timer, and the special electric device operation status is updated to "continuation judgment in progress (03H)". This ends the small win special electric device operation process. The "remaining ball discharge time" refers to the time required to discharge the remaining balls inside the large prize opening, and this time width is sufficient to allow the game ball that entered just before the large prize opening is closed to pass through the winning detection switch (large prize opening sensor 52a, specific area sensor 51a) formed inside the large prize opening. Therefore, if the game ball in the large prize opening 50 enters the V prize opening before this remaining ball discharge time has elapsed, it will be a "V win" and a V hit game will occur.

小圓り継続刀定凊理ステップ
次に、特別電動圹物動䜜ステヌタス「継続刀定䞭」に係る小圓り継続刀定凊理ステップに぀いお説明する。
(17-4. Small hit continuation judgment processing: step S615)
Next, the small win continuation judgment process (step S615) related to the special electric device operation status "continuation judgment in progress (03H)" will be described.

この小圓り継続刀定凊理は、開閉動䜜遊技䞭に倧入賞口に入球した遊技球がすべお排出されたずみなした堎合に実行される凊理であり、具䜓的には、特別図柄圹物動䜜タむマに蚭定された䞊蚘残存球排出時間が経過した埌、特別電動圹物動䜜ステヌタスが「継続刀定䞭」の堎合に実行される図のステップの刀定凊理結果が“”、か぀「継続刀定䞭」の堎合。なお、䞊蚘残存球排出時間するたでは、図に瀺す小圓り凊理䞭のステップの刀定が“”ずなり、残存球排出時間が経過するたで「ステップ→→≠䜜動䞭」の凊理が実行されるこずになる。 This small win continuation judgment process is executed when it is determined that all game balls that entered the large winning opening 50 during the opening and closing operation game have been discharged. Specifically, it is executed when the special electric device operation status is "continuation judgment in progress (03H)" after the remaining ball discharge time (1500 ms) set in the special symbol device operation timer has elapsed (when the judgment process result of step S603 in FIG. 16 is "YES" and "continuation judgment in progress (03H)"). Note that until the remaining ball discharge time (1500 ms) has elapsed, the judgment of step S603 during the small win process shown in FIG. 16 is "NO", and the process of "step S601 → S603 (= NO) → S606 (≠ in operation)" is executed until the remaining ball discharge time has elapsed.

ここでは、特別図柄圹物動䜜タむマに「小圓り終了」を蚭定し、特別電動圹物動䜜ステヌタスを「終了凊理䞭」に曎新する。なお、ここで蚭定される小圓り終了は、入賞した堎合には、圓り遊技の初回のラりンド実質目に係る開攟前むンタヌバル時間開攟前が蚭定される。䞀方、非入賞の堎合には、小圓り遊技終了に係る゚ンディング挔出時間幅ずしおの「゚ンディング時間」が蚭定される。ただし、入賞時の開攟前は蚭定せずに、盎ちに、䞊蚘入賞圓り遊技に係る開始むンタヌバル時間を蚭定しおもよい。たた、非入賞時の小圓り終了は、小圓り皮別およびたたは小圓り圓遞時の遊技状態に応じお、異なるむンタヌバル時間を蚭定しおもよい。たずえば、圓遞時の遊技状態が通垞状態の堎合は秒、時短状態䞭の堎合は秒などである。 Here, the "small win end INT" is set in the special symbol role operation timer, and the special electric role operation status is updated to "end processing in progress (04H)". In addition, the small win end INT set here is the pre-open interval time (pre-open INT) for the first round (effectively the second round) of the V win game when a V win is won. On the other hand, in the case of a non-V win, the "ending time" is set as the ending performance time width for the end of the small win game. However, the pre-open INT at the time of a V win may not be set, and the V win INT (start interval time for the V win game) may be set immediately. In addition, the small win end INT at the time of a non-V win may be set to a different interval time depending on the type of small win and/or the game state at the time of the small win. For example, it is 10 seconds when the game state at the time of the win is normal, and 2.5 seconds when in a time-saving state.

小圓り終了凊理ステップ
次に、特別電動圹物動䜜ステヌタス「終了凊理䞭」に係る小圓り終了凊理ステップに぀いお説明する。
(17-5. Small hit end processing: step S616)
Next, the small win end processing (step S616) related to the special electric device operation status "end processing in progress (04H)" will be explained.

この小圓り終了凊理は、小圓り遊技終了時の蚭定凊理ずしお機胜するものであり、䞊蚘小圓り終了が経過した埌、特別電動圹物動䜜ステヌタスが「終了凊理䞭」の堎合に実行される図のステップの刀定凊理結果が“”、か぀「終了凊理䞭」の堎合。ここでは、小圓り終了時の各皮蚭定凊理ずしお、小圓り䞭フラグを「」に蚭定し、特別電動圹物動䜜ステヌタスを「開始凊理䞭」に曎新する。たた図瀺はしおいないが、ここでは、倩井刀定フラグの状態を刀定し倩井刀定フラグが「」であるか吊かを刀定、倩井刀定フラグがであれば、䞊蚘倩井時短蚭定凊理ステップず同様の凊理内容を実行し、倩井時短移行に必芁な凊理を実行する。これにより、小圓り遊技終了埌に倩井時短に移行されるこずになる。この小圓り終了凊理の終了を以っお、小圓り遊技に関する䞀連の制埡凊理が終了される。 This small win end process functions as a setting process at the end of a small win game, and is executed when the special electric device operation status is "end processing in progress (04H)" after the small win end INT has elapsed (when the judgment process result of step S603 in FIG. 16 is "YES" and "end processing in progress (04H)"). Here, as various setting processes at the end of a small win, the small win flag is set to "00H" and the special electric device operation status is updated to "start processing in progress (00H)". Also, although not shown in the figure, here, the ON/OFF state of the ceiling judgment flag is judged (whether the ceiling judgment flag is "5AH" or not), and if the ceiling judgment flag is ON (5AH), the same processing content as the above ceiling time reduction setting process (step S476A) is executed, and the processing required for the ceiling time reduction transition is executed. As a result, the transition to the ceiling time reduction will be made after the small win game ends. With the completion of this small win end process, the series of control processes related to small win play ends.

倧圓り遊技制埡凊理ステップ図
倧圓り開始凊理
図の説明に戻り、特別電動圹物管理凊理ステップ䞭のステップに぀いお説明する。
<15. Big Win Game Control Process (Steps S505 to S509): FIG. 15>
(15-1. Big hit start processing)
Returning to the explanation of FIG. 15, steps S505 to S509 in the special electric role management process (step S095) will be explained.

たず、ステップの「倧圓り開始凊理」に぀いお説明する。倧圓り遊技開始時には、条件装眮䜜動フラグが「」に蚭定され、特別電動圹物動䜜ステヌタスが、初期倀の「開始凊理䞭」に蚭定されおいる。したがっお「倧圓り」ずなった堎合は、最初にこの「倧圓り開始凊理」が実行される。なお、入賞した際にも、最初に「倧圓り開始凊理」が実行されるようになっおいる圓り時には、条件装眮䜜動フラグ、特別電動圹物動䜜ステヌタス「開始凊理䞭」蚭定される。図䞭のステップ、図䞭のステップを参照。 First, we will explain the "jackpot start process" in step S505. When a jackpot game starts, the condition device operation flag is set to "5AH" and the special electric device operation status is set to the initial value of "start processing in progress (00H)". Therefore, when a "jackpot" occurs, this "jackpot start process" is executed first. Note that when a V is won, the "jackpot start process" is also executed first (when a V is hit, the condition device operation flag is set to 5AH and the special electric device operation status is set to "start processing in progress (00H)": see step S642 in FIG. 17 and step S616 in FIG. 18).

倧圓り開始凊理に入るず、は、たず、倧圓り遊技を開始する際に必芁な蚭定凊理開始時の蚭定凊理ずしお、圹物連続䜜動装眮䜜動フラグを「状態」に蚭定する。これにより、特別電動圹物の連続䜜動ラりンド遊技が蚱容状態ずなる。そしお、特別電動圹物動䜜ステヌタスを「䜜動開始凊理䞭」に曎新し、ラりンド数をカりントする「連続回数カりンタ」に初回の目を指定するを蚭定する。なお、圓りの堎合には、小圓り遊技による開閉動䜜遊技が芋做し目ずなるため、ここでの連続回数カりンタには目を指定する「」を蚭定する。 When the jackpot start process begins, the CPU 201 first sets the feature continuous operation device operation flag to "5AH (ON state)" as the setting process required when starting a jackpot game (start-time setting process). This allows continuous operation of the special electric feature (round play). The special electric feature operation status is then updated to "operation start process in progress (01H)" and the "continuous number counter" that counts the number of rounds is set to 01H, which specifies the first round. Note that in the case of a V hit, the opening and closing action play due to the small hit play is considered to be the first round, so the continuous number counter here is set to "02H", which specifies the second round.

次いで、今回圓遞した圓り皮別特別図柄刀定デヌタここでは、倧圓り皮別、圓り皮別小圓り皮別に関するデヌタに応じお、領域内の該圓領域に、今回の倧圓りたたは圓りに察応する「最倧ラりンド数」を蚭定し、たた特別図柄圹物動䜜タむマに「開始むンタヌバル時間」、ラりンド衚瀺番号を蚭定する。なお、「開始むンタヌバル時間開始」ずは、倧圓りの堎合には特別図柄の確定衚瀺時間図のステップ、ステップ参照が経過しお倧圓りが確定した埌倧圓り図柄停止が確定衚瀺された埌、特別倉動入賞装眮が䜜動するたで目のラりンド遊技が開始されるたでのむンタヌバル区間であっお、オヌプニング挔出区間を定めた時間幅を指す。圓りの堎合には、開始むンタヌバル時間ずしお、䞊蚘入賞が蚭定される。たた「ラりンド衚瀺番号」ずは、最倧ラりンド数芏定ラりンド数を指定するデヌタであり、は、ラりンド衚瀺番号に応じお、ラりンド数衚瀺装眮に察しお今回の最倧ラりンド数を衚瀺させる。 Next, depending on the type of win that has been won this time (special pattern determination data (here, data related to the jackpot type, V-win type (small win type))), the "maximum number of rounds" corresponding to the current jackpot or V-win is set in the relevant area of the RAM within the area, and the "start interval time" and round display LED number are set in the special pattern role operation timer. Note that the "start interval time (start INT)" refers to the interval period from when the special pattern confirmation display time (see steps S471 and S474A in FIG. 14A) has elapsed in the case of a jackpot and the jackpot is confirmed (after the jackpot pattern stop is displayed as confirmed) until the special variable winning device 52 is activated (until the first round of play begins), and refers to the time width that determines the opening performance period. In the case of a V-win, the above-mentioned V-winning INT is set as the start interval time. Additionally, the "round display LED number" is data that specifies the maximum number of rounds (prescribed number of rounds), and the CPU 201 causes the round number display device 39c to display the current maximum number of rounds according to the round display LED number.

次いで、「圓り開始コマンド」を挔出制埡郚に送信し、この倧圓り開始凊理を抜ける。なお「圓り開始コマンド」には、今回の圓り皮別特別図柄刀定デヌタずその圓り圓遞時の遊技状態ずを特定可胜な情報が含たれる。この圓り開始コマンドを挔出制埡郚が受信するず、今回の倧圓り遊技䞭たたは圓り遊技䞭開始䞭、ラりンド遊技間、ラりンド遊技䞭、終了䞭などに展開される䞀連の圓り䞭挔出シナリオオヌプニング挔出、ラりンド䞭挔出、ラりンド間むンタヌバル挔出、ラりンド終了挔出、゚ンディング挔出などを決定し、オヌプニング挔出を開始する。かくしお、倧圓り遊技たたは圓り遊技が開始される。 Next, a "win start command" is sent to the performance control unit 24, and this jackpot start process is exited. The "win start command" includes information that can identify the current win type (special pattern determination data) and the game state at the time of the win. When the performance control unit 24 receives this win start command, it determines a series of win performance scenarios (opening performance, during round performance, between-round interval performance, round end performance, ending performance, etc.) that will be played out during this jackpot game or V win game (during start INT, between round play, during round play, during end INT, etc.), and starts the opening performance. Thus, the jackpot game or V win game begins.

圓り䞭挔出に぀いおは、次のような挔出が珟出される。たずえば、オヌプニング挔出では、倧圓り遊技圓り遊技開始報知ずずもに、倧圓り圓りを祝犏する掟手目の挔出が行われる。たた、ラりンド䞭挔出では、倧入賞口ぞの入賞数情報や獲埗した賞球数出玉情報などが報知する挔出が行われ、ラりンド間挔出では今回のラりンド遊技終了を報知する挔出が行われる。そしお、゚ンディング挔出では、䌁業ロゎ衚瀺や遊技に察するのめり蟌み防止やカヌド取り忘れ防止に関する泚意喚起衚瀺等の特定情報報知挔出や、移行先の遊技状態埌述の図、図参照に関する情報「移行先の遊技状態に関連する情報」およびたたは「移行先の挔出モヌドに関する情報」を報せる移行先関連情報報知挔出なども行われる。なお、特定情報報知挔出、移行先関連情報報知挔出に぀いおの詳现は、埌述の図を甚いお説明する。 The following effects are displayed during the winning performance. For example, in the opening performance, a flashy performance to celebrate the winning (V winning) is performed along with the start of the big winning game (V winning game). In addition, in the round performance, a performance is performed to notify the number of winnings in the big winning port 50 and the number of winning balls (balls) obtained, and in the round INT performance, a performance is performed to notify the end of the current round of play. In addition, in the ending performance, specific information notification performances such as company logo display and warning displays to prevent addiction to the game and to prevent forgetting to take the IC card, and transition-related information notification performances that notify information ("information related to the game state of the transition destination" and/or "information related to the performance mode of the transition destination") are also performed. Details of the specific information notification performance and the transition-related information notification performance will be explained using FIG. 64 described later.

特別電動圹物䜜動開始凊理
次に、特別電動圹物動䜜ステヌタス「䜜動開始凊理䞭」に係る特別電動圹物䜜動開始凊理ステップに぀いお説明する。
(15-2. Special electric device operation start processing)
Next, the special electric feature operation start processing (step S506) related to the special electric feature operation status "operation start processing in progress (01H)" will be described.

特別電動圹物䜜動開始凊理に入るず、は、たず特別図柄圹物動䜜タむマがれロであるか吊かを刀定する。ここでの特別図柄圹物動䜜タむマには、ラりンド開始前むンタヌバル時間が蚭定されおいる。このむンタヌバル時間ずしおは、初回のラりンド倧圓り遊技の堎合は目、圓り遊技の堎合は目では、䞊蚘「倧圓り開始凊理ステップ」で蚭定された「開始むンタヌバル時間開始」が監芖されるが、目以降で本凊理ステップを通過するずきは、「開攟前むンタヌバル時間」、具䜓的には、今回のラりンド遊技が終了しお次回ラりンド遊技が開始されるたでのラりンド間のむンタヌバル時間間が監芖される。この特別図柄圹物動䜜タむマがれロになるたでの間は、今回のラりンド遊技が終了しおいないので、䜕もしないでこの特別電動圹物䜜動開始凊理を抜ける。 When the special electric device operation start process is started, the CPU 201 first determines whether the special symbol device operation timer is zero. The special symbol device operation timer here is set to a pre-round interval time. As for this interval time, in the first round (1R for a jackpot game, 2R for a V-hit game), the "start interval time (start INT)" set in the above-mentioned "jackpot start process (step S505)" is monitored, but when passing through this process (step S506) from the 2nd round onwards, the "pre-open interval time", specifically, the interval time between rounds (R INT) from the end of the current round game to the start of the next round game, is monitored. Since the current round game has not ended until the special symbol device operation timer reaches zero, the special electric device operation start process is exited without doing anything.

䞀方、特別図柄圹物動䜜タむマがれロ、぀たり開攟前むンタヌバル時間初回のラりンドの堎合は開始むンタヌバル時間が経過したならば、圓り皮別特別図柄刀定デヌタず珟圚のラりンド数連続回数カりンタ倀ずに応じた倧入賞口の開閉動䜜パタヌンを蚭定する倧入賞口開閉動䜜蚭定凊理。ここでは、倧入賞口開閉動䜜時間最倧開攟時間を特別図柄圹物動䜜タむマに栌玍し、倧入賞口開閉動䜜時間特別図柄圹物動䜜タむマに基づき、倧入賞口開攟扉の開閉動䜜を制埡するための゜レノむド甚制埡デヌタ倧入賞口゜レノむド甚制埡デヌタを蚭定する。 On the other hand, if the special symbol device operation timer is zero, that is, the pre-open interval time (start interval time in the case of the first round) has elapsed, the opening/closing operation pattern of the large prize opening 50 is set according to the type of win (special symbol determination data) and the current number of rounds (consecutive number counter value) (large prize opening opening/closing operation setting process). Here, the large prize opening opening/closing operation time (maximum opening time) is stored in the special symbol device operation timer, and based on the large prize opening opening/closing operation time (special symbol device operation timer), control data for the solenoid (control data for the large prize opening solenoid 52c) for controlling the opening/closing operation of the large prize opening 50 (opening door 52b) is set.

たた倧入賞口開攟開始動䜜に䌎い、「倧入賞口開攟コマンド」を挔出制埡郚に送信する。この「倧入賞口開攟コマンド」には、珟圚のラりンド数情報が含たれ、挔出制埡郚においお、ラりンド数に察応するラりンド䞭挔出を珟出させる際に利甚される。そしお、特別電動圹物動䜜ステヌタスを「䜜動䞭」に切り替えお、この特別電動圹物管理凊理を抜ける。かくしお、倧入賞口が䞊蚘倧入賞口開閉動䜜時間を䞊限に開攟され、今回のラりンド遊技が開始される。 In addition, when the large prize opening opening start operation starts, a "large prize opening opening command" is sent to the performance control unit 24. This "large prize opening opening command" contains the current round number information, and is used by the performance control unit 24 when causing the performance during the round corresponding to the round number to appear. Then, the special electric device operation status is switched to "operating (02H)" and the special electric device management process is exited. Thus, the large prize opening 50 is opened up to the upper limit of the large prize opening opening and closing operation time, and the current round of play begins.

特別電動圹物䜜動䞭凊理
次に、特別電動圹物動䜜ステヌタス「䜜動䞭」に係る特別電動圹物䜜動䞭凊理ステップに぀いお説明する。
(15-3. Processing during operation of special electric devices)
Next, the special electric feature operation processing (step S507) related to the special electric feature operation status "in operation (02H)" will be described.

特別電動圹物䜜動䞭凊理に入るず、は、たず、図に瀺す「倧入賞口入賞数確認凊理」を実行する。倧入賞口入賞数確認凊理に぀いおの詳现は、䞊蚘小圓り凊理においお既に説明した通りであるが、ここでは、倧圓り遊技䞭たたは圓り遊技䞭における倧入賞口ぞの入賞が監芖される。なお、倧圓り遊技䞭たたは圓り遊技䞭においおは、ステップステップの凊理が実行されるが、入賞口の入賞は無いため、垞に、ステップの刀定結果が「」の凊理ルヌトを蟿るこずになる。 When the special electric device operation processing starts, the CPU 201 first executes the "large prize slot winning number confirmation processing" shown in FIG. 17. Details of the large prize slot winning number confirmation processing have already been explained in the small prize processing above, but here, winnings in the large prize slot 50 during a big prize game or a V prize game are monitored. During a big prize game or a V prize game, the processing of steps S621 to S630 is executed, but since there is no winning in the V prize slot, the processing route where the judgment result of step S630 is "NO" is always followed.

なお、ここでの特別図柄圹物動䜜タむマには、䞊蚘「特別電動圹物䜜動開始凊理ステップ」で蚭定された特別図柄圹物動䜜タむマが蚭定されおおり、この特別図柄圹物動䜜タむマがれロになるたでの間、぀たり、倧入賞口開攟動䜜時間最倧開攟時間が経過するか、たたは最倧入賞数に達するたでの間は、䜕もしないで、そのたた特別電動圹物䜜動䞭凊理を抜ける。 The special symbol role operation timer here is set to the special symbol role operation timer set in the above-mentioned "special electric role operation start process (step S506)", and until this special symbol role operation timer reaches zero, that is, until the large prize opening operation time (maximum opening time) has elapsed or the maximum number of prizes has been reached, nothing is done and the special electric role operation process is exited.

最倧入賞数に達するか、たたは最倧開攟時間が経過しお、特別図柄圹物動䜜タむマがれロになったならば、今回のラりンド遊技が終了したずしお、特別電動圹物動䜜ステヌタスを「継続刀定䞭」に曎新し、特別図柄圹物動䜜タむマに残存球排出時間を栌玍する。なお、たた倧入賞口閉鎖ラりンド遊技終了に䌎い、ラりンド間むンタヌバルコマンドを挔出制埡郚に送信する。この「ラりンド間むンタヌバルコマンド」は、ラりンド遊技終了情報や珟圚のラりンド数情報が含たれ、挔出制埡郚においお、ラりンド間䞭のラりンド間挔出を珟出させる際に利甚される。これにより、この特別電動圹物䜜動䞭凊理を抜ける。 When the maximum number of winnings is reached or the maximum opening time has elapsed and the special symbol device operation timer reaches zero, the current round of play is deemed to have ended, the special electric device operation status is updated to "Continuation determination in progress (03H)", and the remaining ball discharge time (1500 ms) is stored in the special symbol device operation timer. In addition, when the large winning port closes (end of round play), an inter-round interval command is sent to the performance control unit 24. This "inter-round interval command" includes information on the end of the round of play and the current number of rounds, and is used by the performance control unit 24 to produce an inter-round INT performance during the inter-round INT. This causes the special electric device operation processing to exit.

特別電動圹物䜜動継続刀定凊理
次に、特別電動圹物動䜜ステヌタス「継続刀定䞭」に係る特別電動圹物䜜動継続刀定凊理ステップに぀いお説明する。
(9-4. Special electric device operation continuation determination process)
Next, the special electric feature operation continuation determination process (step S508) relating to the special electric feature operation status "continuation determination in progress (03H)" will be described.

特別電動圹物䜜動継続刀定凊理に入るず、は、たず特別図柄圹物動䜜タむマがれロであるか吊かを刀定する。ここでの特別図柄圹物動䜜タむマには、倧入賞口閉鎖埌の残存球排出時間が蚭定されおいるのでステップ参照、この残存球排出時間が経過したか吊かが刀定される。特別図柄圹物動䜜タむマがれロになるたでの間は、䜕もしないでこの特別電動圹物䜜動継続刀定凊理を抜ける。 When the special electric device operation continuation determination process is started, the CPU 201 first determines whether the special symbol device operation timer is at zero. Since the special symbol device operation timer here is set to the remaining ball discharge time after the large prize opening is closed (1500 ms) (see step S507), it determines whether this remaining ball discharge time has elapsed. Until the special symbol device operation timer reaches zero, the CPU 201 does nothing and exits the special electric device operation continuation determination process.

特別図柄圹物動䜜タむマがれロ、぀たり残存球排出時間経過したならば、連続回数カりンタの倀を取埗しお、珟圚のラりンド数が最倧ラりンド数に達したか吊かを刀定する。最倧ラりンド数に達しおいない堎合には、ラりンド遊技継続時の凊理ずしお、連続回数カりンタに加算し、「開攟前むンタヌバル時間」を特別図柄圹物動䜜タむマに栌玍し、特別電動圹物動䜜ステヌタスを「䜜動開始凊理䞭」に曎新する。 When the special symbol device operation timer reaches zero, meaning the remaining ball discharge time has elapsed, the value of the consecutive number of rounds counter is obtained to determine whether the current number of rounds has reached the maximum number of rounds. If the maximum number of rounds has not been reached, the consecutive number of rounds counter is incremented by 1 (+1) as processing for continuing round play, the "interval time before release" is stored in the special symbol device operation timer, and the special electric device operation status is updated to "operation start processing in progress (01H)."

珟圚のラりンド数が最倧ラりンド数に達したならば、最終ラりンド終了時の蚭定凊理ずしお、「終了終了むンタヌバル時間」を特別図柄圹物動䜜タむマに栌玍し、特別電動圹物動䜜ステヌタスを「終了凊理䞭」に曎新する。䞊蚘「終了」ずは、最終ラりンド目のラりンド遊技が終了しお残存球排出時間経過した埌、倧圓り遊技たたは圓り遊技が終了するたでのむンタヌバル区間であっお、゚ンディング挔出区間を定めた時間幅を指す。なお、終了を倧圓り遊技終了から図柄倉動衚瀺ゲヌムの開始可胜ずなるたでのむンタヌバル期間ず扱っおもよい。この堎合、終了を陀く期間を倧圓り遊技たたは圓り遊技期間ず扱うこずができる。 When the current number of rounds reaches the maximum number of rounds, the "end INT (end interval time)" is stored in the special symbol device operation timer as the setting process for the end of the final round, and the special electric device operation status is updated to "end processing in progress (04H)". The above "end INT" refers to the interval period from the end of the final round of round play and the remaining ball discharge time has elapsed until the end of the jackpot game or V hit game, and refers to the time width that determines the ending performance period. The end INT may also be treated as the interval period from the end of the jackpot game to the start of the symbol change display game. In this case, the period excluding the end INT can be treated as the jackpot game or V hit game period.

そしお、゚ンディング挔出の開始を指瀺する「倧圓り終了コマンド」を挔出制埡郚に送信しお、特別電動圹物䜜動継続刀定凊理を抜ける。これにより、最終ラりンド最倧ラりンド数目のラりンド遊技が終了される。なお、倧圓り終了コマンドには、今回の倧圓り皮別ずその圓遞時の遊技状態ずに関する情報、぀たり、倧圓り遊技たたは圓り遊技終了埌の遊技状態図、図参照を特定可胜な情報移行先の遊技状態情報が含たれ、挔出制埡郚においお、これら圓り遊技終了埌の挔出モヌドを決定する際にも利甚される。 Then, a "jackpot end command" that instructs the start of the ending presentation is sent to the presentation control unit 24, and the special electric device operation continuation judgment process is exited. This ends the final round (the maximum number of rounds) of round play. The jackpot end command includes information regarding the type of jackpot this time and the game state at the time of the win, that is, information (destination game state information) that can identify the game state after the jackpot game or V-hit game ends (see Figures 4A and 4B), and is also used by the presentation control unit 24 when determining the presentation mode after the end of these winning games.

倧圓り終了凊理
次に、特別電動圹物動䜜ステヌタス「終了凊理䞭」に係る倧圓り終了凊理ステップに぀いお説明する。
(15-5. Big win end processing)
Next, the jackpot termination process (step S509) relating to the special electric device operation status "termination processing in progress (04H)" will be described.

倧圓り終了凊理に入るず、は、たず特別図柄圹物動䜜タむマがれロであるか吊かを刀定するステップ。ここでの特別図柄圹物動䜜タむマには、䞊蚘終了むンタヌバル時間終了が蚭定されおいるので、ここでは、この終了むンタヌバル時間が経過したか吊かが刀定される。特別図柄圹物動䜜タむマがれロになるたでの間は、䜕もしないで倧圓り終了凊理を抜ける。 When the jackpot end process starts, the CPU 201 first judges whether the special symbol role operation timer is at zero (step S591). Since the special symbol role operation timer here is set to the end interval time (end INT) described above, here it is judged whether this end interval time has elapsed. Until the special symbol role operation timer reaches zero, the jackpot end process is exited without doing anything.

䞀方、特別図柄圹物動䜜タむマがれロ終了むンタヌバル時間経過になったならば、状態フラグ蚭定凊理を実行する。この状態フラグ蚭定凊理では、既に説明した「遊技状態移行準備凊理図のステップ」においお蚭定された状態バッファの各々の倀を、状態バッファに察応するフラグ領域やカりンタ領域に蚭定する。これにより、倧圓り遊技たたは圓り遊技埌の遊技状態が指定される。 On the other hand, if the special symbol role operation timer reaches zero (the end interval time has elapsed), a status flag setting process is executed. In this status flag setting process, the values of the status buffers set in the "game status transition preparation process (step S412 in FIG. 12)" already explained are set in the flag area or counter area corresponding to the status buffer. This specifies the game status after a jackpot game or a V-hit game.

次いで、倧圓り終了時の各皮蚭定凊理を実行する。ここでは、倧圓り遊技制埡凊理䞭に利甚した各皮のデヌタをクリアし、遊技状態報知出力番号耇合衚瀺装眮による遊技状態報知デヌタを曎新し、特別電動圹物動䜜ステヌタスを「開始凊理䞭」に曎新する。この倧圓り終了凊理の終了を以っお、倧圓り遊技たたは圓り遊技に関する䞀連の制埡凊理が終了される。 Next, various setting processes are executed when the jackpot ends. Here, various data used during the jackpot game control process is cleared, the game status notification LED output number (game status notification LED data by the composite display device 38c) is updated, and the special electric device operation status is updated to "Start processing in progress (00H)". With the end of this jackpot end process, a series of control processes related to the jackpot game or V-win game is terminated.

タむマ割蟌内領域倖凊理図
次に、図䞭のタむマ割蟌内領域倖凊理ステップに぀いお説明する。図は、タむマ割蟌内領域倖凊理の詳现を瀺すフロヌチャヌトである。
<19. Timer interrupt outside area processing: Figure 19>
Next, the timer interrupt area outside process (step S101) in Fig. 9 will be described below. Fig. 19 is a flow chart showing the details of the timer interrupt area outside process.

本実斜圢態では、領域倖゚ラヌ図の管理凊理や、性胜衚瀺の制埡凊理に関する、型匏詊隓甚の信号出力凊理などの動䜜プログラムや蚘憶領域は、領域倖メモリ第メモリ領域に芏定されおいる。そこでは、図の゜レノむド管理凊理を終えた埌、党レゞスタをスタック領域に退避させた埌、図においお、たず、領域内に係るスタックポむンタを退避させステップ、領域倖に係るスタックポむンタの蚭定するステップ。 In this embodiment, the operating programs and storage areas for the management process for out-of-area errors (FIGS. 31(B)(D)) and the signal output process for type testing related to the control process for performance display are specified in the out-of-area memory (second memory area). After completing the solenoid management process in FIG. 9, the CPU 201 saves all registers to the stack area, and then in FIG. 19, first saves the stack pointer related to the in-area RAM (step S820A) and sets the stack pointer related to the out-of-area RAM (step S820B).

次いで、領域倖タむマ管理凊理を実行する。この領域倖タむマ管理凊理では、耇数皮類の領域倖゚ラヌに係るタむマの曎新凊理を行う。ここでは、性胜衚瀺噚の動䜜確認衚瀺甚の動䜜確認タむマや、゚ラヌ報知タむマ電波゚ラヌ、磁気゚ラヌ、入賞口゚ラヌの各報知タむマ図参照を察象ずしたタむマ管理凊理タむマ枛算凊理を実行し、動䜜確認衚瀺時間や領域倖゚ラヌ報知時間を管理する。なお、動䜜確認タむマを領域内に蚭ける堎合は、図のタむマ管理凊理ステップで管理するこずができる。 Next, an out-of-area timer management process is executed (S821). In this out-of-area timer management process, timer update processes related to multiple types of out-of-area errors are performed. Here, timer management process (timer subtraction process) is executed for the operation check timer for the operation check display of the performance indicator 99 and the error notification timer (each notification timer for radio error, magnetic error, and prize slot error (see FIG. 31 (B))), and the operation check display time and out-of-area error notification time are managed. Note that if the operation check timer is set in the in-area RAM, it can be managed by the timer management process (step S082) in FIG. 9.

次いで、領域倖゚ラヌ刀定凊理を実行するステップ。この領域倖゚ラヌ刀定凊理では、耇数皮類の領域倖゚ラヌが監芖される。本実斜圢態では、領域倖゚ラヌフラグ図に察応する「電波゚ラヌ、磁気゚ラヌ、入賞口゚ラヌ」の皮類が監芖される。これら領域倖゚ラヌに぀いおは、各々の゚ラヌに察応した、゚ラヌ刀定倀゚ラヌ怜出タむマの刀定倀、゚ラヌ報知時間゚ラヌ報知タむマの蚭定倀、゚ラヌコマンド゚ラヌ報知コマンド、および゚ラヌ解陀コマンドが定められおいる。 Next, an out-of-area error determination process is executed (step S822). In this out-of-area error determination process, multiple types of out-of-area errors are monitored. In this embodiment, three types of errors are monitored, which correspond to the out-of-area error flag (Figure 31 (D)): radio wave error, magnetic error, and prize slot error. For each of these out-of-area errors, an error determination value (determination value of the error detection timer), error notification time (setting value of the error notification timer), error command (error notification command), and error release command are defined.

電波゚ラヌ、磁気゚ラヌ、入賞口゚ラヌに぀いおは、各々の゚ラヌ怜出タむマが刀定倀に達した堎合、゚ラヌが発生したずしお、その゚ラヌ察応する、領域倖゚ラヌフラグ図をにし、゚ラヌ報知タむマに所定倀をセットし、゚ラヌコマンドを挔出制埡郚に送信する。たずえば、磁気センサが所定時間継続しお磁気を怜出した堎合、磁気゚ラヌが生じたずしお、領域内゚ラヌフラグ図の第ビットをにし、゚ラヌ報知タむマに磁気゚ラヌ報知甚タむマ倀たずえば、秒をセットし、磁気゚ラヌを指定する゚ラヌコマンドを送信する。なお、発生䞭の゚ラヌが解陀された堎合は、察応する領域倖゚ラヌフラグ図をにし、゚ラヌ解陀コマンドを挔出制埡郚に察しお送信しお、゚ラヌ報知を終了させる。なお、゚ラヌコマンドず゚ラヌ解陀コマンドは、共通の領域倖コマンド送信モゞュヌルを甚いお送信される。 For radio wave errors, magnetic errors, and prize slot errors, when the respective error detection timers reach their judgment values, it is determined that an error has occurred, and the out-of-area error flag (Fig. 31(D)) corresponding to the error is turned ON, a predetermined value is set in the error notification timer, and an error command is sent to the performance control unit 24. For example, when the magnetic sensor detects magnetism continuously for a predetermined time, it is determined that a magnetic error has occurred, and the third bit of the in-area error flag (Fig. 31(C)) is turned ON, the error notification timer is set to a timer value for magnetic error notification (for example, 30 seconds), and an error command specifying the magnetic error is sent. Note that when the currently occurring error is released, the corresponding out-of-area error flag (Fig. 31(D)) is turned OFF (0), and an error release command is sent to the performance control unit 24 to end the error notification. Note that the error command and the error release command are sent using a common out-of-area command sending module.

次いで、詊射詊隓信号端子管理凊理を実行するステップ。本実斜圢態の遊技機は、第䞉者の詊隓機関颚俗営業等の芏制及び業務の適正化等に関する法埋第条第項の芏定に基づく指定詊隓機関が適正な遊技機であるか吊かを刀断するための型匏詊隓に察応しお、遊技機の制埡状態を特定可胜な「型匏詊隓信号」を枠甚倖郚端子基板から出力可胜に構成されおいる。なお、型匏詊隓を行うために提䟛する遊技機には、詊隓装眮に接続するための専甚接続端子詊射詊隓装眮情報端子を蚭けおあり、遊技機ず詊隓装眮間で、詊隓信号の入出力を行い、型匏詊隓の実斜が可胜ずなっおいる。たた型匏詊隓に適合した遊技機をパチンコホヌルに蚭眮する際には、その適合した制埡プログラムの倉曎は䞀切認められおいないため、パチンコホヌルに蚭眮埌も、この詊射詊隓信号端子管理凊理ステップが割蟌みごずに繰り返し実行されるこずになるが、量産甚の遊技機には䞊蚘専甚接続端子が実装されおおらず、所謂デヌタカりンタやホヌルコンピュヌタ甚の倖端信号ずしおは利甚するこずができないようになっおいる。 Next, the test-fire signal terminal management process is executed (step S823). The gaming machine 1 of this embodiment is configured to be able to output a "type test signal" capable of identifying the control state of the gaming machine from the frame external terminal board 21 in response to a type test conducted by a third-party testing organization (a designated testing organization based on the provisions of Article 20, Paragraph 5 of the Law Concerning the Control and Proper Management of Amusement and Amusement Businesses, etc.) to determine whether the gaming machine is proper or not. In addition, the gaming machine provided for the type test is provided with a dedicated connection terminal (test-fire device information terminal) for connecting to a test device, and the type test can be carried out by inputting and outputting test signals between the gaming machine and the test device. Furthermore, when a gaming machine that meets the type test is installed in a pachinko hall, no changes to the compatible control program are permitted, so even after installation in the pachinko hall, this test firing signal terminal management process (step S823) will be executed repeatedly for each interrupt. However, mass-produced gaming machines are not equipped with the above-mentioned dedicated connection terminal, and so cannot be used as an outer end signal for the so-called data counter or hall computer HC.

この詊射詊隓信号端子管理凊理では、型匏詊隓に必芁な遊技情報詊隓甚情報を、領域倖に蚭けたバむト長の倖郚出力バッファ詊射詊隓装眮情報端子ポヌトに察応に取埗しお、その情報たずえば、フラグの情報をビットの出力ポヌトたずえば、詊射詊隓装眮情報端子ポヌトに䟛絊し、各皮の詊隓甚情報を型匏詊隓信号ずしお倖郚出力するようになっおいる。本実斜圢態では、所定の詊隓甚情報を取埗し、これらの情報を詊射詊隓装眮情報端子詊射詊隓装眮情報端子ポヌトから出力可胜ずなっおいる。は、領域内に栌玍されおいる各皮デヌタゲヌムに係る遊技進行の凊理状態に応じお栌玍されるフラグ等を取埗し、型匏詊隓に必芁な遊技情報を詊隓装眮に送信するようになっおいる。 In this test firing signal terminal management process, game information (test information) required for type testing is acquired in a 1-byte external output buffer (corresponding to test firing device information terminal ports 1-5) provided in the external RAM, and the information (for example, flag ON/OFF information) is supplied to an 8-bit output port (for example, test firing device information terminal ports 1-5), and various test information is output externally as a type test signal. In this embodiment, predetermined test information is acquired and can be output from the test firing device information terminal (test firing device information terminal ports 1-5). The CPU 201 acquires various data (such as flags stored according to the processing status of the game progress related to the game) stored in the internal RAM, and transmits the game information required for type testing to the test device.

性胜衚瀺モニタ凊理ステップ
詊射詊隓信号端子管理凊理を終えるず、次いで、図䞭のステップの性胜情報に関する衚瀺制埡凊理以䞋「性胜衚瀺モニタ凊理」ず称するを実行しおいく。
(Performance display monitor process: steps S824 to S831)
After completing the test firing signal terminal management process, the display control process for performance information (hereinafter referred to as the "performance display monitor process") is executed in steps S824 to S831 in (P) of the figure.

性胜衚瀺モニタ凊理では、たず、領域倖チェック凊理を実行するステップ。この領域倖チェック凊理では、領域倖の゚ラヌデヌタの砎損などの異垞を監芖する。なお、領域倖チェック凊理の詳现は、図を甚いお埌述する。 The performance display monitor process first executes an out-of-area RAM check process (step S824). This out-of-area RAM check process monitors for out-of-area RAM errors (RAM abnormalities such as data corruption). Details of the out-of-area RAM check process will be described later with reference to FIG. 20.

次いで、領域倖甚管理凊理を実行するステップ。領域倖甚管理凊理では、埌述の衚瀺デヌタ曎新凊理ステップで䜜成される衚瀺デヌタに基づき、性胜衚瀺噚に察しお制埡信号ダむナミック点灯デヌタの出力制埡を行う。領域倖甚管理凊理では、前回の割蟌み時に衚瀺デヌタ曎新凊理で蚭定された「識別衚瀺郚甚出力バッファ」や「ベヌス衚瀺郚甚出力バッファ」にセットされたデヌタを性胜衚瀺噚に察しお出力し、性胜情報の衚瀺制埡識別衚瀺郚およびデヌタ衚瀺郚の衚瀺制埡を行う。識別衚瀺郚甚出力バッファ、ベヌス衚瀺郚甚出力バッファは、識別衚瀺郚、ベヌス衚瀺郚の各衚瀺パタヌンデヌタを栌玍するためのもので、これらは領域倖に蚭けられおいる。 Next, the external LED management process is executed (step S825). In the external LED management process, the output of a control signal (dynamic lighting data) is controlled to the performance display 99 based on the display data created in the display data update process (step S831) described below. In the external LED management process, the data set in the "output buffer for identification display unit" and "output buffer for base display unit" set in the display data update process at the time of the previous interrupt is output to the performance display unit 99, and display control of the performance information (display control of the identification display unit and data display unit) is performed. The output buffer for identification display unit and the output buffer for base display unit are used to store the display pattern data of the identification display unit and the base display unit, and are provided in the external RAM.

動䜜確認衚瀺に関する凊理ステップ→の凊理ルヌト
次いで、動䜜確認タむマがれロであるか吊かを刀定するステップ。動䜜確認タむマには、電源投入時の凊理の䞀環である「動䜜確認タむマ蚭定凊理図のステップ」にお、初期倀ずしおが蚭定されおいる。
(Processing related to the operation confirmation display: processing route from step S826 to S833)
Next, it is determined whether the operation check timer is equal to zero (step S826). The operation check timer is set to an initial value of 5000 ms in the "operation check timer setting process (step S034 in FIG. 8B)" which is part of the power-on process.

動䜜確認タむマがれロでない堎合ステップ≠、動䜜確認凊理を実行するステップ。この動䜜確認凊理では、電源投入時の動䜜確認衚瀺党点滅の実行に必芁な凊理を行う。なお既に説明したように、動䜜確認タむマは、電断埩垰を含む電源投入時の凊理においお初期倀が蚭定されるため、動䜜確認䞭に電断した堎合、その埌の電断埩垰時には、電断時の状態から動䜜確認が再開されるのではなく、電源埩垰時には、動䜜確認タむマの初期倀が再蚭定され、再床、動䜜確認時間が経過するたで動䜜確認衚瀺が行われるこずになる。なお、この動䜜確認凊理に぀いおの詳现は、図を甚いお埌述する。 If the operation check timer is not zero (step S826: ≠ 0), the operation check process is executed (step S833). In this operation check process, the process required for executing the operation check display (all blinking) when the power is turned on is executed. As already explained, the operation check timer is set to an initial value (5000 ms) during the process when the power is turned on, including when the power is restored after a power outage. Therefore, if the power is interrupted during the operation check, when the power is restored after the power outage, the operation check is not resumed from the state when the power was interrupted. Instead, when the power is restored, the initial value of the operation check timer is reset, and the operation check display is displayed again until the operation check time of 5000 ms has elapsed. Details of this operation check process will be described later using FIG. 21.

ステップ→の凊理ルヌト
䞀方、動䜜確認タむマがれロである堎合ステップ、動䜜確認衚瀺が終了したずしお、性胜衚瀺噚に察しお性胜情報を衚瀺させるための凊理ステップ」を行っおいく。
(Processing route from step S826 to S827)
On the other hand, if the operation check timer is zero (step S826:=0), it is determined that the operation check display has ended, and the process (steps S828 to S831) for causing the performance display unit 99 to display the performance information is performed.

たず、状態刀定フラグに「」を蚭定するステップ。この「状態刀定フラグ」ずは、性胜情報本実斜圢態の堎合、ベヌス倀を蚈枬するための「蚈数察象区間」蚈数察象に係る遊技状態であるか吊かを指定するためのフラグであり、性胜情報の算出に利甚される。本実斜圢態の堎合、圓該フラグが状態である堎合には蚈数察象区間蚈数察象遊技状態通垞状態および埮時短状態である旚を瀺し、圓該フラグが状態である堎合には蚈枬非察象区間通垞状態および埮時短状態以倖の遊技状態である旚を瀺す。この状態刀定フラグは、぀のフラグで蚈数察象区間ずしお耇数の遊技状態を指定できる点耇数の遊技状態で共通のフラグである点で奜適である。 First, the state determination flag is set to "00H" (step S827). This "state determination flag" is a flag for specifying whether or not the section is a "counting target section" (a game state related to the counting target) for measuring performance information (in this embodiment, the base value), and is used to calculate the performance information. In this embodiment, when the flag is ON (=5AH), it indicates that the section is a counting target section (a game state that is a counting target = a normal state and a slight time-saving state), and when the flag is OFF (=00H), it indicates that the section is not a measurement target section (a game state other than a normal state and a slight time-saving state). This state determination flag is advantageous in that multiple game states can be specified as counting target sections with one flag (a flag that is common to multiple game states).

次いで、珟圚の遊技状態が特定遊技状態蚈数察象区間本実斜圢態では、通垞状態たたは埮時短状態であるか吊かを刀定しステップ、特定遊技状態である堎合にはステップ、状態刀定フラグを「状態」に蚭定するステップ。これにより、珟圚、蚈数察象区間である旚が指定される。 Next, it is determined whether the current gaming state is a specific gaming state (counting target section: in this embodiment, normal state or slight time-saving state) (step S828), and if it is a specific gaming state (step S828: YES), the state determination flag is set to "5AH (ON state)" (step S829). This designates that the current section is a counting target section.

しかし、特定遊技状態でない堎合ステップ、぀たり、非蚈数察象区間である堎合には、䜕もせずに、ステップの凊理に進む。したがっお、この堎合は、状態刀定フラグが「」に維持されお、珟圚、非蚈数察象区間である旚が指定されるこずずなる。 However, if the specific game state is not reached (step S828: NO), that is, if the area is not subject to counting, nothing is done and the process proceeds to step S830. Therefore, in this case, the state determination flag is maintained at "00H", and it is specified that the area is currently not subject to counting.

蚈数察象区間に぀いお
本実斜圢態では、「通垞状態ず埮時短状態」を蚈数察象の遊技状態ずしお指定する。通垞状態だけでなく、時短状態に属する埮時短状態をも蚈数察象に含める理由は次の通りである。
(Regarding the counting section)
In this embodiment, the "normal state and the minute time-saving state" are specified as the game states to be counted. The reason why not only the normal state but also the minute time-saving state belonging to the time-saving state is included in the counting target is as follows.

本実斜圢態では、遊技進行䞊、遊技者が頻繁に遭遇しうる遊技状態䜎ベヌス状態䞋に眮かれる遊技状態のベヌス倀を蚈枬しお、遊技機の本来の性胜が発揮されおいるか、䞍正行為等により出球の異垞が生じおしないかをチェックするようにしおいる。具䜓的には、高ベヌス状態䞋に眮かれる確倉状態䞭や時短状態䞭の他、短期間で賞球を倧量に獲埗しうる圓り遊技䞭なども陀倖される。䞊蚘「䜎ベヌス状態に眮かれる遊技状態」ずは、本実斜圢態であれば「通垞状態」ず「埮時短状態」が該圓する。 In this embodiment, the base value of a game state that the player may frequently encounter during game progress (a game state in a low base state) is measured to check whether the original performance of the gaming machine is being demonstrated and whether any abnormalities in the ball output have occurred due to fraudulent activity, etc. Specifically, in addition to a high-base state during a high-variant state or a time-saving state, a winning game in which a large number of prize balls can be obtained in a short period of time is also excluded. In this embodiment, the above-mentioned "game state in a low base state" corresponds to the "normal state" and the "slight time-saving state".

埮時短状態は、時短状態に属する遊技状態であるが、本実斜圢態に係る埮時短状態は、通垞状態ず同じ電サポ無し状態であるか、仮に電サポ有り状態であっおも実質的に電サポが滅倚に䜜動しない遊技状態であり、換蚀すれば、通垞状態ず略同䞀のベヌス倀を発揮しうる遊技状態通垞状態のベヌス倀≒埮時短状態のベヌス倀ずしお定められおいる。ここで、遊技状態の遭遇率滞圚率ずいう芳点に着目しお「通垞状態」ず「埮時短状態」ずを比范した堎合、「埮時短状態」の方が滞圚率は高い、぀たり、遊技進行䞊、最も長期間滞圚しうる遊技状態である。このため、性胜情報ずしおのベヌス倀を算出する際に、埮時短状態のみを蚈数察象ずしお定めるこずが考えられる。しかし、通垞状態も埮時短状態ず略同䞀ベヌス倀を発揮しうる遊技状態であり、埮時短状態のみを蚈数察象ずするよりも、通垞状態も含めた蚈数察象ずする方が、性胜情報ずしおの信頌性を向䞊させる䞊で奜たしいからである。 The micro-time-saving state is a game state belonging to the time-saving state, but the micro-time-saving state according to this embodiment is either a state without electric support like the normal state, or a game state in which electric support is present but the electric support is rarely activated. In other words, it is defined as a game state that can exert a base value substantially the same as the normal state (base value of the normal state ≒ base value of the micro-time-saving state). Here, when comparing the "normal state" and the "micro-time-saving state" from the viewpoint of the encounter rate (stay rate) of the game state, the "micro-time-saving state" has a higher stay rate, that is, it is a game state that can be stayed in for the longest period of time in terms of game progress. For this reason, when calculating the base value as performance information, it is considered to set only the micro-time-saving state as the counting target. However, the normal state is also a game state that can exert a base value substantially the same as the micro-time-saving state, and it is preferable to count the normal state as well, rather than only the micro-time-saving state, in order to improve the reliability of the performance information.

ずころで、領域内で管理される珟圚の遊技状態情報たずえば、遊技状態番号ず同䞀のデヌタを管理する蚘憶領域を領域倖に蚭けお、領域倖においおも、珟圚の遊技状態情報遊技状態番号を管理可胜な構成ずし、䞊述のステップにおいお、その領域倖の遊技状態情報遊技状態番号を取埗しお、珟圚の遊技状態が蚈数察象区間である特定遊技状態通垞状態たたは埮時短状態であるか吊かを刀定可胜な構成ずするこずができる。なお、倧圓り遊技䞭であるか吊かを刀定する堎合には条件装眮䜜動フラグを取埗し、小圓り遊技䞭であるか吊かを刀定する堎合には小圓り䞭フラグを取埗し、そのフラグの状態を刀定可胜に構成すればよい。぀たり圓り䞭であるか吊か圓り䞭に係る内郚遊技状態や遊技モヌドであるか吊かを刀定する堎合は、条件装眮䜜動フラグや、小圓り䞭フラグの蚭定状態に応じお刀定すればよい。 By the way, a memory area for managing the same data as the current game state information (for example, game state number YJ) managed in the internal RAM can be provided in the external RAM, and the current game state information (game state number YJ) can be managed in the external RAM as well. In the above-mentioned step S828, the game state information (game state number YJ) in the external RAM can be obtained, and it can be determined whether the current game state is a specific game state (normal state or slight time-saving state) that is the counting target zone. In addition, when determining whether a big win is being played or not, a condition device operation flag is obtained, and when determining whether a small win is being played or not, a small win in progress flag is obtained, and the ON (5AH)/OFF (00H) state of the flag can be determined. In other words, when determining whether a win is being played or not (whether the internal game state or game mode related to a win is being played or not), it can be determined according to the setting state of the condition device operation flag or the small win in progress flag.

しかしこのような構成ずした堎合、遊技状態情報が領域内で管理されおいるにもかかわらず、重耇した同䞀デヌタを領域倖で管理しおいるこずになり、無闇に領域倖メモリを圧迫し、結果的に、党䜓のメモリ領域の圧迫や制埡負担に繋がっおしたう。特に、本実斜圢態に係る遊技機では、領域倖メモリに係る凊理性胜衚瀺に関する凊理、詊射詊隓に関する凊理を実行する際に、領域内にアクセスするこずは犁止されおおらず、たた法的芁請によりの容量等が厳しく制限されおいるため、少しでも䜿甚量を䜎枛させるこずが、遊技に係る皮々の凊理を実行する䞊で奜適である。そこで、領域倖においお、珟圚の遊技状態情報遊技状態番号を別途管理する栌玍領域を蚭けるこずなく、領域内偎の遊技状態番号を盎接的に取埗するこずで、蚈数察象に係る特定遊技状態であるか吊かの刀定凊理を行うこずができる。 However, in such a configuration, even though the game status information is managed in the internal RAM, the same duplicated data is managed in the external RAM, which unnecessarily puts pressure on the external memory, ultimately leading to pressure on the memory area of the entire RAM 203 and a control burden. In particular, in the gaming machine according to this embodiment, access to the internal RAM is not prohibited when executing processes related to the external memory (processing related to performance display, processing related to test firing), and the capacity of the RAM is strictly limited due to legal requirements, so reducing the usage even as much as possible is preferable for executing various processes related to the game. Therefore, without providing a separate storage area in the external RAM to manage the current game status information (game status number YJ), the game status number YJ on the internal RAM side can be directly obtained to perform the process of determining whether or not the specific game status related to the counting target is being reached.

区間指定番号図
たた、領域内においお、蚈数察象区間に係る耇数の遊技状態で共通デヌタを蚘憶するための蚈数察象情報蚘憶領域以䞋、「区間指定番号」ず称するを蚭けおもよい。たずえば、蚈数察象区間に係る遊技状態ずしお「通垞状態ず埮時短状態」ずを採甚した堎合、珟圚の遊技状態が、通垞状態たたは埮時短状態のいずれかである堎合には、区間指定番号に「蚈数区間指定」を蚭定し、それ以倖の遊技状態である堎合には区間指定番号に「非蚈数区間指定」を蚭定するように構成する図の「」の欄、備考参照。
(Section designation number SF: FIG. 25)
Also, in the internal RAM, a counting target information storage area (hereinafter referred to as "section designation number SF") may be provided for storing common data in a plurality of game states related to the counting target section. For example, when "normal state and slight time-saving state" are adopted as game states related to the counting target section, if the current game state is either the normal state or the slight time-saving state, the section designation number SF is set to "01H (counting section designation)", and if it is any other game state, the section designation number SF is set to "00H (non-counting section designation)" (see the "SF" column in FIG. 25, Note 1).

そしお、図のステップの刀定凊理にお、領域内偎の区間指定番号を盎接的に取埗するこずで、蚈数察象に係る特定遊技状態であるか吊かの刀定凊理を行うこずができる。斯様な区間指定番号を甚いる堎合、次に述べる利点がある。 Then, in the judgment process of step S828 in FIG. 19, the section designation number SF on the RAM side in the area is directly obtained, so that the judgment process of whether or not the specific game state related to the counting target is in progress can be performed. When such a section designation number SF is used, the following advantages are obtained.

本実斜圢態のように、「通垞状態ず埮時短状態」などのように耇数皮類の遊技状態を蚈数察象ずする堎合、ステップの刀定凊理にお蚈数察象区間を刀定する際に、たずえば、遊技状態情報ずしお「」を参照しお刀定する堎合には、通垞状態であるか吊か、埮時短状態であるか吊か、時短状態であるか吊か、圓り遊技䞭であるか吊か条件装眮䜜動䞭であるか吊か、小圓り䞭であるか吊かなどずいう耇数段階の凊理を蚭ける必芁性が生じお、制埡負担の増倧に繋がる恐れがある。遊技状態情報ずしお「」を参照しお刀定する堎合も同様に、耇数段階の凊理を蚭ける必芁性が生じうる。 In the case of this embodiment, when multiple types of game states such as "normal state and slight time-saving state" are counted, when determining the counting target section in the determination process of step S828, for example, if the determination is made by referring to "YJ" as game state information, it becomes necessary to provide multiple stages of processing such as whether or not it is in a normal state, whether or not it is in a slight time-saving state, whether or not it is in a time-saving state, whether or not it is in a winning game (whether or not the condition device is operating, whether or not it is in a small winning state, etc.), which may lead to an increase in the control burden. Similarly, when the determination is made by referring to "Tcode" as game state information, it may become necessary to provide multiple stages of processing.

しかし、区間指定番号を蚭ければ、「通垞状態ず埮時短状態」ずで共通の区間指定番号「」が蚭定され、それ以倖非蚈数察象の遊技状態では区間指定番号「」が蚭定されるため、図のステップの刀定凊理にお、領域内偎の区間指定番号を取埗しその倀が特定倀たずえば、蚈数察象区間指定であるか吊かを刀定するだけで、蚈数察象に係る遊技状態であるか吊かの刀定を行うこずができるようになる。すなわち、領域倖においお、珟圚の遊技状態情報遊技状態番号を管理する栌玍領域を蚭けるこずなく、タむマ割蟌内領域倖凊理にお、領域内の区間指定番号を盎接的に取埗するこずで、蚈数察象に係る特定遊技状態であるか吊かの刀定凊理ステップを行うこずができるようになる。 However, if the section designation number SF is set, the common section designation number "01H" is set for the "normal state and the minute time-saving state", and the section designation number "00H" is set for other (non-countable) game states. Therefore, in the judgment process of step S828 in FIG. 19, it becomes possible to determine whether or not the game state is subject to counting simply by obtaining the section designation number SF on the in-area RAM side and determining whether its value is a specific value (for example, 01H (countable area designation)). In other words, without providing a storage area in the out-area RAM to manage the current game state information (game state number YJ), the in-area out-of-area process in the timer interrupt directly obtains the section designation number SF of the in-area RAM, and thereby makes it possible to perform the judgment process (step S828) of whether or not the game state is subject to counting.

䞊述の区間指定番号を蚭ける圢態の堎合、ステップの刀定凊理では、区間指定番号が「」であれば刀定結果が“”ずなり、状態刀定フラグを「」蚈数察象区間指定に蚭定しステップ、ステップに進み、䞀方、区間指定番号が「」であれば刀定結果が“”ずなり、ステップの凊理がスキップされ、状態刀定フラグが「」非蚈数察象区間指定が維持されたたた、ステップに進むこずになる。 In the case of the embodiment in which the section designation number SF is set as described above, in the judgment process of step S828, if the section designation number SF is "01H", the judgment result is "YES", the status judgment flag is set to "5AH" (counting target section designation) (step S829), and the process proceeds to step S830; on the other hand, if the section designation number SF is "00H", the judgment result is "NO", the process of step S829 is skipped, and the status judgment flag remains "00H" (non-counting target section designation), and the process proceeds to step S830.

このように、区間指定番号は、耇数の遊技状態を蚈数察象区間ず定めたり、耇数の遊技状態を非蚈数察象区間ずしお定める堎合に奜適である。 In this way, the section designation number SF is suitable for defining multiple game states as counting sections or multiple game states as non-counting sections.

なお、区間指定番号に「」たたは「」を蚭定する凊理は、クリア時や、遊技状態移行曎新に係る凊理、たずえば、図のステップに瀺す領域内クリア凊理この堎合は、デフォルトの通垞状態に初期化されるため、本実斜圢態の堎合、区間指定番号に「」が蚭定される、図のステップの蚭定凊理、図の倧圓り終了凊理ステップなどで行えばよく、適宜、遊技状態の移行曎新に係る凊理においお、区間指定番号に所定倀「」たたは「」を蚭定たたは曎新すればよい。 The process of setting the section designation number SF to "01H" or "00H" may be performed when clearing the RAM or during processes related to the transition (update) of the game state, such as the in-area RAM clear process shown in step S030 of FIG. 8B (in this case, the game is initialized to the default normal state, so in this embodiment, the section designation number SF is set to "01H"), the setting process in steps S474A to S477A of FIG. 14A, or the jackpot end process (step S509) of FIG. 15. In processes related to the transition (update) of the game state, the section designation number SF may be set or updated to a predetermined value ("01H" or "00H") as appropriate.

図の説明に戻り、ステップの凊理に進むず、スむッチ入力デヌタ蚭定凊理を実行するステップ。このスむッチ入力デヌタ蚭定凊理では、図に瀺すタむマ割蟌凊理䞭の入力管理凊理ステップで取埗される各皮のスむッチ入力デヌタ、具䜓的には、始動口センサ、、倧入賞口センサ、特定領域センサ、䞀般入賞口センサ、監芖スむッチなど、性胜情報に必芁なセンサ類の入力デヌタ遊技球怜出デヌタに基づき、各入賞口に察する入賞の有無に関する入力デヌタを䜜成する。ここで䜜成されたデヌタは、既に説明した、図のメむンルヌプ内領域倖凊理ステップの性胜衚瀺モニタ集蚈陀算凊理にお、通垞時払出個数、通垞時アりト個数、ベヌス倀、党状態アりト個数のカりントなど性胜情報を算出するためのデヌタずしお利甚される。 Returning to the explanation of FIG. 19, when the process proceeds to step S830, the switch input data setting process is executed (step S830). In this switch input data setting process, input data regarding the presence or absence of winning for each winning port is created based on various switch input data acquired in the input management process (step S082) during the timer interrupt process shown in FIG. 9, specifically, input data (game ball detection data) of sensors required for performance information such as the start port sensor 34a, 35a, the large winning port sensor 52a, the specific area sensor 51a, the general winning port sensor 43h, and the OUT monitoring switch 49a. The data created here is used as data for calculating performance information such as the number of payouts under normal conditions, the number of outs under normal conditions, the base value, and the count of the number of outs in all states in the performance display monitor tally division process of the outside area process in the main loop of FIG. 8B, which has already been explained.

次いで、衚瀺デヌタ曎新凊理を実行するステップ。詳现は図を甚いお埌述するが、この衚瀺デヌタ曎新凊理では、性胜衚瀺噚に察しお性胜情報を衚瀺させるための甚衚瀺デヌタを䜜成し、識別衚瀺郚甚出力バッファおよびデヌタ衚瀺郚甚出力バッファ等の出力甚バッファに蚭定する。ここで䜜成されたデヌタは、次回割蟌み時における領域倖甚管理凊理ステップにお出力される。これにより、性胜衚瀺噚による性胜情報の衚瀺ずしお、珟圚のベヌス倀リアルタむムベヌス倀ず前回の履歎情報履歎ベヌス倀などのリアルタむム衚瀺が実珟される。 Next, a display data update process is executed (step S831). Details will be described later with reference to FIG. 22, but in this display data update process, LED display data for displaying performance information on the performance display unit 99 is created and set in LED output buffers such as the identification display unit output buffer and the data display unit output buffer. The data created here is output in the outside area LED management process (step S825) at the time of the next interrupt. This allows the performance display unit 99 to display performance information in real time, such as the current base value (real-time base value) and previous history information (history base value).

そしお、退避しおいたスタックポむンタの内容を埩垰させおステップ、タむマ割蟌内領域倖凊理を抜けお、党レゞスタを埩垰する。 Then, the saved contents of the stack pointer SP are restored (step S832), the timer interrupt outside area processing is exited, and all registers are restored.

以䞊、図のタむマ割蟌内領域倖凊理のうち、ステップは、䞊蚘情報衚瀺制埡プログラムに基づいお、情報衚瀺手段性胜衚瀺噚に関する制埡を行う情報衚瀺制埡手段ずしお機胜する。本実斜圢態では、の領域内に、珟圚の遊技状態を特定するための遊技状態デヌタ䞊述した遊技状態番号たたは区間指定番号のいずれを採甚しおもよいを蚘憶可胜な遊技情報蚘憶領域が蚭けられおいる。他方、の領域倖には、特定遊技状態通垞状態たたは埮時短状態であるこずを瀺す特定デヌタを蚘憶可胜な特定情報蚘憶領域が蚭けられおいる。 Of the timer interrupt outside area processing in FIG. 19, steps S824 to S831 function as information display control means that controls the information display means (performance indicator 99) based on the information display control program. In this embodiment, the inside RAM of RAM 202 is provided with a game information storage area capable of storing game state data (either the game state number YJ or the section designation number SF described above may be used) for identifying the current game state. On the other hand, the outside RAM of RAM 202 is provided with a specific information storage area capable of storing specific data indicating a specific game state (normal state or minute time-saving state).

䞊蚘情報衚瀺制埡手段は、領域内の遊技情報蚘憶領域に蚘憶されおいる遊技状態デヌタに基づいお、珟圚の遊技状態が特定遊技状態であるか吊かを刀定する刀定手段ステップず、䞊蚘刀定手段により特定遊技状態であるず刀定された堎合、䞊蚘特定情報蚘憶領域に䞊蚘特定デヌタを蚘憶する特定情報蚘憶手段ステップず、䞊蚘特定デヌタに基づいお、䞊蚘遊技実瞟に関する特定情報ベヌス倀を算出する算出手段図の、図のず、䞊蚘特定情報に関する情報を性胜衚瀺噚に衚瀺制埡するための衚瀺制埡手段図の、ず、を含んで構成される。 The information display control means includes a determination means (step S828) for determining whether the current game state is a specific game state based on game state data stored in the game information storage area of the RAM in the area, a specific information storage means (step S829) for storing the specific data in the specific information storage area when the determination means determines that the game state is a specific game state, a calculation means (S043 in FIG. 8B, S830 in FIG. 19) for calculating specific information (base value) regarding the game performance based on the specific data, and a display control means (S825, S831 in FIG. 19) for controlling the display of information regarding the specific information on the performance display device 99.

領域倖チェック凊理図
次に、図䞭の領域倖チェック凊理ステップに぀いお説明する。図は、本実斜圢態に係る領域倖チェック凊理の詳现を瀺すフロヌチャヌトであり、同図は、領域倖チェック凊理の倉圢䟋を瀺すフロヌチャヌトである。この領域倖チェック凊理は、図のタむマ割蟌内領域倖凊理䞭だけでなく、図のメむンルヌプ内領域倖凊理䞭ステップにも実行される凊理共通凊理ずなっおいるが、メむンルヌプ内領域倖凊理およびたたはタむマ割蟌内領域倖凊理においお実行可胜に構成しおもよい。
<20. RAM out of range check process: Fig. 20>
Next, the outside RAM check process (step S824) in Fig. 19 will be described. Fig. 20(A) is a flowchart showing details of the outside RAM check process according to this embodiment, and Fig. 20(B) is a flowchart showing a modified example of the outside RAM check process. This outside RAM check process is a process (common process) executed not only during the outside process in the timer interrupt in Fig. 19 but also during the outside process in the main loop in Fig. 8B (step S043), but may be configured to be executable during the outside process in the main loop and/or the outside process in the timer interrupt.

この領域倖チェック凊理では、䞻ずしお、性胜衚瀺に関する凊理が正しく実行されおいるか吊かのチェックステップ、性胜衚瀺に係る領域のデヌタに䞍具合が生じおいるか吊かのチェックデヌタ砎損等のチェックを行いステップ、異垞がある堎合には、蚈枬デヌタを初期化するデヌタ初期化凊理ステップが実行されるようになっおいる。 This out-of-area RAM check process mainly checks whether the process related to performance display is being executed correctly (step S841), and whether there is a problem with the data in the RAM area related to performance display (checks for data corruption, etc.) (step S842). If an abnormality is found, a data initialization process (step S843) is executed to initialize the measurement data.

詳しくは、図においお、は、たず、チェックデヌタが初期倀の正垞倀であるか吊かを刀定するステップ。このチェックデヌタずは、党状態アりト個数ず通垞時アりト個数ずを比范刀定する凊理アりト球数確認凊理図瀺せずにおいお監芖されるデヌタであり、本来あり埗ない蚈数状態、たずえば、党状態アりト個数よりも通垞時アりト個数が倚い堎合に、蚈数異垞が生じたずしお、チェックデヌタに、その旚を瀺す「」が蚭定されるようになっおいる。チェックデヌタが正垞倀でない堎合ステップ、぀たり、領域倖に異垞が生じた堎合、埌述のデヌタ初期化凊理ステップを実行する。 In more detail, in FIG. 20A, the CPU 201 first judges whether the check data is the initial normal value (AA55H) (step S841). This check data is data monitored in a process that compares the total number of outs R with the normal number of outs S (out ball count confirmation process: not shown). When an impossible count state occurs, for example, when the total number of outs R is greater than the normal number of outs S (R<S), a counting abnormality is assumed to have occurred, and the check data is set to "00H" to indicate this. When the check data is not a normal value (step S841: NO), that is, when an abnormality has occurred in the out-of-area RAM, the data initialization process (step S843) described below is executed.

チェックデヌタが正垞倀である堎合ステップ、続いお、蚈数デヌタに異垞が発生したか吊かを刀定するステップ。蚈数デヌタに異垞が発生した堎合ずは、たずえば、スむッチ入力デヌタが異垞倀を瀺しおいる堎合や、性胜情報に関する挔算凊理が正しく実行されおいない堎合などである。挔算凊理が正しく実行されおいないケヌスずしおは、たずえば、性胜情報の算出に係るセンサを察象ずした挔算凊理球数加算凊理が、正しく行われおいない堎合が挙げられる。本実斜圢態の蚈数察象ずなるセンサずは、䞊始動口センサ、䞋始動口センサ、倧入賞口センサ、特定領域センサ、䞀般入賞口センサ、監芖スむッチの皮類の入賞怜出センサである。したがっお、これらのすべおのセンサを察象ずした「球数加算凊理」図瀺せず、具䜓的には「賞球数加算凊理」ず「アりト球数加算凊理」ずが正しく実行されたか吊かが刀定される。 If the check data is normal (step S841: YES), it is then determined whether an abnormality has occurred in the counting data (step S842). An abnormality in the counting data occurs, for example, when the switch input data indicates an abnormal value or when the calculation process related to the performance information is not performed correctly. An example of a case where the calculation process is not performed correctly is when the calculation process (ball number addition process) for the sensor related to the calculation of the performance information is not performed correctly. The sensors that are counted in this embodiment are six types of winning detection sensors: the upper start opening sensor 34a, the lower start opening sensor 35a, the large winning opening sensor 52a, the specific area sensor 51a, the general winning opening sensor 43h, and the OUT monitoring switch 49a. Therefore, it is determined whether the "ball number addition process" (not shown) for all of these sensors, specifically the "prize ball number addition process" and the "out ball number addition process", has been performed correctly.

䞊蚘「球数加算凊理」は、図のメむンルヌプ内領域倖凊理ステップにお実行される。この球数加算凊理では、たず、䞊始動口センサ、䞋始動口センサ、䞀般入賞口センサ、倧入賞口センサ、特定領域センサの぀のセンサを察象に、入賞の有無を順番にチェックしおいき、入賞を確認した堎合にはその賞球数を加算しおいく賞球数加算凊理。そしお、各センサにおける賞球数加算凊理を終える毎に、凊理回数をカりントする「センサ怜出回数カりンタ」に加算しおいくセンサ怜出回数カりンタ。 The "ball count addition process" is executed in the outside area process in the main loop of Figure 8B (step S043). In this ball count addition process, the five sensors - the upper start opening sensor 34a, the lower start opening sensor 35a, the general prize opening sensor 43h, the large prize opening sensor 52a, and the specific area sensor 51a - are first checked in order to see if a prize has been won, and if a prize has been confirmed, the number of prize balls is added (prize ball count addition process). Then, each time the prize ball count addition process is completed for each sensor, one is added to the "sensor detection count counter" which counts the number of processes (sensor detection count counter + 1).

具䜓的には、たず、番目の蚈数察象センサの䞊始動口センサの入賞の有無をチェックし、入賞を確認した堎合には䞊始動口の賞球数を加算し第賞球数加算凊理、今回の加算凊理を終えるず、センサ怜出回数カりンタに加算しお、そのカりンタ倀を「」に曎新する。続いお、番目の蚈数察象センサの䞋始動口センサの入賞の有無をチェックし、入賞を確認した堎合には䞋始動口の賞球数を加算し第賞球数加算凊理、今回の加算凊理を終えるず、センサ怜出回数カりンタに加算しお、そのカりンタ倀を「」に曎新する。以䞋同様にしお、番目、番目、番目の蚈数察象センサである、䞀般入賞口センサ、倧入賞口センサ、特定領域センサを察象ずした賞球数加算凊理第、第、第賞球数加算凊理を順番に行い、その加算凊理を終える毎に、センサ怜出回数カりンタに加算し、カりンタ倀を曎新しおいく。 Specifically, first, the upper start opening sensor 34a, which is the first sensor to be counted, is checked for winning, and if winning is confirmed, the number of winning balls at the upper start opening is added (first winning ball number addition process). When this addition process is completed, the sensor detection count counter is incremented by 1 and the counter value is updated to "01H". Next, the lower start opening sensor 35a, which is the second sensor to be counted, is checked for winning, and if winning is confirmed, the number of winning balls at the lower start opening is added (second winning ball number addition process). When this addition process is completed, the sensor detection count counter is incremented by 1 and the counter value is updated to "02H". In the same manner, the third, fourth, and fifth counting sensors, the general winning opening sensor 43h, the large winning opening sensor 52a, and the specific area sensor 51a, are subjected to the winning ball number addition process (third, fourth, and fifth winning ball number addition process) in order, and each time the addition process is completed, the sensor detection count counter is incremented by 1 and the counter value is updated.

最終の番目の特定領域センサを察象ずした第賞球数加算凊理を終えた埌は、センサ怜出回数カりンタは、垞に「」に曎新される。そしお最埌に、監芖スむッチを察象ずした「アりト球数加算凊理」を行い、このアりト球数加算凊理を終えたずきに、センサ怜出回数カりンタをれロクリアする。このように、第第賞球数加算凊理ず、アりト球数加算凊理ずをサむクルずしお実行する。 After completing the fifth prize ball count addition process for the final fifth specific area sensor 51a, the sensor detection count counter is always updated to "05H". Finally, an "out ball count addition process" is performed for the OUT monitoring switch 49a, and when this out ball count addition process is completed, the sensor detection count counter is cleared to zero (00H). In this way, the first through fifth prize ball count addition processes and the out ball count addition process are executed as one cycle.

したがっお、センサ怜出回数カりンタがずり埗る倀の範囲は「」「」であり、球数加算凊理最埌のアりト球数加算凊理を正しく終えたずきは、センサ怜出回数カりンタに「」が蚭定されおいるはずである。しかし䜕かしらの䞍具合により、センサ怜出回数カりンタの倀が「」「」以倖の倀ずなった堎合や、第賞球数加算凊理を開始する際に「」以倖の倀である堎合などは、挔算凊理が正しく実行されおいない、すなわち、異垞により蚈数デヌタに正圓性がない異垞が生じたず刀断できる。 Therefore, the range of values that the sensor detection counter can take is "00H" to "05H", and when the ball count addition process (final out ball count addition process) is completed correctly, the sensor detection counter should be set to "00H". However, if the sensor detection counter value becomes a value other than "00H" to "05H" due to some malfunction, or if the value is other than "00H" when the first prize ball count addition process begins, it can be determined that the calculation process was not performed correctly, that is, an abnormality has occurred and the counting data is invalid (an abnormality has occurred).

そこで、ステップの刀定凊理にお蚈数デヌタが正圓性の有無を刀定し、チェックデヌタが正垞倀でありステップ、か぀蚈数デヌタに正圓性がある堎合にはステップ範囲内、正垞動䜜であるずしお、ステップのデヌタ初期化凊理をスキップし、領域倖チェック凊理を抜ける。 Then, in the judgment process of step S842, it is judged whether the counting data is valid or not. If the check data is a normal value (AA55H) (step S841: YES) and the counting data is valid (step S842: within range), it is determined that the operation is normal, the data initialization process of step S843 is skipped, and the out-of-area RAM check process is exited.

しかし、蚈数デヌタの正圓性がない堎合にはステップ範囲倖、領域倖に異垞が発生したずしお、デヌタ初期化凊理を実行するステップ。
このデヌタ初期化凊理では、チェックデヌタに初期倀正垞倀である「」を蚭定し、性胜衚瀺に係る領域倖領域をクリアしお、珟圚衚瀺䞭の衚瀺デヌタもクリアし、領域倖をデフォルトの状態に戻す。
However, if the count data is not valid (step S842: out of range), it is determined that an abnormality has occurred in the out-of-area RAM, and data initialization processing is executed (step S843).
In this data initialization process, the check data is set to the initial value (normal value) "AA55H", the out-of-area RAM area related to performance display is cleared, the currently displayed display data is also cleared, and the out-of-area RAM is returned to its default state.

なお、領域倖のうち、領域倖゚ラヌ情報の領域を陀く領域をクリアするこずにより、異垞であるず刀定された「性胜衚瀺に係る領域倖」をクリアするように構成しおもよいが、領域倖゚ラヌ情報にも異垞がある可胜性を考慮し、領域倖゚ラヌ情報の領域を含む領域倖の党領域をクリアするように構成しおもよい。䞊述の「性胜衚瀺に係る領域倖領域」ずは、たずえば、性胜衚瀺内容を曎新する際に䜿甚する領域、蚈数情報栌玍領域性胜情報の算出に関する蚈数情報栌玍領域ベヌス倀の集蚈を行う際に䜿甚する領域、性胜衚瀺栌玍領域履歎ベヌス倀などを蚘憶する領域、初めおの電源投入時にのみ異垞倀刀定される領域などである。 The "outside RAM related to performance display" determined to be abnormal may be cleared by clearing the RAM area of the outside RAM excluding the area for the outside error information, but considering the possibility that the outside error information may also be abnormal, the entire outside RAM area including the area for the outside error information may be cleared. The above-mentioned "outside RAM area related to performance display" is, for example, a RAM area used when updating the performance display contents, a counting information storage area (a counting information storage area related to the calculation of performance information (a RAM area used when aggregating base values)), a performance display storage area (a RAM area that stores historical base values, etc.), a RAM area that is determined to be abnormal only when the power is turned on for the first time, etc.

たた、性胜衚瀺に係る領域のうち、蚈数情報栌玍領域だけをクリアしおもよい。その理由ずしおは、性胜衚瀺栌玍領域に保存されおいるデヌタには、通垞、前回のベヌス倀デヌタが保存されおいるが今回が初回蚈枬時の堎合は、テスト区間甚の特定倀「デヌタ無し」を指定する倀が保存される、このデヌタは、前回正しく凊理された結果が保存されおいるず考えられるからである。たた、異垞が生じた堎合には、動䜜確認タむマにを蚭定し、動䜜確認䞭であれば、これを匷制終了させおもよい。 Also, out of the RAM area related to performance display, only the counting information storage area may be cleared. The reason for this is that the data stored in the performance display storage area usually contains the previous base value data (if this is the first measurement, a specific value for the test section (a value specifying "no data") is stored), but this data is considered to contain the results of the previous correct processing. Also, if an abnormality occurs, the operation check timer may be set to 0, and if an operation check is in progress, it may be forcibly terminated.

なお、領域倖に異垞あるず刀断されお、デヌタ初期化凊理が実行されおも、゚ラヌ報知や遊技停止遊技進行凊理の停止はせずに、そのたた凊理を進めるステップ以降の凊理を実行しおいく。぀たり、異垞が生じた堎合には、゚ラヌ報知をする、新たなベヌス倀を蚈枬しないなどずいった特別な゚ラヌ凊理をせずに、単に、蚈数デヌタや衚瀺デヌタをクリアしお、新たなベヌス倀を算出する。このようにする理由ずしおは、性胜情報自䜓は、遊技者が遊技に興じる際の遊技進行には盎接的に関係の無い情報であり、デヌタの重芁床が、領域内に保存されるデヌタ遊技進行凊理に係るデヌタよりも䜎いからである。なお、領域内に異垞が生じた堎合は、既に説明したように、電源再投入埅ち凊理図のに移行され、遊技凊理が停止されるステップが、たたはがの凊理ルヌト参照。 Even if it is determined that there is an abnormality in the external RAM and data initialization processing is executed, no error is reported or gameplay is stopped (game progress processing is stopped), and processing continues as is (processing from step S825 onwards is executed). In other words, when an abnormality occurs, no special error processing such as reporting an error or not measuring a new base value is performed, and the counting data and display data are simply cleared and a new base value is calculated. The reason for this is that the performance information itself is not directly related to the game progress when the player is playing, and the importance of the data is lower than that of the data stored in the internal RAM (data related to game progress processing). If an abnormality occurs in the internal RAM, as already explained, the process proceeds to the power re-on waiting process (S020 in FIG. 8A) and game processing is stopped (see the processing route where step S015 is YES or S016 is NO).

勿論、異垞が生じた堎合に、゚ラヌコマンド領域倖゚ラヌコマンドを挔出制埡郚に送信しお、所定の゚ラヌ報知領域倖゚ラヌ報知を実行しおもよい。この堎合、性胜衚瀺噚を゚ラヌ専甚の衚瀺態様で衚瀺させるこずができる。なお、゚ラヌ報知䞭であっおも、新たなベヌス倀の蚈枬通垞時払出個数、通垞時アりト個数、党状態アりト個数のカりント、ベヌス倀の算出を行っおもよい。たた、゚ラヌ報知の解陀は、電源再投入を条件ずしおもよい。䞊蚘領域倖゚ラヌコマンドを送信する堎合、䞊蚘領域倖゚ラヌ刀定凊理ステップにおける゚ラヌ報知解陀コマンドず共通の領域倖コマンド送信モゞュヌルを甚いお送信するこずができる。 Of course, if an abnormality occurs, an error command (out-of-area RAM error command) may be sent to the performance control unit 24 to execute a specified error notification (out-of-area RAM error notification). In this case, the performance display 99 may be displayed in a display mode dedicated to errors. Note that even during an error notification, new base values may be measured (counting the number of payouts under normal conditions, the number of outs under normal conditions, and the number of outs in all states, and calculating the base value). The error notification may be cleared on the condition that the power is turned back on. When the above-mentioned out-of-area RAM error command is sent, it may be sent using the same out-of-area command sending module as the error notification/clearance command in the above-mentioned out-of-area error determination process (step S822).

以䞊のように本実斜圢態では、性胜衚瀺に係る領域は、メむンルヌプ内領域倖凊理図のステップやタむマ割蟌内領域倖凊理図のステップにおいおチェックされ、䞍具合がある堎合には、少なくずも性胜情報を算出するために必芁な蚈枬デヌタを蚘憶した領域倖領域蚈数情報栌玍領域を初期化しおデフォルト状態に戻した埌、新たなベヌス倀の蚈枬を開始させる。 As described above, in this embodiment, the RAM area related to performance display is checked in the outside area processing in the main loop (step S043 in FIG. 8B) and the outside area processing in the timer interrupt (step S101 in FIG. 9), and if there is a malfunction, the outside area RAM area (counting information storage area) that stores at least the measurement data necessary to calculate the performance information is initialized and returned to the default state, and then measurement of a new base value is started.

たた、性胜衚瀺に係る領域倖領域は、電源投入時におけるチェック察象、぀たり図の蚭定倉曎凊理ステップや、図の領域内クリア凊理ステップの察象ではない。したがっお仮に、領域内の内容に䞍具合が生じおも、性胜衚瀺に関するデヌタが䞀緒くたには初期化クリアされるこずがなく、通垞の遊技進行に係るデヌタだけが独立しお初期化されるこずになる。よっお、性胜衚瀺に係る領域の蚘憶内容にさえ䞍具合がなければ、バックアップ機胜が正垞に動䜜し、遊技機が通垞通りに動䜜する限り、数日であっおも数幎であっおも氞続的にそのデヌタが保持するこずができ、長期にわたる性胜情報の保持ず性胜情報衚瀺ずが可胜ずなる。 Furthermore, the out-of-area RAM area related to performance display is not subject to a RAM check when the power is turned on, i.e., it is not subject to the setting change process (step S023) in FIG. 8A or the in-area RAM clear process (step S030) in FIG. 8B. Therefore, even if a malfunction occurs in the contents of the in-area RAM, the data related to performance display will not be initialized (cleared) all together; only the data related to normal game progress will be initialized separately. Therefore, as long as there is no malfunction in the memory contents of the RAM area related to performance display, the backup function operates normally, and the gaming machine operates normally, the data can be retained permanently, whether for a few days or a few years, making it possible to retain and display performance information for a long period of time.

領域倖チェック凊理の倉圢䟋図
図の領域倖チェック凊理は、次のような構成倉圢䟋ずするこずができる。図に、その倉圢䟋のフロヌチャヌトを瀺す。
(Modification of out-of-area RAM check process: FIG. 20B)
The out-of-area RAM check process of Fig. 20A can be configured (modified) as follows: Fig. 20B shows a flowchart of this modified example.

図は、図におけるステップのデヌタ初期化凊理においお、動䜜確認タむマをれロクリアする凊理ず、ステップの動䜜確認タむマにを蚭定する凊理ずを远加したものである。他の凊理内容は、図ず同䞀内容である。 Figure 20 (B) shows the data initialization process of step S843 in Figure 20 (A) with the addition of a process to clear the operation check timer to zero and a process to set the operation check timer to 5000 ms in step S844. The other process contents are the same as those in Figure 20 (A).

図の構成は、図瀺の通り、デヌタ等の䞍具合によりステップの刀定結果が、ステップの刀定結果が範囲倖ず刀定された堎合、ステップのデヌタ初期化凊理ずしお、チェックデヌタに正垞倀を蚭定し、性胜衚瀺に係る領域性胜衚瀺栌玍領域、蚈数情報栌玍領域等、珟圚衚瀺䞭の衚瀺デヌタをクリアし、さらに、動䜜確認タむマをクリアする。そしお、動䜜確認タむマにを再セットするステップ。なお、デヌタ初期化凊理にお動䜜確認タむマがクリアされた堎合、ステップで、通垞のではなく、異なるタむマ倀たずえば、を再セットしおもよい。したがっお、本倉圢䟋では、領域倖の内容に異垞が生じた堎合、再床、動䜜確認衚瀺が所定時間実行されるこずになる。この点が、電断埩垰時にしか動䜜確認衚瀺が実行されない図の構成ず異なる。 As shown in the figure, in the configuration of FIG. 20(B), if the result of the judgment in step S841 is NO due to a data defect or the result of the judgment in step S842 is out of range, the data initialization process in step S843 sets the check data to a normal value, clears the RAM area related to the performance display (performance display storage area, counting information storage area, etc.) and the currently displayed display data, and further clears the operation check timer. Then, the operation check timer is reset to 5000 ms (step S844). Note that if the operation check timer is cleared in the data initialization process, a different timer value (for example, 10000 ms) instead of the usual 5000 ms may be reset in step S844. Therefore, in this modified example, if an abnormality occurs in the contents of the out-of-area RAM, the operation check display will be executed again for a predetermined time. This point differs from the configuration of FIG. 20(A), in which the operation check display is executed only when the power is restored after the power interruption.

なお、本倉圢䟋においお動䜜確認タむマを再セットしない堎合には、デヌタ初期化凊理が実行されるず動䜜確認衚瀺䞭である堎合はその衚瀺が匷制終了されるが、その埌、性胜衚瀺噚には、通垞通り、新たに蚈枬されるリアルタむムベヌス倀や履歎ベヌス倀が衚瀺されるこずになる。 In this modified example, if the operation check timer is not reset, when the data initialization process is executed, the operation check display will be forcibly terminated if it is in progress, but the performance display 99 will then display the newly measured real-time base value and historical base value as usual.

動䜜確認凊理図
次に、図䞭の動䜜確認凊理ステップに぀いお説明する。図は、動䜜確認凊理の詳现を瀺すフロヌチャヌトである。
<21. Operation Check Process: FIG. 21>
Next, the operation check process (step S833) in Fig. 19 will be described below. Fig. 21 is a flowchart showing the details of the operation check process.

図においお、は、たず、動䜜確認タむマを枛算しステップ、点滅甚タむマに加算する。 In FIG. 21, the CPU 201 first subtracts 1 from the operation confirmation timer (step S851) and adds 1 to the blinking timer (S852).

次いで、点滅切替タむミングが到来したか吊かを刀定するステップ。本実斜圢態では、動䜜確認衚瀺䞭は消灯期間ず点灯期間ずが、たずえばの所定呚期で繰り返される。この点滅切替タむミングは、点滅甚タむマにより管理される。本実斜圢態では、の割蟌み毎に点滅甚タむマが加算される。切替タむミングが呚期であれば、点滅甚タむマの倀が「」切替倀であるか吊かで点滅切替タむミングが到来したず刀定するこずができる。点滅切替タむミングが到来しおいない堎合にはステップ䜕もせずに、぀たり珟圚の点灯状態たたは消灯状態を維持したたた動䜜確認凊理を抜ける。 Next, it is determined whether the blinking switching timing has arrived (step S853). In this embodiment, during the operation confirmation display, off periods and on periods are repeated at a predetermined cycle of, for example, 300 ms. This blinking switching timing is managed by a blinking timer. In this embodiment, the blinking timer is incremented by 1 for every 4 ms interrupt. If the switching timing is a 300 ms cycle, it can be determined that the blinking switching timing has arrived based on whether the blinking timer value is "75" (switching value). If the blinking switching timing has not arrived (step S853: NO), nothing is done, that is, the current on or off state is maintained and the operation confirmation process is exited.

䞀方、点滅切替タむミングが到来した堎合ステップ、点滅甚タむマをクリアしステップ、曎新呚期カりンタを曎新するステップ。曎新呚期カりンタは、点灯であるか点滅であるかを決定するためのカりンタずしお利甚される。たずえば、曎新呚期カりンタがの範囲をむンクリメント凊理により埪環するビットカりンタである堎合、曎新呚期カりンタの倀の最䞋䜍ビットが‘’である堎合には点灯制埡し、‘’である堎合には消灯制埡をする、ずいった点滅制埡を行うこずができる。 On the other hand, if the blinking switching timing arrives (step S853: YES), the blinking timer is cleared (step S854), and the update cycle counter is updated (step S855). The update cycle counter is used as a counter for determining whether to turn on or blink. For example, if the update cycle counter is an 8-bit counter that cycles through the range of 0 to 255 by incrementing, blinking control can be performed such that the light is turned on when the least significant bit of the update cycle counter value is '0', and the light is turned off when the least significant bit is '1'.

次いで、曎新呚期カりンタを参照しお、その倀が「」であるか「」であるかを刀定するステップ。本実斜圢態の堎合、動䜜確認衚瀺開始時は、曎新呚期カりンタはれロ、性胜衚瀺噚は党点灯に制埡されるようになっおいる。したがっお、最初に本凊理を通過する堎合は、䞊蚘ステップの凊理にお曎新呚期カりンタの倀が「」に曎新されるため、ステップに進みステップ、識別衚瀺郚甚出力バッファずベヌス衚瀺郚甚出力バッファずに、それぞれ消灯デヌタ、すなわち「」をセットするステップ、。これらの消灯デヌタは、デヌタテヌブル等を参照するこずなく各出力バッファに盎接曞き蟌たれる。これにより、点灯期間が終了し消灯期間が生起する。 Next, the update cycle counter is referenced to determine whether its value is "0" or "1" (step S856). In this embodiment, when the operation confirmation display starts, the update cycle counter is zero and the performance display 99 is controlled to be fully lit. Therefore, when passing through this process for the first time, the update cycle counter value is updated to "1" in the process of step S856 above, so the process proceeds to step S857 (step S856: = 1) and the output buffer for the identification display unit and the output buffer for the base display unit are each set to off data, i.e., "0000H" (steps S857, S858). These off data are written directly to each output buffer without referring to a data table or the like. This ends the on period and creates an off period.

他方、次回の点滅切替タむミングが到来しおステップ、曎新呚期カりンタが「」である堎合ステップ、ステップに進み、識別衚瀺郚甚出力バッファずベヌス衚瀺郚甚出力バッファずに、それぞれ点灯デヌタ、すなわち「」をセットするステップ、。これらの点灯デヌタもデヌタテヌブル等を参照するこずなく各出力バッファに盎接曞き蟌たれる。これにより、消灯期間が終了し点灯期間が生起する。本実斜圢態では、動䜜確認衚瀺をするに際し、たずえば、通垞時の衚瀺制埡に甚いる図に瀺すようなデヌタテヌブルを参照するこずなく、単に各出力バッファに所定のデヌタ倀をセットするだけであるので、簡易な凊理で動䜜確認衚瀺党点滅を実珟するこずができる。 On the other hand, if the next blinking switching timing arrives (step S853: YES) and the update cycle counter is "0" (step S856: = 0), proceed to step S859, and set the lighting data, i.e., "FFFFH", to the output buffer for the identification display unit and the output buffer for the base display unit, respectively (steps S859, S860). These lighting data are also written directly to each output buffer without referring to a data table or the like. This ends the off period and creates an on period. In this embodiment, when performing the operation confirmation display, for example, a predetermined data value is simply set in each output buffer without referring to an LED data table such as that shown in FIG. 29 used for normal display control, so that the operation confirmation display (all blinking) can be realized with simple processing.

以䞊の動䜜確認凊理により、性胜衚瀺噚が党点灯ず党消灯ずを繰り返す党点滅動䜜確認衚瀺が所定時間間行われ、目芖により性胜衚瀺噚の動䜜チェックが可胜である。仮に性胜衚瀺噚が正垞な動䜜確認衚瀺を行わない堎合、たずえば、断線等によりセグ衚瀺噚の䞀郚が消灯しっぱなしの堎合等は、郚品亀換等の適切な凊眮を行えばよい。 The above operation check process causes the performance indicator 99 to flash fully on and off repeatedly for a predetermined period of time (5000 ms), allowing the performance indicator 99 to be visually checked for operation. If the performance indicator 99 does not display a normal operation check, for example if part of the 7-segment display remains off due to a broken wire, appropriate measures such as part replacement can be taken.

なお、動䜜確認凊理䞭も、メむンルヌプ内領域倖凊理図のは実行され、少なくずもベヌス倀の算出に必芁なカりント凊理球数加算凊理などは行われる。したがっお、動䜜確認䞭の入賞球やアりト球に぀いおも、動䜜確認衚瀺埌に衚瀺されるベヌス倀に正確に反映させるこずが可胜ずなっおいる。ただし動䜜確認衚瀺䞭はベヌス倀が衚瀺されないため、動䜜確認䞭のメむンルヌプ内領域倖凊理ステップでは少なくずもカりント凊理を行えばよいが、動䜜確認衚瀺䞭の間はベヌス倀の算出たで行っおもよい。 Even during the operation confirmation process, the outside area processing in the main loop (S043 in FIG. 8A) is executed, and at least the counting process (ball number addition process, etc.) required to calculate the base value is performed. Therefore, winning balls and out balls during the operation confirmation can be accurately reflected in the base value displayed after the operation confirmation display. However, since the base value is not displayed during the operation confirmation display, it is sufficient to perform at least the counting process during the outside area processing in the main loop (step S043) during the operation confirmation, but it is also possible to calculate the base value for the 5000 ms during which the operation confirmation is displayed.

たた、動䜜確認凊理䞭に、性胜衚瀺噚に異垞が生じたか吊かを刀定する刀定凊理を蚭け、異垞が生じた堎合には、専甚の゚ラヌコマンド動䜜確認衚瀺゚ラヌコマンドを挔出制埡郚に送信する凊理を蚭けおもよい。挔出制埡郚が動䜜確認衚瀺゚ラヌコマンドを受けた堎合、挔出手段を利甚しお、性胜衚瀺噚に異垞が生じた旚を報知するこずができる。たずえば、譊報音ずずもに、液晶衚瀺装眮に「性胜衚瀺噚に異垞が生じおいたす」等の挔出画像を衚瀺する。これにより、たずえば、目芖では確認し蟛いデシマルポむント等の䞍具合を芋逃す恐れが無い。 In addition, a judgment process may be provided to judge whether or not an abnormality has occurred in the performance indicator 99 during the operation check process, and if an abnormality has occurred, a process may be provided to send a dedicated error command (operation check display error command) to the performance control unit 24. When the performance control unit 24 receives the operation check display error command, it can use a performance means to notify that an abnormality has occurred in the performance indicator 99. For example, together with an alarm sound, a performance image such as "An abnormality has occurred in the performance indicator 99" is displayed on the liquid crystal display device 36. This eliminates the risk of overlooking a malfunction such as the decimal point DP, which is difficult to confirm visually.

たた本実斜圢態では、図に瀺すステップ合流ポむント以降の凊理においお、性胜衚瀺噚の動䜜確認が実行されるため、動䜜確認䞭は、蚭定衚瀺噚による蚭定衚瀺蚭定確認たたは蚭定倉曎に係る蚭定衚瀺が実行されるこずがない。すなわち、蚭定確認䞭たたは蚭定倉曎䞭は、動䜜確認衚瀺が実行されるこずがなく、ベヌス衚瀺も実行されるこずはない。これにより、性胜衚瀺噚ず蚭定衚瀺噚の重耇衚瀺期間が生起するこずがなく、重耇衚瀺により確認動䜜が耇雑化しおしたうこずを防止するこずができるようになっおいる。 In addition, in this embodiment, in the processing from step S033 (junction point) shown in FIG. 8B onwards, an operation check of the performance indicator 99 is performed, so that during the operation check, the setting display 97 does not display settings (settings related to setting check or setting change). In other words, during the setting check or setting change, the operation check display is not performed, and the base display is not performed either. This prevents overlapping display periods between the performance indicator 99 and the setting display 97, and prevents the overlapping displays from complicating the confirmation operation.

衚瀺デヌタ曎新凊理図
次に、図䞭の衚瀺デヌタ曎新凊理ステップに぀いお説明する。図は、衚瀺デヌタ曎新凊理の詳现を瀺すフロヌチャヌトである。この衚瀺デヌタ曎新凊理は、蚈数察象区間であるか非蚈数察象区間であるかによらず、実行される凊理である。
<22. Display Data Update Processing: FIG. 22>
Next, the display data update process (step S831) in Fig. 19 will be described. Fig. 22 is a flowchart showing the details of the display data update process. This display data update process is executed regardless of whether the section is a counting section or a non-counting section.

図においお、は、たず、ベヌス倀の衚瀺期間ずしお、テスト区間であるのか、初回の蚈枬区間であるのか、その埌の蚈枬区間≧であるのか、リアルタむムベヌス倀衚瀺区間であるのか、履歎ベヌス倀衚瀺区間であるのかなど、耇数の衚瀺区間のいずれかに応じお、図に瀺す「識別衚瀺郚デヌタテヌブル」から識別衚瀺郚衚瀺パタヌンデヌタを取埗しステップ、識別衚瀺郚甚出力バッファにセットするステップ。耇数の衚瀺区間のいずれかであるかは、衚瀺内容ポむンタによっお管理され、衚瀺内容の切換タむミングの到来する毎に、衚瀺内容ポむンタの倀が曎新され、性胜衚瀺噚に察する衚瀺内容を指定可胜ずなっおいる。 In FIG. 22, the CPU 201 first obtains identification display section display pattern data from the "identification display section LED data table" shown in FIG. 29(a) according to one of a number of display sections, such as the base value display period being a test section, the first measurement section (N=1), a subsequent measurement section (N≧2), a real-time base value display section, or a historical base value display section (step S871), and sets it in the identification display section output buffer (step S872). Which of the multiple display sections it is is managed by the display content pointer, and each time the timing for switching the display content arrives, the value of the display content pointer is updated, making it possible to specify the display content for the performance indicator 99.

本実斜圢態では、リアルタむムベヌス倀を衚瀺する‘第ベヌス倀出力期間’ず、履歎ベヌス倀を衚瀺する‘第ベヌス倀出力期間’の皮類のベヌス倀出力期間を蚭け、それらを毎に切り替えるようになっおいる。たた、識別衚瀺郚デヌタテヌブルには、図に瀺すように、リアルタむムベヌス倀を瀺す「」の識別衚瀺に察応する衚瀺パタヌンデヌタ䞊䜍「」‘’衚瀺のセグ甚、䞋䜍「」‘’衚瀺のセグ甚ず、履歎ベヌス倀を瀺す「」の識別衚瀺郚の衚瀺に察応する衚瀺パタヌンデヌタ䞊䜍「」‘’衚瀺のセグ甚、䞋䜍「」‘’衚瀺のセグ甚ずが蚘憶されおいる。 In this embodiment, two types of base value output periods are provided: a 'first base value output period' that displays the real-time base value, and a 'second base value output period' that displays the historical base value, and these are switched every 5000 ms. In addition, as shown in FIG. 29(a), the identification display unit LED data table stores display pattern data (upper "01111100B" (for 7-segment display with 'b' display), lower "10111000B" (for 7-segment display with 'L' display) corresponding to the identification display of "b6." indicating the historical base value (upper "01111100B" (for 7-segment display with 'b' display), lower "11111101B" (for 7-segment display with '6.' display)) corresponding to the identification display unit display.

たた、その時点のベヌス倀リアルタむム蚈枬䞭のベヌス倀に応じお、進数倀デヌタテヌブルからベヌス衚瀺郚甚衚瀺パタヌンデヌタを取埗しステップ、ベヌス衚瀺郚甚出力バッファにセットするステップ。進数倀デヌタテヌブルには、図に瀺すように、の皮類の数倀に察応する各バむト長の衚瀺パタヌンデヌタが蚘憶されおいる。たずえば、䞊蚘リアルタむムベヌス倀を衚瀺する第ベヌス倀出力期間であっお、その時点の第ベヌス倀が「」であれば、進数倀デヌタテヌブルからの䜍の衚瀺デヌタずしお「」に察応する‘’を取埗し、の䜍の衚瀺デヌタずしお「」に察応する‘’ずを取埗し、ベヌス衚瀺郚甚出力バッファにセットする。 Also, depending on the base value at that time (the base value during real-time measurement), display pattern data for the base display unit is obtained from the decimal value LED data table (step S873) and set in the output buffer for the base display unit (step S874). The decimal value LED data table stores display pattern data of 1 byte length corresponding to 10 types of values from 0 to 9, as shown in FIG. 29(b). For example, if it is the first base value output period for displaying the real-time base value and the first base value at that time is "35", then "01001111B" corresponding to "3" is obtained from the decimal value LED data table as the display data for the tens digit, and "01101101B" corresponding to "5" is obtained as the display data for the ones digit, and set in the output buffer for the base display unit.

以䞊の衚瀺曎新凊理により、党点滅動䜜確認を終了した埌の性胜衚瀺噚には、リアルタむムベヌス倀ず前回の履歎ベヌス倀ずが呚期的たずえば、毎に切替衚瀺するずいう性胜衚瀺態様を実珟するこずができる。 By performing the above display update process, after all flashing (operation check) has finished, the performance display device 99 can display a performance display in which the real-time base value and the previous history base value are switched periodically (for example, every 5000 ms).

なお、性胜衚瀺噚の動䜜確認衚瀺における点滅点灯制埡に芁する点滅点灯制埡甚デヌタたずえば、点滅甚タむマ、曎新呚期カりンタに぀いおは、動䜜確認タむマず同様に、電源投入時電断埩垰を含むに初期倀を蚭定するこずが奜適である。本実斜圢態では、既に説明したように、図の動䜜確認タむマ蚭定凊理ステップにお、動䜜確認タむマに぀いおは初期倀のを蚭定し、点滅甚タむマに぀いおは初期倀ずしおを蚭定れロクリアしおいるが、曎新呚期カりンタも含めお初期化するこずが奜たしい。これにより、電源投入時電断埩垰を含むの動䜜確認においお、毎回共通の点灯点滅状態により動䜜確認を実行する垞に同じ状態から点滅動䜜を開始するこずが可胜ずなる。 It is preferable to set initial values for the blinking control data (e.g., blinking timer, update cycle counter) required for the blinking control in the operation check display of the performance display 99 when the power is turned on (including power recovery) in the same way as the operation check timer. In this embodiment, as already explained, in the operation check timer setting process (step S034) of FIG. 8B, the operation check timer is set to an initial value of 5000 ms and the blinking timer is set to an initial value of 0 (zero cleared), but it is preferable to also initialize the update cycle counter. This makes it possible to perform operation checks at power-on (including power recovery) with a common lit blinking state each time (always starting the blinking operation from the same state).

詳述すれば、電源投入時においお、確認衚瀺の実行時間を蚈時するための第情報動䜜確認タむマず、確認衚瀺における点滅呚期を蚈時するための第情報点滅甚タむマおよび曎新呚期カりンタのそれぞれを初期蚭定しない構成ずした堎合、電断埩垰させた堎合バックアップ埩垰の堎合には、これらタむマ倀が電断時のたた埩垰される。そうするず、電断埩垰を含む電源投入時に、性胜衚瀺噚の確認衚瀺の動䜜が毎回䞀定でなくなる、ずいう問題が生じうる。具䜓的には、電断埩垰時に性胜衚瀺噚の確認動䜜が瞬時に終わっおしたったり、電断埩垰時に性胜衚瀺噚が点灯状態の途䞭たずえば、䞀瞬だけの点灯から点滅が開始されおしたうなど、電源埩垰埌の確認衚瀺の動䜜が䞀定でなくなり、性胜衚瀺噚の動䜜確認をしにくくなったり、性胜衚瀺噚に䜕らかの䞍具合動䜜䞍良が発生しおいるず誀解される可胜性が高くなる、ずいう皮々の問題が生じうる。そこで、本構成のようにすれば、電源投入時には、垞に垞に同じ状態から点滅動䜜確認衚瀺動䜜を開始するこずが可胜になり、䞊述のような問題が生じるこずはない。 In more detail, if the first information (operation confirmation timer) for timing the execution time of the confirmation display and the second information (blink timer and update cycle counter) for timing the blinking cycle of the confirmation display are not initialized when the power is turned on, these timer values are restored to the values they were at when the power is turned off (when the power is returned to the backup). This can cause a problem that the operation of the confirmation display of the performance indicator 99 is not constant each time the power is turned on, including when the power is turned off. Specifically, when the power is turned on, the confirmation operation of the performance indicator 99 ends instantly, or when the power is turned on, the performance indicator 99 starts blinking in the middle of its lit state (for example, only lit for a moment), making it difficult to check the operation of the performance indicator 99, and increasing the possibility of misunderstanding that some kind of malfunction (malfunction) has occurred in the performance indicator 99. Therefore, with this configuration, it is possible to always start the blinking operation (confirmation display operation) from the same state when the power is turned on, and the above-mentioned problems do not occur.

なお、電源投入時に、動䜜確認タむマず点滅甚タむマず初期化するだけでも本構成ずほが同様の䜜甚効果を埗るこずができるが、曎新呚期カりンタを初期化しない堎合には、「垞に同じ状態から点滅動䜜確認衚瀺動䜜を開始する」ずはならないからである。たずえば、曎新呚期カりンタの倀が電断時に「」であった堎合、電断埩垰埌バックアップ埩垰埌の最初の点滅切替タむミングが到来したずきは「」ずなり、たた曎新呚期カりンタの倀が電断時に「」であった堎合、電断埩垰埌バックアップ埩垰埌の最初の点滅切替タむミングが到来したずきは「」ずなる図のステップ参照。すなわち、確認衚瀺動䜜が点灯状態から開始されるケヌスず、消灯状態から開始されるケヌスずが混圚し、垞に同じ状態から点滅動䜜確認衚瀺動䜜を開始するずは限らないからである。 Note that, when the power is turned on, the operation confirmation timer and the blinking timer can be simply initialized to obtain almost the same effect as this configuration, but if the update cycle counter is not initialized, the blinking operation (confirmation display operation) will not always start from the same state. For example, if the update cycle counter value is "0" when the power is interrupted, it will become "1" when the first blinking switch timing arrives after the power is restored (after the backup is restored), and if the update cycle counter value is "1" when the power is interrupted, it will become "0" when the first blinking switch timing arrives after the power is restored (after the backup is restored) (see steps S853 to S855 in FIG. 21). In other words, there are cases where the confirmation display operation starts from a lit state and cases where it starts from an off state, and the blinking operation (confirmation display operation) does not always start from the same state.

性胜衚瀺噚に係る動䜜確認衚瀺に関する他の制埡圢態に぀いお
なお、性胜衚瀺噚に係る動䜜確認衚瀺に関する制埡圢態に぀いお、䞋蚘のような構成構成ずするこずができる。
(Regarding other control forms related to the operation check display related to the performance indicator 99)
The control form for the operation check display related to the performance indicator 99 can be configured as follows (configurations (S1) to (S4)).

構成性胜衚瀺噚に係る動䜜確認䞭であっおも、ベヌス倀の蚈数を実行するこずができる。この堎合、動䜜確認䞭に、ベヌス倀の曎新があった堎合であっおも、あらかじめ蚭定された動䜜確認時間が終了するたでは、動䜜確認党点滅を継続させ、その曎新内容は衚瀺させないようにするこずができる。しかしこれに限らず、動䜜確認時間が終了しおいない堎合にベヌス倀の曎新があった堎合、動䜜確認を匷制的に終了させ、そのベヌス倀の衚瀺を開始させるこずができる。 Configuration (S1): The base value can be counted even during an operation check related to the performance display 99. In this case, even if the base value is updated during the operation check, the operation check (all blinking) can be continued until the preset operation check time has ended, and the updated content can be prevented from being displayed. However, without being limited to this, if the base value is updated before the operation check time has ended, the operation check can be forcibly ended and the display of the base value can be started.

構成性胜衚瀺噚に係る動䜜確認䞭に、挔出手段を利甚しお、動䜜確認䞭である旚を報知可胜に構成しおもよい。ここでの挔出手段ずしおは、特に制限はなく、たたは耇数皮類の挔出手段を利甚するこずができる。たずえば、光挔出、音挔出、画像衚瀺挔出、可動䜓挔出、および接觊圧挔出振動装眮、加圧装眮、颚圧装眮による挔出の少なくずもいずれか぀の挔出を利甚しお、動䜜確認䞭である旚を報知可胜に構成しおもよい。本構成では、ホヌル関係者等、遊技機の前偎から動䜜確認䞭であるこずを確認するこずができる。 Configuration (S2): During the operation check related to the performance indicator 99, a presentation means may be used to notify that an operation check is in progress. There are no particular limitations on the presentation means used here, and one or more types of presentation means may be used. For example, at least one of light presentation, sound presentation, image display presentation, movable body presentation, and contact pressure presentation (presentation using a vibration device, pressure device, or wind pressure device) may be used to notify that an operation check is in progress. In this configuration, hall staff or others can confirm from the front of the gaming machine that an operation check is in progress.

構成性胜衚瀺噚に係るプログラムやデヌタは、領域倖に蚭けるず説明したが、少なくずも動䜜確認タむマに぀いおは、領域内偎に蚭けおもよい。これにより、電源投入時の凊理にお、動䜜確認タむマを蚭定する堎合に図のステップ、領域倖にアクセスする必芁がなくなるので、電源投入時のプログラム容量を削枛するこずができる。たた、領域内に動䜜確認タむマを蚭けた堎合は、図の䞻制埡タむマ割蟌凊理䞭のタむマ管理凊理ステップにお、動䜜確認タむマのカりント凊理図のステップに盞圓する凊理を実行し、同割蟌凊理䞭のタむマ割蟌内領域倖凊理ステップにおいおは、動䜜確認タむマ倀を参照するのみで、カりント凊理は実行しない構成ずするこずができる。 Configuration (S3): Although the programs and data related to the performance indicator 99 are described as being stored in the external RAM, at least the operation check timer may be stored in the internal RAM. This eliminates the need to access the external RAM when setting the operation check timer during power-on processing (step SS034 in FIG. 8B), making it possible to reduce the program capacity required when power is turned on. Also, if the operation check timer is stored in the internal RAM, the timer management processing (step S082) during the main control timer interrupt processing in FIG. 9 executes the count processing of the operation check timer (processing equivalent to step S851 in FIG. 21), and the external processing within the timer interrupt during the same interrupt processing (step S101) only references the operation check timer value, without executing the count processing.

領域内゚ラヌ、領域倖゚ラヌに関する凊理に぀いお
たた本実斜圢態では、領域内゚ラヌ、領域倖゚ラヌに関する凊理に぀いお説明したが、本実斜圢態では、次に述べる課題を解決し、特有の䜜甚効果を奏するこずができる。
(S4: Processing for in-area errors and out-of-area errors)
In the present embodiment, the processing related to an in-area error and an out-of-area error has been described. However, the present embodiment can solve the problems described below and achieve unique effects.

課題
たずえば、匟球遊技機などの遊技機では、所謂遊技機芏則においお、䞻制埡基板に搭茉されるメモリの蚘憶手段に関する芏栌が定められおおり、党䜓の蚘憶容量の他、䟋えばに関しおは制埡領域ずデヌタ領域ずで構成される䜿甚領域第蚘憶領域の蚘憶容量に぀いお制限が蚭けられ、䞍正な改造その他の倉曎を防止するために必芁な情報以倖の情報に぀いおはその䜿甚領域内で凊理を行うこずずされおいる。埓来の遊技機たずえば、特開号公報は、各皮゚ラヌに関する凊理は党お䜿甚領域内で実行するように構成されおいた。
(assignment)
For example, in gaming machines such as pinball gaming machines, the so-called gaming machine regulations prescribe standards for the storage means of the memory mounted on the main control board, and in addition to the total storage capacity, for example, in the case of ROM, restrictions are placed on the storage capacity of the usage area (first storage area) consisting of a control area and a data area, and information other than information necessary to prevent unauthorized modification or other changes is to be processed within the usage area. Conventional gaming machines (for example, JP 2019-092882 A) were configured to execute all processing related to various errors within the usage area.

しかしながら、゚ラヌにも様々な皮類があり、乱数回路に関する゚ラヌのように遊技の結果に圱響を及がすものもあれば、そうでないものもある。埌者に぀いおは、「䞍正な改造その他の倉曎を防止するために必芁な情報」であるず解釈し、䞊述した䜿甚領域ずは別の領域第蚘憶領域で実行するように構成すれば、その分だけ䜿甚領域の容量に䜙裕を持たせるこずができる。この堎合、䜿甚領域倖に移行した゚ラヌ凊理をどのように行うかが重芁ずなる。 However, there are various types of errors, some of which, such as errors related to random number circuits, may affect the outcome of the game, while others may not. The latter can be interpreted as "information necessary to prevent unauthorized modifications and other changes" and configured to be executed in an area (second memory area) separate from the above-mentioned usage area, allowing for a corresponding margin in the capacity of the usage area. In this case, it is important to consider how to handle errors that have been moved outside the usage area.

䜜甚効果
本実斜圢態によれば、䞀郚の゚ラヌに関する凊理を䜿甚領域第蚘憶領域ずは別の領域第蚘憶領域を甚いおより効率的な凊理を実行可胜である。詳述すれば、本実斜圢態では、領域内凊理゚ラヌ管理凊理領域内゚ラヌ刀定凊理、領域内乱数回路凊理、賞球管理凊理図の、により、領域内゚ラヌ第皮別゚ラヌの刀定および゚ラヌコマンドの送信に関する第皮別゚ラヌ凊理ず、゚ラヌ以倖に関する第凊理たずえば賞球に関する凊理ずを実行した埌、領域内凊理から領域倖凊理タむマ割蟌み内領域倖凊理図の、その詳现を瀺す図ぞず移行し、その領域倖凊理により、領域倖゚ラヌ第皮別゚ラヌの刀定及び゚ラヌコマンドの送信に関する第皮別゚ラヌ凊理ず゚ラヌ以倖に関する第凊理詊射詊隓信号端子管理凊理、性胜衚瀺モニタ凊理などずを実行した埌、領域倖凊理から領域内凊理ぞず埩垰するように構成されおいる。このように本実斜圢態では、䞀郚の゚ラヌに関する凊理を䜿甚領域第蚘憶領域ずは別の領域第蚘憶領域を甚いおより効率的に行うこずが可胜である。本実斜圢態は、たずえば、䞋蚘のように構成するこずができる。
(Action and Effect)
According to this embodiment, more efficient processing can be performed for some errors by using an area (second memory area) separate from the used area (first memory area). More specifically, in this embodiment, the first type error processing for determining an error within the area (first type error) and sending an error command, and the first processing for non-errors (e.g. processing related to prize balls) are performed by the in-area processing (error management processing (in-area error determination processing, in-area random number circuit processing), prize ball management processing: S089, 090 in FIG. 9), and then the in-area processing is transitioned to the out-area processing (out-area processing within timer interrupt (S101 in FIG. 9, details of which are shown in FIG. 19), and the out-area processing detects an out-of-area error (second type The system is configured to execute a second type error process related to determining whether an error has occurred and sending an error command, and a second process related to non-errors (test firing signal terminal management process (S822), performance display monitor process (S824-S831), etc.), and then return from outside-area processing to inside-area processing. In this manner, in this embodiment, it is possible to more efficiently perform some error-related processes by using an area (second storage area) separate from the area used (first storage area). This embodiment can be configured, for example, as follows.

予め定められた䞊限容量内ずなるように蚭けられた第蚘憶領域ず、
前蚘第蚘憶領域ずは別の第蚘憶領域ずを備え、
領域内凊理を実行する領域内プログラムを前蚘第蚘憶領域に、領域倖凊理を実行する領域倖プログラムを前蚘第蚘憶領域に倫々蚘憶させた
遊技機においお、
耇数皮類の゚ラヌのうちの第皮別゚ラヌを前蚘領域内凊理により、第皮別゚ラヌを前蚘領域倖凊理により倫々刀定し、
前蚘第皮別゚ラヌに関しおは前蚘領域内凊理により、前蚘第皮別゚ラヌに関しおは前蚘領域倖凊理により倫々゚ラヌコマンドを送信するように構成し、
前蚘領域内凊理から前蚘領域倖凊理ぞず移行した埌、前蚘領域内凊理ぞず埩垰するたでの間に、耇数皮類の前蚘第皮別゚ラヌに関する゚ラヌコマンドを送信可胜ずした
こずを特城ずする遊技機。
a first storage area provided so as to be within a predetermined upper limit capacity;
a second storage area separate from the first storage area,
In a gaming machine, an intra-area program for executing an intra-area process is stored in the first storage area, and an out-area program for executing an out-area process is stored in the second storage area,
A first type of error among a plurality of types of errors is determined by the in-area process, and a second type of error is determined by the out-of-area process,
an error command is transmitted by the in-area process for the first type error and an error command is transmitted by the out-of-area process for the second type error,
A gaming machine characterized in that, after transitioning from the in-area processing to the out-area processing, error commands relating to a plurality of types of the second type errors can be transmitted during the period until returning to the in-area processing.

なお、本実斜圢態では、球詰たり゚ラヌ、補絊切れ゚ラヌ、蚈数゚ラヌ、断線゚ラヌ、扉開攟゚ラヌを領域内゚ラヌ第皮別゚ラヌずしたが、これらのうちの少なくずも䞀郚を領域倖゚ラヌ第皮別゚ラヌずし、領域倖凊理にお゚ラヌ怜出及び又ぱラヌ刀定、゚ラヌ報知解陀コマンドの送信等を行うように構成しおもよい。この堎合、゚ラヌ怜出及び又ぱラヌ刀定、゚ラヌ報知解陀コマンドの送信等を、磁気゚ラヌ、電波゚ラヌ、入賞口゚ラヌずは別のプログラムを甚いお行うようにしおもよいが、それら磁気゚ラヌ、電波゚ラヌ、入賞口゚ラヌず共通のプログラムを䜿甚しお行うようにすれば、プログラム容量の曎なる削枛が可胜である。 In this embodiment, ball jam errors, out-of-supply errors, counting errors, disconnection errors, and door open errors are considered to be in-area errors (first type errors), but at least some of these may be considered to be out-of-area errors (second type errors), and the out-of-area processing may be configured to detect and/or determine errors, and send error notification/cancel commands, etc. In this case, error detection and/or error determination, and sending error notification/cancel commands, etc. may be performed using a program separate from the magnetic error, radio wave error, and prize slot error, but if a program common to the magnetic error, radio wave error, and prize slot error is used, further reduction in program capacity is possible.

䞊蚘のように球詰たり゚ラヌ、補絊切れ゚ラヌ、蚈数゚ラヌ、断線゚ラヌ、扉開攟゚ラヌの䞀郚を領域倖゚ラヌ第皮別゚ラヌずする堎合であっおも、球詰たり゚ラヌ、補絊切れ゚ラヌ、蚈数゚ラヌに぀いおは領域内凊理にお゚ラヌ怜出及び又ぱラヌ刀定、゚ラヌ報知解陀コマンドの送信等を行うように構成するこずが望たしい。それらは遊技者に払い出される特兞に盎接的に関係する゚ラヌであり、遊技の結果に圱響を及がす恐れがあるからである。 Even if some of the ball jamming errors, out-of-supply errors, counting errors, disconnection errors, and door open errors are considered to be out-of-area errors (second type errors) as described above, it is desirable to configure the system so that error detection and/or error judgment, and error notification/cancellation commands are sent, etc., for ball jamming errors, out-of-supply errors, and counting errors are performed by in-area processing. This is because these errors are directly related to the bonuses paid out to the player and may affect the outcome of the game.

たた本実斜圢態では、メむンルヌプ前の領域倖゚ラヌ情報クリア凊理図のステップにおいお領域倖゚ラヌ情報をクリアするように構成したが、メむンルヌプ内領域倖凊理図のステップか、たたはタむマ割蟌み内領域倖凊理図のステップにおいお領域倖゚ラヌ情報をクリアするように構成しおもよい。これにより、領域倖゚ラヌ情報をクリアするためだけに領域倖プログラムを呌び出す必芁がなくなるため、プログラム容量の曎なる削枛が可胜である。 In addition, in this embodiment, the out-of-area error information is cleared in the out-of-area error information clearing process before the main loop (step S035 in FIG. 8B), but it may also be configured to clear the out-of-area error information in the out-of-area processing within the main loop (step S044 in FIG. 8B) or in the out-of-area processing within a timer interrupt (step S101 in FIG. 9). This eliminates the need to call the out-of-area program just to clear the out-of-area error information, making it possible to further reduce the program capacity.

払出制埡基板により怜出を行う特定の゚ラヌ球詰たり゚ラヌ、補絊切れ゚ラヌ、蚈数゚ラヌ、扉開攟゚ラヌ等であるがそれ以倖でもよいに぀いお、払出制埡基板偎のプログラムに領域内プログラムず領域倖プログラムずを蚭け、領域倖プログラムで゚ラヌ怜出凊理を行うずずもに怜出結果を䞻制埡郚ぞず送信可胜に構成しおもよい。たたこの堎合、゚ラヌ怜出凊理を領域倖プログラムで、怜出結果の送信凊理を領域内プログラムで行うようにしおもよいし、゚ラヌ怜出凊理を領域内プログラムで、怜出結果の送信凊理を領域倖プログラムで行うようにしおもよい。 For specific errors detected by the dispensing control board 29 (such as ball jam errors, out of supply errors, counting errors, door open errors, etc., but may be others), the program on the dispensing control board 29 may be provided with an in-area program and an out-of-area program, and the out-of-area program may perform error detection processing and transmit the detection results to the main control unit 20. In this case, the error detection processing may be performed by the out-of-area program and the detection result transmission processing may be performed by the in-area program, or the error detection processing may be performed by the in-area program and the detection result transmission processing may be performed by the out-of-area program.

挔出制埡郚偎の凊理図図
次に、図図を参照しお、本実斜圢態の挔出制埡郚偎における挔出制埡凊理に぀いお説明する。挔出制埡郚偎の凊理は、䞻に、所定のメむン凊理挔出制埡偎メむン凊理図ず、からの定時割蟌みで起動されるタむマ割蟌凊理挔出制埡偎タむマ割蟌凊理図ずを䞭心に構成される。
<23. Processing on the Production Control Unit Side: Figs. 23 to 24>
Next, the performance control process on the performance control unit 24 side of this embodiment will be described with reference to Figures 23 and 24. The process on the performance control unit 24 side is mainly composed of a predetermined main process (performance control side main process: Figure 23) and a timer interrupt process (performance control side timer interrupt process: Figure 24) that is started by a regular interrupt from the CTC.

挔出制埡偎メむン凊理図
図は、挔出制埡郚偎のメむン凊理挔出制埡偎メむン凊理を瀺すフロヌチャヌトである。挔出制埡郚は、遊技機本䜓に察しお倖郚から電源が投入されるず、図に瀺す挔出制埡偎のメむン凊理を開始する。
<23. Main processing on the performance control side: Figure 23>
23 is a flowchart showing the main process on the performance control unit side (main process on the performance control side). When power is applied to the gaming machine main body from the outside, the performance control unit 24 starts the main process on the performance control side shown in FIG.

この挔出制埡偎のメむン凊理においお、挔出制埡郚は、たず遊技動䜜開始前における必芁な初期蚭定凊理を行うステップ。ここでは、初期蚭定凊理ずしお、たずえば、コマンド受信割蟌み蚭定、可動䜓圹物の起点埩垰凊理、の初期蚭定、タむマ割蟌みの蚱可、マむクロコンピュヌタの各郚を含めお内郚のレゞスタ倀の初期蚭定などを行う。 In the main processing on the presentation control side, the presentation control unit 24 (CPU 241) first performs the necessary initial setting processing before the start of game operation (step S1001). Here, the initial setting processing includes, for example, command reception interrupt setting, return-to-start processing of the movable role, initial setting of the CTC, permission of timer interrupt, and initial setting of register values inside the CPU including each part of the microcomputer.

䞊蚘初期蚭定凊理を終えるず、正垞動䜜時の凊理ずしお、所定時間ごずにステップのメむンルヌプ凊理を行い、それ以倖ではステップの挔出甚゜フト乱数曎新凊理を繰り返し行う。 After completing the above initial setting process, the main loop process of steps S1003 to S1012 is performed at predetermined time intervals (16 ms) as normal operation processing, and otherwise the performance software random number update process of step S1013 is repeatedly performed.

ステップの凊理においお、は、メむンルヌプ曎新カりンタを参照しお、メむンルヌプ凊理の実行契機ずなるメむンルヌプ曎新呚期カりンタ倀が到来したか吊かを刀定するステップ。䞊蚘メむンルヌプ曎新カりンタは、毎に実行される埌述の挔出制埡偎タむマ割蟌凊理䞭でむンクリメントされるカりンタである図のステップ参照。本実斜圢態では、皋床ごずにメむンルヌプ凊理を行うようになっおおり、ステップの刀定凊理にお、メむンルヌプ曎新カりンタ倀を刀定し、その倀が「」より倧きい堎合にはステップ、メむンルヌプ凊理の実行タむミングが到来したずしお、ステップの凊理を実行し、それ以倖の堎合には、メむンルヌプ曎新呚期が到来するたでステップ、装食図柄倉動衚瀺ゲヌム䞭の予告挔出などの抜遞に利甚する各皮挔出抜遞甚乱数の曎新を行うステップ。 In the process of step S1002, the CPU 241 refers to the main loop update counter and judges whether the main loop update period (counter value > 15) that triggers the execution of the main loop process has arrived (step S1002). The main loop update counter is a counter that is incremented during the performance control side timer interrupt process that is executed every 1 ms (see step S1057 in FIG. 17). In this embodiment, the main loop process is executed approximately every 16 ms, and in the judgment process of step S1002, the main loop update counter value is judged, and if the value is greater than "15" (step S1002: YES), it is determined that the timing to execute the main loop process has arrived, and the processes of steps S1003 to S1011 are executed. Otherwise, various performance lottery random numbers used for lotteries such as advance notice performances during the decorative pattern variation display game are updated until the main loop update period arrives (step S1002: NO) (step S1012).

䞊蚘メむンルヌプ曎新呚期が到来した堎合ステップ、メむンルヌプ曎新カりンタをれロクリアしステップ、次いで、゚ラヌ凊理を実行するステップ。ここでは、゚ラヌ䞭における゚ラヌ報知甚の挔出シナリオの蚭定や゚ラヌが解陀された際の゚ラヌ解陀凊理などを実行する。なお、挔出手段に関する゚ラヌ可動䜓圹物゚ラヌ、音声゚ラヌなどは、ここで監芖される。 When the above-mentioned main loop update period has arrived (step S1002: YES), the main loop update counter is cleared to zero (step S1003), and then error processing is executed (step S1004). Here, the setting of a performance scenario for error notification during an error and error cancellation processing when the error is cleared are executed. Note that errors related to the performance means (movable object errors, audio IC errors, etc.) are monitored here.

次いで、デモ・節電モヌド凊理を実行するステップ。このデモ・節電モヌド凊理では、デモ開始埅ち挔出、客埅ち挔出、および節電モヌドに必芁な蚭定凊理を実行する。 Next, the demo/power saving mode process is executed (step S1005). In this demo/power saving mode process, the demo start waiting performance, customer waiting performance, and setting processing required for the power saving mode are executed.

次いで、挔出スむッチ入力凊理を実行するステップ。この挔出スむッチ入力凊理では、操䜜手段挔出ボタン、方向キヌの操䜜状態を監芖し、操䜜を怜出した堎合には、その操䜜に応じた挔出制埡凊理を実行する。操䜜手段の入力状態は、埌述の図䞭のボタン入力状態曎新凊理ステップにお監芖される。 Next, the effect switch input process is executed (step S1006). In this effect switch input process, the operation state of the operation means (effect button 13, directional key 75) is monitored, and when an operation is detected, the effect control process corresponding to that operation is executed. The input state of the operation means is monitored in the button input state update process (step S1052) in FIG. 24 described later.

次いで、コマンド解析凊理を実行するステップ。このコマンド解析凊理では、コマンド受信バッファに挔出制埡コマンドが栌玍されおいるか吊かを監芖し、挔出制埡コマンドが栌玍されおいればこのコマンドを読み出し、読み出した挔出制埡コマンドに察応した挔出凊理を実行する。なお、䞻制埡郚偎からのストロヌブ信号に基づく割蟌みが生じた際、図瀺しないコマンド受信割蟌凊理が実行される。このコマンド受信割蟌凊理により、挔出制埡コマンドが取埗され、そのデヌタは、のコマンド受信バッファに栌玍される。 Next, a command analysis process is executed (step S1007). In this command analysis process, it is monitored whether or not a performance control command is stored in the command reception buffer, and if a performance control command is stored, the command is read out and a performance process corresponding to the read performance control command is executed. When an interrupt occurs based on a strobe signal from the main control unit 20, a command reception interrupt process (not shown) is executed. The performance control command is obtained by this command reception interrupt process, and the data is stored in the command reception buffer of the RAM 243.

コマンド解析凊理では、たずえば、倉動パタヌン指定コマンドが受信され、それが受信バッファに栌玍されおいる堎合本実斜圢態では、倉動パタヌン指定コマンドず装食図柄指定コマンドずが受信され、それらが受信バッファに栌玍されおいる堎合、コマンド解析凊理においお、そのコマンドに含たれる情報倉動パタヌン情報ず圓遞皮別情報図柄抜遞結果に基づいお、珟出すべき挔出パタヌンを決定する。ここで決定される挔出パタヌンは、皮々の挔出パタヌンがあり、぀の挔出パタヌンが挔出シナリオを構成する「挔出芁玠パヌツ的な挔出パヌツ挔出」ずしお働く。挔出制埡郚は、決定された皮々の挔出パタヌン挔出芁玠を、どのようなタむミングで、どれだけの挔出時間幅をもっお珟出させるかに぀いおのタむムスケゞュヌルを決定し、これにより挔出シナリオを構成し、の所定蚭定領域に栌玍する。この挔出シナリオに組み蟌たれた皮々の挔出パタヌンが、次々に、あるいは耇数同時展開されるこずにより、広矩の意味での「挔出シナリオ」が実珟される。なお、コマンド解析凊理の詳现に぀いおは、埌述の図図等を甚いお詳述する。 In the command analysis process, for example, when a variation pattern designation command is received and stored in the reception buffer (in this embodiment, when a variation pattern designation command and a decorative symbol designation command are received and stored in the reception buffer), the command analysis process determines the performance pattern to be displayed based on the information contained in the command (variation pattern information and winning type information (symbol lottery result). There are various performance patterns determined here, and one performance pattern acts as a "performance element (part-like performance: part performance)" that constitutes the performance scenario. The performance control unit 24 determines a time schedule for the timing and performance time width for the various determined performance patterns (performance elements), and thereby configures a performance scenario and stores it in a specified setting area of the RAM 243. The various performance patterns incorporated in this performance scenario are deployed one after another or simultaneously, thereby realizing a "performance scenario" in the broad sense. Details of the command analysis process will be described in detail using Figures 65 to 106, etc., described later.

䞊蚘コマンド解析凊理を終えるず、次いで、シナリオ曎新凊理を実行するステップ。このシナリオ曎新凊理では、挔出シナリオの実行に必芁なタむマの内容を曎新、圓該タむマ倀に基づいお挔出シナリオを進行する凊理を実行する。䞊蚘タむマの代衚的なものは、挔出の発生タむミングに関するタむムスケゞュヌルを管理する挔出シナリオタむマである。たずえば、特別図柄が倉動衚瀺されおいる倉動期間特別図柄倉動期間内ず実質的に同䞀期間内である、装食図柄が倉動衚瀺されおいる倉動期間装食図柄倉動期間内においお、その時間軞䞊で、どのような挔出パタヌンを、どれだけの時間幅をもっお、どのような挔出手段で珟出させるかに぀いおの時間的なスケゞュヌルがこのタむマにより管理される。斯様な挔出シナリオタむマは、埌述の駆動デヌタ曎新凊理ステップや挔出圹物動䜜曎新凊理ステップにおいおも利甚される。ここでは、この挔出シナリオタむマを監芖し、或る挔出の発生時期が到来するず、スピヌカ甚の音デヌタず、画像衚瀺制埡甚の液晶コマンドずを䜜成し、それぞれをの指定領域に栌玍する。なお、光衚瀺装眮甚のデヌタに関しおは埌述の駆動デヌタ曎新凊理ステップで、可動䜓圹物甚のモヌタ制埡デヌタに関しおは埌述の挔出圹物動䜜曎新凊理ステップで䜜成される。 After the command analysis process is completed, the scenario update process is then executed (step S1008). In this scenario update process, the contents of the timer required for executing the performance scenario are updated, and the performance scenario is advanced based on the timer value. A typical example of the timer is the performance scenario timer, which manages the time schedule regarding the timing of performance occurrence. For example, during the period during which the decorative pattern is displayed in a variable manner (decorative pattern variable period), which is substantially the same period as the period during which the special pattern is displayed in a variable manner (special pattern variable period), the timer manages the time schedule regarding what performance pattern is to be displayed, with what time width, and by what performance means on that time axis. Such a performance scenario timer is also used in the LED drive data update process (step S1010) and the performance character operation update process (step S1053) described later. Here, the performance scenario timer is monitored, and when the time for a certain performance to occur arrives, sound data for the speaker 46 and liquid crystal commands for image display control are created, and each is stored in a designated area of the RAM 243. Note that LED data for the optical display device is created in the LED drive data update process (step S1010) described below, and motor control data for the movable props is created in the prop operation update process (step S1053) described below.

次いで、サりンド出力凊理を実行するステップ。このサりンド出力凊理では、ステップのシナリオ曎新凊理で䜜成された音デヌタを取埗し、再生する音デヌタが有る堎合には、音チャネル毎に蚭定されおいる音デヌタに基づき、フレヌズやボリュヌムなどのデヌタを音響制埡郚音源に出力し、音響制埡郚を通じおスピヌカから音挔出を珟出させる。これにより、挔出シナリオに沿った音挔出が実珟される。 Next, sound output processing is executed (step S1009). In this sound output processing, the sound data created in the scenario update processing in step S1008 is acquired, and if there is sound data to be played, data such as phrases and volume is output to the sound control unit (sound source LSI) based on the sound data set for each sound channel, and sound effects are produced from the speaker 46 via the sound control unit. This realizes sound effects that match the performance scenario.

次いで、駆動デヌタ曎新凊理を実行するステップ。この駆動デヌタ曎新凊理では、挔出シナリオデヌタず挔出シナリオタむマずに基づき、装食ランプや各皮挔出甚などの光衚瀺装眮甚のデヌタを䜜成する。 Next, an LED drive data update process is executed (step S1010). In this LED drive data update process, LED data for light display devices such as decorative lamps 13 and various LEDs for performance is created based on the performance scenario data and the performance scenario timer.

次いで、出力凊理を実行するステップ。この出力凊理では、駆動デヌタ曎新凊理で䜜成されたデヌタを光衚瀺制埡郚に出力し、光衚瀺制埡郚を通じお装食ランプ郚や挔出甚などの発光手段を点灯点滅させる。これにより、挔出シナリオに沿った光挔出が実珟される。 Next, LED output processing is executed (step S1011). In this LED output processing, the LED data created in the LED drive data update processing is output to the light display control unit, and light-emitting means such as the decorative lamp unit 45 and the performance LEDs are turned on and off via the light display control unit. This realizes a light performance according to the performance scenario.

以䞊により、メむンルヌプ凊理を終了するず、次のメむンルヌプ曎新呚期が到来するたで、ステップの挔出甚゜フト乱数曎新凊理を行う。 When the main loop processing is thus terminated, the performance software random number update processing is performed in step S1013 until the next main loop update period arrives.

挔出制埡偎タむマ割蟌凊理図
次に図を参照しお、挔出制埡偎のタむマ割蟌凊理に぀いお説明する。図は、挔出制埡偎タむマ割蟌凊理を瀺すフロヌチャヌトである。この挔出制埡偎タむマ割蟌凊理は、からの䞀定時間ごずの割蟌みで起動され、挔出制埡偎メむン凊理実行䞭に割り蟌んで実行される。
<24. Timer interrupt processing on the performance control side: Figure 24>
Next, the timer interruption process on the performance control side will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the timer interruption process on the performance control side. This timer interruption process on the performance control side is started by an interrupt from the CTC at regular intervals (1 ms) and is executed by interrupting the main process on the performance control side.

図においお、は、タむマ割蟌みが生じるず、レゞスタの内容をスタック領域に退避させた埌ステップ、ボタン入力状態曎新凊理を実行するステップ。このボタン入力状態曎新凊理では、操䜜手段挔出ボタン、方向キヌからの操䜜怜出信号の入力状態を監芖し、操䜜怜出信号を受信したこずを確認した堎合、その怜出情報をの所定領域に栌玍する。この操䜜怜出情報は、図のシナリオ曎新凊理ステップにお、遊技者参加型挔出やメニュヌ画面やメニュヌ項目に係る情報などを衚瀺する際に利甚される。本実斜圢態では、短抌し回抌し、長抌し、連打などの怜出も可胜ずなっおいる。 In FIG. 24, when a timer interrupt occurs, the CPU 201 saves the contents of the register to the stack area (step S1051) and then executes a button input state update process (step S1052). In this button input state update process, the input state of the operation detection signal from the operation means (effect button 13, directional key 75) is monitored, and when it is confirmed that an operation detection signal has been received, the detection information is stored in a specified area of the RAM 243. This operation detection information is used in the scenario update process (step S1008) in FIG. 23 when displaying information related to player participation effects, menu screens, and menu items. In this embodiment, it is also possible to detect short presses (single press), long presses, and repeated presses.

次いで、挔出圹物動䜜曎新凊理を実行するステップ。この挔出圹物動䜜曎新凊理では、挔出シナリオデヌタず挔出シナリオタむマずに基づき、可動䜓圹物甚のモヌタ制埡デヌタを䜜成する凊理を行う。 Next, a prop action update process is executed (step S1053). In this prop action update process, motor control data for the movable props is created based on the prop scenario data and the prop scenario timer.

次いで、・出力凊理を実行するステップ。この・出力凊理では、䞊蚘挔出圹物動䜜曎新凊理で䜜成された可動䜓圹物甚の制埡デヌタを駆動制埡郚に出力する。駆動制埡郚は、制埡デヌタに基づく制埡信号を、動䜜察象ずする可動䜓圹物の可動䜓圹物モヌタに出力しその動䜜を制埡する。これにより、挔出シナリオに沿った可動䜓圹物時蚈型圹物、花型圹物などによる可動䜓挔出が実珟される。 Next, the SOL/MOT output process is executed (step S1054). In this SOL/MOT output process, the control data for the movable body part created in the performance part operation update process is output to the drive control unit. The drive control unit outputs a control signal based on the control data to the movable body part motor of the movable body part to be operated, and controls its operation. This allows a movable body performance to be realized using the movable body part (such as the clock-shaped part 80 or the flower-shaped part 90) in accordance with the performance scenario.

次いで、液晶コマンド送信凊理を実行するステップ。この液晶コマンド送信凊理では、図のシナリオ曎新凊理ステップで䜜成された液晶コマンドが有る堎合には、衚瀺制埡郚液晶制埡に液晶コマンドを送信し、液晶衚瀺装眮に察する画像衚瀺制埡を実行させる。これにより、挔出シナリオに沿った画像挔出が実珟される。 Next, an LCD command transmission process is executed (step S1055). In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S1008) of FIG. 23, the LCD command is transmitted to the display control unit (LCD control CPU), which executes image display control on the LCD display device 36. This allows image presentation according to the presentation scenario to be realized.

次いで、情報取埗凊理を実行するステップ。この情報取埗凊理では、により蚈時される日時情報情報を取埗する。この情報は、情報に基づく挔出を珟出する際に利甚される。 Next, an RTC information acquisition process is executed (step S1056). In this RTC information acquisition process, date and time information (RTC information) kept by the RTC is acquired. This RTC information is used when producing effects based on the RTC information.

次いで、メむンルヌプ曎新カりンタをむンクリメントするステップ。このメむンルヌプ曎新カりンタは、䞊述の挔出制埡偎のメむン凊理䞭のステップでリセットされ、本凊理でむンクリメントされる。したがっお、ステップが実行される際には、メむンルヌプ曎新カりンタ倀はのいずれかずなっおいる。 Then, the main loop update counter is incremented (step S1057). This main loop update counter is reset in step S1003 during the main processing on the performance control side described above, and is incremented in this processing. Therefore, when step S1057 is executed, the main loop update counter value is one of 0 to 15.

䞊蚘ステップの凊理を終えるず、退避しおいたレゞスタの内容を埩垰しステップ、タむマ割蟌凊理を終了しお、次のタむマ割蟌みが発生するたで挔出制埡偎メむン凊理を実行する。 After completing the processing of step S1057 above, the saved register contents are restored (step S1058), the timer interrupt processing is terminated, and the main processing on the performance control side is executed until the next timer interrupt occurs.

本発明䞊蚘した第実斜圢態は、䞋蚘の構成ずするこずができる。なお括匧内は実斜圢態における察応芁玠を瀺すが、本発明はこれに限定されるものではない。 The present invention (first embodiment described above) can have the following configurations (C1) and (C2). Note that the elements in parentheses correspond to the corresponding elements in the embodiments, but the present invention is not limited to these.

構成
遊技実瞟に基づく所定情報たずえば、遊技実瞟に基づいお算出されるベヌス倀などを衚瀺可胜な特定衚瀺手段性胜衚瀺噚ず、
前蚘特定衚瀺手段に関する制埡を行う特定衚瀺制埡手段䞻制埡郚ず、
を備える遊技機であっお、
通垞遊技状態通垞状態および圓該通垞遊技状態ずは異なる特定遊技状態特定状態における前蚘遊技実瞟に基づく前蚘所定情報を算出可胜に構成された、
こずを特城ずする遊技機。
<Configuration (C1)>
A specific display means (performance display 99) capable of displaying predetermined information based on game results (for example, a base value calculated based on game results);
A specific display control means (main control unit 20) for controlling the specific display means;
A gaming machine comprising:
The predetermined information based on the game results in a normal game state (normal state) and a specific game state (specific state) different from the normal game state can be calculated.
A gaming machine characterized by:

構成
倧入賞口を開閉可胜に構成された特別電動圹物特別倉動入賞装眮ず、
遊技実瞟に基づく所定情報たずえば、遊技実瞟に基づいお算出されるベヌス倀などを衚瀺可胜な特定衚瀺手段性胜衚瀺噚ず、
前蚘特定衚瀺手段に関する制埡を行う特定衚瀺制埡手段䞻制埡郚ず、を備え、
通垞遊技状態通垞状態ず、前蚘通垞遊技状態ずは異なる特定遊技状態特定状態ず、前蚘倧入賞口を開閉する圓り状態ずを少なくずも制埡可胜な遊技機であっお、
前蚘特定遊技状態は、前蚘圓り状態圓り遊技を経由するこずなく移行可胜でありたずえば、特殊時短による埮時短状態ぞの移行、倩井機胜による特定遊技状態ぞの移行など、
前蚘特定衚瀺制埡手段は、
前蚘通垞遊技状態および前蚘特定遊技状態における前蚘遊技実瞟に基づく前蚘所定情報を算出可胜に構成されたたずえば、図の「」の欄、
こずを特城ずする遊技機。
<Configuration (C2)>
A special electric device (special variable prize winning device 52) configured to be able to open and close the large prize winning port;
A specific display means (performance display 99) capable of displaying predetermined information based on game results (for example, a base value calculated based on game results);
A specific display control means (main control unit 20) for controlling the specific display means,
A gaming machine capable of controlling at least a normal gaming state (normal state), a specific gaming state (specific state) different from the normal gaming state, and a winning state in which the big prize opening is opened and closed,
The specific game state can be transitioned to without passing through the winning state (winning game) (for example, transition to a micro-time-saving state by a special time-saving function, transition to a specific game state by a ceiling function, etc.),
The specific display control means
The predetermined information based on the game results in the normal game state and the specific game state can be calculated (for example, the “SF” column in FIG. 25 ),
A gaming machine characterized by:

なお、䞊蚘構成たたはにおいお、通垞遊技状態は、内郚遊技状態が通垞状態の堎合に限らず、通垞状態に係る遊技モヌドを採甚するこずができる。たた、特定遊技状態は、通垞遊技状態ずは異なる遊技状態内郚遊技状態たたは遊技モヌドのたたは耇数を採甚するこずができる。たた、埌述の管理遊技機の堎合、䞊蚘構成たたはにおける特定衚瀺制埡手段は、枠制埡郚がその機胜郚を有するこずができる。 In the above configuration (C1) or (C2), the normal gaming state can adopt a gaming mode related to the normal state, not limited to when the internal gaming state is normal. Also, the specific gaming state can adopt one or more gaming states (internal gaming states or gaming modes) different from the normal gaming state. Also, in the case of a managed gaming machine described below, the frame control unit 22 can have the functional unit of the specific display control means in the above configuration (C1) or (C2).

第実斜圢態
次に、本発明に係る第実斜圢態に぀いお説明する。䞊蚘第実斜圢態では、䞀般的な匟球遊技機に぀いお説明した。この第実斜圢態では、遊技者が遊技に甚いる遊技球持ち球数を電磁的に管理し、内郚に封入された遊技球を埪環的に䜿甚しお遊技を行うタむプの遊技機、いわゆる「封入匏遊技機」或いは「管理匏遊技機」ず称されるタむプの遊技機に関するものである。以䞋、第実斜圢態に係る遊技機を「管理遊技機」たたは「遊技機」ず称しお説明する。たた、管理遊技機を察象ずする実斜圢態であっおも、䞊蚘第実斜圢態で述べた遊技性図柄倉動衚瀺ゲヌムや、挔出を含む皮々の遊技性たずえば、図図、図図などを等しく適甚するこずが可胜である。したがっお、䞊蚘第実斜圢態に係る遊技性を実珟するための各皮機胜郚手段を備えるこずができる。
[Second embodiment]
Next, a second embodiment of the present invention will be described. In the first embodiment, a general pinball game machine was described. In the second embodiment, the game balls (the number of balls held) used by the player are electromagnetically managed, and the game balls enclosed inside are used cyclically to play the game, which is a type of game machine called a "sealed game machine" or a "managed game machine". Hereinafter, the game machine according to the second embodiment will be described as a "managed game machine" or a "game machine 1a". In addition, even in the embodiment that targets the managed game machine, it is possible to equally apply the gameplay described in the first embodiment (various gameplay including a pattern change display game and performance (for example, Figures 5A to 5B, Figures 6 to 7, etc.)). Therefore, it is possible to have various functional units (means) for realizing the gameplay according to the first embodiment.

管理遊技機ずは、埓来から知られおいるように、遊技機内郚で耇数所定数の遊技球遊技媒䜓を埪環させ、遊技に甚いる遊技球や遊技者に遊技球を盎接払い出すこずを䞍芁ずした遊技機である。たずえば、内郚に耇数所定数の遊技球を封入し、発射装眮により発射された遊技球を回収しお、再床、発射装眮に䟛絊するこずにより遊技球を埪環させるこずで、倖郚から遊技球を䟛絊するこずなく遊技が可胜な遊技機であるたずえば、特開、特開号公報、特開号公報、特開号公報。 As has been known for some time, a managed gaming machine is a gaming machine that circulates multiple (predetermined number) gaming balls (gaming media) inside the gaming machine, eliminating the need to use gaming balls in games or to directly pay out gaming balls to players. For example, it is a gaming machine that can be played without supplying gaming balls from outside by sealing multiple (predetermined number) gaming balls inside, collecting gaming balls launched by launching device 32, and circulating the gaming balls by supplying them again to launching device 32 (for example, JP 2002-272914, JP 2006-81599, JP 2010-142475, JP 2013-106760).

䞊蚘のような管理遊技機は、遊技機内郚に封入された遊技球を甚いお遊技を行うため、遊技者が遊技に甚いるための遊技球数持ち球数が電磁的に蚘録され管理される電磁的に蚘録蚘憶され、デヌタ化しお管理される。斯様な管理遊技機では、遊技動䜜を統括的に叞る䞻制埡郚ず、遊技機の倖郚に蚭けられた遊技球貞出装眮に察する貞出芁求や持ち球数などを管理する副制埡郚枠制埡郚ずを䞭心に構成され、䞻制埡郚偎は、図柄倉動衚瀺ゲヌムの制埡や各入賞口ぞの入賞の監芖などを行うが、枠制埡郚偎は持ち球数の管理などを行うため、䞻制埡郚は、賞球数や倧圓りの発生や図柄倉動の開始停止や遊技状態の倉化に関する情報など、遊技進行に䌎い発生する重芁な情報を、リアルタむム的に枠制埡郚偎に送信する必芁がある。そのため、䞻制埡偎ず枠制埡郚偎ずの間で、制埡負担を無闇に増加させるこずなく、円滑に情報のやり取りを行うため工倫が望たれる。本実斜圢態では、䞊蚘事情に鑑みお、制埡負担を軜枛しうる管理遊技機を提䟛するこずを目的ずする。 In the above-mentioned managed gaming machine, the player plays using game balls enclosed inside the machine, so the number of game balls (number of balls held) used by the player is electromagnetically recorded and managed (electromagnetically recorded (stored) and managed as data). Such managed gaming machines are mainly composed of a main control unit that manages the overall game operation, and a sub-control unit (frame control unit) that manages the number of balls held and requests to lend to the game ball lending device installed outside the gaming machine. The main control unit controls the game that displays the changing patterns and monitors the winning of each winning slot, but the frame control unit manages the number of balls held, so the main control unit needs to send important information that occurs as the game progresses, such as the number of winning balls, the occurrence of a jackpot, the start/stop of the pattern change, and information on changes in the game state, to the frame control unit in real time. Therefore, it is desirable to devise a way to smoothly exchange information between the main control unit and the frame control unit without unnecessarily increasing the control burden between them. In view of the above, this embodiment aims to provide a managed gaming machine that can reduce the control burden.

管理遊技機は、遊技機内郚に封入された遊技球を甚いお遊技を行う「埪環匏」の遊技機である点で、第実斜圢態に係る遊技機のように、遊技機内郚に遊技球を封入せずに、倖郚から䟛絊される遊技媒䜓を甚いお遊技を行う「非埪環匏」の遊技機䞀般的遊技機ずは異なる。このため、䞊受け皿や球抜きボタンなどは蚭けられおいない。その替りに、持ち球数が、電磁的方匏により蚘録・管理され、その結果珟圚の持ち球数が、所定の衚瀺噚衚瀺噚により衚瀺されるようになっおいる。 The managed gaming machine is a "circulating" gaming machine in which games are played using game balls enclosed inside the gaming machine, and differs from "non-circulating" gaming machines (general gaming machines) in which games are played using game media supplied from the outside, without enclosing game balls inside the gaming machine, such as the gaming machine of the first embodiment. For this reason, there is no upper tray 9 or ball removal button 14. Instead, the number of balls held is recorded and managed electromagnetically, and the result (current number of balls held) is displayed on a specified display (LED display).

本実斜圢態では、遊技者が保有する遊技球数持ち球数を衚瀺可胜な遊技球数衚瀺装眮図参照が蚭けられおいる。遊技球数衚瀺装眮は、遊技者が芖認し易いように、遊技機の適宜な䜍眮、たずえば、図の䞊受け皿ナニットに盞圓する䜍眮などに圢成されおいる図、図む参照。 In this embodiment, a game ball count display device 77 (see FIG. 32) is provided that can display the number of game balls (number of balls held) owned by the player. The game ball count display device 77 is formed in an appropriate position on the gaming machine 1a so that it is easy for the player to see, such as a position corresponding to the upper tray unit 8 in FIG. 1 (see FIG. 1 and FIG. 32(a)).

遊技者の持ち球数は、たずえば、打ち始めを「個」ずした堎合、基本的には、発射装眮から発射された遊技球アりト球打ち蟌み数を「個」、賞球数セヌフ球入賞による賞球を「個」、球貞出装眮による䟛絊された貞遊技球を「個」ずした堎合、「」個で算出される。たずえば、打ち始めを「個」、アりト球数が個、セヌフ球が個、貞遊技球が個であれば、珟圚の持ち球が「個」打ち始め個差玉個個の状態ずなり、この持ち球情報持ち球数が遊技球数衚瀺装眮に衚瀺されるこずになる。実際には、埌述のファヌル球などを考慮しお、正確な持ち球数がリアルタむムに蚈枬され、その蚈枬された持ち球数が遊技球数衚瀺装眮に衚瀺される。なお、持ち球数がれロの状態になるず発射動䜜が停止され、遊技を続行するためには、球貞出装眮から遊技球を䟛絊する必芁がある。したがっお、持ち球数自䜓はれロ持ち球数になるこずはあるが、マむナスの状態になるこずはない。 For example, if the player starts playing with "P balls," the number of balls he or she has is calculated as "(P+Y+Z)-X" if the number of game balls (out balls: shot in balls) shot from the launching device 32 is "X balls," the number of prize balls (safe balls: prize balls for winning) is "Y balls," and the number of loaned game balls provided by the ball loaning device is "Z balls." For example, if the player starts playing with "100 balls," the number of out balls is 4,000, the number of safe balls is 3,000, and the number of loaned game balls is 2,000, the current number of balls he or she has is "+1,100 balls" (100 balls at the start of playing + 1,000 balls difference = 1,100 balls), and this ball information (number of balls he or she has) is displayed on the game ball number display device 77. In reality, the exact number of balls he or she has is measured in real time, taking into account foul balls, which will be described later, and the measured number of balls he or she has is displayed on the game ball number display device 77. When the number of balls held reaches zero, the ball release operation stops, and in order to continue playing, balls must be supplied from the ball dispenser. Therefore, although the number of balls held may reach zero (number of balls held = 0), it never becomes negative.

持ち球がれロでない堎合であっおも、発射制埡信号が出力されおいない堎合発生制埡信号の堎合や、発射停止スむッチが操䜜されおいる堎合などは、いくら発射操䜜ハンドルを操䜜しおも発射動䜜は行われず、遊技球が発射されるこずはない。この点は、第実斜圢態ず同様である。 Even if the number of balls held is not zero, if the launch control signal is not output (if the generation control signal is OFF) or if the launch stop switch is operated, no launch operation will be performed no matter how much the launch operation handle 15 is operated, and no game balls will be launched. This is the same as in the first embodiment.

制埡装眮図
図を参照しお、本実斜圢態に係る遊技機の遊技動䜜制埡を叞る制埡装眮に぀いお説明する。図は、その制埡装眮の抂芁を瀺す制埡ブロック図であり、同図むには、遊技機の抂略構成図を瀺しおある。なお、図においお、図図に瀺す芁玠ず基本的に同じ働きをする芁玠に぀いおは同じ笊号を付し、その詳现な説明に぀いおは重耇蚘茉を避けるために適宜省略する。
<2A. Control device: Fig. 32>
The control device that controls the game operation of the gaming machine according to this embodiment will be described with reference to Fig. 32. Fig. 32 is a control block diagram showing the outline of the control device, and Fig. 32 (A) shows a schematic diagram of the gaming machine 1a. In Fig. 32, elements that basically have the same functions as those shown in Figs. 1 to 3 are given the same reference numerals, and detailed descriptions thereof will be omitted as appropriate to avoid duplication.

本実斜圢態に係る管理遊技機の制埡装眮は、図瀺のように、䞻制埡郚ず、挔出制埡郚ず、䞻制埡郚からの情報コマンド埌述の「遊技機蚭眮情報通知電文」、「遊技機情報通知電文」などを受けお、持ち球数や性胜情報に係る管理を総括的に叞る枠制埡基板以䞋「枠制埡郚」ず称するず、電源基板図瀺せずず、を䞭心に構成される。なお、図においお電源䟛絊ルヌトは省略しおある。たた図むは、本実斜圢態に係る管理遊技機遊技機の説明に䟛するものであり、管理遊技機の抂略正面図を瀺したものである。この実斜圢態の堎合、䞻制埡郚は遊技盀の液晶衚瀺装眮の裏面偎に配蚭され、枠制埡郚は前面操䜜パネルの裏面偎に配蚭されおいる。 As shown in the figure, the control device of the managed gaming machine according to this embodiment is mainly composed of a main control unit 20, a performance control unit 24, a frame control board 22 (hereinafter referred to as the "frame control unit 22") that receives information commands from the main control unit 20 (such as the "gaming machine installation information notification message" and "gaming machine information notification message" described later) and generally manages the number of balls and performance information, and a power supply board (not shown). Note that the power supply route is omitted in FIG. 32. Also, FIG. 32 (A) is used to explain the managed gaming machine (gaming machine 1a) according to this embodiment, and shows a schematic front view of the managed gaming machine. In this embodiment, the main control unit 20 is arranged on the back side of the liquid crystal display device 36 of the gaming board 3, and the frame control unit 22 is arranged on the back side of the front operation panel 7.

枠制埡郚
枠制埡郚は、枠制埡を内蔵したマむクロプロセッサを搭茉するずずもに、遊技球数の蚈数や性胜情報衚瀺制埡のための制埡手順を蚘述した制埡プログラムの他、制埡に必芁な皮々のデヌタを栌玍する枠制埡ず、ワヌク゚リアやバッファメモリずしお機胜する枠制埡ずを搭茉ししたマむクロコンピュヌタを䞭心に構成され、所定の衚瀺装眮遊技数衚瀺装眮や、性胜衚瀺噚などの衚瀺装眮に察する衚瀺制埡郚、割蟌みコントロヌラ回路、リセット回路、回路など必芁な機胜が搭茉されおいる。たた、枠制埡郚は、䞻制埡郚ず同じく、必芁なデヌタをバックアップするバックアップ機胜も備えおいる。
(2A-3. Frame Control Unit 22)
The frame control unit 22 is comprised mainly of a microcomputer equipped with a microprocessor having a built-in CPU (frame control CPU), a ROM (frame control ROM) for storing various data required for control, a RAM (frame control RAM) that functions as a work area or buffer memory, a control program that describes the control procedures for counting the number of game balls and controlling the display of performance information, and a display control unit for a predetermined display device (display device such as the number of game balls display device 77 or the performance display device 99), an interrupt controller circuit, a reset circuit, a WDT circuit, and other necessary functions. In addition, like the main control unit 20, the frame control unit 22 also has a backup function for backing up necessary data.

この枠制埡郚の䞻な圹割は、持ち球情報持ち球数の管理持ち球数の蚈枬リアルタむム蚈枬、持ち球数の蚘憶など持ち球数管理手段、性胜情報の管理ベヌス倀算出に必芁なデヌタの管理、ベヌス倀の算出などベヌス倀管理手段、性胜衚瀺噚に察する性胜情報の衚瀺制埡、遊技数衚瀺装眮の持ち球数の衚瀺制埡、遊技球の埪環機胜・排出機胜に察する制埡、発射装眮に察する発射制埡、䞻制埡郚ずの電文の通信制埡電文に぀いおの詳现は埌述する、倖郚ナニットずの通信制埡球貞出装眮、ホヌルコンピュヌタ、デヌタカりンタなどの倖郚装眮に察する通信制埡などである。 The main roles of the frame control unit 22 are to manage ball information (number of balls held) (measuring the number of balls held (real-time measurement), storing the number of balls held, etc.: ball number management means), manage performance information (managing the data necessary for calculating the base value, calculating the base value, etc.: base value management means), control the display of performance information on the performance display device 99, control the display of the number of balls held on the game count display device 77, control the circulation and discharge functions of the game balls, launch control for the launch device 32, control of message communication with the main control unit 20 (details about messages will be described later), and control of communication with external units (communication control with external devices such as the ball lending device, hall computer HC, data counter DT, etc.).

枠制埡郚には、発射制埡基板発射制埡郚ず、発射制埡基板を介しお発射装眮が接続されおいる。この実斜圢態の堎合、発射装眮は、図むに瀺すように、遊技機の正面巊䞊隅郚に配蚭されおいるが、発射装眮は、第実斜圢態ず略同䞀の䜍眮遊技機正面巊䞋隅郚に配蚭しおもよい。 The frame control unit 22 is connected to a launch control board (launch control unit) 28 and a launch device 32 via the launch control board 28. In this embodiment, the launch device 32 is disposed in the upper left corner of the front of the gaming machine 1a as shown in FIG. (A), but the launch device 32 may be disposed in approximately the same position as in the first embodiment (the lower left corner of the front of the gaming machine).

枠制埡郚には、発射制埡基板が接続され、発射制埡基板に察しお発射制埡信号を送信可胜ずなっおいる。枠制埡郚は、基本的には、持ち球があるずきは発射制埡信号を出力発射制埡信号しお発射動䜜蚱可状態に制埡するが、持ち球数がれロの状態になるず、発射制埡信号を発射犁止状態に制埡しお、発射装眮による発射動䜜を盎ちに停止させるようになっおいる。 The frame control unit 22 is connected to the launch control board 28, and is capable of transmitting a launch control signal to the launch control board 28. Basically, when there are balls in hand, the frame control unit 22 outputs a launch control signal (launch control signal ON) and controls the launch operation to a permitted state, but when the number of balls in hand becomes zero, it controls the launch control signal to OFF (launch prohibited state) and immediately stops the launch operation by the launch device 32.

なお、䞻制埡郚も発射制埡基板に察しお発射制埡信号を送信可胜ずなっおおり、䞻制埡郚偎が盎接的に発射装眮の「発射蚱可発射停止」の制埡が可胜ずなっおいる。本実斜圢態の堎合、発射装眮による発射動䜜は、枠制埡郚および䞻制埡郚からの発射制埡信号がいずれもである堎合には「発射蚱可状態」に制埡され、枠制埡郚および䞻制埡郚の少なくずもいずれか䞀方からの発射制埡信号がの堎合には「発射犁止停止状態」に制埡されるようになっおいる。䞻制埡郚は、電源投入埌、遊技開始条件が敎うず発射制埡信号を出力発射制埡信号しお、発射動䜜を蚱可発射動䜜蚱可状態に制埡するが埌述の図のステップ参照、遊技停止時たずえば、遊技進行に重倧な圱響を䞎え埗る深刻な゚ラヌが生じた堎合などの他、扉開攟センサから扉開攟信号開攟状態が入力された堎合には盎ちに発射制埡信号をにしお、発射動䜜を停止発射動䜜犁止状態に制埡させる発射動䜜に係る即応答機胜。たた䞻制埡郚は、扉開攟信号が所定時間継続しお入力された堎合たずえば、間継続しお扉開攟状態を怜出した堎合、扉開攟゚ラヌが発生したずしお、扉開攟゚ラヌコマンドを挔出制埡郚に送信しお、挔出手段による扉開攟゚ラヌ報知を実行させるようになっおいる扉開攟゚ラヌ報知に係る遅応答機胜。この点に぀いおの詳现は、埌述の第実斜圢態にお説明する。 The main control unit 20 can also send a launch control signal to the launch control board 28, allowing the main control unit 20 to directly control the "launch permission/launch stop" of the launch device 32. In this embodiment, the launch operation by the launch device 32 is controlled to a "launch permission state" when the launch control signals from the frame control unit 22 and the main control unit 20 are both ON, and is controlled to a "launch prohibition (stop) state" when the launch control signal from at least one of the frame control unit 22 and the main control unit 20 is OFF. After the power is turned on, when the game start conditions are met, the main control unit 20 outputs a launch control signal (launch control signal ON) to permit the launch operation (control to the launch operation permitted state) (see step S037 in FIG. 33B described later), but when the game is stopped (for example, when a serious error that may seriously affect the game progress occurs), or when a door open signal ON (open state) is input from the door open sensor 61, the launch control signal is immediately turned OFF to stop the launch operation (control to the launch operation prohibited state) (immediate response function related to the launch operation). In addition, when the door open signal ON is input continuously for a predetermined time (for example, when the door open state is detected continuously for 200 ms), the main control unit 20 determines that a door open error has occurred and transmits a door open error command to the performance control unit 24 to execute a door open error notification by the performance means (delayed response function related to the door open error notification). Details of this point will be explained in the fourth embodiment described later.

たた枠制埡郚には、埪環ナニットず、研磚ナニットずが接続され、これらナニットを制埡可胜ずなっおいる。埪環ナニットは、発射装眮から遊技領域に向けお発射された遊技球アりト球を回収し、その回収した遊技球を発射装眮ぞず䟛絊する埪環手段ずしお機胜し、埪環機構揚䞊機構などを含むず埪環機構を駆動する駆動モヌタずを含んで構成される。たた研磚ナニットは、埪環䞭の遊技球を研磚する汚れを陀去する研磚手段ずしお機胜し、遊技球に察する研磚機構ず研磚機構を駆動する駆動モヌタずを含んで構成される。 The frame control unit 22 is also connected to a circulation unit 73 and a polishing unit 74, and is capable of controlling these units. The circulation unit 73 functions as a circulation means that collects game balls (out balls) launched from the launching device 32 toward the game area 3a and supplies the collected game balls to the launching device 32, and is composed of a circulation mechanism (including a lifting mechanism, etc.) and a drive motor that drives the circulation mechanism. The polishing unit 74 functions as a polishing means that polishes (removes dirt from) the game balls during circulation, and is composed of a polishing mechanism for the game balls and a drive motor that drives the polishing mechanism.

発射された遊技球の遊動過皋に぀いお
発射装眮から発射された遊技球の遊動過皋は次のようになる。図むを参照しお、発射装眮から発射された遊技球は、図瀺のように、遊技領域内を遊動しながら、入賞口ここでは、䞊始動口、倧入賞口を䟋瀺しおあるたたはアりト口に入球し、遊技領域から排出される。遊技領域から排出された遊技球は、埪環通路を通じお回収される。埪環通路には、排出された遊技球を発射装眮が䜍眮する䞊郚偎䜍眮ぞず揚䞊させる揚䞊機構が蚭けられおおり、この揚䞊機構には、研磚ナニットが蚭けられおいる。回収された遊技球は、研磚ナニットにより磚かれながら、再床、発射装眮ぞず䟛絊される。
(About the movement of the launched ball)
The process of movement of the game balls launched from the launching device 32 is as follows. Referring to Fig. 32 (A), the game balls launched from the launching device 32 move within the game area 3a as shown in the figure, enter the winning hole (here, the upper start hole 34 and the large winning hole 50 are exemplified) or the out hole 49, and are discharged from the game area 3a. The game balls discharged from the game area 3a are collected through the circulation path R. The circulation path R is provided with a lifting mechanism that lifts the discharged game balls to the upper position where the launching device 32 is located, and this lifting mechanism is provided with a polishing unit 74. The collected game balls are polished by the polishing unit 74 and are supplied to the launching device 32 again.

ずころで管理遊技機では、発射した遊技球を回収しお䜕回も利甚するこずになるため、遊技球に汚れが付着しおいるず、玉詰たり等の原因ずなるため、研磚ナニットにより遊技球の汚れなどを陀去するようになっおいる。しかし経幎により、研磚ナニットが汚損されお性胜が䜎䞋しおいくため、定期的に亀換する必芁が生じる。そのため、研磚ナニット自䜓は、容易に換装可胜な構造ずなっおいる。なお、研磚ナニットが装着されおいない状態であったずしおも、回収した遊技球を正垞に発射装眮ぞず䟛絊可胜ずなっおおり、発射操䜜は可胜ずなっおいる。 In managed gaming machines, the launched game balls are collected and used multiple times. If the game balls become dirty, it can cause ball clogging, so the polishing unit 74 is used to remove dirt from the game balls. However, over time, the polishing unit 74 becomes dirty and its performance deteriorates, making it necessary to replace it periodically. For this reason, the polishing unit 74 itself is designed to be easily replaceable. Even if the polishing unit 74 is not installed, the collected game balls can be normally supplied to the launching device 32, and the launching operation is possible.

䞊述のように、研磚ナニットは、定期的に亀換を芁する消耗品であるため、パチンコホヌルの埓業員等に察しお研磚ナニットの亀換時期を容易に把握可胜ずするこずが望たれる。そこで本実斜圢態では、遊技機の前扉を開攟させた状態で芖認可胜な䜍眮に研磚ナニットの亀換時期を瀺す亀換時期衚瀺シヌル亀換時期衚瀺手段を蚭けおある。これにより、ホヌル関係者が研磚ナニットの亀換時期を把握可胜ずなる。亀換時期衚瀺シヌルは、その芋易さを考慮しお、研磚ナニットの近傍や、埪環通路の呚蟺などに蚭けるこずが奜たしい。 As mentioned above, the polishing unit 74 is a consumable item that requires periodic replacement, so it is desirable for pachinko parlor employees and the like to be able to easily know when it is time to replace the polishing unit 74. Therefore, in this embodiment, a replacement time display sticker (replacement time display means) indicating when it is time to replace the polishing unit 74 is provided in a position that is visible when the front door of the gaming machine is open. This allows parlor personnel to know when it is time to replace the polishing unit 74. Taking into consideration its ease of viewing, it is preferable to provide the replacement time display sticker near the polishing unit 74 or around the circulation passage R.

なお、研磚ナニットの亀換時期に぀いおは、挔出手段を甚いお報知可胜に構成しおもよい。たずえば、電源投入時に、亀換を促したり、亀換時期が到来したこずを知らせる「亀換時期報知挔出」を珟出可胜に構成するこずができる。具䜓的には、液晶衚瀺装眮に専甚の画像を衚瀺したり、装食ランプや挔出甚を専甚の態様で発光させたり、スピヌカから専甚音を発報したりするこずができる。亀換時期に぀いおは、枠制埡郚に、その期間情報を蚘憶しおおくためのバックアップ手段、亀換時期を刀定可胜な刀定手段等の機胜郚を蚭け、たずえば、遊技機の遊技機の垂堎投入日から所定期間たずえば、幎経過したず刀断した堎合、亀換時期報知挔出を実行するように構成するこずができる。なお、枠制埡郚に、所定の操䜜ボタン操䜜手段を蚭け、この操䜜ボタンを操䜜しながら電源を投入した堎合に、亀換時期報知挔出を実行するように構成しおもよい。たた、亀換時期報知挔出は、垂堎投入日やパチンコホヌルに蚭眮しおからの経過日数や、亀換時期たでの残䜙期間などを報知可胜な挔出態様ずするこずができる。たた、研磚ナニットの亀換時期等を報知するだけでなく、研磚ナニットの亀換を適切に行うための亀換モヌド怜査モヌドを実行可胜に構成しおもよい。この亀換モヌドでは、たずえば、研磚ナニットが正しく取り付けられおいるかなど、研磚ナニットに察する䞍具合をチェックするこずができる。 The replacement time of the polishing unit 74 may be notified by using a presentation means. For example, when the power is turned on, a "replacement time notification presentation" that urges replacement or notifies that the replacement time has arrived can be made to appear. Specifically, a dedicated image can be displayed on the liquid crystal display device 36, a decorative lamp or a presentation LED can be made to emit light in a dedicated manner, or a dedicated sound can be emitted from a speaker. Regarding the replacement time, the frame control unit 22 can be provided with a backup means for storing the period information, a determination means capable of determining the replacement time, and other functional units, and can be configured to execute a replacement time notification presentation when it is determined that a predetermined period (for example, two years) has passed since the date of market launch of the gaming machine. The frame control unit 22 may be provided with a predetermined operation button (operation means), and can be configured to execute a replacement time notification presentation when the power is turned on while operating this operation button. The replacement time notification presentation can be a presentation mode that can notify the market launch date, the number of days since installation in a pachinko parlor, the remaining period until the replacement time, etc. In addition to notifying the user when it is time to replace the polishing unit 74, the device may be configured to execute a replacement mode (inspection mode) for properly replacing the polishing unit 74. In this replacement mode, the device can check for defects in the polishing unit 74, such as whether the polishing unit 74 is installed correctly.

なお、遊技球の発射を行う発射装眮、埪環ナニット、研磚ナニットなどは、公知の適宜な構成たずえば、特開号の発射手段、埪環手段、研磚手段、図図を適宜採甚可胜である。 The launching device 32 that launches the game balls, the circulation unit 73, the polishing unit 74, etc. can be appropriately configured as known in the art (for example, the launching means 53, the circulation means 54, and the polishing means 55 of JP 2013-106760 A, Figures 1 to 11).

たた枠制埡郚には、玉抜きナニットず、玉抜きナニットを䜜動させるための玉抜きスむッチずが接続されおいる。 The frame control unit 22 is also connected to a ball removal unit 72 and a ball removal switch 62 for activating the ball removal unit 72.

玉抜きナニットは、内郚に封入された遊技球を遊技機本䜓から遊技機倖郚ぞず排出させるための排出手段を備える。排出手段は、封入された遊技球を遊技機倖郚に排出可胜な機胜を有するものであればよく、たずえば、発射装眮に䟛絊される埪環通路ず、封入された遊技球を倖郚に排出するための排出通路䞍図瀺ずを、電気的駆動源たずえば、電磁゜レノむドにより切り替え可胜な通路切替機構などである。たた、玉抜きナニットは通路切替機構が排出通路偎の「玉抜き状態」に切り替えられおいるか、そうでない埪環通路偎の「非玉抜き状態」であるかを怜出する「玉抜き状態怜出スむッチ䞍図瀺」も備えおいる。 The ball removal unit 72 is equipped with a discharge means for discharging the game balls enclosed therein from the main body of the gaming machine to the outside of the gaming machine. The discharge means may be anything capable of discharging the enclosed game balls to the outside of the gaming machine, such as a path switching mechanism that can switch between the circulation path R that is supplied to the launching device 32 and a discharge path (not shown) for discharging the enclosed game balls to the outside using an electrical drive source (e.g., an electromagnetic solenoid). The ball removal unit 72 also has a "ball removal state detection switch (not shown)" that detects whether the path switching mechanism is switched to the "ball removal state" on the discharge path side or the "non-ball removal state" on the circulation path R side.

玉抜きスむッチは、ホヌル店員などが操䜜可胜な抌しボタン匏スむッチたずえば、オルタネむトスむッチやモヌメンタリスむッチなどであり、枠制埡郚は、玉抜きスむッチの怜出信号に基づき、玉抜きナニットにおける䞊蚘排出手段通路切替機構を駆動制埡する。たずえば、玉抜きスむッチを操䜜した堎合玉抜きスむッチからの怜出信号がである堎合には「玉抜き状態から非玉抜き状態」に切り替え、玉抜きスむッチを操䜜した堎合玉抜きスむッチからの怜出信号がである堎合には「非玉抜き状態から玉抜き状態」に切り替える。 The ball removal switch 62 is a push button switch (such as an alternate switch or a momentary switch) that can be operated by a hall staff member or the like, and the frame control unit 22 drives and controls the discharge means (pathway switching mechanism) in the ball removal unit 72 based on the detection signal of the ball removal switch 62. For example, when the ball removal switch 62 is turned ON (when the detection signal from the ball removal switch 62 is ON), it switches from the "ball removal state to the non-ball removal state", and when the ball removal switch 62 is turned OFF (when the detection signal from the ball removal switch 62 is OFF), it switches from the "non-ball removal state to the ball removal state".

たた、枠制埡郚は、䞊蚘玉抜き状態怜出スむッチからの怜出情報に基づき、玉抜き状態であるか吊かを監芖する機胜郚玉抜き状態監芖手段を備えおいる。なお、「玉抜き状態⇔非玉抜き状態」の切り替えは、玉抜きスむッチの操䜜に応じお゜フトりェア的に切り替え制埡するものに限らず、手動により切り替え可胜なものであっおもよい。ただし、いずれの堎合も、玉抜き状態怜出スむッチを蚭け、玉抜き状態であるか吊かを監芖可胜に構成するこずが奜たしい。 The frame control unit 22 also has a functional unit (ball removal state monitoring means) that monitors whether or not the ball is being removed based on the detection information from the ball removal state detection switch. Note that the switching between "ball removal state ⇔ non-ball removal state" is not limited to being controlled by software in response to the ON/OFF operation of the ball removal switch 62, but may also be manually switchable. However, in either case, it is preferable to provide a ball removal state detection switch and configure it so that it can be monitored whether or not the ball is being removed.

たた枠制埡郚には性胜衚瀺噚が接続され、枠制埡郚は、これを衚瀺制埡するための制埡信号を送信可胜ずなっおいる。枠制埡郚は、性胜情報ベヌス倀に関する衚瀺制埡ベヌス倀の算出、性胜衚瀺噚に察する衚瀺制埡などを行う。性胜情報に関する衚瀺制埡凊理の基本的な内容は、実質的に第実斜圢態ず同じであるが、この第実斜圢態の堎合は、䞻制埡郚から送られおくる電文情報を利甚しお、性胜情報に関する衚瀺制埡を行うようになっおいる点が、第実斜圢態ずは異なる埌述の図。特に、図ホ参照。 The frame control unit 22 is also connected to a performance display unit 99, and is capable of transmitting a control signal for controlling the display of the performance display unit 99. The frame control unit 22 performs display control of the performance information (base value) (calculation of the base value, display control of the performance display unit 99, etc.). The basic content of the display control process of the performance information is substantially the same as that of the first embodiment, but the second embodiment differs from the first embodiment in that display control of the performance information is performed using the telegram information sent from the main control unit 20 (see Figures 50A to 53F below, in particular Figure 50F (E)).

たた枠制埡郚には、持ち球数に関する情報を衚瀺可胜な遊技球数衚瀺装眮が接続され、枠制埡郚は、これを衚瀺制埡するための制埡信号を送信可胜ずなっおいる。なお、遊技球数衚瀺装眮は、持ち球情報の他、゚ラヌ皮別を特定可胜な゚ラヌコヌドも衚瀺可胜ずなっおいる。 The frame control unit 22 is also connected to a game ball count display device 77 capable of displaying information related to the number of balls held, and the frame control unit 22 is capable of transmitting a control signal for controlling the display of this. In addition to the ball information, the game ball count display device 77 is also capable of displaying an error code that can identify the type of error.

たた枠制埡郚には、入球通路カりントセンサず、非入球通路カりントセンサず、枛算機構カりントセンサずが接続され、枠制埡郚は、これらスむッチからの怜出信号を受信可胜ずなっおいる。 The frame control unit 22 is also connected to a ball-entering passage count sensor 66, a ball-entering passage count sensor 67, and a subtraction mechanism count sensor 68, and is capable of receiving detection signals from these switches.

入球通路カりントセンサは、アりト球を怜出する怜出手段であり、その機胜は監芖スむッチず同じである。 The ball entry passage count sensor 66 is a detection means for detecting out balls, and its function is the same as that of the OUT monitoring switch 49a.

たた、非入球通路カりントセンサは、いわゆる「ファヌル球戻り球」発射装眮によっお発射されたにもかかわらず、遊技領域に到達しなかった遊技球を怜出するファヌル球怜出手段ずしお機胜する。本実斜圢態では、発射装眮から発射された遊技球が遊技領域に到達しなかった堎合、非入球通路䞍図瀺を通じお発射装眮ぞず再䟛絊されるようになっおおり、その遊技球は「ファヌル球」ずしお、非入球通路カりントセンサにより怜出可胜ずなっおいる。 The non-entered ball passage count sensor 67 also functions as a foul ball detection means for detecting so-called "foul balls (returned balls)" (game balls that were launched by the launch device 32 but did not reach the game area 3a). In this embodiment, if a game ball launched from the launch device 32 does not reach the game area 3a, it is resupplied to the launch device 32 through a non-entered ball passage (not shown), and the game ball can be detected as a "foul ball" by the non-entered ball passage count sensor 67.

たた、枛算機構カりントセンサは、発射装眮から発射される遊技球実射球を怜出する実射怜出手段ずしお機胜する。 The subtraction mechanism count sensor 68 also functions as a live shot detection means for detecting the game ball (live shot ball) shot from the launch device 32.

枠制埡郚は、持ち球数の管理に぀いお、持ち球算出に必芁な情報、具䜓的には、入球通路カりントセンサ、非入球通路カりントセンサ、枛算機構カりントセンサなどからの怜出情報の他、埌述の賞球数情報賞球数に係るカりント情報を含む遊技機情報通知電文図、図図参照に基づいお、珟圚の持ち球数をリアルタむムに算出し、その結果を遊技球数衚瀺装眮に衚瀺させる。すなわち、枠制埡郚は、持ち球数の管理可胜な持ち球数管理手段を有し、持ち球数管理手段は、アりト球数アりト球管理手段、セヌフ球数セヌフ球管理手段、実射球数発射球管理手段、ファヌル球数ファヌル球管理手段をそれぞれ把握し、たた䞻制埡郚から送られおくる遊技機情報通知電文に含たれる賞球数情報を把握し、これらの情報から、珟圚の持ち球数を算出可胜ずなっおいる。 The frame control unit 22 calculates the current number of balls in real time based on the information required for ball calculation, specifically, detection information from the ball entry passage count sensor 66, non-ball entry passage count sensor 67, subtraction mechanism count sensor 68, etc., as well as the gaming machine information notification message (see Figures 49, 50A to 50C) containing the prize ball number information (count information related to the number of prize balls) described below, and displays the result on the gaming ball number display device 77. In other words, the frame control unit 22 has a ball number management means capable of managing the number of balls in possession, and the ball number management means grasps the number of out balls (out ball management means), the number of safe balls (safe ball management means), the number of actual shot balls (shot ball management means), and the number of foul balls (foul ball management means), and also grasps the prize ball number information contained in the gaming machine information notification message sent from the main control unit 20, and is able to calculate the current number of balls from this information.

なお、ファヌル球は遊技領域に到達しおいなため、持ち球数に぀いおは“ノヌカりント”ずしお凊理される。詳述すれば、発射装眮から発射された実射球個が枛算機構カりントセンサにより怜出された堎合は持ち球数から遊技球個が枛算されるが珟圚の持ち球数発射球枛算凊理、その実射球がファヌル球ずしお非入球通路カりントセンサにより怜出された堎合は、珟圚の持ち球数にファヌル球個分が加算され珟圚の持ち球数個発射埌の持ち球数ファヌル球加算凊理、結果的に、持ち球数の増枛はノヌカりントずなる。たた、埌述の倖郚ナニット球貞出装眮に蚭けられた球貞しボタン玉貞芁求スむッチが操䜜されお、球貞出装眮から所定数の遊技球貞出遊技球数デヌタが䟛絊された堎合、その貞出球数が珟圚の持ち球数に加算珟圚の持ち球数貞出球数されるようになっおいる。 In addition, since the foul ball does not reach the play area 3a, the number of balls held is treated as "no count". In detail, when one actual shot ball shot from the launching device 32 is detected by the subtraction mechanism count sensor 68, one game ball is subtracted from the number of balls held (current number of balls held - 1: shot ball subtraction process), but when the actual shot ball is detected as a foul ball by the non-entering ball passage count sensor 67, one foul ball is added to the current number of balls held (current number of balls held (number of balls held after one shot) + 1: foul ball addition process), and as a result, the increase or decrease in the number of balls held is 0 (no count). In addition, when the ball lending button (ball lending request switch 87) provided on the external unit SC (ball lending device) described later is operated and a predetermined number of game balls (lend game ball number data) is supplied from the ball lending device, the number of lent balls is added to the current number of balls held (current number of balls held + number of lent balls).

たた枠制埡郚には、性胜情報に関する栌玍領域領域倖を陀く、領域内領域たずえば、珟圚の持ち球数や持ち球数の算出などに利甚される栌玍領域)を初期化する枠甚クリアスむッチず、所定の゚ラヌを解陀するための゚ラヌ解陀スむッチず、持ち球数を初期化する遊技球クリアスむッチずが接続され、枠制埡郚はこれらからの怜出信号を受信可胜ずなっおいる。 The frame control unit 22 is also connected to a frame RAM clear switch 63, which initializes the in-area RAM area (for example, the storage area used for the current number of balls held and the calculation of the number of balls held, etc.) excluding the storage area for performance information (external RAM), an error release switch 64 for releasing a specified error, and a game ball clear switch 65 for initializing the number of balls held, and the frame control unit 22 is capable of receiving detection signals from these.

たた、枠制埡郚には、倖郚接続端子基板が接続され、倖郚接続端子基板には、倖郚装眮ずしおの倖郚ナニット倖郚通信専甚ナニットが着脱可胜に接続されおいる。枠制埡郚は、倖郚接続端子基板を介しお、倖郚ナニットに察しお所定の情報たずえば、遊技球蚈数情報、遊技機蚭眮情報、性胜情報、特定情報デヌタカりンタやホヌルコンピュヌタが芁する情報、封入された遊技球数情報、遊技球の貞出数情報、遊技球の貞出受領結果などを送信可胜ずなっおいる。たた、倖郚ナニットは、球貞出装眮、ホヌルコンピュヌタ、デヌタカりンタ、たたは党囜のパチンコホヌルに蚭眮された遊技機に関する情報を統括的に管理する遊技機情報センタ図瀺せずなど、他の倖郚装眮ずの間の通信を制埡するための制埡装眮ずしお機胜する。 The frame control unit 22 is also connected to an external connection terminal board 85, and an external unit SC (unit dedicated to external communication) as an external device is detachably connected to the external connection terminal board 85. The frame control unit 22 is capable of transmitting predetermined information (for example, game ball count information, game machine installation information, performance information, specific information (information required by the data counter DT and hall computer HC), information on the number of enclosed game balls, information on the number of loaned game balls, loaned game ball receipt results, etc.) to the external unit SC via the external connection terminal board 85. The external unit SC also functions as a control device for controlling communication with other external devices, such as the ball loan device, hall computer HC, data counter DT, or a game machine information center (not shown) that collectively manages information on game machines installed in pachinko halls nationwide.

なお本実斜圢態の堎合、扉開攟センサは、図に瀺すように、枠制埡郚ず䞻制埡郚の双方に接続され、その怜出信号が入力可胜ずなっおいる。具䜓的には、枠制埡郚ず䞻制埡郚は、それぞれ扉開攟センサからの怜出信号を受信可胜であり、これら制埡郚、は、それぞれ独立しお、扉開攟センサからの怜出信号に基づく所定の゚ラヌ凊理扉開攟に係る゚ラヌ凊理を実行可胜ずなっおいる。 In this embodiment, as shown in FIG. 32, the door open sensor 61 is connected to both the frame control unit 22 and the main control unit 20, and its detection signal can be input. Specifically, the frame control unit 22 and the main control unit 20 can each receive a detection signal from the door open sensor 61, and these control units 20, 22 can each independently execute a predetermined error process (error process related to door opening) based on the detection signal from the door open sensor 61.

詳しくは、䞻制埡郚は、扉開攟センサからの怜出信号に基づいお、扉開攟゚ラヌを監芖し、扉開攟゚ラヌである堎合には、枠制埡郚にその旚を通知するこずなく扉開攟センサの怜出情報扉開攟・閉鎖情報に関する電文は枠制埡郚に察しお送信しない、扉開攟゚ラヌコマンドを挔出制埡郚に送信しお、挔出制埡郚に扉開攟゚ラヌ報知を挔出手段に実行させる。他方、枠制埡郚は、扉開攟センサからの怜出信号に基づいお、扉開攟゚ラヌを監芖し、扉開攟゚ラヌである堎合には、䞻制埡郚にその旚を通知するこずなく扉開攟センサの怜出情報扉開攟・閉鎖情報に関する電文は䞻制埡郚に察しお送信しない、所定の倖端信号ここでは、扉開攟に係るセキュリティ信号を倖郚接続端子基板に出力する。倖郚接続端子基板から出力された倖端信号扉開攟に係るセキュリティ信号は、倖郚ナニットを介しお、倖郚装眮たずえば、ホヌルコンピュヌタ、デヌタカりンタ、遊技機情報センタなどに送信され、倖郚装眮が遊技機の状態ここでは、扉開攟゚ラヌが生じた旚が把握可胜ずなっおいる。 In detail, the main control unit 20 monitors for a door open error based on the detection signal from the door open sensor 61, and if a door open error occurs, it sends a door open error command to the performance control unit 24 without notifying the frame control unit 22 of the error (it does not send a message related to the detection information (door open/close information) of the door open sensor 61 to the frame control unit 22), causing the performance control unit 24 to execute a door open error notification in the performance means. On the other hand, the frame control unit 22 monitors for a door open error based on the detection signal from the door open sensor 61, and if a door open error occurs, it outputs a predetermined outer end signal (here, a security signal related to door opening) to the external connection terminal board 85 without notifying the main control unit 20 of the error (it does not send a message related to the detection information (door open/close information) of the door open sensor 61 to the main control unit 20). The external end signal (a security signal related to door opening) output from the external connection terminal board 85 is sent via the external unit SC to an external device (such as a hall computer HC, a data counter DT, or a gaming machine information center), allowing the external device to grasp the status of the gaming machine (in this case, that a door opening error has occurred).

なお、デヌタカりンタの䞊蚘「コヌルボタン」を遊技機に搭茉しおもよい。ただし管理遊技機の堎合は、枠制埡郚の䞻な機胜が賞球や遊技球数の管理、䞊述した倖端信号の出力管理などであるこずから、コヌルボタンからの怜出信号操䜜時非操䜜時は䞻制埡郚に入力されるように構成し、コヌルボタンが操䜜された堎合には、䞻制埡郚から枠制埡郚にその旚を通知し、枠制埡郚偎が倖端信号の䞀぀ずしお、倖郚接続端子基板から倖郚装眮たずえば、ホヌルコンピュヌタおよびたたはデヌタカりンタなどぞず送信可胜な構成ずするこずが奜たしい。端的に蚀えば、コヌルボタンの怜出信号のルヌトは「コヌルボタン操䜜信号→䞻制埡郚→枠制埡郚→倖郚接続端子基板→倖郚ナニット→倖郚装眮たずえば、ホヌルコンピュヌタ」ずいったルヌトにより、倖郚装眮に通知される。 The above-mentioned "call button" of the data counter DT may be mounted on the gaming machine 1. However, in the case of a managed gaming machine, since the main functions of the frame control unit 22 are to manage the number of winning balls and game balls, and to manage the output of the above-mentioned outer end signal, it is preferable to configure the detection signal from the call button (ON (operated)/OFF (not operated)) to be input to the main control unit 20, and when the call button is operated, the main control unit 20 notifies the frame control unit 22 of the operation, and the frame control unit 22 side can transmit the signal as one of the outer end signals from the external connection terminal board 85 to an external device (such as a hall computer HC and/or a data counter DT). In short, the route of the detection signal of the call button is "call button (operation ON signal) → main control unit 20 → frame control unit 22 → external connection terminal board 85 → external unit SC → external device (such as a hall computer HC)" and notifies the external device.

䞻制埡郚偎の凊理図図
次に図図を参照しお、第実斜圢態の䞻制埡郚偎における遊技動䜜凊理に぀いお説明する。この第実斜圢態も䞊蚘第実斜圢態ず同じく、無限ルヌプ状のメむン凊理䞻制埡偎メむン凊理図図ず、からの定時割蟌みで起動されるタむマ割蟌凊理぀の䞻制埡偎タむマ割蟌凊理図の割蟌凊理、図の割蟌凊理ずを䞭心的に構成される。ただし、第実斜圢態に係る管理遊技機は「埪環匏」の構成であるため、第実斜圢態で説明した「非埪環匏」の䞀般的遊技機ずは、䞀郚異なる凊理が異なる特に、電源投入時の凊理や賞球に関する凊理が異なる。
<Processing on the main control unit side: Figs. 33A to 46B>
Next, referring to Figures 33A to 46B, the game operation processing on the main control unit 20 side of the second embodiment will be described. As with the first embodiment, this second embodiment is mainly composed of an infinite loop main processing (main control side main processing: Figures 33A to 33B) and timer interrupt processing (two main control side timer interrupt processing: 4 ms interrupt processing in Figure 36, 108 ms interrupt processing in Figure 40) that is started by a regular interrupt from the CTC. However, since the managed gaming machine according to the second embodiment has a "circulating" configuration, some of the processing is different from the "non-circulating" general gaming machine described in the first embodiment (especially the processing when the power is turned on and the processing related to the prize balls are different).

なお、図図においお、第実斜圢態ず実質的に同じ凊理に぀いおは同じステップ番号を付し、その凊理内容に぀いおの詳现は重耇蚘茉を避けるために適宜省略しお説明する。 In Figures 33A to 46B, the same step numbers are used for processes that are essentially the same as those in the first embodiment, and details about the processing content are omitted as appropriate to avoid duplication.

䞻制埡偎メむン凊理図および図
図および図を参照しお、本実斜圢態に係る䞻制埡偎メむン凊理に぀いお説明する。図および図は、䞻制埡偎メむン凊理の詳现を瀺すフロヌチャヌトである。
<12A. Main processing on the main control side: Figs. 33A and 33B>
The main processing on the master control side according to this embodiment will be described with reference to Figures 33A and 33B. Figures 33A and 33B are flowcharts showing the details of the main processing on the master control side.

図においお、ステップ、、、、、に぀いおは、図瀺の通り、図ず実質的に同様の凊理内容である。したがっお、ここでは図および図に瀺す䞻制埡偎メむン凊理のうち、図に瀺す凊理に぀いおの説明は重耇蚘茉を避けるために省略し、図に瀺す凊理を䞭心に説明する。 In FIG. 33A, steps S011, S014 to S016, S019 to S020, S023, S025 to S028, and S030 to S032 are substantially the same as those in FIG. 8, as shown in the figure. Therefore, to avoid duplication, an explanation of the main control side main processing shown in FIG. 33A will be omitted here, and the explanation will focus on the processing shown in FIG. 33B.

図および図を参照しお、は、図に瀺す䞊蚘蚭定倉曎凊理ステップ、領域内クリア凊理ステップ、蚭定確認凊理ステップ、およびバックアップ埩垰凊理ステップのいずれかの凊理を終えるず、続いお、電源投入時における枠制埡郚ずの送受信を行うために必芁な各皮凊理図に瀺すステップを実行する。 Referring to Figures 33A and 33B, when the CPU 201 completes any one of the above-mentioned setting change processing (step S023), in-area RAM clear processing (step S031), setting confirmation processing (step S027), and backup restoration processing (step S028) shown in Figure 33A, it then executes various processes (steps S051 to S063 shown in Figure 33B) required for transmitting and receiving with the frame control unit 22 when the power is turned on.

本実斜圢態では、䞻制埡郚ず枠制埡郚ずの間では非同期匏のシリアルポヌトで電文方匏よる通信を行うようになっおいる。そこでは、たず、シリアル送信回路を起動するステップ。 In this embodiment, communication between the main control unit 20 and the frame control unit 22 is performed using an asynchronous serial port and a telegram format. Therefore, the CPU 201 first starts the serial transmission circuit (step S051).

次いで、図に瀺す「遊技機蚭眮情報通知電文」を䜜成しステップ、䜜成した遊技機蚭眮情報通知電文を送信シリアルポヌトバッファシリアルポヌトに係る送信バッファに曞き蟌み、枠制埡郚に送信するステップ。は、最初に送信シリアルポヌトバッファに栌玍されたデヌタから順番に、バむト毎に、送信シフトレゞスタを転送しお、シリアルデヌタずしお、呚蟺制埡基板ここでは、枠制埡郚に出力する。本実斜圢態では、送信シリアルポヌトバッファの蚘憶容量ずしおバむトを有しおいる。 Next, the "gaming machine installation information notification message" shown in FIG. 48 (A) is created (step S052), and the created gaming machine installation information notification message is written to the transmission serial port buffer (transmission buffer related to the serial I/O port) and transmitted to the frame control unit 22 (step S053). The CPU 201 transfers the transmission shift register byte by byte, starting with the data stored first in the transmission serial port buffer, and outputs the data as serial data to the peripheral control board (here, the frame control unit 22). In this embodiment, the transmission serial port buffer has a storage capacity of 16 bytes.

遊技機蚭眮情報通知電文図
図を参照しお、䞊蚘「遊技機蚭眮情報通知電文」に぀いお説明する。図に、遊技機蚭眮情報通知電文の詳现を瀺す。
(Gaming machine installation information notification message: FIG. 48(A))
The above-mentioned "gaming machine installation information notification message" will be described with reference to Fig. 48. Fig. 48(A) shows the details of the gaming machine installation information notification message.

遊技機蚭眮情報通知電文は、図瀺のように、電文長電文長情報バむト、電文のコマンドコヌドコマンド情報バむト、通信通番シヌケンス番号バむト、遊技機に関する遊技機情報バむト、チェックサムバむトの蚈バむトで構成される。電文長は電文のデヌタ長を瀺し、ここでは、電文長チェックサムたでのデヌタ長である“バむト”を瀺す倀が蚭定される。たた、コマンドコヌドおよび通信通番には、それぞれ固定倀、が蚭定される。たた、遊技機蚭眮情報には、匟球遊技機、回胎匏遊技機、アレンゞボヌル遊技機、雀球遊技機などの遊技機の皮類情報バむトず、少なくずも䞻制埡郚偎本実斜圢態では、䞻制埡郚および枠制埡郚偎ののチップ番号バむトず、チップメヌカコヌドバむトず、チップ補品コヌドバむトずが蚭定される。なお、遊技機蚭眮情報には、パチンコホヌルの店舗情報店舗名、パチンコの型匏情報およびその補造メヌカ、性胜情報など、皮々の情報を含んでもよい。 As shown in the figure, the gaming machine installation information notification message is composed of a total of 25 bytes, including the message length (message length information: 1 byte), the command code of the message (command information: 1 byte), the communication serial number (sequence number: 1 byte), gaming machine information related to the gaming machine (21 bytes), and the checksum (1 byte). The message length indicates the data length of the message, and here, a value (0x19) indicating "25 bytes", which is the data length from the message length to the checksum, is set. In addition, fixed values (0x01, 0x00) are set for the command code and the communication serial number. In addition, the gaming machine installation information includes information on the type of gaming machine, such as a pinball gaming machine, a reel gaming machine, an arrange ball gaming machine, or a mahjong ball gaming machine (1 byte), at least the chip ID number (9 bytes) of the CPU on the main control unit 20 side (in this embodiment, the main control unit 20 and the frame control unit 22 side), a chip manufacturer code (3 bytes), and a chip product code (8 bytes). The gaming machine installation information may include various information such as pachinko parlor store information (store name), pachinko model information and its manufacturer, and performance information.

この遊技機蚭眮情報通知電文は、倖郚ナニットを介しお、ホヌルコンピュヌタや、䞊蚘遊技機情報センタなどの倖郚装眮に送信される。これにより、パチンコホヌルに蚭眮されおいる遊技機の正圓性、たずえば、䞍正改造機、䞍正行為、出玉情報、゚ラヌ情報などが監芖され、蚭眮䞭の遊技機が法的芁請を満たすように正しく機胜しおいるかなどががチェックされる。 This gaming machine installation information notification message is sent via the external unit SC to an external device such as the hall computer HC or the gaming machine information center. This allows the legitimacy of the gaming machines installed in the pachinko hall to be monitored, for example, for illegally modified machines, fraudulent acts, ball payout information, error information, etc., and checks whether the gaming machines installed are functioning properly to meet legal requirements.

図の説明に戻り、遊技機蚭眮情報通知電文を枠制埡郚に送信した埌、電源異垞チェック凊理を実行するステップ。電源異垞チェック凊理では、をクリアし、次いで、電断を瀺す電源異垞信号電圧降䞋信号の入力情報に基づき、電断の有無をチェックし、所定時間の埅機凊理を行う。所定時間は、埌述の「遊技機蚭眮情報応答電文」を䞻制埡郚偎が受信するたでに芁する十分な時間、たずえば、埌述の割蟌凊理図、図の実行間隔時間分たたはが確保されおいる。電源異垞信号が状態であれば、凊理状態をステップの初期蚭定凊理に移行させ、電断を埅぀こずになる。 Returning to the explanation of FIG. 33B, after the gaming machine installation information notification message is sent to the frame control unit 22, a power supply abnormality check process is executed (step S054). In the power supply abnormality check process, the WDT is cleared, and then the presence or absence of a power interruption is checked based on the input information of a power supply abnormality signal (voltage drop signal) indicating a power interruption, and a standby process is executed for a predetermined time T. The predetermined time T is a sufficient time required for the main control unit 20 to receive the "gaming machine installation information response message" described below, for example, the execution interval time (108 ms or 54 ms) of the interrupt process described below (FIGS. 40 and 45). If the power supply abnormality signal is ON, the process state is shifted to the initial setting process of step S011, and the system waits for a power interruption.

䞀方、電源異垞信号が状態であれば、正垞動䜜であるずしお、この電源異垞チェック凊理を抜けお、遊技機蚭眮情報応答電文を受信したか吊かを刀定するステップ。この遊技機蚭眮情報応答電文ずは、端的に蚀えば、枠制埡郚が䞊蚘遊技機蚭眮情報通知電文を受信した堎合、䞻制埡郚に察しお送信する受領結果情報である。 On the other hand, if the power supply abnormality signal is OFF, it is determined that the operation is normal, the power supply abnormality check process is terminated, and it is determined whether or not a gaming machine installation information response message has been received (step S055). In short, this gaming machine installation information response message is receipt result information that is sent to the main control unit 20 when the frame control unit 22 receives the gaming machine installation information notification message.

遊技機蚭眮情報応答電文図
図を参照しお、䞊蚘「遊技機蚭眮情報応答電文」に぀いお説明する。図に、遊技機蚭眮情報応答電文の詳现を瀺す。
(Gaming machine installation information response message: FIG. 48(B))
The above-mentioned "gaming machine installation information response message" will be described with reference to Fig. 48. Fig. 48(B) shows the details of the gaming machine installation information response message.

遊技機蚭眮情報応答電文は、図瀺のように、電文長バむト、コマンドコヌドバむト、通信通番バむト、遊技機蚭眮情報受領結果バむト、チェックサムバむトの蚈バむトで構成される。電文長は、電文長チェックサムたでのデヌタ長であり、ここでは䞊述の蚈バむトである旚が蚭定される。たた、コマンドコヌドおよび通信通番には、それぞれ固定倀、が蚭定される。たた、受領結果には、遊技機蚭眮情報を受領した旚受領が蚭定される。 As shown in the figure, the gaming machine installation information response message is composed of a total of 5 bytes: message length (1 byte), command code (1 byte), communication number (1 byte), gaming machine installation information receipt result (1 byte), and checksum (1 byte). The message length is the data length from the message length to the checksum, and is set here to the above-mentioned total of 5 bytes (0x05). The command code and communication number are each set to fixed values (0x11, 0x00). The receipt result is set to indicate that the gaming machine installation information has been received (0x00 = receipt OK).

チェックサムは、最埌に受信されるデヌタであり、電文長遊技機受領結果たでを加算した倀が蚭定される。したがっお、遊技機蚭眮情報応答電文を正垞に受信しおいる堎合のチェックサムの倀正垞倀は、
・『電文長コマンドコヌド通信通番遊技機蚭眮情報受領結果チェックサム』
ずなる。
The checksum is the last data received, and is set to the sum of the message length and the gaming machine receipt result. Therefore, the checksum value (normal value) when the gaming machine installation information response message is received normally is:
・"0x05 (message length) + 0x11 (command code) + 0x00 (communication serial number) + 0x00 (game machine installation information receipt result) = 0x16 (checksum = 16H)"
It becomes.

枠制埡郚が遊技機蚭眮情報通知電文の受信結果を応答する際には、遊技機蚭眮情報通知電文の通信通番固定をそのたた応答し、以倖の通信通番を受信した堎合は、通信異垞であるずしお、応答しないようになっおいる無応答ずする。 When the frame control unit 22 responds with the reception result of the gaming machine installation information notification message, it responds with the communication number of the gaming machine installation information notification message (fixed at 0), and if it receives a communication number other than 0, it considers this to be a communication abnormality and does not respond (returns no response).

なお、「玉抜き状態」の堎合には、受領結果ずしお「」が蚭定されるが図の「受領結果」の欄参照、これに぀いおの詳现は図図を甚いお埌述し、ここでは先ず「玉抜き状態」を考慮しないケヌスに぀いお説明する。 In the case of a "ball-removed state," "0x01" is set as the reception result (see the "Receiving result" column in Figure 48 (B)). Details of this will be described later using Figures 34 and 35. Here, we will first explain the case where the "ball-removed state" is not taken into consideration.

䞊蚘「遊技機蚭眮情報応答電文」を受信しおいるか吊かは、受信シリアルポヌトバッファシリアルポヌトに係る受信バッファの受信デヌタの有無を瀺す「受信シリアルポヌトバッファステヌタスレゞスタ以䞋「受信バッファステヌタス」ず略す」をチェックするこずにより行う。この受信バッファステヌタスは、受信デヌタ長に関する情報を含み、たずえば、であれば“受信デヌタ無し”を瀺し、であれば“受信デヌタバむト有り受信デヌタバむト有り”を瀺す。 Whether or not the "gaming machine installation information response message" has been received is checked by checking the "receive serial port buffer status register (hereafter abbreviated as "receive buffer status")," which indicates the presence or absence of received data in the receive serial port buffer (receive buffer related to the serial I/O port). This receive buffer status contains information regarding the length of received data; for example, 00H indicates "no received data," and 01H to 10H indicates "1 byte to 16 bytes of received data."

は、遊技機蚭眮情報応答電文の受信を確認するたで、぀たり、受信バッファステヌタス倀が以倖の倀を確認するたで、ステップの電源異垞チェック凊理を繰り返し実行するステップの凊理ルヌト。なお、本実斜圢態では、䞊蚘したように、遊技機蚭眮情報応答電文を䞻制埡郚偎が受信するたでに芁する十分な時間たずえば、が確保されおいるため、通垞は、ステップの刀定結果はずなるが、枠制埡郚が䞊蚘「無応答」の堎合には、䞻制埡郚が遊技機蚭眮情報応答電文を受信できないため、ステップの刀定結果はずなる。この堎合は、電断が発生するたで電源異垞信号を怜出するたで、ステップの凊理を繰り返し実行するこずになる。 The CPU 201 repeatedly executes the power supply abnormality check process of step S054 until it confirms receipt of the gaming machine installation information response message, that is, until it confirms that the reception buffer status value is a value other than 00H (processing route of step S055: NO). Note that in this embodiment, as described above, since a sufficient time (for example, 108 ms) is secured for the main control unit 20 to receive the gaming machine installation information response message, the result of the determination in step S055 is usually YES, but if the frame control unit 22 is in the "no response" state, the main control unit 20 cannot receive the gaming machine installation information response message, and the result of the determination in step S055 is NO. In this case, the processes of steps S054 to S055 are repeatedly executed until a power interruption occurs (until the power supply abnormality signal ON is detected).

遊技機蚭眮情報応答電文を受信したならばステップ、受信デヌタ数受信バッファステヌタスの倀を取埗し、ルヌプ回数ずしお蚭定するステップ。このルヌプ回数は、埌述のステップで利甚される。ここで、遊技機蚭眮情報応答電文は䞊蚘したようにバむト固定のデヌタであるが、䞇が䞀、バむト以䞊のデヌタを耇数回受信しおしたうずバグが生じる可胜性がある。そのためここでは、受信デヌタ数を取埗し、これをルヌプ回数ずしお蚭定する。なお、枠制埡郚からの遊技機蚭眮情報応答電文を正垞に受信しおいる堎合は、受信バッファステヌタスの倀が“受信デヌタバむト有り”を瀺す「」ずなっおいるため、ルヌプ回数ずしお回が蚭定されるこずになる。たた、䞊述の「受信デヌタ数受信シリアルポヌトバッファに栌玍されおいるデヌタ数」は、䞊蚘受信バッファステヌタスで確認可胜ずなっおおり、受信シリアルポヌトバッファの栌玍デヌタをリヌドするず、それに応じお、受信バッファステヌタスの受信デヌタ数が枛算されお行く。受信デヌタ数がのずきに受信シリアルポヌトバッファをリヌドした堎合は、受信バッファステヌタスの倀はずなる。 If the gaming machine installation information response message is received (step S055: YES), the number of received data (value of the reception buffer status) is obtained and set as the loop count (step S056). This loop count is used in step S058 described later. Here, the gaming machine installation information response message is fixed at 5 bytes of data as described above, but if data of 6 bytes or more is received multiple times, a bug may occur. Therefore, here, the number of received data is obtained and set as the loop count. Note that if the gaming machine installation information response message from the frame control unit 22 is normally received, the value of the reception buffer status is "05H" indicating that "5 bytes of received data are available", so the loop count is set to 5 times. In addition, the above-mentioned "number of received data (number of data stored in the reception serial port buffer)" can be confirmed in the reception buffer status, and when the stored data in the reception serial port buffer is read, the number of received data in the reception buffer status is subtracted accordingly. If the receive serial port buffer is read when the amount of received data is 0, the value of the receive buffer status will be 00H.

次いで、受信シリアルポヌトバッファから枠制埡郚から受信したバむトの情報を、ルヌプ回数がれロになるたで、順次、所定のレゞスタたずえば、レゞスタにロヌドするステップの刀定結果がの凊理ルヌト。既に説明したように、枠制埡郚からの遊技機蚭眮情報応答電文を正垞に受信しおいる堎合、最終的にレゞスタにロヌドされるデヌタは遊技機蚭眮情報応答電文に係るチェックサムであり、その倀は正垞倀の「」である。 Next, one byte of information received from the frame control unit 22 is loaded sequentially from the receive serial port buffer into a specified register (for example, register A) until the loop count becomes zero (the processing route in which the result of the judgment in step S058 is NO). As already explained, if the gaming machine installation information response message from the frame control unit 22 has been received normally, the data finally loaded into register A is the checksum related to the gaming machine installation information response message, and its value is the normal value of "16H".

ルヌプ回数がれロになったならばステップ、最終的にレゞスタに取り蟌んだ倀ず、チェックサムの正垞倀「」が䞀臎するか吊かを刀定するステップ。遊技機蚭眮情報応答電文を正垞に受信しおいる堎合、レゞスタの倀は「」ずなっおいるはずである。そこでここでは、最終的にレゞスタに曞き蟌たれた倀が、正垞倀「」であるか吊かを刀定しおいる。 When the number of loops becomes zero (step S058: YES), it is determined whether the value finally input into the A register matches the normal checksum value "16H" (step S059). If the gaming machine installation information response message has been received correctly, the value of the A register should be "16H". Therefore, here it is determined whether the value finally written into the A register is the normal value "16H".

チェックサムが正垞倀でない堎合チェックサム異垞である堎合ステップ、ステップの電源異垞チェック凊理に戻る。この堎合、電断が発生するたで、ステップの凊理を繰り返すこずになる電源異垞チェック凊理を繰り返し実行する無限ルヌプ状態ずなる。付蚀すれば、再床、ステップの刀定凊理を通る堎合は、遊技機蚭眮情報応答電文が正しく受信されおいないず刀定されるからである。 If the checksum is not a normal value (if the checksum is abnormal) (step S059: NO), the process returns to the power supply abnormality check process of step S054. In this case, the process of steps S054 to S055 is repeated until a power outage occurs (an infinite loop state in which the power supply abnormality check process is repeatedly executed). In addition, if the process of step S055 is passed again, it is because it is determined that the gaming machine installation information response message was not received correctly.

遊技機蚭眮情報応答電文が正垞に受信できおいない堎合䞊蚘「無応答」の堎合を含む、䞻制埡郚から枠制埡郚に察しお、埌述の「遊技機情報通知電文図参照」が送信されないようになっおいる。そこで、枠制埡郚偎では、この遊技機情報通知電文が所定時間経過しおも䞻制埡郚から送られお来ない堎合はタむムアりト受信䞍良しお、タむムアりト゚ラヌ報知などの所定の゚ラヌ凊理チェックサム゚ラヌ凊理が実行されるようになっおいる。なお、チェックサム異垞の堎合にはステップ、䞻制埡郚偎にお、チェックサム異垞に係る専甚の゚ラヌコマンド䞊蚘「電源再投入コマンド」でもよいを挔出制埡郚に送信した埌、挔出制埡郚に、たずえば、チェックサム異垞゚ラヌ報知゚ラヌ報知を実行させるようにし、ステップの電源異垞チェック凊理に戻り、電源異垞チェック凊理を繰り返し実行する無限ルヌプさせる構成ずしおもよい。チェックサム異垞が生じた堎合、遊技機の電源のにより、再床、電源投入時の凊理図および図を実行させ、遊技機蚭眮情報応答電文を正しく受信するこずによりチェックサムが正垞の堎合、正垞に埩垰されうる。 If the gaming machine installation information response message is not received normally (including the above-mentioned "no response"), the main control unit 20 does not transmit the "gaming machine information notification message (see FIG. 49)" described later to the frame control unit 22. Therefore, if the frame control unit 22 does not receive the gaming machine information notification message from the main control unit 20 after a predetermined time has elapsed, a timeout (reception failure) occurs and a predetermined error process (checksum error process) such as a timeout error notification is executed. In addition, in the case of a checksum abnormality (step S059: NO), the main control unit 20 transmits a dedicated error command related to the checksum abnormality (which may be the above-mentioned "power re-on command") to the performance control unit 24, and then causes the performance control unit 24 to execute, for example, a checksum abnormality error notification (RAM error notification), and the process returns to the power supply abnormality check process of step S054, and the power supply abnormality check process is repeatedly executed (infinite loop). If a checksum abnormality occurs, the gaming machine can be restored to normal by turning the power OFF and ON again to execute the power-on process (Figures 33A and 33B) and correctly receiving the gaming machine installation information response message (if the checksum is normal).

䞀方、チェックサムが正垞倀である堎合ステップ、通垞の遊技の開始に備えお、䞻制埡郚ず枠制埡郚ずの送受信関係における所定の領域をクリアするステップ。具䜓的には、埌述の、通信通番に係る栌玍領域通信通番領域、枠制埡郚からの応答電文の受信ミス回数をカりントする受信ミスカりンタ、受信チェック開始フラグ、受信チェックサムなどをクリアする。なお、送信甚リングバッファ、リングバッファの最終アドレスを瀺す最終アドレス領域、ロヌドポむンタ・セヌブポむンタなどは、バックアップ埩垰凊理図のステップで埩垰しおいるケヌスを考慮しお、ここではクリアしない。 On the other hand, if the checksum is normal (step S059: YES), a specified RAM area in the transmission/reception relationship between the main control unit and the frame control unit 22 is cleared in preparation for the start of normal play (step S060). Specifically, the storage area related to the communication number (communication number RAM area), which will be described later, the reception error counter that counts the number of times a response message has been received incorrectly from the frame control unit 22, the reception check start flag, the reception checksum RXSUM, etc. are cleared. Note that the transmission ring buffer, the final address RAM area indicating the final address of the ring buffer, the load pointer, the save pointer, etc. are not cleared here, taking into consideration the case where they have been restored in the backup restoration process (step S028 in Figure 33A).

次いで、毎および毎に定期的にタむマ割蟌みを発生させるためのの蚭定凊理を実行するステップ。以埌、割蟌コントロヌラぞの割蟌芁求信号が定期的に出力され、図ず図に瀺す぀の䞻制埡偎タむマ割蟌凊理割蟌み凊理、割蟌凊理が実行される。 Next, the CTC setting process is executed to generate timer interrupts periodically every 4 ms and every 108 ms (step S061). After that, an interrupt request signal is periodically output to the interrupt controller, and the two main control side timer interrupt processes (4 ms interrupt process, 108 ms interrupt process) shown in Figures 36 and 40 are executed.

次いで、遊技開始可胜状態が敎ったずしお、発射装眮の発射動䜜を蚱可する発射制埡信号を発射犁止状態発射制埡信号停止から発射蚱可状態発射制埡信号出力に蚭定し、遊技開始コマンドを挔出制埡郚に送信するステップ。これにより、発射制埡信号が発射制埡基板に出力され、発射装眮による遊技球の発射が可胜ずなるずずもに、挔出手段に関する初期動䜜むニシャラむズ動䜜実行される。 Next, as the game is ready to start, the launch control signal that permits the launch operation of the launch device 32 is set from OFF (launch prohibited state (launch control signal stopped)) to ON (launch permitted state (launch control signal output)), and a game start command is sent to the performance control unit 24 (step S037). This causes the launch control signal to be output to the launch control board 28, enabling the launch device 32 to launch game balls, and an initial operation (initialization operation) related to the performance means is executed.

次いで、遊技蚱可フラグを状態に蚭定するステップ。この遊技蚱可フラグは、通垞の遊技凊理を蚱容するか吊かを指定するフラグで、圓該フラグが状態である堎合には蚱容状態である旚を瀺し、圓該フラグが状態である堎合には「犁止状態」である旚を瀺す。遊技蚱可フラグは、たずえば、埌述の図䞭の割蟌凊理、図䞭の割蟌凊理などで利甚される図のステップ、図のステップ参照。 Then, the game permission flag is set to the ON state (5AH) (step S063). This game permission flag is a flag that specifies whether normal game processing is permitted or not; when the flag is ON (5AH), it indicates that normal game processing is permitted, and when the flag is OFF (00H), it indicates that normal game processing is prohibited. The game permission flag is used, for example, in the 4 ms interrupt processing in FIG. 36 and the 108 ms interrupt processing in FIG. 40 (see step S81A in FIG. 36 and step S111 in FIG. 40).

そしお、䞀連の電源投入時凊理ステップ遊技開始前凊理を終えるず、通垞の遊技進行に係る遊技凊理のステップの無限ルヌプ凊理を実行する。これにより、以埌、遊技の進行が可胜な状態遊技開始可胜状態に制埡されるこずになる。なお、本実斜圢態では、図に瀺すステップ性胜衚瀺モニタ集蚈陀算凊理が存圚しおいないが、これは、性胜情報ベヌス倀の算出やその衚瀺に関する凊理は枠制埡郚偎に委ねおいるためである埌述の第実斜圢態も同様。 After completing a series of power-on processes (steps S011 to S063: pre-game processing), an infinite loop of steps S040 to S045 of game processing related to normal game progress is executed. As a result, the game is controlled to a state in which game progress is possible (a state in which game can be started). Note that in this embodiment, step S041 (performance display monitor tallying and division processing) shown in FIG. 8 does not exist, but this is because the calculation of performance information (base value) and the processing related to its display are left to the frame control unit 22 (the same applies to the third embodiment described below).

ここで本実斜圢態では、ステップの各皮乱数曎新凊理の埌、受信バッファステヌタス倀をチェックしお、枠制埡郚からの受信デヌタの有無を刀定するステップ。ここでの受信デヌタずは、通垞の遊技䞭に枠制埡郚から送られおくる埌述の図に瀺す「遊技機情報応答電文」である。詳现は埌述するが、䞻制埡郚偎は、通垞の遊技が開始されるず、所定時間毎たずえば、図の割蟌凊理実行毎に、所定の遊技情報ずしお、埌述の「遊技機情報通知電文図」を枠制埡郚に察しお送信し、枠制埡郚偎は、圓該遊技機情報通知電文に察する受領通知ずしお“遊技機情報応答電文”を䞻制埡郚に察しお送信する。本実斜圢態の堎合、䞊述の「遊技機情報応答電文」ず「遊技機情報通知電文」ずは、内で送受信が完了する。このような電文の送受信により、性胜情報や賞球数や遊技者の持ち球数や䞍正行為の有無などの遊技動䜜を管理可胜ずなっおいる。 Here, in this embodiment, after the various random number update processes in step S041, the reception buffer status value is checked to determine whether or not there is received data from the frame control unit 22 (step S046). The received data here is the "game machine information response message" shown in FIG. 51, which is sent from the frame control unit 22 during normal play. Details will be described later, but when normal play begins, the main control unit 20 side transmits the "game machine information notification message (FIG. 49)" described later to the frame control unit 22 as predetermined game information at predetermined time intervals (for example, every 108 ms interrupt process execution in FIG. 40), and the frame control unit 22 side transmits the "game machine information response message" to the main control unit 20 as a receipt notification for the game machine information notification message. In this embodiment, the above-mentioned "game machine information response message" and "game machine information notification message" are transmitted and received within 108 ms. By sending and receiving such messages, it is possible to manage game operations such as performance information, number of winning balls, number of balls held by the player, and whether or not there is any cheating.

遊技機情報応答電文図
説明の䟿宜䞊、先ず図を参照しお、䞊述の「遊技情報通知応答電文」に぀いお説明する。
(Gaming Machine Information Response Message: FIG. 51)
For ease of explanation, the above-mentioned "game information notification response message" will be explained first with reference to FIG.

「遊技情報通知応答電文」には、図に瀺す通り、電文長バむト、コマンドコヌドバむト、通信通番バむト、遊技情報受領結果バむト、チェックサムバむトの情報が含たれ、図に瀺す䞊蚘「遊技機蚭眮情報応答電文」ず同じく蚈バむトで構成される。遊技情報通知応答電文の電文長は、チェックサムたでの電文の長さ情報であり、ここではバむトである旚が蚭定される。たた、コマンドコヌドおよび受領結果遊技機情報受領結果には、それぞれ固定倀、受領が蚭定される。たた、通信通番には、埌述の「遊技機情報通知電文図参照」で受信した通信通番のいずれかの倀が蚭定される受信した通信通番をそのたた応答する。チェックサムは、最埌に受信されるデヌタずなっおおり、ここでは、電文長受領結果たでを加算した倀が蚭定される。したがっお、遊技情報通知応答電文を正垞に受信しおいる堎合のチェックサムの倀は、『電文長コマンドコヌド遊技機蚭眮情報受領結果通信通番のいずれかの倀固定倀通信通番のいずれかの倀』ずなる。 As shown in FIG. 51, the "game information notification response message" includes the message length (1 byte), command code (1 byte), communication number (1 byte), game information receipt result (1 byte), and checksum (1 byte), and is composed of a total of 5 bytes, the same as the "game machine installation information response message" shown in FIG. 48 (B). The message length of the game information notification response message is the length information of the message up to the checksum, and here, 5 bytes (0x05) is set. In addition, fixed values (0x12, 0x00 = receipt OK) are set for the command code and receipt result (game machine information receipt result). In addition, the communication number is set to the communication number received in the "game machine information notification message (see FIG. 49)" described later (any value between 0x00 and 0xFF (0 to 255)) (the received communication number is responded to as is). The checksum is the last data received, and here, the value obtained by adding up the message length to the receipt result is set. Therefore, if the gaming information notification response message is received correctly, the checksum value will be "0x05 (message length) + 0x12 (command code) + 0x00 (game machine installation information receipt result) + communication serial number (any value between 0 and 255) = fixed value (0x17() + communication serial number (any value between 0 and 255)"

ステップでは、受信デヌタずしお、䞊述の図に瀺す「遊技機情報応答電文」の受信デヌタの有無がチェックされ、受信デヌタがあれば、枠受信デヌタ蚘憶凊理を実行するステップ。 In steps S046 to S047, the presence or absence of received data for the "gaming machine information response message" shown in FIG. 51 described above is checked, and if received data is present, the slot received data storage process is executed (step S047).

この枠受信デヌタ蚘憶凊理では、遊技機情報応答電文の受信デヌタを、の所定領域受信チェックサムに栌玍する。すなわち、“最埌に受信されるデヌタバむト目がチェックサムであるこず”を利甚しお、䞻制埡郚は遊技機情報応答電文に係る受信デヌタを受信するず受信デヌタが有る堎合、その遊技機情報応答電文に係る「電文長バむト、コマンドコヌドバむト、通信通番バむト、遊技情報受領結果バむト、およびチェックサムバむト」を、順次、受信チェックサムに栌玍し続ける。これにより、最終的に受信チェックサムに栌玍されおいるデヌタは、今回受信した遊技機情報応答電文のチェックサムデヌタずなる。そしお、今回受信した遊技機情報応答電文のチェックサムデヌタは、次回の遊技機情報応答電文を受信するたで保持される。なお、この受信チェックサムに栌玍されたチェックサム倀は、埌述の図に瀺す割蟌凊理図䞭のステップなどで利甚される。 In this frame reception data storage process, the reception data of the gaming machine information response message is stored in a specified area (reception checksum RXSUM) of RAM 203. In other words, taking advantage of the fact that "the last data received (the fifth byte) is the checksum," when the main control unit 20 receives reception data related to the gaming machine information response message (if there is reception data), it continues to sequentially store the "message length (1 byte), command code (1 byte), communication number (1 byte), gaming information reception result (1 byte), and checksum (1 byte)" related to that gaming machine information response message in the reception checksum RXSUM. As a result, the data finally stored in the reception checksum RXSUM becomes the checksum data of the gaming machine information response message received this time. The checksum data of the gaming machine information response message received this time is then retained until the next gaming machine information response message is received. The checksum value stored in this receive checksum RXSUM is used in the 108 ms interrupt process (e.g., step S114 in FIG. 40) shown in FIG. 40, which will be described later.

本実斜圢態では、䞊蚘したように「遊技情報通知応答電文⇔遊技機情報応答電文」のやり取りが割蟌毎に実行されるため、遊技機情報応答電文は皋床間隔毎に枠制埡郚から送られおくる。したがっお、䞻制埡郚が、次回の遊技機情報応答電文を受信するたでの間に、今回の遊技機情報応答電文を受信しおその受信デヌタを受信チェックサムに栌玍し終える十分な時間が確保されおいる。 In this embodiment, as described above, the exchange of "game information notification response message ⇔ game machine information response message" is performed every 108 ms interrupt, so the game machine information response message is sent from the frame control unit 22 at intervals of about 108 ms. Therefore, there is enough time for the main control unit 20 to receive the current game machine information response message and store the received data in the reception checksum RXSUM before receiving the next game machine information response message.

なお、遊技機情報応答電文の受信デヌタの有無は、䞊蚘した受信バッファステヌタスで確認可胜ずなっおおり、今回の遊技機情報応答電文のチェックサムを栌玍し終えた埌は党デヌタ栌玍凊理終了埌、受信バッファステヌタスの倀はずなり、次回の遊技機情報応答電文を受信するたでステップの刀定結果は“”ずなる。遊技機情報応答電文に係る受信デヌタの栌玍凊理は、図瀺のように、ステップの枠受信デヌタ栌玍凊理にお受信デヌタをバむトず぀栌玍しながら、のルヌプ凊理を実行しおもよいし、受信デヌタが有る堎合には、受信シリアルポヌトバッファが空になるたで受信バッファステヌタスになるたで、ステップずの凊理を繰り返し実行する構成ずしおもよい。いずれにしおも、今回の遊技機情報応答電文のチェックサムを栌玍埌、次回の遊技機情報応答電文を受信するたでに十分な時間が確保されおいるため、特に問題は生じない。 The presence or absence of received data for the gaming machine information response message can be confirmed by the above-mentioned reception buffer status. After the checksum of the current gaming machine information response message has been stored (after the end of the all data storage process), the value of the reception buffer status becomes 00H, and the judgment result of step S046 will be "NO" until the next gaming machine information response message is received. The storage process of the received data related to the gaming machine information response message may be a loop process of S040 to S045, as shown in the figure, while storing the received data one byte at a time in the frame reception data storage process of step S047, or, if there is received data, the process of steps S046 and S047 may be repeatedly executed until the reception serial port buffer becomes empty (until the reception buffer status = 00H). In either case, there is enough time between the storage of the checksum of the current gaming machine information response message and the reception of the next gaming machine information response message, so no particular problem occurs.

電源投入時の凊理においお、玉抜き状態を含めおチェックする堎合図
次に、䞊蚘「玉抜き状態」の監芖を含めた電源投入時の凊理に぀いお説明する。図は、「玉抜き状態」の監芖を含めた電源投入時の凊理内容を瀺すフロヌチャヌトである。なお、図においお、図ず実質的に同じ凊理に぀いおは同じステップ番号を付し、その凊理内容に぀いおの説明は重耇蚘茉を避けるために適宜省略する。
(When checking the ball removal status during power-on processing: Fig. 34)
Next, the processing at the time of power-on including the monitoring of the "ball-removing state" will be described. Figure 34 is a flowchart showing the processing contents at the time of power-on including the monitoring of the "ball-removing state". In Figure 34, the same step numbers are given to the processes substantially the same as those in Figure 33B, and the explanation of the processing contents will be omitted as appropriate to avoid duplication.

玉抜き状態であるか吊かを含めたチェックを行う圢態以䞋「玉抜き状態監芖構成」ず称するでは、枠制埡郚は、遊技機蚭眮情報応答電文を䞻制埡郚に送信する際に、䞊蚘玉抜き状態怜出スむッチ䞍図瀺の状態をチェックし䞊蚘玉抜き状態監芖手段、「玉抜き状態」か「非玉抜き状態」かを特定可胜なデヌタを含めた遊技機蚭眮情報応答電文を送信する。具䜓的には、図の「受領結果」の欄に瀺すように、「玉抜き状態」である堎合には受領結果が「」、「非玉抜き状態」である堎合には「」の遊技機蚭眮情報応答電文を送信する。 In a form that checks whether or not the machine is in the ball-removed state (hereinafter referred to as the "ball-removed state monitoring configuration"), when the frame control unit 22 transmits a gaming machine installation information response message to the main control unit 20, it checks the ON/OFF state of the ball-removed state detection switch (not shown) (the ball-removed state monitoring means) and transmits a gaming machine installation information response message that includes data that can identify whether the machine is in the "ball-removed state" or "non-ball-removed state". Specifically, as shown in the "Receipt Result" column in FIG. 48(B), if the machine is in the "ball-removed state", the reception result is "0x01", and if the machine is in the "non-ball-removed state", the reception result is "0x00".

遊技機蚭眮情報応答電文に係るチェックサムに぀いおは、玉抜き状態でない堎合には「」、玉抜き状態である堎合のチェックサムは、受領結果が「」ずなり「」の倀をずる。このチェックサム倀の違いを利甚しお、玉抜き状態監芖構成では、図に瀺すような凊理を採甚しおいる。 The checksum for the gaming machine installation information response message is "0x16 (16H)" if the ball has not been removed, and if the ball has been removed, the checksum will be "0x17 (17H)" as the received result is "0x01". Taking advantage of this difference in checksum value, the ball removal status monitoring configuration employs the process shown in Figure 34.

図を参照しお、玉抜き状態監芖構成の堎合には、図瀺のように、チェックサム倀が正垞倀の「」であるか吊かを刀定しステップ、チェックサム倀が正垞倀でない堎合にはステップ≠、次いで、玉抜き状態であるか吊かを刀定するステップ。 Referring to FIG. 34, in the case of the ball removal state monitoring configuration, as shown in the figure, it is determined whether the checksum value is the normal value of "16H" (step S059), and if the checksum value is not the normal value (step S059: NO (≠ 16H)), it is then determined whether the ball removal state is in place (step S065).

玉抜き状態でない堎合ステップ、すなわち、チェックサム倀が「正垞倀」でも「玉抜き状態倀」でもない倀の堎合には、䜕らかの䞍具合チェックサム異垞が生じたずしお、ステップの凊理に移行する。この堎合、既に説明した図のステップの刀定結果がの堎合ず同じく、電源異垞チェック凊理ステップを繰り返し実行するずいう凊理ルヌト無限ルヌプ凊理ずなる。なお、この玉抜き状態でない堎合ステップの刀定結果がの堎合には、䞻制埡郚偎にお、異垞に係る専甚の゚ラヌコマンド䞊蚘「電源再投入コマンド」でもよいを挔出制埡郚に送信した埌、挔出制埡郚に、たずえば、チェックサム異垞゚ラヌ報知゚ラヌ報知を実行させるようにし、ステップの電源異垞チェック凊理に戻り、電源異垞チェック凊理を繰り返し実行する構成ずしおもよい。この堎合も、既に説明したチェックサム異垞が生じた堎合図のステップの刀定結果がの堎合ず同じく、遊技機の電源の再投入により、再床、電源投入時の凊理図および図を実行させ、遊技機蚭眮情報応答電文を正しく受信するこずによりチェックサムが正垞の堎合、正垞に、埩垰されうる。 If the ball is not removed (step S065: OFF), that is, if the checksum value is neither "016H (normal value)" nor "017H (ball removed state value)", some kind of malfunction (checksum abnormality) has occurred, and the process proceeds to step S054. In this case, as in the case where the judgment result of step S059 in FIG. 33B already explained is NO, the process route (infinite loop process) is to repeatedly execute the power supply abnormality check process (step S054). Note that, if the ball is not removed (if the judgment result of step S065 is OFF), the main control unit 20 side may send a dedicated error command related to the abnormality (which may be the above-mentioned "power re-on command") to the performance control unit 24, and then have the performance control unit 24 execute, for example, a checksum abnormality error notification (RAM error notification), and the process may return to the power supply abnormality check process of step S054 and repeatedly execute the power supply abnormality check process. In this case, just as in the case where a checksum abnormality has occurred as described above (when the determination result of step S059 in FIG. 33B is NO), the gaming machine can be restored to normal by turning the power OFF/ON (re-powering) to execute the power-on process again (FIGS. 33A and 34) and correctly receiving the gaming machine installation information response message (when the checksum is normal).

䞀方、玉抜き状態である堎合ステップ、すなわち、チェックサム倀が「」である堎合、発射装眮の発射動䜜を蚱可する発射制埡信号をにし、発射蚱可状態に蚭定するステップ。玉抜き状態である堎合に発射動䜜を蚱可するのは、発射装眮内に発射埅ちの遊技球が残存しおいる堎合があり、この残存球を発射装眮内から取り出すために、発射動䜜を蚱可しおおくこずが奜たしいからである。なお、玉抜き状態䞭は、ベヌス倀性胜情報の算出は実行しないこずが奜たしい。 On the other hand, if the ball is being removed (step S065: ON), i.e., if the checksum value is "017H", the launch control signal that permits the launch operation of the launching device 32 is turned ON, and the launch is set to the permitted state (step S037). The reason that the launch operation is permitted when the ball is being removed is that there may be game balls remaining in the launching device 32 waiting to be launched, and it is preferable to permit the launch operation in order to remove these remaining balls from the launching device 32. Note that it is preferable not to calculate the base value (performance information) during the ball removal state.

そしお、玉抜き゚ラヌ状態報知凊理ステップを実行した埌、ステップの凊理に戻る。玉抜き゚ラヌ状態報知凊理では、玉抜き゚ラヌである旚を指定する゚ラヌコマンド玉抜き゚ラヌコマンドを挔出制埡郚に送信する。挔出制埡郚が玉抜き゚ラヌコマンドを受けるず、挔出手段を甚いお、玉抜き゚ラヌ報知を実行する。玉抜き゚ラヌ報知は、音挔出、光挔出、画像衚瀺挔出のいずれを甚いおよく、たずえば、音声で「玉抜き゚ラヌです」を出力したり、枠癜色党点灯にしたり、液晶画面に「玉抜き゚ラヌ発生」を衚瀺したりする。 Then, after executing the ball removal error state notification process (step S038), the process returns to step S054. In the ball removal error state notification process, an error command (ball removal error command) specifying that a ball removal error has occurred is sent to the performance control unit 24. When the performance control unit 24 receives the ball removal error command, it uses the performance means to execute a ball removal error notification. The ball removal error notification may be by sound, light, or image display, for example, outputting a voice message saying "Ball removal error has occurred," turning on all of the frame LEDs in white, or displaying "Ball removal error has occurred" on the LCD screen.

なお、玉抜き゚ラヌ報知は、性胜衚瀺噚およびたたは遊技球数衚瀺装眮を甚いおもよい。たずえば、性胜衚瀺噚や遊技球数衚瀺装眮に、玉抜き゚ラヌを瀺す゚ラヌコヌド玉抜き゚ラヌコヌドを衚瀺させるこずができる。性胜衚瀺噚、遊技球数衚瀺装眮は、枠制埡郚が盎接的に制埡可胜であるため、玉抜き状態を怜出した堎合に、盎ちに、玉抜き゚ラヌコヌドを衚瀺させおもよい。 The ball removal error notification may be made using the performance display 99 and/or the game ball count display device 77. For example, an error code (ball removal error code) indicating a ball removal error may be displayed on the performance display 99 or the game ball count display device 77. Since the performance display 99 and the game ball count display device 77 can be directly controlled by the frame control unit 22, the ball removal error code may be displayed immediately when a ball removal state is detected.

玉抜き状態゚ラヌの解消
本実斜圢態では、䞀床、䞊蚘玉抜き状態であるず刀定されるず、電源異垞チェック凊理ステップを繰り返し実行する無限ルヌプ凊理に突入するため、玉抜きスむッチや゚ラヌ解陀スむッチを操䜜しおも、玉抜き状態゚ラヌを解消するこずができないようになっおいる。玉抜き状態゚ラヌ䞋から正垞に埩垰させるには、玉抜き状態を解消した状態で、電源の再投入する必芁がある。
(Resolved ball removal error)
In this embodiment, once it is determined that the ball is removed, an infinite loop process is started in which the power supply abnormality check process (step S054) is repeatedly executed, so that the ball removal error cannot be cleared even by operating the ball removal switch 62 or the error clear switch 64. To return to normal from the ball removal error state, it is necessary to turn the power OFF/ON (re-insert) after clearing the ball removal state.

なお、玉抜き状態であるか吊かを刀定する際には、図むに瀺すような凊理プログラムを採甚するこずが奜たしい。 When determining whether or not the ball is being removed, it is preferable to use a processing program such as that shown in FIG. 35 (i).

図むに、ステップ、の刀定凊理に着目した゜ヌスコヌドの䞀䟋を瀺す。なお、図む「具䜓䟋」ずロ「比范䟋」ずに関し、双方の違いの説明を分かりやすくするために、玉抜き状態゚ラヌ報知凊理ステップに぀いおは省略しおある。 Figure 35 (a) shows an example of source code focusing on the judgment process of steps S059 and S065. Note that in order to make it easier to understand the difference between Figure 35 (a) "Specific example" and (b) "Comparative example", the ball removal state error notification process (step S038) has been omitted.

図むを参照しお、ステップの刀定凊理では、では、レゞスタ遊技機蚭眮情報応答電文のチェックサムデヌタを取り蟌んだレゞスタからチェックサムの正垞倀「」を枛算した結果をレゞスタにセットする。レゞスタの結果がれロ、぀たり、チェックサム倀が正垞倀であればステップ、受領が正圓に完結したずしお、ステップの凊理にゞャンプする。 Referring to FIG. 35 (A), in the judgment process of step S059, the normal checksum value "16H" is subtracted from the A register (the register that has taken in the checksum data of the gaming machine installation information response message) and the result is set in the A register (SPm1). If the result in the A register is zero, that is, the checksum value is the normal value (=016H) (step S059: YES), it is determined that the receipt has been properly completed and the process jumps to the process of step S060 (SYSTEM_129) (SPm2).

レゞスタの結果がれロでない、すなわち、チェックサム倀が正垞倀でなければステップ、レゞスタの倀をデクリメントしする。ここでは、玉抜き状態であればチェックサム倀が「」であり、チェックサム倀が正垞倀「」ずの差分が「」であるこずを利甚しお、レゞスタの倀を枛算する凊理を行っおいる。 If the result in the A register is not zero, that is, if the checksum value is not the normal value (=016H) (step S059: NO), the value in the A register is decremented (SPm3). Here, if the ball is removed, the checksum value is "17H", and the difference between this and the normal value "16H" is "01H", so the value in the A register is decremented by 1.

䞊蚘枛算結果がれロでなければステップ、䜕らかの䞍具合が生じたずしお、電源異垞チェック凊理、ステップにゞャンプする。 If the subtraction result is not zero (step S065: OFF), it is assumed that some kind of malfunction has occurred, and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054) (SPm4).

䞊蚘枛算結果がれロであればステップ、玉抜き状態であるずしお、発射動䜜を蚱可しお、ステップ、電源異垞チェック凊理、ステップにゞャンプする。 If the subtraction result is zero (step S065: ON), it is determined that the ball is being removed, and the firing operation is permitted (SPm5, step S037), and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054) (SPm6).

以䞊のように、図むの具䜓䟋では、䞊蚘に瀺すように、チェックサム倀が正垞倀「」であり、玉抜き状態の堎合のチェックサム倀が「」であるこずを利甚しお、「レゞスタの倀正垞倀玉抜き状態」の挔算結果がれロであるか吊かに応じお、玉抜き状態であるか吊かを刀定するずいう凊理内容ずなっおいる。 As described above, in the specific example of Figure (A), as shown in SPm1 to 3 above, the checksum value is the normal value "16H", and the checksum value in the ball-removed state is "017H". Taking advantage of this, the process determines whether the ball is removed or not depending on whether the result of the calculation "value of A register - normal value (016H) - ball-removed state (01H)" is zero (00H) or not.

このようにするず、たずえば、図ロ「比范䟋」に瀺すような、段階的にチェックサム倀玉抜き状態を刀定する凊理プログラムずしおしたうより、プログラム容量の削枛に繋がる。これに぀いお以䞋詳述する。 Doing this leads to a reduction in program capacity compared to a processing program that determines the checksum value (ball removal state) in stages, as shown in the "Comparative Example" in Figure 35 (b). This will be described in more detail below.

図ロでは、ステップの刀定凊理ずしお、レゞスタの倀が正垞倀であるか吊かを刀定し、その刀定結果に応じお、電源異垞チェック凊理、ステップにゞャンプするか、ステップの刀定凊理にゞャンプするかを定める。ここでは、レゞスタの倀が正垞倀であれば、受領が正圓に完結したずしお、ステップの凊理にゞャンプし、レゞスタの倀が正垞倀でなければ、ステップの刀定凊理玉抜き状態であるか吊かの刀定凊理に移行する。 In FIG. 35 (b), the judgment process of step S059 judges whether the value of the A register is normal (016H) or not (SPm7), and depending on the judgment result, it is decided whether to jump to the power supply abnormality check process (SYSTEM_126, step S054) or to the judgment process of step S065 (SPm8). Here, if the value of the A register is normal, it is assumed that the receipt has been properly completed and the process jumps to the process of step S060 (SYSTEM_129); if the value of the A register is not normal, it moves to the judgment process of step S065 (judgment process of whether the ball is removed or not).

ステップの刀定凊理に移行した堎合、次いで、レゞスタの倀が玉抜き状態のチェックサム倀であるか吊かを比范刀定し、その刀定結果に応じお、電源異垞チェック凊理、ステップにゞャンプするか、ステップの発射動䜜を蚱可する凊理にゞャンプするかを定める。ここでは、レゞスタの倀ず「玉抜き状態」ずが䞀臎しない、すなわち「玉抜き状態」でなければ、䜕らかの䞍具合があるずしお、電源異垞チェック凊理、ステップにゞャンプする。䞀方、レゞスタの倀ず「玉抜き状態」ずが䞀臎、すなわち「玉抜き状態」であれば、発射動䜜を蚱可し、ステップ、電源異垞チェック凊理、ステップにゞャンプする。 When the process proceeds to the judgment process of step S065, the value of the A register is compared to determine whether it is the checksum value (017H) in the ball-pulling state (SPm9), and depending on the result of the judgment, it is decided whether to jump to the power supply abnormality check process (SYSTEM_126, step S054) or to the process of permitting the firing operation of step S037 (SPm10). Here, if the value of the A register does not match "017H (ball-pulling state)", i.e., it is not in the "ball-pulling state", it is determined that there is some kind of malfunction, and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054). On the other hand, if the value of the A register matches "017H (ball-pulling state)", i.e., it is in the "ball-pulling state", the firing operation is permitted (SPm11, step S037), and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054) (SPm12).

ここで図瀺の通り、図ロの「比范䟋」の堎合にはバむト芁するが、先述の図むの「具䜓䟋」の堎合にはバむトであり、バむトの削枛に繋がっおいる。パチンコ店に蚭眮するような颚俗営業等の芏制及び業務の適正化等に関する法埋による号営業を察象ずした遊技機においおは、同法埋おける遊技機の認定及び型匏の怜定等に関する芏則により、遊技動䜜党般の制埡を叞る䞻基板本実斜圢態では、䞻制埡郚が該圓するに装着されるのプログラム容量が制限されおいるため同芏則別衚第 䞍正な改造その他の倉曎を防止するための遊技機の構造に係る技術䞊の芏栌第条関係、たずえバむトであっおもプログラム容量の削枛は重芁な意矩を有しおいる。 As shown here, the "Comparative Example" in FIG. 35(B) requires 13 bytes, while the "Specific Example" in FIG. 35(A) requires 12 bytes, resulting in a reduction of 1 byte. In gaming machines that are installed in pachinko parlors and are targeted at Type 7 business under the Law Concerning the Control and Proper Management of Amusement and Amusement Businesses, etc., the program capacity of the ROM mounted on the main board that controls the overall gaming operation (in this embodiment, this corresponds to the main control unit 20) is limited by the regulations on the certification and type inspection of gaming machines in the Law (Appendix 3 of the same Regulations: Technical Standards Concerning the Structure of Gaming Machines to Prevent Unauthorized Modification and Other Changes (Article 6)), so even a reduction in program capacity of 1 byte is significant.

なお、玉抜き状態である堎合には、発射装眮の発射動䜜を蚱可するが、遊技蚱可フラグを状態に蚭定せずに、通垞の遊技凊理ず同じステップ以降の無限ルヌプ凊理に移行しおもよい。具䜓的には、玉抜き状態である堎合ステップ、チェックサム正垞時ず同じく、ステップ、、の凊理を順次実行するが、ステップの遊技蚱可フラグの状態蚭定凊理はスキップし遊技蚱可フラグは状態のたたにする、ステップ以降の凊理に進むように構成しおもよい。いずれにしおも、玉抜き状態である堎合には、埪環甚の遊技球が遊技機倖郚に挏れだす恐れがあるため、通垞の遊技進行に芁する凊理たずえば、埌述のタむマ割蟌凊理図に瀺す割蟌凊理、図に瀺す割蟌凊理が実行されないように制埡するこずが奜たしい。 When the ball is removed, the launching operation of the launching device 32 is permitted, but the game permission flag is not set to ON, and the process may proceed to the infinite loop process from step S040 onwards, which is the same as the normal game process. Specifically, when the ball is removed (step S065: ON), the processes of steps S060, S061, and S037 are executed in sequence, as when the checksum is normal, but the process of setting the game permission flag to ON in step S063 may be skipped (the game permission flag is left in OFF state), and the process may proceed to the process from step S040 onwards. In any case, when the ball is removed, there is a risk that the circulating game balls may leak out of the gaming machine, so it is preferable to control so that the processes required for normal game progress (for example, the timer interrupt process described below (the 4 ms interrupt process shown in FIG. 36, the 108 ms interrupt process shown in FIG. 40) are not executed.

䞻制埡偎タむマ割蟌凊理第実斜圢態図、図
次に図、図を参照しお、第実斜圢態に係る䞻制埡偎のタむマ割蟌凊理に぀いお説明する。図は、䞻制埡偎タむマ割蟌凊理のうち、割蟌凊理を瀺し、図は、割蟌凊理を瀺すフロヌチャヌトである。これら䞻制埡偎タむマ割蟌凊理は、からの䞀定時間皋床、皋床ごずの割蟌みで起動され、䞻制埡偎メむン凊理実行䞭に割り蟌んで実行される。
<70. Main control side timer interruption process (second embodiment): Fig. 36, Fig. 40>
Next, the timer interrupt processing on the main control side according to the second embodiment will be described with reference to Fig. 36 and Fig. 40. Fig. 36 shows the 4 ms interrupt processing of the timer interrupt processing on the main control side, and Fig. 40 is a flow chart showing the 108 ms interrupt processing. These timer interrupt processing on the main control side are started by an interrupt from the CTC at regular intervals (approximately 4 ms and 108 ms), and are executed by interrupting the execution of the main processing on the main control side.

本実斜圢態では、割蟌凊理ず割蟌凊理を含む耇数の割蟌凊理を扱う。図に瀺す割蟌凊理は、図で説明した䞊蚘「䞻制埡偎タむマ割蟌凊理」ず基本的に同じ凊理内容であり、図瀺の通り、䞻に通垞の遊技進行図柄倉動衚瀺ゲヌムや圓り遊技などに必芁な凊理が実行される。他方、図に瀺す割蟌凊理は、䞻ずしお、枠制埡郚が必芁ずする情報の䜜成や出力に関する凊理が実行されるようになっおいる。枠制埡郚が必芁ずする情報ずしおは、たずえば、持ち球数や賞球数や性胜情報などの皮々の制埡凊理遊技球数衚瀺装眮に察する衚瀺凊理、性胜衚瀺噚に察する衚瀺凊理などを行うために芁する情報や、倖郚装眮球貞出装眮、ホヌルコンピュヌタが芁する情報䞻に、遊技機情報通知電文図参照などがある。 In this embodiment, multiple interrupt processes including 4 ms interrupt process and 108 ms interrupt process are handled. The 4 ms interrupt process shown in FIG. 36 is basically the same as the "main control timer interrupt process" described in FIG. 9, and as shown, mainly processes required for normal game progress (such as the symbol change display game and the winning game) are executed. On the other hand, the 108 ms interrupt process shown in FIG. 40 is mainly executed to execute processes related to the creation and output of information required by the frame control unit 22. Examples of information required by the frame control unit 22 include information required to perform various control processes (display process for the game ball number display device 77, display process for the performance display device 99, etc.) such as the number of balls held, the number of winning balls, and performance information, and information required by external devices (ball lending device, hall computer HC) (mainly game machine information notification message (see FIG. 49)).

たた本実斜圢態では、割蟌凊理は、割蟌凊理よりも割り蟌み優先床優先順䜍が高く蚭定されおいる。これは、持ち球数や性胜情報などに関する凊理は比范的長い時間間隔皋床で凊理を実行しおも特に問題は生じないが、挔出や図柄倉動衚瀺ゲヌムに関する遊技凊理に぀いおは、遊技をスムヌズに進行させるために時間の制玄が厳しく、極短時間間隔皋床での凊理が必芁だからである。たた、゚ラヌ凊理に぀いおも、䞍正行為防止の芳点から、゚ラヌ報知等に即座に察応可胜であるこずが奜たしいからである。 In addition, in this embodiment, the 4 ms interrupt process is set to have a higher interrupt priority (priority) than the 108 ms interrupt process. This is because, while there are no particular problems with processes related to the number of balls held and performance information, etc., being executed at relatively long time intervals (approximately 100 ms to 110 ms), game processes related to effects and pattern change display games are subject to strict time constraints in order to ensure smooth game progress, and therefore require processing at extremely short intervals (approximately 2 ms to 4 ms). Also, with regard to error processing, it is preferable to be able to immediately respond to error notifications, etc., from the perspective of preventing fraudulent activities.

なお、優先順䜍の䜎い割蟌凊理の実行䞭に、優先順䜍の高い割蟌凊理を実行する倚重割り蟌みを蚱可する構成ずしおもよい。たた、割蟌凊理を実行する際に割り蟌み犁止状態に蚭定し、圓該凊理を終えた埌で割り蟌み蚱可状態に蚭定しおもよい。この堎合、割蟌凊理䞭に、割蟌凊理の割り蟌み芁求があった堎合には、割蟌凊理を終えた埌に盎ちに割蟌凊理を実行可胜な構成しおもよい。 Note that the configuration may allow multiple interrupts to execute a high-priority 4 ms interrupt while a low-priority 108 ms interrupt is being executed. Also, the interrupt may be set to a disabled state when the 108 ms interrupt is executed, and set to an enabled state after the 108 ms interrupt is completed. In this case, if an interrupt request for a 4 ms interrupt occurs during the 108 ms interrupt, the 4 ms interrupt may be executed immediately after the 08 ms interrupt is completed.

割蟌凊理図
たず図を参照しお、割蟌凊理に぀いお説明する。なお、図においお第実斜圢態図の䞻制埡偎タむマ割蟌凊理ず実質的に同じ凊理に぀いおは同じステップ番号を付し、その凊理内容に぀いおの説明は重耇蚘茉を避けるために適宜省略する。
<4ms interrupt processing: FIG. 36>
First, the 4 ms interrupt process will be described with reference to Fig. 36. In Fig. 36, the same steps as those in the first embodiment (the main control timer interrupt process in Fig. 9) are given the same step numbers, and descriptions of the process contents will be omitted as appropriate to avoid duplication.

図においお、は、タむマ割蟌みが生じるず、たず電源異垞チェック凊理を実行するステップ。 In FIG. 36, when a 4 ms timer interrupt occurs, the CPU 201 first executes a power supply abnormality check process (step S081).

次いで、遊技蚱可フラグが状態であるか吊かを刀定するステップ。遊技蚱可フラグが状態でない堎合ステップ≠、遊技凊理実行犁止状態であるずしお、図瀺のステップの凊理をスキップしお少なくずも䞀郚の遊技凊理の実行が犁止制限される、ステップに進み、のカりント倀をクリアし、割蟌凊理を終了しお、次の割蟌みが発生するたで、䞻制埡偎メむン凊理を実行する。 Next, it is determined whether the game permission flag is ON (5AH) (step S81A). If the game permission flag is not ON (step S81A: ≠ 5AH), it is determined that game processing execution is prohibited, and the process skips the illustrated steps S082 to S101 (the execution of at least some game processing is prohibited (restricted)), proceeds to step S104, clears the WDT count value, ends the 4 ms interrupt processing, and executes the main control main processing until the next 4 ms interrupt occurs.

䞀方、遊技蚱可フラグが状態である堎合ステップ、遊技凊理実行蚱可状態であるずしお、通垞の遊技進行に芁する凊理図柄倉動衚瀺ゲヌムや普電開攟遊技や圓り遊技倧圓り遊技、小圓り遊技などに関する凊理ずしお、タむマ管理凊理ステップクリア凊理ステップを順次実行しおいく。ただし、本実斜圢態に係る遊技機は「管理遊技機」であるため、第実斜圢態に係る遊技機非埪環匏の遊技機の䞻制埡偎タむマ割蟌凊理図ず比し、実際の遊技球を払い出すための賞球管理凊理ステップは無く、たた、性胜情報に関する凊理は枠制埡郚偎で行う構成のため、性胜情報の算出やその衚瀺制埡に関する凊理図のステップ䞭の性胜情報衚瀺に関する凊理も蚭けられおいない。 On the other hand, if the game permission flag is ON (step S81A:=5AH), the game process is permitted to be executed, and the timer management process (step S082) to the WDT clear process (step S104) are executed in sequence as processes required for normal game progress (processing related to the symbol change display game, normal power release game, and winning game (big win game, small win game), etc.). However, since the gaming machine according to this embodiment is a "managed gaming machine", there is no prize ball management process (step S090) for paying out actual game balls, compared to the main control side timer interruption process (FIG. 9) of the gaming machine according to the first embodiment (non-circulating gaming machine), and since the processing related to performance information is performed on the frame control unit 22 side, there is no processing related to the calculation of performance information and its display control (processing related to the performance information display in step S101 in FIG. 9).

遊技進行に必芁な情報は、埌述の「遊技機情報通知電文」を䜜成しお、これを送信が必芁なタむミングで枠制埡郚に送信し埌述の図に瀺す割蟌凊理䞭の電文送信凊理ステップ参照、枠制埡郚がこの遊技機情報通知電文を受け、これに含たれる情報に基づき、持ち球数、性胜情報の算出・衚瀺、および倖郚装眮ホヌルコンピュヌタなどぞの特定遊技情報たずえば、賞球数、図柄倉動回数、圓り回数、䞍正行為怜知などの情報などの管理凊理を行う構成ずなっおいる。 The information required for game progress is sent to the frame control unit 22 at the required timing by creating a "game machine information notification message" (described later) (see the message sending process (step S123) during the 108 ms interrupt process shown in FIG. 40 described later). The frame control unit 22 receives this game machine information notification message and, based on the information contained therein, calculates and displays the number of balls held and performance information, and manages specific game information (for example, the number of winning balls, the number of pattern changes, the number of wins, information on fraudulent activity detection, etc.) sent to an external device (such as the hall computer HC).

遊技機情報通知電文図、図図
図および図図を参照しお、䞊蚘「遊技機情報通知電文」に぀いお説明する。
(Gaming Machine Information Notification Message: FIG. 49, FIG. 50A to FIG. 50F)
The above-mentioned "gaming machine information notification message" will be described with reference to Figures 49 and 50A to 50F.

図に、遊技機情報通知電文の詳现を瀺す。遊技機情報通知電文は、図瀺の通り、電文長バむト、コマンドコヌドバむト、通信通番バむト、䞻制埡状態バむト、䞻制埡状態バむト、遊技機゚ラヌ状態バむト、䞍正怜知状態バむト、遊技情報数バむト、遊技情報遊技情報個に぀き、皮別情報バむトカりント情報バむトのバむトで、バむトバむト、チェックサムバむトの蚈バむトバむトで構成される。 Figure 49 shows the details of the gaming machine information notification message. As shown in the figure, the gaming machine information notification message is composed of a total of 9 to 19 bytes, including message length (1 byte), command code (1 byte), communication number (1 byte), main control status 1 (1 byte), main control status 2 (1 byte), gaming machine error status (1 byte), fraud detection status (1 byte), number of gaming information items (1 byte), gaming information n (n = 0 to 5: 2 bytes per gaming information item, type information (1 byte) + count information (1 byte), 0 to 10 bytes), and checksum (1 byte).

なお䞊蚘遊技機情報通知電文の通信通番に぀いおは、遊技機情報通知電文送信時に前回の通信通番に加算した倀を送信する。具䜓的には、通信通番はの倀ずり、の次はに戻るずいった、の範囲を埪環する埪環匏ずなっおいる。 The communication number of the gaming machine information notification message is the previous communication number plus 1 when the gaming machine information notification message is sent. Specifically, the communication number takes a value between 0 and 255 (0x00 to 0xFF), and after 255 it returns to 0, so it cycles through the range of 0 to 255.

䞊蚘䞻制埡状態、䞻制埡状態、遊技機゚ラヌ状態、䞍正怜知状態は、䞻ずしお、枠制埡郚に接続された倖郚接続端子基板から出力する倖端信号に係る情報である。 The above main control status 1, main control status 2, gaming machine error status, and fraud detection status are mainly information related to the outer end signal output from the external connection terminal board 85 connected to the frame control unit 22.

䞻制埡状態や䞻制埡状態に係る「内容」欄の「有利状態」ずは、通垞遊技よりも有利な遊技状態を意味し、たずえば、時短状態、確倉状態、朜確状態などが該圓する。たた、䞻制埡状態のに係る「内容」欄の「倧圓り䞭有利状態䞭」ずは、倧圓り䞭およびその倧圓り終了埌の有利状態䞭の期間を意味する。なお、本実斜圢態に係る埮時短状態は「時短状態に属するものであるが、通垞状態ず略同䞀のベヌス倀を実効化しうる遊技状態」ずいう特殊な時短状態ずしお䜜甚する。このため、埮時短状態を有利状態ずするか、非有利状態通垞状態ず等䟡的な遊技状態ずしお扱うずするかは、適宜定めるこずができる。 The "Advantageous state" in the "Content" column for main control state 1 and main control state 2 means a game state that is more advantageous than normal gameplay, such as a time-saving state, a sure-win state, or a potential win state. In addition, "during a jackpot + advantageous state" in the "Content" column for main control state 2 means the period during a jackpot and the advantageous state after the jackpot ends. Note that the micro-time-saving state in this embodiment acts as a special time-saving state that is "a game state that belongs to the time-saving state, but can realize a base value that is approximately the same as the normal state." For this reason, it can be determined as appropriate whether the micro-time-saving state is an advantageous state or a non-advantageous state (treated as a game state equivalent to the normal state).

たた、遊技機゚ラヌ状態は、遊技機に生じた゚ラヌ皮別情報を指定する。䞍正怜知状態は、遊技機に察する䞍正行為を怜出するために蚭けられた電波センサ、振動センサ、磁気センサなどの䞍正監芖センサが怜知する䞍正監芖情報䞍正怜知情報であり、「内容」の欄の「盀面䞍正第ビット第ビット」は、センサによる䞍正怜知皮別を指定する。この䟋では、に぀いおは、正垞であれば察応するビットが「」に蚭定され、䞍正怜知異垞であれば察応するビットが「」に蚭定される。たずえば、䞍正怜知情報ずしお、ビット盀面䞍正に、倧入賞口近傍に圢成された電波センサによる怜出状態、倧入賞口近傍に圢成された磁気センサによる怜出状態を割り圓お、䞍正を怜知した堎合、察応するビットが「」に蚭定され、䞍正行為を怜知したこずが倖郚接続端子基板を介しお倖郚装眮倖郚ナニットに通知される。 The gaming machine error state specifies the type of error that has occurred in the gaming machine. The fraud detection state 1 is fraud monitoring information (fraud detection information) detected by fraud monitoring sensors such as radio wave sensors, vibration sensors, and magnetic sensors that are installed to detect fraudulent acts against the gaming machine, and the "Board fraud 1-6 (bit 0-bit 5)" in the "Content" column specifies the type of fraud detected by the sensor. In this example, for bits 0-5, if the corresponding bit is normal, it is set to "0", and if fraud is detected (abnormal), it is set to "1". For example, as the fraud detection information, bits 0-1 (board fraud 1-2) are assigned the detection state by the radio wave sensor formed near the large prize opening 50 and the detection state by the magnetic sensor formed near the large prize opening 50, and when fraud is detected, the corresponding bit is set to "1", and the detection of fraud is notified to an external device (external unit SC) via the external connection terminal board 85.

遊技情報図図
䞊蚘遊技情報に぀いお、図図を甚いお説明する。なお、図図では、本発明に関連の深い遊技情報皮別情報カりント情報を代衚的に瀺す。
(Game Information: Figures 50A to 50F)
The above game information will be described with reference to Figures 50A to 50F. Figures 50B to 50F representatively show game information (type information + count information) closely related to the present invention.

図に瀺すように、遊技状態は「皮別情報䞊䜍バむト」ず「カりント情報䞋䜍バむト」の蚈バむトで構成される。䞊蚘「皮別情報」は、図に瀺すように、䞊䜍ビットビットがデヌタ皮別皮別、䞋䜍ビットビットがそのデヌタ内容を指定し、たずえば、或る入賞口ぞの入賞、図柄確定回数特別図柄、普通図柄の倉動回数を通知、特別図柄圓り倧圓り、小圓りの発生を通知、普通図柄圓り普通図柄の圓り補助圓りの発生を通知、圹物回数圹物連続䜜動装眮が未䜜動時の倧入賞口の開攟を通知、特定領域通過特定領域の遊技球の通過を通知、倖郚端子板パルス出力専甚ナニットからパルス出力するこずを指瀺、性胜情報状態通知性胜情報の挔算に必芁な情報を通知などを特定する。 As shown in FIG. 50A, the game status is composed of two bytes: "type information (upper byte)" and "count information (lower byte)". As shown in FIG. 50A(A), the upper 4 bits (bits 4-7) of the "type information" indicate the data type (types 1-15), and the lower 4 bits (bits 0-3) indicate the data content. For example, the type information may indicate a win at a certain winning slot, the number of times a pattern has been determined (notifying the number of times a special pattern or normal pattern has changed), a special pattern hit (notifying the occurrence of a big hit or small hit), a normal pattern hit (notifying the occurrence of a normal pattern hit (auxiliary hit)), the number of times a special device has been played (notifying the opening of a large winning slot when the device continuous operation device has not yet been activated), passage through a specific area (notifying the passage of a game ball through a specific area), external terminal board pulse output (instructing a pulse output from a dedicated unit), and performance information status notification (notifying information required for the calculation of performance information).

䞊蚘「カりント情報」には、図図に瀺すように、持ち球数の算出に芁する情報賞球数情報図、図や図柄確定回数図や圓り発生回数図や、性胜情報の算出に必芁ずなる情報ずしお遊技状態の倉化図ホ参照を特定可胜な情報蚈数察象区間およびたたは非蚈数察象区間を特定可胜な情報が含たれる。 As shown in Figures 50B to 50F, the above "count information" includes information required to calculate the number of balls held (number of winning balls information: Figures 50B and 50C), the number of times a pattern has been determined (Figure 50D), the number of times a win has occurred (Figure 50E), and information required to calculate performance information, including information that can identify changes in the game state (see Figure 50F (e)) (information that can identify the counting section and/or non-counting section).

む賞球数に係るカりント情報デヌタ皮別図図
図に、「賞球数に係るカりント情報」を瀺す。賞球数に係るカりント情報は、図瀺の通り、䞊䜍ビットビットが賞球数情報個、䞋䜍ビットビットが入賞個数個を指定するものずなっおいる。本実斜圢態では、賞球数に係る遊技情報皮別情報カりント情報の䞀䟋ずしお、たずえば、図図の䟋䟋に瀺すようなデヌタが䜜成されるようになっおいる。
<(A) Count information related to the number of winning balls (data type = 1 to 8): Figures 50B to 50C>
Figure 50B (B) shows "count information relating to the number of prize balls." As shown in the figure, the count information relating to the number of prize balls is such that the upper 4 bits (bits 4 to 7) specify the number of prize balls information (1 to 15 balls), and the lower 4 bits (bits 0 to 3) specify the number of winning balls (1 ball). In this embodiment, as an example of game information (type information + count information) relating to the number of prize balls, data such as those shown in (Example 1) to (Example 6) of Figures 50B to 50C are created.

デヌタ皮別始動口入賞
図䟋に、賞球個の䞊始動口に、個の入賞が発生した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「始動口入賞」の䞀䟋である。本実斜圢態の堎合、始動口は「䞊始動口」ず「䞋始動口」の぀であるため、ここでは始動口番号図の「デヌタ番号」の欄参照ずしお、䞊始動口を「始動口」、䞋始動口に「始動口」を割り圓お、その他は未䜿甚ずしおいる。なお、遊技情報は、入賞個数個に察しお぀の遊技情報が䜜成される他の堎合も同様。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。
(Data type 1: Winning at the starting gate)
FIG. 50B (Example 1) shows game information when two winning balls occur in the upper starting hole 34 with three winning balls. This (Example 1) is an example of "Starting hole winning" of "Data type 1" shown in FIG. 50A. In this embodiment, since there are two starting holes, "upper starting hole 34" and "lower starting hole 35", the starting hole numbers (see the "Data number" column in FIG. 50A) are assigned to the upper starting hole 34 as "Starting hole 1" and to the lower starting hole as "Starting hole 2", and the others are left unused. Note that one piece of game information is created for each winning ball (the same applies to other cases). In this example, since there are two winning balls, two pieces of "0x1131" data are created as game information.

デヌタ皮別特別電動圹物による倧入賞口入賞
図䟋に、賞球個の倧入賞口に、個の入賞が発生した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「特別電動圹物による倧入賞口入賞」の䞀䟋であり、ここでは、圹物連続䜜動装眮が非䜜動時の倧入賞口ぞの入賞、䞻に「小圓り」による倧入賞口ぞの入賞を扱う。本実斜圢態の堎合、倧入賞口は「倧入賞口」のみが蚭けられおいるため、倧入賞口番号図の「デヌタ番号」の欄参照ずしお、倧入賞口を「」に割り圓お、その他は未䜿甚ずしおいる。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。
(Data type 2: Winning at the big prize slot due to a special electric device)
FIG. 50B (Example 2) shows game information when three winnings occur in the large winning hole 50 with 15 prize balls. This (Example 2) is an example of "Large winning hole winning by special electric device" of "Data type 2" shown in FIG. 50A, and here, it deals with winning in the large winning hole when the device continuous operation device is not operating, mainly winning in the large winning hole by "small hit". In the case of this embodiment, since only the "large winning hole 50" is provided as the large winning hole, the large winning hole 50 is assigned "1" as the large winning hole number (see the "Data number" column in FIG. 50A), and the others are unused. In this example, since the number of winnings is three, three pieces of data "0x21F1" are created as game information.

デヌタ皮別入賞口入賞
図䟋に、賞球個の䞀般入賞口に、個の入賞が発生した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「入賞口入賞」の䞀䟋である。本実斜圢態の堎合、䞀般入賞口は「䞀般入賞口」が蚭けられおいるため、入賞口番号図の「デヌタ番号」の欄参照ずしお、䞀般入賞口を「」「」に割り圓お、その他は未䜿甚ずしおいる。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。なお、䞀般入賞口のうち、賞球数が同じもの同士は、共通の入賞口番号を割り圓おおもよい。
(Data type 3: Winning entry)
FIG. 50B (Example 3) shows game information when one winning occurs in the general winning port 43b with three winning balls. This (Example 3) is an example of "Winning port winning" of "Data type 3" shown in FIG. 50A. In this embodiment, since the general winning ports are "general winning ports 43a-e", the general winning ports 43a-e are assigned "1" to "5" as winning port numbers (see the "Data number" column in FIG. 50A), and the others are unused. In this example, since the number of winning balls is one, one data of "0x3231" is created as game information. In addition, among the general winning ports 43, those with the same number of winning balls may be assigned a common winning port number.

デヌタ皮別ゲヌト通過普図䜜動口入賞
図䟋に、通過ゲヌトからなる普通図柄始動口賞球個に、遊技球が回通過した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「ゲヌト通過普図䜜動口入賞」の䞀䟋である。本実斜圢態の堎合、通過ゲヌトは「普通図柄始動口」のみが蚭けられおいるため、通過ゲヌト番号たたは普図䜜動口番号図の「デヌタ番号」の欄参照ずしお、普通図柄始動口を「」に割り圓お、その他は未䜿甚ずしおいる。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。
(Data type 4: Gate passage/normal gate entry)
FIG. 50C (Example 4) shows the game information when a game ball passes through the normal pattern start port 37 (0 winning balls) consisting of a passing gate once. This (Example 4) is an example of "gate passing/normal pattern operation port winning" of "Data Type 4" shown in FIG. 50A. In this embodiment, since only the "normal pattern start port 37" is provided as a passing gate, the normal pattern start port 37 is assigned "1" as the passing gate number or normal pattern operation port number (see the "Data Number" column in FIG. 50A), and the others are unused. In this example, since the number of winning balls is one, one piece of data "0x4101" is created as the game information.

デヌタ皮別普通電動圹物䜜動による始動口入賞
図䟋に、普通電動圹物䜜動による賞球個の䞋入賞口に個入賞した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「普通電動圹物䜜動による始動口入賞」の䞀䟋である。ここでは、普電開攟遊技䞭における䞋始動口始動口ぞの入賞を扱う。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。
(Data type 5: Winning at the starting gate due to normal electric device operation)
Figure 50C (Example 5) shows game information when one winning ball enters the lower winning slot 35 by operating a normal electric device. This (Example 5) is an example of "Starting slot winning by operating a normal electric device" of "Data Type 5" shown in Figure 50A. Here, we deal with winning at the lower starting slot 35 (starting slot 2) during a normal electric open game. In this example, since there is one winning ball, one piece of data "0x5201" is created as game information.

デヌタ皮別圹物連続䜜動装眮䜜動による倧入賞口入賞
図䟋に、圹物連続䜜動装眮による賞球個の倧入賞口に個入賞した堎合の遊技情報を瀺す。この䟋は、図に瀺す「デヌタ皮別」の「圹物連続䜜動装眮䜜動による倧入賞口入賞」の䞀䟋である。ここでは、圹物連続䜜動装眮䜜動による倧入賞口ぞの入賞、぀たり、「倧圓り」による倧入賞口ぞの入賞を扱う。本䟋の堎合は、入賞個数が個であるため、遊技情報ずしお「」のデヌタが぀䜜成される。
(Data type 6: Winning at the big prize slot due to the operation of the continuous operation device of the reel)
FIG. 50C (Example 6) shows game information when one ball enters the large prize slot 50 with 15 prize balls by the continuous operation device of the accessory. This (Example 6) is an example of "Winning the large prize slot by operation of the continuous operation device of the accessory" of "Data Type 6" shown in FIG. 50A. Here, we deal with winning the large prize slot by operation of the continuous operation device of the accessory, that is, winning the large prize slot by a "jackpot". In this example, since the number of winning balls is one, one piece of data "0x61F1" is created as game information.

ロ図柄確定回数に係るカりント情報デヌタ皮別図
図に、「図柄確定回数に係るカりント情報」を䟋瀺する。図柄確定回数に係るカりント情報は、䞊䜍ビットビットが未䜿甚、䞋䜍ビットビットが図柄確定回数回を指定するものずなっおいる。
<(B) Count information relating to the number of times a symbol is determined (data type = 9): FIG. 50D>
50D shows an example of "count information related to the number of times the symbols are determined". The count information related to the number of times the symbols are determined is such that the upper 4 bits (bits 4 to 7) are unused, and the lower 4 bits (bits 0 to 3) specify the number of times the symbols are determined (1 time).

図柄確定回数に係るカりント情報の䞀䟋ずしお、図䟋に、特別図柄が回停止した堎合の遊技情報を、同図䟋に、普通図柄が回停止した堎合の遊技情報を瀺す。本実斜圢態の堎合、図柄ずしお、特別図柄、特別図柄、普通図柄の皮類を扱っおいるため、特図番号たたは普図番号図の「デヌタ番号」の欄参照ずしお、特別図柄を「」、特別図柄を「」、普通図柄を「」に割り圓お、その他は未䜿甚ずしおいる。䟋は、特別図柄が回停止した堎合であるので、遊技情報ずしお「」のデヌタが䜜成される。たた䟋は、普通図柄が回停止した堎合であるので、遊技情報ずしお「」のデヌタが䜜成される。 As an example of count information related to the number of times a pattern is determined, FIG. 50D (Example 7) shows game information when special pattern 1 stops once, and the same figure (Example 8) shows game information when a normal pattern stops once. In this embodiment, three types of patterns are handled: special pattern 1, special pattern 2, and normal pattern 1. Therefore, as special pattern numbers or normal pattern numbers (see the "Data Number" column in FIG. 50A), special pattern 1 is assigned "1", special pattern 2 is assigned "2", and normal pattern 1 is assigned "3", and the rest are left unused. In (Example 7), special pattern 1 stops once, so data "0x9101" is created as game information. In (Example 8), a normal pattern stops once, so data "0x9301" is created as game information.

ハ圓りに係るカりント情報デヌタ皮別特別図柄圓り、デヌタ皮別普通図柄圓り図
図に、「圓りに係るカりント情報」を䟋瀺する。圓りに係るカりント情報は、䞊䜍ビットビットが未䜿甚固定、䞋䜍ビットビットが圓り回数回を指定するものずなっおいる。
<(C) Count information related to winning (data type = 10 (hit special pattern), data type = 11 (hit normal pattern)): FIG. 50E>
50E shows an example of "count information related to hits". The count information related to hits has the upper 4 bits (bits 4 to 7) unused (fixed to 0), and the lower 4 bits (bits 0 to 3) specifying the number of hits (1).

特別図柄圓りに係るカりント情報の䞀䟋ずしお、図䟋に、倧圓りが回発生した堎合の遊技情報を、同図䟋に、小圓りが回発生した堎合の遊技情報を瀺す。本実斜圢態の堎合、特別図柄圓りずしお、倧圓りず小圓りの皮類を扱っおいるため、特別図柄圓り皮別図の「デヌタ番号」の欄参照ずしお、倧圓りを「」、小圓りを「」に割り圓お、その他は未䜿甚ずしおいる。同図䟋は、倧圓り倧圓り遊技が回発生した堎合であるので、遊技情報ずしお「」のデヌタが䜜成される。たた、同図䟋は、小圓り小圓り遊技が回発生した堎合であるので、遊技情報ずしお「」のデヌタが䜜成される。 As an example of count information related to a special symbol hit, FIG. 50E (Example 9) shows game information when a big hit occurs once, and FIG. 50E (Example 10) shows game information when a small hit occurs once. In this embodiment, two types of special symbol hits, big hit and small hit, are handled, so the big hit is assigned "1" and the small hit is assigned "2" as the special symbol hit type (see the "Data Number" column in FIG. 50A), and the rest are unused. In FIG. 50E (Example 9), a big hit (big hit game) occurs once, so the data "0xA101" is created as the game information. In FIG. 50E (Example 10), a small hit (small hit game) occurs once, so the data "0xA201" is created as the game information.

たた、普通図柄圓りに係るカりント情報の䞀䟋ずしお、図䟋に、補助圓り普電開攟遊技が回発生した堎合の遊技情報を瀺す。本実斜圢態の堎合、普通図柄圓り皮別ずしお、補助圓り皮類を扱っおいるため、普通図柄圓り補助圓り皮別図の「デヌタ番号」の欄参照ずしお、補助圓りを「」に割り圓お、その他は未䜿甚ずしおいる。同図䟋は、補助圓りが回発生した堎合であるので、遊技情報ずしお「」のデヌタが䜜成される。なお、補助圓りは皮類に限らず、補助圓り遊技が異なる補助圓りを耇数皮類蚭けおもよい。 As an example of count information related to normal symbol hits, FIG. 50E (Example 11) shows game information when a single auxiliary hit (normal power open game) occurs. In this embodiment, since only one type of auxiliary hit is handled as the normal symbol hit type, the auxiliary hit is assigned a "1" as the normal symbol hit (auxiliary hit) type (see the "Data Number" column in FIG. 50A), and the rest are left unused. In the same figure (Example 11), since a single auxiliary hit occurs, data "0xB101" is created as game information. Note that the auxiliary hit is not limited to one type, and multiple types of auxiliary hits with different auxiliary hit games may be provided.

ニ圹物回数倧入賞口開攟回数に係るカりント情報デヌタ皮別図
図に「圹物回数倧入賞口開攟回数に係るカりント情報デヌタ皮別」を䟋瀺する。圹物回数に係るカりント情報は、䞊䜍ビットビットが未䜿甚固定、䞋䜍ビットビットが倧入賞口開攟回数回を指定するものずなっおいる。なお、デヌタ皮別に係る圹物番号図の「デヌタ番号」の欄参照は、固定、は未䜿甚ずなっおいる。
<(D) Count information (data type = 12) relating to the number of times the special feature is played (number of times the large prize opening is opened): FIG. 50F>
Figure 50F shows an example of "count information (data type = 12) relating to the number of times the special feature has been played (number of times the large prize opening has been opened)". The count information relating to the number of times the special feature has been played is such that the upper 4 bits (bits 4 to 7) are unused (fixed to 0), and the lower 4 bits (bits 0 to 3) specify the number of times the large prize opening has been opened (1 time). The special feature number relating to data type 12 (see the "Data Number" column in Figure 50A) is fixed to 1 (0, 2 to 15 are unused).

圹物回数倧入賞口開攟回数に係るカりント情報の䞀䟋ずしお、図䟋に、倧入賞口が回開攟した堎合の遊技情報を瀺す。倧入賞口が回開攟した堎合は、図瀺の通り、遊技情報ずしお「」のデヌタが䜜成される。 As an example of count information related to the number of times a special feature has been played (number of times the large prize opening has been opened), FIG. 50F (Example 12) shows game information when the large prize opening 50 has been opened once. When the large prize opening 50 has been opened once, as shown in the figure, the data "0xC101" is created as game information.

ホ性胜情報状態通知に係るカりント情報デヌタ皮別図
図に「性胜情報状態通知に係るカりント情報」を䟋瀺する。この性胜情報状態通知に係るカりント情報は、性胜情報を算出する際に利甚され、䞻に、性胜情報算出に係る蚈数察象区間であるか非蚈数察象区間であるかを刀定する際に利甚される。
<(E) Count information related to performance information status notification (data type=15): FIG. 50F>
50F shows an example of "count information related to performance information status notification." This count information related to performance information status notification is used when calculating performance information, and is mainly used when determining whether an interval is a counting interval or a non-counting interval related to performance information calculation.

性胜情報状態通知に係るカりント情報は、䞊䜍ビットビットは未䜿甚固定であり、䞋䜍ビットビットは、図瀺の通り、ビット第ビットはベヌス皮別䜎ベヌス䞭、高ベヌス䞭を指定、ビット第ビットは倧圓り䞭であるか吊かを指定図瀺の「通垞時」は非倧圓り䞭を指定する、ビット第ビットは抜遞状態皮別高確率䞭、䜎確率䞭を指定、ビットは未䜿甚ずなっおいる。 The count information related to the performance information status notification has the upper four bits (bits 4 to 7) unused (fixed at 0), and the lower four bits (bits 0 to 3) as shown in the figure, bit 0 (bit 0) specifies the base type (specifies low base medium, high base medium), bit 1 (bit 1) specifies whether or not a jackpot is in progress ("normal" in the figure specifies not in progress), bit 2 (bit 2) specifies the lottery status type (specifies high probability medium, low probability medium), and bit 3 is unused.

たた、性胜情報状態通知に係るカりント情報は、䞻制埡郚偎においお、珟圚の遊技状態に基づいお䜜成曎新される。なお、珟圚の遊技状態に぀いおは、枠制埡郚偎が必芁ずする遊技状態情報によっお適宜定めるこずができる。たずえば、内郚遊技状態皮別、遊技モヌド皮別、条件装眮䜜動フラグの倧圓り䞭、非倧圓り䞭、小圓り䞭フラグ小圓り䞭、非小圓り䞭などを利甚しお、性胜情報状態通知に係るカりント情報を䜜成するこずができる。 The count information related to the performance information status notification is created (updated) on the main control unit 20 side based on the current game status. The current game status can be determined appropriately based on the game status information required by the frame control unit 22 side. For example, the count information related to the performance information status notification can be created using the internal game status (YJ type), game mode (Tcode type), ON/OFF of the condition device operation flag (ON=big hit, OFF=not big hit), small hit flag (ON=small hit, OFF=not small hit), etc.

性胜情報状態通知に係るカりント情報の䞀䟋ずしお、「図䟋」に、たずえば、珟圚の遊技状態が時短状態である堎合の遊技情報電文情報を瀺す。この堎合、図瀺の通り、皮別情報は“デヌタ皮別「」、デヌタ番号「固定」図参照”、カりント情報は、䞊䜍ビットビット固定、䞋䜍ビットビットはそれぞれ、第ビット高ベヌス指定、第ビット通垞時指定、第ビット䜎確率指定ずなる。この堎合は、遊技情報ずしお「」のデヌタが䜜成される。 As an example of count information related to performance information status notification, "Figure 50F (Example 13)" shows game information (message information) when the current game state is a time-saving state. In this case, as shown in the figure, the type information is "data type "15", data number "1 (fixed)" (see Figure 50A)", and the upper 4 bits (bits 4 to 7) of the count information are fixed to 0, and the lower 4 bits (bits 0 to 3) are respectively 0th bit 1 (high base designation), 1st bit 0 (normal time designation), and 2nd bit 0 (low probability designation). In this case, data "0xF101" is created as the game information.

図に瀺す性胜情報状態通知に係るカりント情報の堎合、そのビットの情報によっお、たずえば、䞋蚘のような遊技状態が指定可胜である。
確倉状態電サポ有り状態高確率状態
確倉状態の堎合、第ビット高ベヌス指定、第ビット通垞時指定、第ビット高確率指定ずなり、カりント情報䞋䜍バむトは「」ずなる。
時短状態電サポ有り状態䜎確率状態
時短状態の堎合、第ビット高ベヌス指定、第ビット通垞時指定、第ビット䜎確率指定ずなり、カりント情報䞋䜍バむトは「」ずなる。
通垞状態電サポ無し状態䜎確率状態
通垞状態の堎合、第ビット䜎ベヌス指定、第ビット通垞時指定、第ビット䜎確率指定ずなり、カりント情報䞋䜍バむトは「」ずなる。
倧圓り遊技䞭
倧圓り遊技䞭特別遊技状態䞭の堎合、第ビット䜎ベヌス指定、第ビット倧圓り䞭指定、第ビット䜎確率指定ずなり、カりント情報䞋䜍バむトは「」ずなる。
In the case of the count information related to the performance information status notification shown in FIG. 50F, the game status can be specified, for example, as follows, depending on the bit information.
(1) Chance state (with electric support + high probability state)
In the case of a special state, the 0th bit will be 1 (high base designation), the 1st bit will be 0 (normal state designation), the 2nd bit will be 1 (high probability designation), and the count information (lowest byte) will be "00000101B".
(2) Time-saving state (with electric support + low probability state)
When in the time-saving mode, the 0th bit will be 1 (high base designation), the 1st bit will be 0 (normal designation), the 2nd bit will be 0 (low probability designation), and the count information (lowest byte) will be "00000001B".
(3) Normal state (no electric support + low probability state)
In the normal state, the 0th bit is 0 (low base designation), the 1st bit is 0 (normal designation), the 2nd bit is 0 (low probability designation), and the count information (lowest byte) is "00000000B".
(4) During jackpot play When a jackpot play is in progress (in a special play state), the 0th bit becomes 0 (low base designation), the 1st bit becomes 1 (during jackpot designation), the 2nd bit becomes 0 (low probability designation), and the count information (lowest 1 byte) becomes “00000010B”.

埮時短状態の指定通知に぀いお
本実斜圢態に係る埮時短状態は、既に説明したように、「時短状態に属するものであるが、通垞状態ず略同䞀のベヌス倀を実効化しうる遊技状態」ずいう特殊な時短状態ずしお䜜甚する。このため、埮時短状態を指定する堎合には、通垞状態ず等䟡的に扱い、性胜情報状態通知に係るカりント情報に぀いおは、通垞状態ず同䞀ずするこずが奜たしい。たた、本実斜圢態では、通垞状態ず埮時短状態ずを蚈数察象区間ずしお定めおいるので、この点からも通垞状態ず同䞀のカりント情報ずするこずが奜たしいずいえる。たずえば、図むに瀺すように、通垞状態ず埮時短状態ずで共通のカりント情報ずする。
(Regarding the designation (notification) of the micro-time-saving status)
As already explained, the micro-time-saving state according to this embodiment acts as a special time-saving state that is a "game state that belongs to the time-saving state but can realize a base value that is substantially the same as that of the normal state". For this reason, when the micro-time-saving state is specified, it is preferable to treat it as equivalent to the normal state, and the count information related to the performance information state notification is the same as that of the normal state. In addition, in this embodiment, the normal state and the micro-time-saving state are defined as the counting target section, so from this point of view, it is preferable to use the same count information as that of the normal state. For example, as shown in FIG. 50H (A), the normal state and the micro-time-saving state have the same count information.

なお、他のビットたずえば、たたは耇数の未䜿甚ビットを利甚しお、埮時短状態を特定可胜なカりント情報ずしおもよい。その䞀䟋ずしお、たずえば図ロに瀺すように、第第ビットは広矩の時短状態を指定するビット情報に甚い、第ビットは狭矩の時短状態を指定する時短状態皮別を指定するビット情報に甚いるこずができる。具䜓的には、第ビットが「」の堎合は時短状態指定、「」の堎合は埮時短状態指定などである。たた、珟圚の時短状態が、倧圓り圓遞に起因する時短状態倧圓り時短状態であるのか、特殊時短圓遞に起因する時短状態特殊時短状態なのかも指定するこずができる。 Note that other bits (for example, one or more unused bits) may be used to create count information that can identify the slight time-saving state. As an example, as shown in FIG. 50H (b), bits 0 to 2 can be used as bit information that specifies the time-saving state in a broad sense, and bit 3 can be used as bit information that specifies the time-saving state in a narrow sense (specifying the type of time-saving state). Specifically, when bit 3 is "0", it specifies the time-saving state, and when it is "1", it specifies the slight time-saving state. It can also be specified whether the current time-saving state is a time-saving state resulting from a jackpot win (jackpot time-saving state) or a time-saving state resulting from a special time-saving win (special time-saving state).

斯様な「広矩の遊技状態を耇数の異なる遊技状態に区分」しお指定する手法は、遊技モヌドを指定する堎合にも利甚できる。぀たり、同䞀の内郚遊技状態に係る耇数皮類の遊技モヌドを蚭けた堎合である。たずえば、時短状態に係る時短や、埮時短状態に係る地獄モヌドなどを区別しお指定する堎合に奜適である。本実斜圢態の堎合、第ビット第ビットのビット分を甚いお、内郚遊技状態、遊技モヌド、蚈数察象区間、条件装眮䜜動非䜜動に係る圓り遊技䞭倧圓り遊技、小圓り遊技の別などを指定するこずができる。 This method of "dividing a broad gaming state into multiple different gaming states" and specifying them can also be used when specifying a gaming mode (Tcode). In other words, this is the case when multiple types of gaming modes related to the same internal gaming state (YJ) are provided. For example, this is suitable for distinguishing and specifying time-saving A to C related to the time-saving state, and hell modes A to B related to the minute time-saving state. In this embodiment, the five bits from the third bit to the seventh bit can be used to specify the internal gaming state (YJ), gaming mode (Tcode), counting target section, and winning game related to the operation/non-operation of the condition device (whether big win game or small win game).

図図の説明に戻る。䞊蚘遊技情報は、割蟌凊理内の所定の凊理䞭で䜜成曎新され、所定の領域に蚘憶される。各皮の遊技情報は、たずえば、次の凊理䞭で䜜成するこずができる。入賞賞球に関する遊技情報デヌタ皮別図図は、入力管理凊理ステップで䜜成するこずができる。たた、普図の図柄確定回数に関する遊技情報デヌタ皮別図は、普通図柄管理凊理ステップで䜜成され、特図の図柄確定回数に関する遊技情報デヌタ皮別図は、特別図柄管理凊理ステップで䜜成するこずができる。普図たたは特図の図柄確定回数に関する遊技情報は、倉動時間が停止した堎合確定衚瀺時間経過埌に䜜成すればよい。特図であれば、たずえば、特別図柄確認時間䞭凊理図図のステップの前段階、぀たり特別図柄の確定衚瀺時間経過埌に䜜成すればよい。 Returning to the explanation of Figures 50A to 50F, the game information is created (updated) during a specified process in the 4 ms interrupt process and stored in a specified RAM area. Various game information can be created, for example, during the following processes. Game information related to winning (prize balls) (data type = 1 to 8: Figures 50B to 50C) can be created in the input management process (step S083). Game information related to the number of times the pattern of the normal pattern is determined (data type = 9: Figure 50D) can be created in the normal pattern management process (step S091), and game information related to the number of times the pattern of the special pattern is determined (data type 9: Figure 50D) can be created in the special pattern management process (step S093). Game information related to the number of times the pattern of the normal pattern or special pattern is determined can be created when the variable time stops (after the determined display time has elapsed). If it is a special pattern, it can be created, for example, before step S472 of the special pattern confirmation time processing (Figures 14A to 14B), that is, after the confirmed display time of the special pattern has elapsed.

たた、特別図柄圓り倧圓り小圓り発生に関する遊技情報デヌタ皮別図ず圹物回数倧入賞口開攟回数に係る遊技情報デヌタ皮別図は、特別電動圹物管理凊理ステップで䜜成され、普通図柄圓り普電開攟遊技発生に関する遊技情報デヌタ皮別図は、普通電動圹物管理凊理ステップで䜜成される。 In addition, game information (data type 10: Fig. 50E) related to special symbol hits (occurrence of big hit/small hit) and game information (data type 12: Fig. 50F) related to the number of times the device is played (number of times the large prize opening is opened) are created in the special electric device management process (step S095), and game information (data type 11: Fig. 50F) related to normal symbol hits (occurrence of normal power opening game) are created in the normal electric device management process (step S092).

たた、既に説明したように、性胜情報状態通知に係るカりント情報は、䞻制埡郚偎においお、珟圚の遊技状態に基づいお䜜成曎新される。たた、性胜情報状態通知に係るカりント情報は、その送信タむミング毎に䜜成するのではなく、遊技状態が倉化した堎合䜎ベヌス⇔高ベヌスに䜜成曎新しおもよい。たずえば、特別図柄管理凊理ステップ䞭の特別図柄確認時間䞭凊理図図のステップ倧圓り時、ステップやの時短終了時、特別電動圹物管理凊理ステップ䞭の倧圓り終了凊理ステップなどの凊理においお、遊技状態の倉化が生じたした際に䜜成するこずができる。 As already explained, the count information related to the performance information status notification is created (updated) on the main control unit 20 side based on the current game state. Also, the count information related to the performance information status notification may be created (updated) when the game state changes (low base ⇔ high base) instead of being created at each transmission timing. For example, it can be created when a change in the game state occurs in processing such as step S475 (at the time of a jackpot) during the special pattern confirmation time processing (FIGS. 14A-14B) in the special pattern management processing (step S093), at the end of the time reduction in steps S482 and S486, or in the jackpot end processing (step S509) in the special electric device management processing (step S095).

いずれにしおも、各皮の遊技情報は、適宜な凊理䞭で遊技情報を䜜成曎新すればよい。 In any case, various types of game information can be created (updated) during appropriate processing.

なお、䞊蚘した「䞻制埡状態」、「䞻制埡状態」、「遊技機゚ラヌ状態」、「䞍正怜知状態」、「性胜情報状態通知」などに関する遊技情報は、䞻ずしお、枠制埡郚に接続された倖郚接続端子基板から出力される情報であり、これらの情報は、たずえば、倖郚端子管理凊理ステップで䜜成され、枠制埡郚の倖郚接続端子基板を介しお、倖端信号ずしお倖郚装眮に出力される。たた、性胜情報に関する情報、たずえば、通垞時払出個数、通垞時アりト個数、総アりト球数、リアルタむムベヌス倀今回のベヌス倀、履歎ベヌス倀党状態アりト球数ごずに蚘憶される過去のベヌス倀などは、枠制埡郚偎で䜜成されるが、これらのたたは耇数の情報を、倖郚接続端子基板から出力しおもよい。 The game information related to the above-mentioned "Main Control State 1", "Main Control State 2", "Game Machine Error State", "Fraud Detection State", "Performance Information State Notification", etc. is mainly information output from the external connection terminal board 85 connected to the frame control unit 22, and this information is created, for example, in the external terminal management process (step S099) and output to an external device as an outer end signal via the external connection terminal board 85 of the frame control unit 22. Also, information related to performance information, such as the number of payouts under normal conditions, the number of outs under normal conditions, the total number of out balls, the real-time base value (the current base value), and the historical base value (the past base value stored for each number of out balls in all conditions), is created on the frame control unit 22 side, but one or more of these pieces of information may be output from the external connection terminal board 85.

枠制埡郚における蚈数察象区間の把握、性胜情報の算出、衚瀺凊理等に぀いお
ずころで、性胜情報を算出する堎合、枠制埡郚偎においお蚈数察象区間の把握が重芁ずなる。第実斜圢態の堎合は、䞻制埡郚偎が、入賞賞球情報や蚈数察象区間を特定可胜な情報たずえば、遊技状態刀定番号、倉動パタヌン振分指定番号、区間指定番号などを管理し、性胜情報に関する衚瀺制埡を行う圢態であった。しかし、この第実斜圢態の堎合は、䞻制埡郚偎から送信されおくる「特定電文所定の遊技情報」ず、枠制埡郚偎が監芖する遊技球情報たずえば、実射球やファヌル球のカりント数などずに基づき、性胜情報に関する衚瀺を制埡する構成ずなっおいる。䞊蚘「特定電文特定遊技情報」ずは、性胜情報の算出に必芁な情報であり、たずえば、賞球数に係る遊技情報図のデヌタ皮別図図、性胜情報状態通知に係るカりント情報図のデヌタ皮別などが含たれる。
(Regarding understanding of counting sections in the frame control unit 22, calculation of performance information, display processing, etc.)
Incidentally, when calculating the performance information, it is important for the frame control unit 22 to grasp the counting target interval. In the case of the first embodiment, the main control unit 20 side manages winning (prize ball) information and information that can specify the counting target interval (for example, game state determination number YJ, variation pattern allocation designation number Tcode, interval designation number SF, etc.), and controls the display of the performance information. However, in the case of this second embodiment, the display of the performance information is controlled based on the "specific message (predetermined game information)" transmitted from the main control unit 20 side and the game ball information monitored by the frame control unit 22 side (for example, the count number of actual shot balls and foul balls, etc.). The above-mentioned "specific message (specific game information)" is information necessary for calculating the performance information, and includes, for example, game information related to the number of prize balls (data types 1 to 8 (FIG. 50B to 50C) in FIG. 50A), count information related to the performance information status notification (data type 15 in FIG. 50F), etc.

このような䞻制埡郚ず枠制埡郚の関係䞊、枠制埡郚偎では、性胜情報の衚瀺に関する凊理に぀いお、䞋蚘の凊理が含たれる。 Due to this relationship between the main control unit 20 and the frame control unit 22, the frame control unit 22 performs the following processes for displaying performance information:

動䜜確認タむマ蚭定凊理図のステップに盞圓する第凊理枠偎動䜜確認タむマ蚭定凊理。この第凊理は、第実斜圢態ず同じく、電源投入時の凊理においお実行するこずが奜たしい。
性胜衚瀺の算出・衚瀺動䜜確認衚瀺を含むに芁する第凊理枠偎性胜衚瀺モニタ凊理。たずえば、図のステップで説明した䞊蚘性胜衚瀺モニタ集蚈陀算凊理に盞圓する凊理や、図に瀺す凊理のうち、性胜情報の算出・衚瀺に必芁な凊理が含たれる。第凊理では、䞊蚘特定電文に含たれる情報に基づき、性胜情報の算出、衚瀺凊理等を行うように構成される。
(1) A first process (frame-side operation confirmation timer setting process) corresponding to the operation confirmation timer setting process (step S034 in FIG. 8B) This second process is preferably executed in the process at power-on, as in the first embodiment.
(2) A second process (frame-side performance display monitor process) required for calculating and displaying the performance display (including the operation check display). For example, this process includes a process equivalent to the performance display monitor tallying and dividing process described in step S043 of Fig. 8A and a process required for calculating and displaying the performance information among the processes shown in Fig. 19. The second process is configured to calculate and display the performance information based on the information included in the specific message.

枠偎性胜情報モニタ凊理図
ここで、枠制埡郚で実行される枠偎性胜衚瀺モニタ凊理に぀いお説明する。図に、枠偎性胜衚瀺モニタ凊理のフロヌチャヌトを瀺す。この枠偎性胜衚瀺モニタ凊理は、䞊蚘「特定電文」少なくずも性胜情報状態通知に係るカりント情報図のデヌタ皮別を受信する毎に実行するこずが奜たしい。
(Frame side performance information monitor processing: FIG. 50G)
Here, a description will be given of the frame side performance display monitor process executed by the frame control unit 22. Fig. 50G shows a flowchart of the frame side performance display monitor process. This frame side performance display monitor process is preferably executed every time the above-mentioned "specific message" (at least count information related to performance information status notification (data type 15 in Fig. 50F)) is received.

図においお、枠制埡郚枠制埡は、たず、チェック凊理を実行するステップ。このチェック凊理は、第実斜圢態における図の領域倖チェック凊理ステップず同じく、性胜衚瀺に係る領域のデヌタに䞍具合が生じおいるか吊かのチェックデヌタ砎損等のチェックを行うための凊理である。 In FIG. 50G, the frame control unit 22 (frame control CPU) first executes a RAM check process (step S881). This RAM check process is the same as the out-of-area RAM check process (step S824) in FIG. 19 in the first embodiment, and is a process for checking whether or not there is a problem with the data in the RAM area related to the performance display (checking for data corruption, etc.).

次いで、性胜情報甚電文情報管理凊理を実行するステップ。この性胜情報甚電文情報管理凊理では、賞球数に係るカりント情報デヌタ皮別図図参照ず、性胜情報状態通知に係るカりント情報図のデヌタ皮別の情報を取埗する。これら情報は、埌述の性胜情報算出凊理ステップで、性胜情報の算出に芁するデヌタ、具䜓的には、通垞時払出個数、通垞時アりト個数、総アりト球数、今回のベヌス倀リアルタむムベヌス倀、その他、性胜情報に芁する皮々のデヌタを算出するために利甚される。 Next, the performance information message information management process is executed (step S882). In this performance information message information management process, count information related to the number of winning balls (data types 1 to 8 (see Figures 50A to 50C)) and count information related to performance information status notification (data type 15 in Figure 50F) are acquired. This information is used in the performance information calculation process (step S888) described below to calculate data required for the calculation of performance information, specifically, the number of payouts under normal conditions, the number of outs under normal conditions, the total number of out balls, the current base value (real-time base value), and various other data required for performance information.

次いで、動䜜確認タむマがれロであるか吊かを刀定するステップ。動䜜確認タむマには、䞊蚘「枠偎動䜜確認タむマ蚭定凊理」にお、初期倀ずしおが蚭定される。なお、動䜜確認タむマは、䞍図瀺のタむマ管理凊理にお、そのタむマ倀が管理される。 Next, it is determined whether the operation check timer is zero (step S883). The operation check timer is set to an initial value of 5000 ms in the above-mentioned "frame-side operation check timer setting process." The timer value of the operation check timer is managed by a timer management process (not shown).

動䜜確認タむマがれロでない堎合ステップ≠、動䜜確認凊理を実行するステップ。この動䜜確認凊理は、第実斜圢態における図の動䜜確認凊理ステップず同じく、電断埩垰を含む電源投入時の動䜜確認衚瀺呚期的な点灯点滅動䜜の実行に必芁な蚭定を行うための凊理である。動䜜確認衚瀺は、第実斜圢態ず同様に、動䜜確認タむマがになるたで実行されるようになっおいる。なお、第実斜圢態ず同様に、動䜜確認衚瀺䞭も性胜情報ベヌス倀の算出凊理を実行可胜に構成しおもよい。 If the operation check timer is not zero (step S883: ≠ 0), an operation check process is executed (step S889). This operation check process, like the operation check process in FIG. 19 (step S833) in the first embodiment, is a process for making the settings required to execute the operation check display (periodic lighting/flashing operation) when the power is turned on, including when the power is restored after a power outage. As in the first embodiment, the operation check display is designed to be executed until the operation check timer reaches 0. Note that, like the first embodiment, the calculation process of the performance information (base value) may be configured to be executable even while the operation check display is on.

䞀方、動䜜確認タむマがれロである堎合ステップ、動䜜確認衚瀺が終了したずしお、性胜衚瀺噚に察しお性胜情報を衚瀺させるための凊理ステップ」を行っおいく。 On the other hand, if the operation confirmation timer is zero (step S883: = 0), the operation confirmation display is deemed to have ended, and processing (steps S884 to S888) is carried out to cause the performance display device 99 to display performance information.

ステップの凊理に぀いおは、第実斜圢態の図のステップず基本的には同じ凊理内容であるが、本実斜圢態の堎合、第実斜圢態のステップの凊理内容ずは異なり、図のハに瀺す性胜情報状態通知に係るカりント情報図のデヌタ皮別に基づいお、蚈数察象区間特定遊技状態であるか非蚈数察象区間その他の遊技状態であるかを刀定するようになっおいる。 The processing of steps S884 to S886 is basically the same as that of steps S827 to S829 in FIG. 19 of the first embodiment, but in this embodiment, unlike the processing of step S828 in the first embodiment, it is determined whether the area is a counting area (specific game state) or a non-counting area (other game state) based on the count information (data type 15 in FIG. 50F) related to the performance information status notification shown in FIG. 50F (c).

ステップの刀定凊理に぀いお
なお本実斜圢態では、埮時短状態ずいう特殊な遊技状態を制埡可胜に構成されおいるため、性胜情報状態通知に係るカりント情報に工倫がなされおいる。これに぀いお、図を甚いお説明する。図に、カりント情報偎のビットパタヌンを䟋瀺する。
(Regarding the determination process of step S885)
In this embodiment, since it is possible to control a special game state called a micro time-saving state, the count information related to the performance information state notification is devised. This will be described with reference to Figure 50H. Figure 50H shows an example of the bit pattern on the count information side.

具䜓䟋図む
図むに、性胜情報状態通知の䞀䟋ずしお「性胜情報状態通知䟋」を瀺す。本䟋は、通垞状態ず埮時短状態ずを蚈数察象区間ずしお定めおいる点を考慮し、通垞状態ず埮時短状態ずを同䞀のカりント情報ずした䟋である。たずえば、図のむに瀺すように、通垞状態ず埮時短状態ずで共通の性胜情報状態通知ずする。本䟋では、第第ビットがすべお「」の堎合図むは蚈数察象区間指定、第第ビットのいずれかが「」の堎合図むは、非蚈数察象区間指定ずなっおいる。なお、図むの性胜情報状態通知は、非蚈数察象区間の䞀䟋ずしお、時短状態の䟋を瀺しおある。
(Specific example 1: FIG. 50H (a))
FIG. 50H (A) shows "Performance Information Status Notification Example 1" as an example of a performance information status notification. In this example, the normal state and the slight time-saving state are set as the same count information, taking into consideration that the normal state and the slight time-saving state are set as the counting target section. For example, as shown in FIG. 50H (A), a performance information status notification is common to the normal state and the slight time-saving state. In this example, when the 0th to 3rd bits are all "0" (FIG. 50H (A) (A)), a counting target section is specified, and when any of the 0th to 3rd bits is "1" (FIG. 50H (A) (B)), a non-counting target section is specified. Note that the performance information status notification in FIG. 50H (A) (B) shows an example of the time-saving state as an example of a non-counting target section.

具䜓䟋
図ロに、性胜情報状態通知の䞀䟋ずしお「性胜情報状態通知䟋」を瀺す。本䟋は、時短状態ず埮時短状態ずを区別しお指定する䟋である。この䟋に぀いおは既に説明した通り、第第ビットは広矩の時短状態を指定するビット情報に甚い、第ビットは狭矩の時短状態を指定する時短状態皮別を指定するビット情報に甚いる。第ビットが「」の堎合は時短状態玔粋な時短状態指定、「」の堎合は埮時短状態特殊時短状態指定などである。なお、本䟋における図ロの時短状態玔粋な時短状態指定の性胜情報状態通知は「」、図ロの埮時短状態指定の性胜情報状態通知は「」ずなる。
(Specific Example 2)
FIG. 50H (B) shows "Performance Information Status Notification Example 2" as an example of the performance information status notification. This example is an example in which the time-saving state and the minute time-saving state are specified separately. As already explained, this example uses the 0th to 2nd bits for bit information specifying the time-saving state in the broad sense, and the 3rd bit for bit information specifying the time-saving state in the narrow sense (specifying the time-saving state type). When the 3rd bit is "1", it specifies the time-saving state (pure time-saving state), and when it is "0", it specifies the minute time-saving state (special time-saving state). In this example, the performance information status notification for the time-saving state (pure time-saving state) specified in FIG. 50H (B) (A) is "0xF101", and the performance information status notification for the minute time-saving state specified in FIG. 50H (B) (B) is "0xF109".

具䜓䟋
図ハに、性胜情報状態通知の䞀䟋ずしお「性胜情報状態通知䟋」を瀺す。本䟋は、未䜿甚ビットを利甚しお、蚈数察象区間非蚈数察象区間を指定する䟋である。この䟋では、第ビットを甚いお、蚈数察象区間であるか非蚈数察象区間であるかを指定する䟋を瀺しおある第ビット蚈数察象区間適吊指定ビット。本䟋は、第実斜圢態にお説明した「区間指定番号」ず同様の䜜甚効果を奏し埗るものであり、耇数の遊技状態を蚈数察象区間ず定めたり、耇数の遊技状態を非蚈数察象区間ずしお定めたりする堎合に奜適である。なお、本䟋における図ハの蚈数察象区間指定の性胜情報状態通知は「」、図ロの非蚈数察象区間指定の性胜情報状態通知は「」ずなる。
(Specific Example 3)
FIG. 50H(c) shows "Performance Information Status Notification Example 3" as an example of a performance information status notification. This example is an example of specifying a counting target section/non-counting target section using unused bits. In this example, an example is shown in which a counting target section or a non-counting target section is specified using the third bit (third bit = counting target section suitability specification bit). This example can achieve the same effect as the "section specification number SF" described in the first embodiment, and is suitable for specifying multiple game states as counting target sections or multiple game states as non-counting target sections. In this example, the performance information status notification of the counting target section specification in FIG. 50H(c)(A) is "0xF100", and the performance information status notification of the non-counting target section specification in FIG. 50H(b)(B) is "0xF108".

具䜓䟋
図ニに、性胜情報状態通知の䞀䟋ずしお「性胜情報状態通知䟋」を瀺す。本䟋は、正圓性の無い性胜情報状態通知を䟋瀺したものである。性胜情報状態通知の内容が垞に正圓であるものずは限らず、電気的なノむズ等の䜕らか原因で、性胜情報状態通知が䞍圓ずなるケヌスが皀ではあるが生じうる。たずえば、存圚しない遊技状態を指定する性胜情報状態通知を受信したケヌスむレギュラヌケヌスが該圓する。
(Specific Example 4)
FIG. 50H (iv) shows "Performance Information Status Notification Example 4" as an example of a performance information status notification. This example illustrates an invalid performance information status notification. The contents of a performance information status notification are not always valid, and there may be rare cases where a performance information status notification becomes invalid due to some cause such as electrical noise. For example, this applies to a case where a performance information status notification specifying a non-existent game state is received (irregular case).

図ニは、䞍圓な性胜情報状態通知の䞀䟋を瀺したものである。図ニは、『第ビット䜎ベヌス䞭、高ベヌス䞭を指定が「高ベヌス指定」、第ビット倧圓り䞭であるか吊かを指定が「倧圓り䞭指定」、および第ビット抜遞状態皮別指定が「高確率指定」』ずいう内容を指定する性胜情報状態通知であるが、倧圓り䞭においお「高ベヌス䞭電サポ有り状態高確率状態」ずいった遊技状態は、本実斜圢態の遊技状態には存圚しない。その他の䞍圓な性胜情報状態通知ずしおは、たずえば、『第ビットが「高ベヌス指定」、第ビットが「倧圓り䞭指定」、および第ビット抜遞状態皮別指定が「䜎確率指定」』ずいう「䜎確率倧圓り䞭䜎ベヌス」のケヌスビットパタヌンが「」や、『第ビットが「䜎ベヌス指定」、第ビットが「倧圓り䞭指定」、および第ビット抜遞状態皮別指定が「高確率指定」』ずいう「高確率倧圓り䞭䜎ベヌス」のケヌスビットパタヌンが「」などがある。 Figure 50H (d) shows an example of an inappropriate performance information status notification. Figure 50H (d) shows a performance information status notification that specifies the following: "The 0th bit (designating low base or high base) is '1 (high base designation)', the 1st bit (designating whether or not a jackpot is in progress) is '1 (during jackpot designation)', and the 2nd bit (designating the type of lottery state) is '1 (high probability designation)'", but a gaming state such as 'high base (state with electric support) + high probability state' during a jackpot does not exist in the gaming state of this embodiment. Other examples of inappropriate performance information status notifications include the "low probability + jackpot + low base" case where the 0th bit is "1 (high base designation)," the 1st bit is "1 (jackpot designation)," and the 2nd bit (lottery status type designation) is "0 (low probability designation)" (bit pattern is "00000011B"), and the "high probability + jackpot + low base" case where the 0th bit is "0 (low base designation)," the 1st bit is "1 (jackpot designation)," and the 2nd bit (lottery status type designation) is "1 (high probability designation)" (bit pattern is "00000110B").

このような䞍圓な性胜情報状態通知以䞋「゚ラヌ性胜情報状態通知」ずも称するを受信した堎合は、珟圚の遊技状態が蚈数察象区間であるか非蚈数察象区間であるか刀断し兌ねる。そこで、今回の性胜情報状態通知に぀いおは蚈数察象区間であるず刀断しお性胜情報に係る凊理を実行しおしたっおもよいが、゚ラヌ性胜情報状態通知である堎合に無闇に性胜情報を算出するこずは奜たしくないずいう芳点から、今回の性胜情報状態通知に぀いおは非蚈数察象区間であるずしお刀断し、性胜情報に係る凊理を実行しなくおもよい。ここで、「性胜情報に係る凊理」ずは、次に述べる揚揚の凊理圢態を採甚するこずができる。 When such an inappropriate performance information status notification (hereinafter also referred to as an "error performance information status notification") is received, it is impossible to determine whether the current game status is in a counting interval or a non-counting interval. Therefore, it is possible to determine that the current performance information status notification is in a counting interval and execute processing related to the performance information, but from the viewpoint that it is not desirable to recklessly calculate performance information when there is an error performance information status notification, it is also possible to determine that the current performance information status notification is in a non-counting interval and not execute processing related to the performance information. Here, "processing related to performance information" can adopt the processing forms (1) to (3) described below.

揚少なくずも぀の特定の蚈数倀の蚈数算出凊理は実行せず、他の蚈数倀の蚈数凊理は実行し、性胜情報の算出凊理は実行しない。
揚少なくずも぀の特定の蚈数倀の蚈数算出凊理は実行せず、他の蚈数倀の蚈数凊理は実行し、性胜情報の算出凊理は実行する。
揚すべおの蚈数倀の蚈数凊理および性胜情報の算出凊理を実行しない。
(Example 1) A counting (calculation) process of at least one specific count value is not executed, a counting process of other count values is executed, and a calculation process of performance information is not executed.
(Example 2) The counting (calculation) process of at least one specific count value is not executed, the counting process of other count values is executed, and the calculation process of performance information is executed.
(3) The calculation process of all count values and the calculation process of performance information are not executed.

本実斜圢態に係るベヌス倀通垞時ベヌス倀を代衚䟋にずり説明すれば、ベヌス倀の算出に甚いる蚈数倀には、䞻に、「通垞時払出個数」ず「通垞時アりト個数」があり、たた、今回の蚈枬終了契機ずしお利甚する蚈数倀ずしお「党状態アりト個数」がある。この堎合、䞊蚘揚のケヌスでは、たずえば「通垞時払出個数」ず「通垞時アりト個数」の蚈数凊理は実行せずカりントしない、「党状態アりト個数」の蚈数凊理は実行するカりントする、たたベヌス倀の算出凊理は実行しないずいった圢態ずなる。たた䞊蚘揚のケヌスでは、たずえば「通垞時払出個数」ず「通垞時アりト個数」の蚈数凊理は実行せず、「党状態アりト個数」の蚈数凊理は実行する、たたベヌス倀の算出凊理も実行するずいった圢態ずなる。たた䞊蚘揚のケヌスでは、「通垞時払出個数」、「通垞時アりト個数」、「党状態アりト個数」および「ベヌス倀」のいずれの蚈数算出凊理は実行しないずいった圢態ずなる。特に、䞊述の揚のケヌスは、非蚈数察象区間指定の正圓な性胜情報状態通知を受信した堎合ず同様の凊理ずなっおいる。 To explain the base value (normal base value) according to this embodiment as a representative example, the count values used to calculate the base value are mainly "number dispensed under normal conditions" and "number out under normal conditions", and the count value used to trigger the end of this measurement is "number out in all states". In this case, in the above case (Raise 1), for example, the counting process of "number dispensed under normal conditions" and "number out under normal conditions" is not executed (not counted), the counting process of "number out in all states" is executed (counted), and the calculation process of the base value is not executed. In the above case (Raise 2), for example, the counting process of "number dispensed under normal conditions" and "number out under normal conditions" is not executed, the counting process of "number out in all states" is executed, and the calculation process of the base value is also executed. In the above case (Age 3), the counting (calculation) process is not performed for any of the "Number of items dispensed under normal conditions", "Number of items out under normal conditions", "Number of items out in all conditions", and "Base value". In particular, the above case (Age 2) is processed in the same way as when a valid performance information status notification is received that specifies a non-counting target section.

たた、゚ラヌ性胜情報状態通知を受信した堎合、“性胜情報ここでは、ベヌス倀を倖郚装眮に出力する凊理”たたは“性胜衚瀺噚に性胜情報を衚瀺する凊理”に぀いおは、䞊蚘揚たたは揚の堎合は実行しないこずが奜たしく、䞊蚘揚の堎合は実行するこずが奜たしい。その理由は、次の通りである。 Furthermore, when an error performance information status notification is received, it is preferable not to execute the "process of outputting performance information (here, the base value) to an external device" or the "process of displaying performance information on the performance display device 99" in the above cases (1) and (3), but to execute it in the above case (2). The reasons for this are as follows.

䞊蚘揚たたは揚の堎合は、ベヌス倀の算出凊理を実行しないため、倖郚装眮に察する報知倖郚報知や性胜情報報知をする必芁性に欠けるからである。これに察し䞊蚘揚の堎合は、䞍確かな情報に基づく蚈数凊理を実行せず本実斜圢態の堎合、「通垞時払出個数」および「通垞時アりト個数」の蚈数凊理を実行しない、正確な情報に基づくベヌス倀正圓な性胜情報状態通知に基づき蚈数された「通垞時払出個数」および「通垞時アりト個数」に基づくベヌス倀を算出する。したがっお、゚ラヌ性胜情報状態通知を受信した堎合であっおも、その時点における信頌性の高いデヌタを報知するこずができるからである。なお、䞊蚘揚揚においお、䞊蚘「個別蚈数倀」や䞊蚘「個別ベヌス倀」を管理可胜に構成しおいる堎合も同様である。 In the above cases of (Age 1) and (Age 3), the calculation process of the base value is not performed, so there is no need to notify an external device (external notification) or notify performance information. In contrast, in the above case of (Age 2), counting process based on uncertain information is not performed (in this embodiment, counting process of "number dispensed under normal conditions" and "number out under normal conditions" is not performed), and a base value based on accurate information (base value based on "number dispensed under normal conditions" and "number out under normal conditions" counted based on a valid performance information status notification) is calculated. Therefore, even if an erroneous performance information status notification is received, highly reliable data at that time can be notified. Note that the same applies to the above cases of (Age 1) to (Age 3) where the "individual count value" and the "individual base value" are configured to be manageable.

なお、䞊述の揚たたは揚においおは、特定の蚈数倀の蚈数凊理を実行しおいるが、これは、゚ラヌ性胜情報状態通知を受信した堎合であっおも、蚈数しおおく方が適切な倀以䞋「蚈数適切倀」ずも称するが存圚するためである。たずえば、本実斜圢態に係る党状態アりト個数は、既に説明したように、「党遊技状態䞭の総アりト球数」であり、たた今回の蚈枬終了契機ずしお利甚するための倀である。぀たり、「党状態アりト個数」は、珟圚の遊技状態によらず、蚈数察象ずすべき倀であり、したがっお仮に、゚ラヌ性胜情報状態通知を受信した堎合であっおも、アりト球数情報が存圚する堎合には、総アりト球数の蚈数凊理を実行するこずが奜たしいずいえる。このように、ノむズ等により瞬間的に゚ラヌ性胜情報状態通知を受信した堎合であっおも、蚈数適切倀に぀いおは蚈数凊理を実行し、その他の蚈数倀に぀いおは䞍確かな情報に基づく蚈数凊理は実行しないようにするこずができる。 In the above (Age 1) or (Age 2), the counting process is performed for a specific count value, but this is because there is a value (hereinafter also referred to as the "appropriate counting value") that is more appropriate to count even when an error performance information state notification is received. For example, the number of outs in all states in this embodiment is the "total number of out balls in all game states" as already explained, and is also a value to be used as a trigger for ending the current measurement. In other words, the "number of outs in all states" is a value that should be counted regardless of the current game state, and therefore, even if an error performance information state notification is received, if out ball number information exists, it is preferable to perform the counting process for the total number of out balls. In this way, even if an error performance information state notification is received instantaneously due to noise, etc., it is possible to perform the counting process for the appropriate counting value and not perform the counting process based on uncertain information for the other count values.

なお、劂䜕なる性胜情報を採甚するかに応じお、たたは耇数の蚈数適切倀を定めるこずができるのは勿論のこずである。たずえば、所定ゲヌム数たずえば、最新のゲヌム数、环蚈ゲヌム数ゲヌム以䞊などの圹物比率を性胜情報ずしお採甚するケヌスでは、ゲヌム数に぀いおは、党遊技状態䞭のゲヌム数をカりントするこずになるため、圓該ゲヌム数を蚈数適切倀ずしお定めるこずができる。したがっお、䞊述の圹物比率ずベヌス倀ずを性胜情報ずしお採甚するケヌスでは、党状態アりト個数およびゲヌム数の皮類の蚈数倀を蚈数適切倀ずしお定めるこずができる。 Of course, one or more appropriate counting values can be determined depending on the performance information adopted. For example, in a case where the ratio of the reels for a predetermined number of games (e.g., the most recent 6,000 games, or a cumulative number of games of 17,500 or more) is adopted as the performance information, the number of games is counted during all game states, and this number of games can be determined as the appropriate counting value. Therefore, in a case where the ratio of the reels and the base value described above are adopted as the performance information, two types of counting values, the number of outs in all states and the number of games, can be determined as the appropriate counting value.

枠制埡郚においお、性胜情報状態通知の内容に基づく蚈数察象区間であるか吊かの刀断は、たずえば、図むを採甚したケヌスであれば、性胜情報状態通知が瀺す第第ビットのカりント情報の倀ず、刀定甚のビットパタヌン「」の論理積をずり、その結果が「」以倖ずなった堎合は、通垞状態および埮時短状態以倖の遊技状態である「非蚈数察象区間」であるず刀断可胜である。たた、性胜情報状態通知の内容が゚ラヌ性胜情報状態通知であるか吊かの刀断存圚しない遊技状態を瀺す性胜情報状態通知であるか吊かの刀断も、圓該論理積の結果により刀断可胜である。たずえば、性胜情報状態通知が図ニの堎合゚ラヌ性胜情報状態通知の堎合であれば、論理積の結果が「」「高確率倧圓り䞭高ベヌス」指定ずなり、゚ラヌ性胜情報状態通知であるず刀断可胜である。たた、性胜情報状態通知が「䜎確率倧圓り䞭䜎ベヌス」のケヌスの䞊蚘「」の堎合や「高確率倧圓り䞭䜎ベヌス」の「」の堎合なども同様である。詳述すれば、正圓な性胜情報状態通知であれば、通垞状態たたは埮時短状態指定の「」、時短状態指定の「」䜎確率通垞時指定䜎ベヌスであるので、論理積の結果が「」および「」以倖の堎合であれば、今回の性胜情報状態通知が、存圚しない遊技状態を指定する゚ラヌ性胜情報状態通知であるず刀断可胜である。特に、䞊蚘揚のケヌスのように、゚ラヌ性胜情報状態通知である堎合に、非蚈数察象区間に係る性胜情報に係る凊理ず同様の凊理を行うような堎合には、論理積の結果が「」以倖であれば非蚈数察象区間たたぱラヌ性胜情報状態通知のいずれかであるず刀断できるため、蚈数察象区間であるか吊かの刀断さえ行えば、゚ラヌ性胜情報状態通知であるか吊かの刀断を行う必芁がなく、制埡負担軜枛プログラム容量を削枛する䞊で奜適である。 In the frame control unit 22, the determination of whether or not the section is a count target section based on the contents of the performance information status notification is, for example, in the case of FIG. 50H (A), the logical product of the count information value of the 0th to 2nd bits indicated by the performance information status notification and the judgment bit pattern "00000111B" is taken, and if the result is other than "00000000B", it can be determined that the section is a "non-count target section" that is a game state other than the normal state and the minute time reduction state. In addition, the determination of whether or not the contents of the performance information status notification are an error performance information status notification (determination of whether or not the performance information status notification indicates a game state that does not exist) can also be determined from the result of the logical product. For example, if the performance information status notification is FIG. 50H (D) (in the case of an error performance information status notification), the result of the logical product is "00000111B" (designated "high probability + medium jackpot + high base"), and it can be determined that the performance information status notification is an error. The same is true for the above-mentioned "00000011B" in the case of "low probability + jackpot + low base" and "00000110B" in the case of "high probability + jackpot + low base". In more detail, a legitimate performance information status notification would be "00000000B" specifying the normal state or the slight time-saving state, or "00000001B" specifying the time-saving state (low probability + normal time designation + low base), so if the result of the logical AND is other than "00000000B" and "00000001B", it can be determined that the current performance information status notification is an erroneous performance information status notification specifying a non-existent game state. In particular, as in the case of (2) above, when an error performance information status notification is received and processing similar to that related to performance information related to a non-counting section is performed, if the result of the logical product is anything other than "00000000B", it can be determined that the section is either a non-counting section or an error performance information status notification. Therefore, as long as it is determined that the section is a counting section, there is no need to determine whether the performance information status notification is an error, which is advantageous in reducing the control burden (reducing program capacity).

倉圢䟋
䞊蚘䞍圓な性胜情報状態通知を受信した堎合は、賞球数に係るカりント情報を䞀旊保留状態ずし、次に正圓な性胜情報状態通知を受信した際に、その保留した賞球数に係るカりント情報を含めお、今回の性胜情報を算出可胜な構成ずしおもよい。
(Variation 1)
If the above-mentioned invalid performance information status notification is received, the count information relating to the number of prize balls may be temporarily put on hold, and the next time a valid performance information status notification is received, the current performance information may be calculated including the count information relating to the number of prize balls that was held on hold.

倉圢䟋
たた「䞍圓な性胜情報状態通知は非蚈数察象区間であるず刀断する」ずいう手法を利甚しお、䞻制埡郚偎が性胜情報状態通知を送信する際、珟圚の遊技状態が非蚈数察象区間であれば、あえお䞍圓な性胜情報状態通知を送信可胜に構成しおもよい。たずえば、珟圚の遊技状態が蚈数察象区間本実斜圢態では、通垞状態ず埮時短状態以倖の遊技状態である堎合には、図に瀺すような性胜情報状態通知を送信可胜に構成する。時短状態や圓り遊技䞭など、耇数の遊技状態を非蚈数察象区間ずしお指定したい堎合に、぀の性胜情報状態通知で枈むので奜適である。たた逆に、珟圚の遊技状態が蚈数察象区間である堎合に、あえお䞍圓な性胜情報状態通知を送信しおもよい。この堎合も、耇数の遊技状態を蚈数察象区間ずしお指定したい堎合に、぀の性胜情報状態通知で枈むので奜適である。
(Variation 2)
In addition, by using the method of "determining that an inappropriate performance information status notification is a non-counting target section", when the main control unit 20 transmits a performance information status notification, if the current game state is a non-counting target section, an inappropriate performance information status notification may be configured to be transmitted. For example, if the current game state is a game state other than the counting target section (in this embodiment, the normal state and the minute time-saving state), a performance information status notification as shown in FIG. 50H may be configured to be transmitted. When multiple game states, such as a time-saving state or a winning game, are to be specified as non-counting target sections, one performance information status notification is sufficient, which is preferable. Conversely, when the current game state is a counting target section, an inappropriate performance information status notification may be transmitted. In this case, too, when multiple game states are to be specified as counting target sections, one performance information status notification is sufficient, which is preferable.

図のステップの説明に戻る。ステップでは、状態刀定フラグに「」を蚭定するステップ。この「状態刀定フラグ」は、既に説明したように、性胜情報ベヌス倀を蚈枬するための「蚈数察象区間」蚈数察象に係る遊技状態であるか吊かを指定するためのフラグである。 Returning to the explanation of step S884 in FIG. 50G, in step S884, the state determination flag is set to "00H" (step S884). As already explained, this "state determination flag" is a flag for specifying whether or not the state is a "counting target section" (a game state related to the counting target) for measuring performance information (base value).

次いで、珟圚の遊技状態が特定遊技状態蚈数察象区間本実斜圢態では、通垞状態たたは埮時短状態であるか吊かを刀定しステップ、特定遊技状態蚈数察象区間である堎合にはステップ、状態刀定フラグを「状態」に蚭定するステップ。これにより、珟圚、蚈数察象区間である旚が指定される。 Next, it is determined whether the current game state is a specific game state (counting target section: in this embodiment, normal state or slight time-saving state) (step S885), and if it is a specific game state (counting target section) (step S885: YES), the state determination flag is set to "5AH (ON state)" (step S886). This designates that the current section is a counting target section.

しかし、特定遊技状態でない堎合ステップ、぀たり、非蚈数察象区間である堎合には、䜕もせずに、ステップの凊理に進む。したがっお、この堎合は、状態刀定フラグが「」に維持されお、珟圚、非蚈数察象区間である旚が指定されるこずずなる。 However, if the specific game state is not reached (step S885: NO), i.e., if the area is not subject to counting, nothing is done and the process proceeds to step S887. Therefore, in this case, the state determination flag is maintained at "00H", and it is specified that the area is currently not subject to counting.

次いで、性胜情報算出凊理を実行するステップ。この性胜情報算出凊理は、性胜衚瀺噚に衚瀺するベヌス倀の算出に必芁な凊理であり、図のメむンルヌプ内領域倖凊理䞭の性胜衚瀺モニタ集蚈陀算凊理ず実質的に同じ凊理内容が含たれる。 Next, a performance information calculation process is executed (step S887). This performance information calculation process is a process required to calculate the base value to be displayed on the performance display 99, and includes substantially the same processing content as the performance display monitor tally division process during the processing outside the area in the main loop in FIG. 8B.

次いで、衚瀺デヌタ出力管理凊理を実行するステップ。この衚瀺デヌタ出力管理凊理は、図のステップの衚瀺デヌタ曎新凊理ず実質的に同じ凊理内容を含み、性胜衚瀺噚に察しお性胜情報を衚瀺させるための甚の衚瀺デヌタ衚瀺デヌタの䜜成、出力などの凊理を行う。 Next, a display data output management process is executed (step S888). This display data output management process includes substantially the same processing content as the display data update process of step S831 in FIG. 19, and performs processing such as creating and outputting display data for the LED (LED display data) for displaying performance information on the performance indicator 99.

以䞊の枠偎性胜情報モニタ凊理により、性胜衚瀺噚に察する確認衚瀺動䜜や、ベヌス倀性胜情報の衚瀺を実珟する。 The above frame-side performance information monitoring process enables confirmation display operations on the performance display device 99 and display of base values (performance information).

なお、「枠偎動䜜確認タむマ蚭定凊理」に係るプログラムおよびたたはワヌク領域動䜜確認タむマ、「枠偎性胜衚瀺モニタ凊理」に係るプログラムおよびたたはワヌク領域たずえば、通垞時払出個数栌玍領域、通垞時アりト個数栌玍領域、特定比率情報栌玍領域、党状態アりト個数栌玍領域など、性胜情報の算出に関するデヌタを蚘憶する領域蚈数情報栌玍領域は、領域内メモリ、領域倖メモリのいずれに蚭けおもよい。たずえば、第実斜圢態ず同様の区分けをしおもよい。 The program and/or work area (operation check timer) related to the "frame side operation confirmation timer setting process" and the program and/or work area (for example, a RAM area (counting information storage area) that stores data related to the calculation of performance information, such as a normal payout number storage area, a normal out number storage area, a specific ratio information storage area, and an all-state out number storage area) related to the "frame side performance display monitor process" may be provided in either the internal memory or the external memory. For example, they may be divided in the same way as in the first embodiment.

図の説明に戻る。本実斜圢態の入力管理凊理ステップでは、第実斜圢態の堎合ず同じく、センサやスむッチ類の怜出情報に基づく入力デヌタ䜜成凊理や䞍正入賞監芖凊理入賞無効凊理などを行うが、管理遊技機特有の凊理ずしお、䞊蚘遊技機情報通知電文に係る遊技情報のうち、入賞賞球に関する遊技情報図図の䜜成・蚭定に関する凊理も行う。 Returning to the explanation of FIG. 36, the input management process (step S083) of this embodiment performs input data creation processing based on detection information from sensors and switches, fraudulent winning monitoring processing (winning invalidation processing), and the like, as in the first embodiment, but also performs processing related to the creation and setting of winning (winning ball)-related gaming information (FIGS. 50B to 50C) among the gaming information related to the gaming machine information notification message, as processing specific to the managed gaming machine.

入力管理凊理図
本実斜圢態の入力管理凊理に぀いお説明する。図は、入力管理凊理の詳现を瀺すフロヌチャヌトである。
<Input management process: FIG. 37>
The input management process of this embodiment will now be described with reference to the flowchart of FIG.

図においお、は、たず、入力デヌタ䜜成凊理を実行するステップ。入力デヌタ䜜成凊理では、たず入力ポヌトの状態を取埗し、入賞口の入賞の有無をチェックし、入賞怜出デヌタスむッチ入力デヌタを䜜成する。具䜓的には、䞊始動口センサ、䞋始動口センサ、普通図柄始動口センサ、倧入賞口センサ、䞀般入賞口センサなどの各入賞口に぀いお、その入賞の有無を特定可胜な入賞怜出デヌタを䜜成し、の所定領域スむッチ入力デヌタ栌玍領域に栌玍する。 In FIG. 37, the CPU 201 first executes an input data creation process (step S191). In the input data creation process, the CPU 201 first obtains the ON/OFF state of the input port, checks whether or not a prize has been won at the prize winning slot, and creates prize winning detection data (switch input data). Specifically, for each prize winning slot, such as the upper prize winning slot sensor 34a, the lower prize winning slot sensor 35a, the normal symbol prize winning slot sensor 37a, the large prize winning slot sensor 52a, and the general prize winning slot sensor 43h, it creates prize winning detection data that can identify whether or not a prize has been won, and stores this data in a specified area of the RAM 203 (the switch input data storage area).

次いで、入賞怜出デヌタに基づき、スむッチ情報䜜成凊理を実行するステップ。スむッチ情報䜜成凊理では、埌述の図に瀺す「入賞むベント蚘憶凊理」で利甚される「スむッチ情報」を䜜成取埗し、これを察応する所定の領域スむッチ゚ッゞ栌玍領域に栌玍する。なお、説明を簡易なものずするために、䞀般入賞口に぀いおは、賞球数を共通ずし、䞀般入賞口を皮類の入賞口ずしお扱う入賞口番号を「」のみずし、他は未䜿甚ずする図の皮別の察応欄参照。 Next, the switch information creation process is executed based on the winning detection data (step S193). In the switch information creation process, "switch information" used in the "winning event storage process" shown in FIG. 54 described later is created (obtained) and stored in a corresponding predetermined RAM area (switch edge storage area: W_SWEDG1-5). Note that, to simplify the explanation, the number of prize balls is the same for the general winning openings 43a-e, and the general winning openings 43a-e are treated as one type of winning opening (only the winning opening number is "1", and the others are unused: see the corresponding column for type 3 in FIG. 50A).

入賞に関する遊技情報は、図図を甚いお既に述べた通り、始動口入賞デヌタ皮別圹物連続䜜動装眮䜜動による倧入賞口入賞デヌタ皮別などの遊技情報の䜜成が必芁ずなる。そこで、このスむッチ情報䜜成凊理では、各入賞口に関し、䞋蚘のようなスむッチ情報を取埗し栌玍する。なお、入賞が無かった堎合には、入賞怜出デヌタが曎新されないため、入賞無しを瀺す党ビットのビットデヌタ「」が栌玍される。 As already mentioned with reference to Figures 50A to 50C, game information related to winning requires the creation of game information such as winning at the start port (data type 1) through winning at the large winning port by the operation of the continuous role-playing device (data type 6). Therefore, in this switch information creation process, the following switch information is acquired and stored for each winning port. Note that if there is no winning, the winning detection data is not updated, and so the bit data "00000000B" with all bits 0, indicating no winning, is stored.

む䞊始動口に係るスむッチ情報
䞊始動口ぞの入賞があった堎合は、その入賞を瀺すビットデヌタずしお「」を「」に栌玍する。
ロ普通図柄始動口に係るスむッチ情報
普通図柄始動口の入賞があった堎合は、その入賞を瀺すビットデヌタずしお「」を「」に栌玍する。
ハ䞀般入賞口に係るスむッチ情報
䞀般入賞口ぞの入賞があった堎合は、その入賞を瀺すビットデヌタずしお「」を「」に栌玍する。
(i) Switch information relating to the upper starting gate 34 If a win occurs at the upper starting gate 34, "00000001B" is stored in "W_SWEDG1" as bit data indicating the win.
(b) Switch information relating to the normal symbol start port 37 If a winning combination occurs at the normal symbol start port 37, "00000100B" is stored in "W_SWEDG3" as bit data indicating the winning combination.
(c) Switch information relating to general prize opening 43 When a prize is won at general prize opening 43, "00100000B" is stored in "W_SWEDG5" as bit data indicating the prize.

普通倉動入賞装眮の䞋始動口や特別倉動入賞装眮の倧入賞口の堎合は、䞊蚘した図䟋や図䟋に瀺すように、圹物動䜜普通電動圹物、特別電動圹物に関連する遊技情報を䜜成するため、䞋蚘のような手順でスむッチ情報を䜜成するようになっおいる。 In the case of the lower starting opening 35 of the normal variable winning device 42 or the large winning opening 50 of the special variable winning device 52, as shown in Figure 50B (Example 2) and Figure 50C (Example 5) above, in order to create game information related to the operation of the device (normal electric device, special electric device), switch information is created in the following procedure.

ニ䞋始動口に係るスむッチ情報
䞋始動口ぞの入賞があった堎合、普通電動圹物非䜜動䞭非普電開攟遊技䞭であるか、普通電動圹物䜜動䞭普電開攟遊技䞭であるかを刀定し、普通電動圹物䜜動䞭の入賞であれば「」に圓該入賞を瀺すビットデヌタ「」を栌玍し、普通電動圹物非䜜動䞭であれば圓該入賞を瀺すビットデヌタ「入賞を無効扱いずする」を栌玍する。すなわち、普通電動圹物䜜動䞭であるか吊かに応じお異なるスむッチ情報を栌玍する。
普通電動圹物䜜動非䜜動状態に぀いおは、「普電䜜動䞭フラグ」の状態により刀定可胜ずなっおいる。この「普電䜜動䞭フラグ」は、普電開攟遊技䞭であるか吊かを刀定するためのフラグで、圓該フラグが状態である堎合には普電開攟遊技䞭である旚を瀺し、圓該フラグが状態≠である堎合には普電開攟遊技䞭ではない旚を瀺す。本実斜圢態では、普電開攟遊技䞭でない堎合に入賞があった堎合、これを無効ずしお扱い、入賞無しの堎合ず同様の「」を栌玍するようにしおある。ただし、普電開攟遊技終了盎前䞋始動口の閉鎖盎前に入賞した遊技球䞋始動口内の残存球に぀いおは、これを有効な入賞ずしお扱うこずが必芁なため、その残存球を排出するための䜙裕時間たずえば、秒秒皋床を蚭けおあり、可動翌片が閉状態ずなっおも普電䜜動䞭フラグは盎ちに状態にせず、その䜙裕時間分が経過するたでは、普電䜜動䞭フラグは状態に制埡されるようになっおいる。なお、図瀺はしおいないが、普電䜜動䞭フラグの状態は、普通電動圹物管理凊理ステップにおいお管理される。
したがっお、この䜙裕時間を超えお入賞した遊技球は、䞍正な入賞ずしお扱い、䞍正入賞であるこずを瀺す゚ラヌ凊理、たずえば、圓該入賞を無効にしお党ビットずする、所定時間たずえば、秒間、専甚の゚ラヌ報知を行う䞋始動口䞍正入賞監芖凊理。しかし、圓該入賞は無効ずせずに゚ラヌ報知だけを行う構成ずしおもよい。なお、電サポ有りを䌎う遊技状態時短䞭や確倉䞭などは、頻繁に普電開攟遊技が発生するため、䞀々、䞍正入賞の刀定をせずに、入賞をすべお有効扱いずしおもよい。電サポ䞭であるか吊かは、普電圹物開攟延長状態フラグの状態を刀定すればよい。
(D) Switch information relating to the lower starting port 35)
When a win is made in the lower start port 35, it is determined whether the normal electric role is not in operation (non-normal power open game) or the normal electric role is in operation (normal power open game), and if the win occurs while the normal electric role is in operation, the bit data "00000010B" indicating the win is stored in "W_SWEDG2", and if the normal electric role is not in operation, the bit data "00000000B (treat the win as invalid)" indicating the win is stored. In other words, different switch information is stored depending on whether the normal electric role is in operation or not.
The operation/non-operation (ON/OFF state) of the normal electric device can be determined by the ON/OFF state of the "normal power operation flag". This "normal power operation flag" is a flag for determining whether or not a normal power open game is in progress, and when the flag is ON (=5AH), it indicates that a normal power open game is in progress, and when the flag is OFF (≠5AH), it indicates that a normal power open game is not in progress. In this embodiment, if a prize is won when a normal power open game is not in progress, this is treated as invalid, and "00000000B" is stored, the same as when no prize is won. However, since it is necessary to treat the game balls (remaining balls in the lower starting opening 35) that have entered just before the end of the normal power open game (just before the lower starting opening 35 is closed) as valid winning balls, a margin of time (for example, about 0.5 to 1 second) is provided for discharging the remaining balls, and the normal power operation flag is not immediately turned OFF even when the movable wing piece 47 is in the closed state, but is controlled to be ON until the margin of time has elapsed. Although not shown, the state of the normal power operation flag is managed in the normal electric device management process (step S092).
Therefore, if a game ball enters beyond this margin of time, it is treated as an illegal entry, and an error process indicating the illegal entry is performed, for example, the entry is invalidated (all bits are set to 0), and a dedicated error notification is performed for a predetermined time (for example, 30 seconds) (lower start port illegal entry monitoring process). However, the entry may be configured to only be notified of an error without invalidating the entry. In addition, in a game state with electric support (during time reduction or during a probability change, etc.), normal electric opening games frequently occur, so all entries may be treated as valid without determining whether they are illegal entries each time. Whether or not the game is in electric support can be determined by determining the ON/OFF state of the normal electric device opening extension state flag.

ホ倧入賞口に係るスむッチ情報
倧入賞口ぞの入賞があった堎合、「倧圓り遊技䞭」であるか「小圓り遊技䞭」であるかを刀定し、倧圓り遊技䞭の入賞であれば「」に圓該入賞を瀺すビットデヌタ「」を栌玍し、小圓り遊技䞭の入賞であれば、「」に圓該入賞を瀺すビットデヌタ「」を栌玍する。倧圓り遊技䞭であるか吊か刀定は、䞊蚘圹物連続䜜動装眮䜜動フラグの状態䜜動䞭非䜜動䞊蚘条件装眮䜜動フラグの状態を刀定しおもよいを刀定すればよい。たた、小圓り遊技䞭であるか吊かの刀定は、小圓り䞭フラグの状態を刀定すればよい。なお、圹物連続䜜動装眮䜜動フラグたたは条件装眮䜜動フラグおよび小圓り䞭フラグが状態である堎合の入賞は、䞍正な入賞ずしお扱い、䞍正入賞であるこずを瀺す゚ラヌ凊理、たずえば、圓該入賞を無効にしお党ビットずする、所定時間たずえば、秒間、専甚の゚ラヌ報知を行う倧入賞口䞍正入賞監芖凊理。しかし、圓該入賞は無効ずせずに゚ラヌ報知だけを行う構成ずしおもよい。
(E) Switch information related to the big winning port 50 When a winning is made to the big winning port 50, it is judged whether the winning is "in a big win game" or "in a small win game", and if the winning is made during a big win game, the bit data "00001000B" indicating the winning is stored in "W_SWEDG4", and if the winning is made during a small win game, the bit data "00010000B" indicating the winning is stored in "W_SWEDG4". To judge whether the winning is made during a big win game, it is sufficient to judge the ON/OFF state (operating/not operating) of the above-mentioned role continuous operation device operation flag (the ON/OFF state of the above-mentioned condition device operation flag may be judged). Also, to judge whether the winning is made during a small win game, it is sufficient to judge the ON/OFF state of the small win game flag. In addition, if the consecutive operation flag of the role device (or the condition device operation flag) and the small win flag are in the OFF state, the winning is treated as an illegal winning, and an error process indicating that it is an illegal winning is performed, for example, the winning is invalidated (all bits are set to 0) and a special error notification is performed for a predetermined time (for example, 30 seconds) (large winning port illegal winning monitoring process). However, the winning may be configured to only notify an error without invalidating the winning.

䞊蚘スむッチ情報䜜成凊理ステップを終えるず、次いで、図に瀺す入賞むベント蚘憶凊理を実行するステップ。 Once the switch information creation process (step S192) is completed, the winning event storage process shown in FIG. 38A is then executed (step S193).

入賞むベント蚘憶凊理図図、図
図は、䞊蚘入賞むベント蚘憶凊理の詳现を瀺すフロヌチャヌトである。
<Winning Event Storage Process: FIG. 38A (FIG. 38B), FIG. 39>
FIG. 38A is a flowchart showing the details of the winning event storage process.

図においお、は、たず、図に瀺すスむッチカりントテヌブルを取埗するステップ。 In FIG. 38A, the CPU 201 first obtains the switch count table (D_SWCNT) shown in FIG. 53 (step S201).

スむッチカりントテヌブル図
図に、スむッチカりントテヌブルの䞀䟋を瀺す。なお、このスむッチカりントテヌブルは、実際には、遊技情報を䜜成する際に芁するすべおのスむッチセンサに関するデヌタ矀が定められおいるが、ここでは本発明ず関連の深いスむッチセンサに関するデヌタを代衚的に瀺しおある。
<Switch count table: FIG. 53>
An example of a switch count table is shown in Fig. 53. In reality, this switch count table defines data groups related to all switches (sensors) required for creating game information, but here data related to switches (sensors) closely related to the present invention is shown as a representative example.

図を参照しお、スむッチカりントテヌブルには、スむッチ゚ッゞ栌玍領域に察応しお、入賞刀定ビットデヌタず、むベント番号デヌタずが定められおいる。「入賞刀定ビットデヌタ」ずは、入賞口に぀いおは、入賞の有無および入賞時状態を刀定可胜なデヌタである。刀定の仕方の詳现は远っお説明するが、埌者の「入賞時状態」ずは、たずえば、倧入賞口ぞの入賞があった堎合、その入賞が倧圓り遊技䞭の入賞であるか、小圓り遊技䞭の入賞であるかを特定するものである。「むベント番号デヌタ」ずは、遊技機情報通知電文に係る遊技情報皮別情報カりント情報を特定するための識別子ずしお利甚されるものであり、埌述のリングバッファ送信凊理埌述の図のステップ、その詳现を瀺す図図で利甚される。 Referring to FIG. 53, the switch count table defines winning determination bit data and event number data corresponding to the switch edge storage areas (W_SWEDG1-6). The "winning determination bit data" is data that can determine whether or not a winning has occurred for a winning slot and the state at the time of winning, for example, when a winning has occurred in the large winning slot 50, the latter "state at the time of winning" specifies whether the winning has occurred during a big win game or a small win game. The "event number data" is used as an identifier to specify the game information (type information + count information) related to the gaming machine information notification message, and is used in the ring buffer transmission process described later (step S155 in FIG. 41B described later, and FIG. 46A-FIG. 46B showing the details).

次いで、ルヌプ回数スむッチカりントテヌブルに蚭定された刀定察象ずなるスむッチ情報数を蚭定し、ステップ。ルヌプ回数に応じたスむッチ情報を取埗するステップ。たずえば、回目のルヌプであれば、図に瀺すスむッチカりントテヌブルのに察応するに栌玍されおいるスむッチ情報を取埗する。 Next, the number of loops (the number of pieces of switch information to be judged and set in the switch count table) is set (step S202). Switch information corresponding to the number of loops is obtained (step S203). For example, in the first loop, the switch information stored in W_SWEDG1 corresponding to EVENT1 in the switch count table shown in FIG. 53 is obtained.

次いで、取埗したスむッチ情報ず、察応する入賞刀定ビットずを比范するステップ。たずえば、回目のルヌプであれば、図に瀺すスむッチカりントテヌブルの「䞊始動口察応のスむッチ情報」に栌玍されたビットデヌタず、入賞刀定のビットマスクデヌタの「むベント番号察応のビットパタヌン」ずの論理積をずり、第ビット以倖のビットをマスクする。この䟋の堎合、のスむッチ情報が「有り状態」の堎合には、論理挔算結果が「」ずなり刀定結果、該圓するスむッチ情報が「無し状態」の堎合には、論理挔算結果が「」ずなる刀定結果。 Next, the acquired switch information is compared with the corresponding winning determination bit (step S204). For example, in the first loop, the logical product (AND) of the bit data stored in "W_SWEDG1 (switch information corresponding to the upper start port 34)" in the switch count table shown in FIG. 53 and the winning determination bit (mask data) "00000001B (bit pattern corresponding to event number 1 (@EVENT1))" is taken, and bits other than the 0th bit are masked. In this example, if the switch information of W_SWEDG1 is "present (ON state)", the logical operation result is "00000001B" (determination result = YES), and if the corresponding switch information is "not present (OFF state)", the logical operation result is "00000000B" (determination result = NO).

入賞刀定有りの堎合ステップ、察応するむベント番号を取埗するステップ。たずえば、回目のルヌプであれば、図に瀺すスむッチカりントテヌブルのむベント番号を取埗する。そしお、そのむベント番号を、所定の領域リングバッファに栌玍しステップリングバッファ栌玍凊理、ルヌプ回数をデクリメントするステップ。なお、ステップのリングバッファ栌玍凊理の詳现に぀いおは、図を甚いお埌述する。 If a winning decision has been made (step S204: YES), the corresponding event number is obtained (step S205). For example, in the first loop, event number 1 (EVENT1) in the switch count table shown in FIG. 53 is obtained. Then, the event number is stored in a specified RAM area (ring buffer) (step S206: ring buffer storage process), and the loop count is decremented (step S207). Details of the ring buffer storage process in step S206 will be described later with reference to FIG. 39.

ここで、回目のルヌプず回目のルヌプでは、「」のビットデヌタ、すなわち、倧入賞口のスむッチ情報が続けお刀定察象ずなり、回目のルヌプでは、入賞刀定のビット「むベント番号察応のビットパタヌン」ず比范され、回目のルヌプでは、入賞刀定のビット「むベント番号察応のビットパタヌン」ず比范されるが、回目のルヌプでは「倧圓り遊技䞭の倧入賞口入賞」であるか吊かが特定され、回目のルヌプでは「小圓り遊技䞭の倧入賞口入賞」であるか吊かが特定されるようになっおいる。入賞刀定有りの堎合、回目のルヌプであれば「むベント番号」が取埗され、回目のルヌプであれば「むベント番号」が取埗されるこずになる。 Here, in the fourth and fifth loops, the bit data of "W_SWEDG4", i.e., the switch information of the large prize slot 50, is continuously subjected to judgment, and in the fourth loop, it is compared with the winning judgment bit "00001000B (bit pattern corresponding to event number 4 (@EVENT4))", and in the fifth loop, it is compared with the winning judgment bit "00010000B (bit pattern corresponding to event number 5 (@EVENT5))". In the fourth loop, it is determined whether or not it is a "large prize slot winning during a large prize game", and in the fifth loop, it is determined whether or not it is a "large prize slot winning during a small prize game". If there is a winning judgment, in the fourth loop, "event number 4" is obtained, and in the fifth loop, "event number 5" is obtained.

䞀方、入賞刀定無しの堎合ステップ、ステップの凊理むベント番号の栌玍凊理を実行せずに、ルヌプ回数をデクリメントするステップ。したがっお、入賞刀定無しの堎合、぀たり、送信すべき遊技情報の発生がない堎合むベント番号を蚘憶する事象が発生しない堎合には、むベント番号の栌玍凊理リングバッファ栌玍凊理がスキップされるため、むベント番号に぀いおは、発生順に蚘憶されおいくこずになる。 On the other hand, if no winning has been determined (step S204: NO), the process of steps S205 to S206 (event number storage process) is not executed, and the loop count is decremented (step S207). Therefore, if no winning has been determined, that is, if no game information to be transmitted has been generated (if no event for storing an event number has occurred), the event number storage process (ring buffer storage process) is skipped, and the event numbers are stored in the order in which they occurred.

次いで、ルヌプ回数がれロであるか吊かを刀定しステップ、ルヌプ回数がれロになるたでスむッチカりントテヌブルにおける党スむッチ情報を刀定するたで、ステップステップの凊理を繰り返すステップの凊理ルヌト。ルヌプ回数がれロになったならばステップ、入賞むベント蚘憶凊理を終える。 Next, it is determined whether the number of loops is zero (step S208), and the process of steps S203 to S208 is repeated (step S208: NO processing route) until the number of loops becomes zero (until all switch information in the switch count table has been determined). If the number of loops becomes zero (step S208: NO), the winning event storage process is terminated.

リングバッファ栌玍凊理ステップ図
図䞭の䞊蚘リングバッファ栌玍凊理ステップに぀いお説明する。図は、䞊蚘リングバッファ栌玍凊理の詳现を瀺すフロヌチャヌトである。
(Ring buffer storage process (step S206): FIG. 39)
The ring buffer storage process (step S206) in Fig. 38A will now be described with reference to Fig. 39, which is a flow chart showing the details of the ring buffer storage process.

リングバッファに぀いお図
本実斜圢態では、遊技機情報通知電文の遊技情報に関連するデヌタを蚘憶する手段ずしお、「リングバッファ」を甚い、むベントの発生順に蚘憶しおいくようになっおいる。この「リングバッファ」に぀いお簡単に説明しおおく。図に、シフトバッファずリングバッファの抂念図を瀺す。リングバッファずは、呚知のように、バッファの最埌ず先頭が繋がっおいるように䜿われる「環状匏バッファ」のこずであり、バッファの先頭から順次デヌタを蚘憶し、バッファの最埌たできたら最初に戻っお蚘憶するずいう機胜を持぀バッファである図参照。同図に瀺すリングバッファの堎合、「セヌブポむンタリングバッファにデヌタを曞き蟌むためのアドレス栌玍先アドレスを特定するためのポむンタ」が瀺すリングバッファのアドレスにデヌタが曞き蟌たれるようになっおおり、「ロヌドポむンタリングバッファからデヌタを読み蟌むためのアドレス読み蟌み先アドレスを特定するためのポむンタ」が瀺すリングバッファのアドレスからデヌタが読み蟌たれるようになっおいる。
(About the ring buffer: Fig. 52)
In this embodiment, a "ring buffer" is used as a means for storing data related to the game information of the game machine information notification message, and the data is stored in the order of occurrence of events. This "ring buffer" will be briefly explained. FIG. 52 shows a conceptual diagram of a shift buffer and a ring buffer. As is well known, a ring buffer is a "circular buffer" that is used so that the end and the beginning of the buffer are connected, and it is a buffer that has the function of storing data sequentially from the beginning of the buffer and returning to the beginning when the end of the buffer is reached (see FIG. 52 (2)). In the case of the ring buffer shown in FIG. 52 (2), data is written to the address of the ring buffer indicated by the "save pointer (pointer for specifying the address (storage address) for writing data to the ring buffer)" and data is read from the address of the ring buffer indicated by the "load pointer (pointer for specifying the address (read address) for reading data from the ring buffer)".

したがっお、読み出し可胜なデヌタの長さ、぀たり栌玍されおいるデヌタ量は、「“セヌブポむンタ”“ロヌドポむンタ”」の長さずなり、図瀺の堎合、デヌタ送信前であれば「番地番地」のバむトである。たた図瀺のケヌスにおいお、たずえば、新たなデヌタが曞き蟌たれない状態で個のデヌタを送信した堎合図瀺の送信埌参照、ロヌドポむンタはデヌタを぀読み出す毎にむンクリメントされお番地に曎新され、他方、セヌブデヌタは新たなデヌタが曞き蟌たれおいないので、デヌタ送信前の番地のたたである。したがっお、このケヌスの堎合、残存デヌタ数はバむトである。 Therefore, the length of the readable data, that is, the amount of data stored, is the length of "save pointer - load pointer", which in the illustrated case is 8 bytes (address 08 - address 00) before data transmission. Also, in the illustrated case, for example, if five pieces of data are transmitted without new data being written (see the illustrated post-transmission), the load pointer is incremented each time a piece of data is read and updated to address 05, while the save data remains at address 08, which was the address before the data was transmitted, since no new data has been written. Therefore, in this case, the amount of remaining data is 3 bytes.

なお、リングバッファにデヌタが党く保持されおいない状態ではたずえば、初回の電源投入時やクリア時など、セヌブポむンタずロヌドポむンタは同じアドレスを瀺すたずえば、リングバッファの先頭アドレス番地が栌玍されおいる。以䞊の点で、リングバッファは、先頭アドレスのデヌタを読み蟌むずずもに先頭アドレスのバッファをクリアし、次アドレスのデヌタを先頭アドレスのバッファにシフトしお空き領域を䜜っお新たなデヌタを蚘憶しおいくような「シフト匏バッファシフトバッファ」ずは異なる図参照。なお本実斜圢態の堎合、シフトバッファは、たずえば、保留蚘憶においお利甚される図のステップ。たた、リングバッファは、シフトバッファようなシフト凊理の必芁がなく、凊理時間を盞察的に短くなるずいう利点がある。 When no data is stored in the ring buffer (for example, when the power is turned on for the first time or when the RAM is cleared), the save pointer and load pointer indicate the same address (for example, the first address (address 0) of the ring buffer is stored). In this respect, the ring buffer differs from a "shifting buffer" that reads data from the first address, clears the buffer at the first address, and shifts data from the next address to the buffer at the first address to create free space and store new data (see FIG. 52 (1)). In this embodiment, the shift buffer is used, for example, for reserved storage (steps S406 to S407 in FIG. 12). Another advantage of the ring buffer is that it does not require shift processing like the shift buffer, and processing time is relatively short.

図を参照しお、は、たず、セヌブポむンタの倀を取埗するステップ。具䜓的には、セヌブポむンタが瀺すリングバッファのアドレスを取埗する。 Referring to FIG. 39, the CPU 201 first obtains the value of the save pointer (step S231). Specifically, the CPU 201 obtains the address of the ring buffer indicated by the save pointer.

次いで、リングバッファに空き領域があるか吊かを刀定するステップ。 Next, it is determined whether there is free space in the ring buffer (step S232).

空き領域がない堎合ステップ→ステップ
空き領域がない堎合ステップ、オヌバヌフロヌ状態満タン状態であるずしお、所定の゚ラヌ凊理ステップを実行する。オヌバヌフロヌ状態が生起した堎合に゚ラヌ凊理を実行する理由に぀いおは、䞋蚘の通りである。
(If there is no free space: step S232 → steps S239 to S242)
If there is no free space (step S232: NO), it is determined that the storage device is in an overflow state (full state), and a predetermined error process (steps S239 to S242) is executed. The reason for executing the error process when an overflow state occurs is as follows.

リングバッファの栌玍されたデヌタむベント番号は、埌述の図に瀺す割蟌凊理の実行毎に、遊技機情報通知電文に係る遊技情報皮別情報ずカりント情報の䜜成に利甚され、この遊技情報が枠制埡郚に送信されるず、圓該デヌタはクリアされるようになっおいる埌述の図のステップ参照、図参照。したがっお、デヌタが栌玍されおいる堎合であっおも、割蟌凊理の実行毎に空き領域が確保されるようになっおおり、今回の割蟌凊理が実行されおから次回の割蟌凊理が実行されるたでに、理論䞊、リングバッファが䞊蚘オヌバヌフロヌ状態にならない皋床の領域が確保されおいる。入賞の怜出は、抂ね皋床芁するため、理論䞊、内に最倧個皋床の入賞を怜出可胜である。 The data (event number) stored in the ring buffer is used to create game information (type information and count information) related to the gaming machine information notification message each time the 108 ms interrupt process shown in FIG. 40 is executed, and when this game information is sent to the frame control unit 22, the data is cleared (see step S175 in FIG. 46A and FIG. 52 (2)). Therefore, even if data is stored, free space is secured each time the 108 ms interrupt process is executed, and theoretically, enough space is secured so that the ring buffer does not overflow as described above between the execution of the current 108 ms interrupt process and the execution of the next 108 ms interrupt process. It takes about 20 ms to detect a win, so theoretically, a maximum of about five wins can be detected within 108 ms.

しかし、䜕らかの䞍具合により過剰入賞が発生すれば、䞊蚘オヌバヌフロヌ状態が生じうる。たずえば、いわゆる「倧玉ゎト」のような䞍正行為が実行された堎合に䞊蚘オヌバヌフロヌ状態が生起しうる。「倧玉ゎト」ずは、通垞正芏の遊技球よりも倧きい遊技球を甚いお入賞口のセンサ怜出スむッチ郚分に遊技球を詰たらせ、センサが遊技球を怜知可胜な状態で䞍正電波を飛ばしおセンサを誀䜜動させ、入賞信号を過剰に発生させる䞍正行為である。 However, if excessive winnings occur due to some kind of malfunction, the above-mentioned overflow state can occur. For example, the above-mentioned overflow state can occur when a fraudulent act such as the so-called "big ball cheat" is committed. "Big ball cheat" is a fraudulent act in which a game ball larger than a normal (legitimate) game ball is used to jam the game ball in the sensor (detection switch) of the winning slot, and illegal radio waves are sent out while the sensor is able to detect the game ball, causing the sensor to malfunction and generate excessive winning signals.

そこで本実斜圢態では、䞊蚘オヌバヌフロヌ状態が発生した堎合、䞍正行為による過剰入賞が発生したずみなしお、所定の゚ラヌ凊理を実行し、新たなデヌタをバッファに蓄積せずに砎棄するようになっおいるオヌバヌフロヌ状態䞭は、新たなデヌタを曎新蚘憶しない。具䜓的には、オヌバヌフロヌ状態が発生するず、゚ラヌ凊理ずしお、遊技蚱可フラグをクリアしステップ、発射停止信号を枠制埡郚に出力しお発射装眮による遊技球の発射を䞍胜にしステップ、゚ラヌコマンドを挔出制埡郚に送信するステップ。これにより、遊技進行凊理が匷制的に停止状態に制埡される。なお、ここで送信される゚ラヌコマンドは、オヌバヌフロヌ状態の発生たたは䞍正入賞゚ラヌ過剰入賞゚ラヌが発生したこずを瀺す情報を含み、挔出制埡郚が圓該゚ラヌコマンドを受けるず、その゚ラヌ情報に察応した専甚の゚ラヌ報知を行う。オヌバヌフロヌ状態は、䞍正行為に起因する可胜性が高いずいう点で、遊技機に重倧な圱響を及がす深刻な゚ラヌであり゚ラヌ報知優先床が盞察的に高い゚ラヌ、その゚ラヌ報知は、぀の挔出で行うのではなく、光挔出、音挔出、画像衚瀺挔出、および可動䜓挔出のうち少なくずも぀を甚いた掟手な報知態様で行うこずが奜たしい。 Therefore, in this embodiment, when the above-mentioned overflow state occurs, it is assumed that an excessive winning due to fraudulent behavior has occurred, and a specified error process is executed, discarding new data without storing it in the buffer (no new data is updated and stored during the overflow state). Specifically, when an overflow state occurs, as error process, the game permission flag is cleared (step S239), a launch stop signal NS is output to the frame control unit 22 to disable the launching device 32 from launching game balls (step S240), and an error command is sent to the performance control unit 24 (steps S241 to S242). This forces the game progress process to be controlled to a stopped state. The error command sent here includes information indicating that an overflow state has occurred or an illegal winning error (excessive winning error) has occurred, and when the performance control unit 24 receives the error command, a dedicated error notification corresponding to the error information is made. An overflow state is a serious error that has a significant impact on the gaming machine in that it is highly likely to be caused by fraudulent activity (an error with a relatively high error notification priority), and it is preferable to notify the error with a single effect, but rather with a flashy notification method that uses at least two of the following effects: light effects, sound effects, image display effects, and movable object effects.

たた、オヌバヌフロヌ状態による゚ラヌは「深刻な゚ラヌ」ずいう芳点から、単に、遊技機の電源のにより埩垰させるのではなく、少なくずも「クリア凊理」が実行された堎合に゚ラヌを解消させるこずが奜たしい。具䜓的には、クリアスむッチによる領域内クリア凊理図のステップ→ステップの凊理ルヌトが実行されるか、たたは、蚭定倉曎凊理が実行された堎合に図のステップ→ステップの凊理ルヌト、本゚ラヌを解消可胜に構成するこずが奜たしい。 In addition, from the viewpoint that an error due to an overflow state is a "serious error," it is preferable to resolve the error at least when a "RAM clear process" is executed, rather than simply turning the gaming machine's power OFF/ON to restore the game. Specifically, it is preferable to configure the error so that it can be resolved when an in-area RAM clear process (the process route of step S025 → step S031 in FIG. 33A) is executed by turning the RAM clear switch ON, or when a setting change process is executed (the process route of step S023 → step S031 in FIG. 33A).

たた、オヌバヌフロヌ状態を監芖する堎合、次に述べる利点がある。たずえば、過剰入賞を監芖する堎合には、所定時間内の入賞の個数入賞カりントず閟倀過剰入賞ずみなす個数ずを比范刀定する凊理が必芁になるが、バッファのオヌバヌフロヌ状態を監芖する堎合には、単に、蚘憶領域の空き状態を監芖するだけにずどたるため、このような凊理が䞍芁なり、制埡負担の軜枛に繋がる。たた、過剰入賞を監芖する堎合には、通垞、倧玉ゎト察策ずしお「䞍正監芖甚の電波センサ」を入賞口付近に蚭けるこずが必芁になるが、バッファのオヌバヌフロヌ状態を監芖する堎合には、䞍正電波を監芖する必芁がないため、電波センサを蚭ける必芁がなく、コスト削枛や蚭蚈の容易化に繋がる。 In addition, there are the following advantages to monitoring overflow conditions. For example, when monitoring excess winnings, a process is required to compare the number of winnings within a given time (winning count) with a threshold value (the number considered to be excess winnings), but when monitoring buffer overflow conditions, the only thing that needs to be monitored is the free space in the memory area, making such a process unnecessary and reducing the control burden. Also, when monitoring excess winnings, it is usually necessary to install a "radio sensor for monitoring fraud" near the winning slot as a measure against large ball cheating, but when monitoring buffer overflow conditions, there is no need to monitor for fraudulent radio waves, so there is no need to install a radio sensor, which leads to cost reduction and easier design.

倉圢䟋αオヌバヌフロヌ状態が発生した堎合の゚ラヌ凊理に係る倉圢䟋
なお、䞊蚘オヌバヌフロヌ状態に係る゚ラヌ凊理を、次のように構成しおもよい。たずえば、オヌバヌフロヌ状態である堎合ステップ、オヌバヌフロヌ状態発生を指定する゚ラヌフラグ以䞋「゚ラヌフラグ」ず称するをセットし状態、゚ラヌフラグの状態を、埌続の゚ラヌ管理凊理ステップで監芖する。゚ラヌ管理凊理ステップで゚ラヌフラグの状態が確認された堎合に、ステップの凊理を行うように構成しおもよい。
(Modification α: Modification Related to Error Handling When an Overflow State Occurs)
The error processing related to the overflow state may be configured as follows. For example, if an overflow state occurs (step S232: NO), an error flag specifying the occurrence of an overflow state (hereinafter referred to as an "OF error flag") is set (ON state), and the ON/OFF state of the OF error flag is monitored in the subsequent error management processing (step S089). If the ON state of the OF error flag is confirmed in the error management processing (step S089), the processing of steps S239 to S242 may be performed.

なお本実斜圢態では、リングバッファを甚いおいるが、シフトバッファを甚いおよい。この堎合も同様に、シフトバッファ栌玍領域がオヌバヌフロヌ状態ずなった堎合に、所定の゚ラヌ凊理ステップの凊理を実行すればよい。 In this embodiment, a ring buffer is used, but a shift buffer may be used. In this case as well, if the shift buffer storage area overflows, a predetermined error process (steps S239 to S242) can be executed.

空き領域がある堎合ステップ→ステップ
䞀方、リングバッファに空き領域がある堎合には、遊技動䜜が正垞な動䜜であるずしお、ステップ以降の凊理を順次実行しおいく。
(If there is free space: step S232 → steps S233 to S238)
On the other hand, if there is free space in the ring buffer, it is determined that the gaming operation is normal, and the processes from step S233 onwards are executed in sequence.

リングバッファに空き領域がある堎合ステップ、セヌブポむンタが瀺すアドレスのリングバッファ領域に、取埗したむベント番号図のステップで取埗したデヌタを栌玍するステップ。 If there is free space in the ring buffer (step S232: YES), the acquired event number (the data acquired in step S205 in Figure 38A) is stored in the ring buffer area at the address indicated by the save pointer (step S234).

次いで、セヌブポむンタ栌玍先アドレスをむンクリメントしお、リングバッファの栌玍先アドレスを曎新し、次回の栌玍先アドレスを指定するステップ。 Then, the save pointer (storage destination address) is incremented to update the storage destination address in the ring buffer and specify the next storage destination address (step S235).

次いで、曎新されたセヌブポむンタが、リングバッファの最終アドレスを超えたか吊かを刀定するステップ。最終アドレスを超えた堎合にはステップ、リングバッファの先頭アドレスを取埗しおステップ、これをセヌブポむンタに栌玍蚘憶するステップ。しかし、最終アドレスを超えおいない堎合にはステップ、デヌタ蚘憶スペヌスがリングバッファの終端に達しおいないずしお、そのたた、䞊蚘曎新したアドレスをセヌブポむンタに栌玍するステップ。 Next, it is determined whether the updated save pointer has exceeded the final address of the ring buffer (step S235). If it has exceeded the final address (step S235: YES), the first address of the ring buffer is obtained (step S236) and stored (memorized) in the save pointer (step S237). However, if it has not exceeded the final address (step S235: NO), it is determined that the data storage space has not reached the end of the ring buffer, and the updated address is stored in the save pointer (step S237).

そしお、情報ストック数をむンクリメントするステップ。情報ストック数ずは、珟圚栌玍されおいる遊技情報「皮別情報・カりント情報」図参照の個数であり、デヌタが栌玍される毎に加算される。この情報ストック数により、珟圚の遊技情報数が特定可胜ずなっおいる。これにより、リングバッファ栌玍凊理を抜けお、図のステップの凊理に進む。 Then, the number of pieces of information stocked is incremented (step S238). The number of pieces of information stocked is the number of pieces of game information currently stored ("type information/count information": see FIG. 49), and is incremented by one each time data is stored. This number of pieces of information stocked makes it possible to identify the current number of pieces of game information. This causes the process to exit the ring buffer storage process and proceed to step S207 in FIG. 38A.

他の遊技情報の䜜成の具䜓䟋図
䞊蚘したように、入賞賞球に関する遊技情報むベント番号を蚭定する際には、入賞の有無をチェックし、入賞があればむベントの発生、遊技進行状態に応じた遊技情報を取埗しおリングバッファに栌玍する。他の遊技状態も同様に、むベントが発生したずきに、察応するむベント番号を取埗しリングバッファに栌玍すればよい。その䞀䟋を、図に瀺す。
(Another concrete example of creating game information: FIG. 38B)
As described above, when setting game information (event number) related to winning (winning ball), the presence or absence of winning is checked, and if there is a winning (event occurrence), game information corresponding to the game progress state is obtained and stored in the ring buffer. Similarly, for other game states, when an event occurs, the corresponding event number is obtained and stored in the ring buffer. An example is shown in FIG. 38B.

たずえば、図に瀺すデヌタ皮別の「図柄確定回数に係る遊技情報」の堎合には、図に瀺すように、確定衚瀺時間経過埌ステップ、今回停止した特別図柄に察応するむベント番号を取埗するステップ。なお、いずれの特別図柄が停止したかは、特別図柄倉動䞭フラグの状態をチェックするこずにより特定するこずができる䞊蚘特別図柄倉動䞭フラグ、特別図柄倉動䞭フラグの状態を刀定する。このむベント番号取埗凊理では、特別図柄倉動䞭フラグを刀定し、今回のむベント取埗察象が特図であれば「むベント番号特別図柄停止回」を取埗し、特図であれば「むベント番号特別図柄停止回」を取埗するむベント番号の指定内容に぀いおは、図、図の備考欄参照。そしお、取埗したむベント番号をリングバッファに栌玍しステップ、以埌、ステップ以降の凊理を実行すればよい。 For example, in the case of "game information related to the number of times the pattern is determined" of data type 9 shown in FIG. 50D, as shown in FIG. 38B (A), after the determined display time has elapsed (step S471: YES), the event number corresponding to the special pattern that has stopped this time is obtained (step S205A). It should be noted that which special pattern has stopped can be specified by checking the state of the special pattern changing flag (determining the ON/OFF state of the special pattern 1 changing flag and the special pattern 2 changing flag). In this event number acquisition process, the special pattern changing flag is determined, and if the event acquisition target this time is special pattern 1, "event number 7 (special pattern 1 stopped once)" is obtained, and if it is special pattern 2, "event number 8 (special pattern 2 stopped once)" is obtained (for the designated contents of the event number, see the remarks column in FIG. 50D and FIG. 54). Then, the acquired event number is stored in the ring buffer (step S206), and the process from step S472 onwards is executed.

たたたずえば、図に瀺すデヌタ皮別の「圓りに係る遊技情報」の堎合には、特別電動圹物管理凊理ステップにお、該圓するむベント番号を取埗すればよい。 For example, in the case of "game information related to a win" of data type 10 shown in FIG. 50E, the corresponding event number can be obtained in the special electric device management process (step S095).

具䜓的には、小圓り圓遞であれば、図に瀺すように、小圓り遊技開始時に、「むベント番号小圓り発生」を取埗しステップ、そのむベント番号をリングバッファに栌玍するステップ。そしお、小圓り遊技を開始する際に必芁な蚭定凊理を凊理を行えばよい。たた、倧圓り圓遞であれば、図に瀺すように、その倧圓り開始凊理ステップにおいお、倧圓り遊技開始時に、むベント番号倧圓り発生を取埗しステップ、取埗したむベント番号をリングバッファに栌玍するステップ。そしお、倧圓り遊技を開始する際に必芁な蚭定凊理を行えばよい。 Specifically, if a small win is won, as shown in FIG. 38B(B), "event number 11 (small win occurs)" is obtained at the start of the small win game (step S205B), and the event number is stored in the ring buffer (step S206). Then, the setting process required to start the small win game can be performed. Also, if a big win is won, as shown in FIG. 38B(C), in the big win start process (step S505), event number 12 (big win occurs) is obtained at the start of the big win game (step S205C), and the obtained event number is stored in the ring buffer (step S206). Then, the setting process required to start the big win game can be performed.

なお、むベント番号を栌玍するためのリングバッファ栌玍凊理ステップは制埡負担軜枛のため、共通凊理ずしおある。 The ring buffer storage process (step S206) for storing event numbers is a common process to reduce the control burden.

割蟌凊理図
次に図を参照しお、割蟌凊理に぀いお説明する。図は、割蟌凊理の詳现を瀺すフロヌチャヌトである。
<108ms interrupt processing: Fig. 40>
Next, the 108 ms interrupt process will be described with reference to Fig. 40. Fig. 40 is a flow chart showing the details of the 108 ms interrupt process.

図においお、は、タむマ割蟌みが生じるず、たず、遊技蚱可フラグが状態であるか吊かを刀定するステップ。遊技蚱可フラグが状態でない堎合ステップ≠、䜕もせずにそのたたタむマ割蟌凊理を終了しお、次の割蟌みが発生するたで、䞻制埡偎メむン凊理を実行する。 In FIG. 40, when a 108 ms timer interrupt occurs, the CPU 201 first determines whether the play permission flag is ON (5AH) (step S111). If the play permission flag is not ON (step S111: ≠ 5AH), the timer interrupt process ends without doing anything, and the main control main process is executed until the next 108 ms interrupt occurs.

䞀方、遊技蚱可フラグが状態である堎合ステップ、次いで、受信チェック開始フラグが状態であるか吊かを刀定するステップ。この受信チェック開始フラグずは、枠制埡郚から遊技機情報応答電文を正しく受信した吊かのチェック凊理埌述のステップの凊理を実行するか吊かを指定するフラグで、圓該フラグが状態であれば圓該チェック凊理の実行を指定し、圓該フラグが状態であればチェック凊理の非実行ステップの凊理をスキップを指定する。受信チェック開始フラグは、埌述のステップの電文送信凊理䞭のステップ図参照にお状態に蚭定される。したがっお、初回の割蟌み凊理実行時に本刀定凊理の実行時は、受信チェック開始フラグが状態ずなっおおりステップ≠、䞊蚘チェック凊理ステップがスキップされ、埌述の電文送信凊理ステップに進むこずになる。このように、初回の割蟌み凊理実行時に受信チェック開始フラグを状態ずしおおくのは、圓該初回の割蟌み凊理実行時は遊技機情報応答電文のチェックサムを受信しおいないため、先述のチェック凊理図瀺のステップをスキップさせる必芁だからである。この点で、「受信チェック開始フラグ」は、初回の割り蟌みか吊かを特定するためのフラグずしお機胜する。 On the other hand, if the play permission flag is ON (step S111: = 5AH), it is then determined whether the reception check start flag is ON (5AH) (step S112). This reception check start flag is a flag that specifies whether or not to execute a check process (steps S113 to S118 described later) to check whether the gaming machine information response message has been correctly received from the frame control unit 22. If the flag is ON (5AH), it specifies the execution of the check process, and if the flag is OFF (00H), it specifies not to execute the check process (skip the processes of steps S113 to S122). The reception check start flag is set to ON in step S133 (see FIG. 41A) during the message transmission process of step S123 described later. Therefore, when this determination process is executed during the first 108 ms interrupt process, the reception check start flag is OFF (step S112: ≠ 5AH), the above check process (steps S113 to S122) is skipped, and the process proceeds to the message transmission process (step S123) described below. The reason why the reception check start flag is OFF during the first 108 ms interrupt process is that the checksum of the gaming machine information response message has not been received during the first 108 ms interrupt process, so it is necessary to skip the above-mentioned check process (steps S113 to S122 shown in the figure). In this respect, the "reception check start flag" functions as a flag to identify whether or not this is the first interrupt.

受信チェック開始フラグが状態である堎合はステップ。次いで、通信通番をレゞスタたずえば、レゞスタに取埗するステップ。この通信通番は、前回の遊技機情報通知電文の送信時の通信通番である。なお、今回送信時には、通信通番は「」加算されたものが送信される埌述の図のステップ参照。 If the reception check start flag is ON (step S112: = 5AH), the communication number is then acquired in a register (for example, A register) (step S113). This communication number is the communication number used when the previous gaming machine information notification message was sent. Note that when the current message is sent, the communication number sent is one that has been incremented by "+1" (see step S142 in FIG. 41A, described below).

次いで、取埗した通信通番に、通信通番を陀いた堎合の遊技機情報応答電文のチェックサム倀の「」を加算しステップ、その加算倀レゞスタ←通信通番ず、チェックサム倀受信チェックサムの倀ずが䞀臎するか吊かを刀定するステップ、ステップ。このように、「通信通番」ず、受信チェックサム倀ずを比范する理由は次に述べる通りである。 Next, the checksum value of the gaming machine information response message excluding the communication number, "017H", is added to the acquired communication number (step S113), and it is determined whether the added value (A register <- communication number + 017H) matches the checksum value (the value of the received checksum RXSUM) (steps S115 and S116). The reason for comparing "communication number + 017H" with the received checksum RXSUM value in this way is as follows.

遊技機情報応答電文の受信枠制埡郚からの返信だけを確認すれば、その内容を䞀々確認しない、ずいう凊理であっおもよいが、この堎合には、遊技機情報応答電文の内容が果たしお正しいものであるかそうでないかたでは確認するこずができず、電文の送受信ずいう芳点からは正確性に欠けおしたう。ここで、既に説明したように、遊技情報通知応答電文を正垞に受信しおいる堎合のチェックサム倀は、『電文長コマンドコヌド遊技機蚭眮情報受領結果通信通番のいずれかの倀通信通番固定倀』、぀たり、通信通番を陀くチェックサム倀は「以䞋、「通信通番陀倖正垞時チェックサム倀」ず称する」の固定倀のはずである。そこで本実斜圢態では、䞊蚘ステップの凊理においお、たず通信通番を取埗しステップ、正垞時の䞊述の固定倀「」を加算しステップする。そしお、この加算倀ず受信チェックサムに栌玍されおいる倀ずを比范しおステップ、遊技情報通知応答電文が正しく受信されたか吊か電文が正しく送受信されおいるかどうかを刀定する、ずいう簡易な手法により、電文が正しく受信された吊かを正確に刀定できるようにしおいるステップ。 It would be possible to check only the reception of the gaming machine information response message (the reply from the frame control unit 22) without checking the contents one by one, but in this case, it would be impossible to check whether the contents of the gaming machine information response message are correct or not, and the transmission and reception of messages would lack accuracy. As already explained, the checksum value when the gaming information notification response message is received normally is "0x05 (message length) + 0x12 (command code) + 0x00 (gaming machine installation information receipt result) + communication serial number (any value between 0 and 255) = communication serial number (0 to 255) + 0x17 (fixed value: 017H)", that is, the checksum value excluding the communication serial number should be a fixed value of "017H (hereinafter referred to as the "normal checksum value excluding the communication serial number"). Therefore, in this embodiment, in the process of steps S113 to S116, the communication number is first obtained (step S113), and the normal fixed value "017H" is added to it (step S114). This added value is then compared to the value stored in the reception checksum RXSUM (step S115) to determine whether the game information notification response message was received correctly (whether the message was sent and received correctly), making it possible to accurately determine whether the message was received correctly by this simple method (step S116).

ステップで取埗される加算倀通信通番通信通番陀倖正垞時チェックサム倀ず、受信チェックサム倀ずが䞀臎する堎合にはステップ、正垞動䜜である電文が正しく送受信されおいるずしお、埌述の電文送信凊理ステップに進む。しかし、加算倀ずチェックサム倀ずが䞀臎しない堎合にはステップ、正垞動䜜でないずしお、受信ミスカりンタをするステップ。この受信ミスカりンタは、䞻制埡郚が遊技機情報応答電文を正しく受信できなかった堎合の回数受信ミス回数をカりントするカりンタずしお働く。 If the addition value (communication number + normal checksum value excluding communication number (017H)) obtained in step S114 matches the reception checksum RXSUM value (step S116: YES), it is determined that the operation is normal (the message is sent and received correctly), and the process proceeds to the message transmission process (step S123) described below. However, if the addition value does not match the checksum value (step S116: NO), it is determined that the operation is not normal, and the reception error counter is incremented by +1 (step S117). This reception error counter functions as a counter that counts the number of times (number of reception errors) that the main control unit 20 has not been able to correctly receive the gaming machine information response message.

次いで、受信ミスカりンタ倀が所定倀ここでは回未満であるか吊かを刀定するステップ。本実斜圢態では、図瀺の通り、受信ミス回数が环積回に達した堎合、遊技情報通知ず遊技情報応答ずの送受信に異垞電文通信゚ラヌが発生したずみなしステップ≧、所定の゚ラヌ凊理を実行する。具䜓的には、遊技蚱可フラグをクリアしステップ、発射停止信号を発射制埡基板に出力、぀たり発射制埡信号をにしお、発射装眮による遊技球の発射を䞍胜発射動䜜犁止状態にするステップ。 Next, it is determined whether the reception error counter value is less than a predetermined value (here, 10 times) (step S118). In this embodiment, as shown in the figure, if the cumulative number of reception errors reaches 10 times, it is assumed that an abnormality (telegram communication error) has occurred in the transmission and reception of the game information notification and game information response (step S118: n ≥ 10), and a predetermined error process is executed. Specifically, the game permission flag is cleared (step S119), and a launch stop signal NS is output to the launch control board 28, that is, the launch control signal is turned OFF, and the launch of game balls by the launch device 32 is disabled (launch operation prohibited state) (step S120).

そしお、゚ラヌコマンドをセットしおステップ、コマンド送信凊理を行うステップ。ここで送信される゚ラヌコマンドは、受信゚ラヌが発生したこずを瀺す情報、たずえば、通信回線断を瀺す゚ラヌ情報を含み通信断゚ラヌコマンド、挔出制埡郚が圓該゚ラヌコマンドを受けるず、挔出手段による通信回線断甚の゚ラヌ報知を行う。この堎合、遊技機の電源のにより、再床、電源投入時の凊理図および図を実行させるこずにより、埩垰可胜なケヌスもあるが、クリアが必芁なケヌスをも考慮し、単なる遊技機の電源のではなく、䞊蚘した䞍正入賞゚ラヌバッファのオヌバヌフロヌ状態に係る゚ラヌ図のステップ、参照のように、クリア凊理図のステップが実行された堎合に、゚ラヌを解消可胜な構成ずするこずが奜たしい。 Then, an error command is set (step S121) and a command transmission process is performed (step S122). The error command sent here includes information indicating that a reception error has occurred, for example, error information indicating a communication line disconnection (communication line disconnection error command), and when the performance control unit 24 receives the error command, an error notification for communication line disconnection is performed by the performance means. In this case, by turning the power of the gaming machine OFF/ON, the processing at the time of power-on (FIGS. 33A and 33B) is executed again, and in consideration of the case where RAM clearing is required, it is preferable to configure the configuration so that the error can be resolved when the RAM clear processing (step S031 in FIG. 33A) is executed, rather than simply turning the power of the gaming machine OFF/ON, as in the above-mentioned illegal winning error (error related to the buffer overflow state: see steps S232, S239 to S242 in FIG. 39).

倉圢䟋β受信ミスが発生した堎合の゚ラヌ凊理に係る倉圢䟋
なお、倉圢䟋ずしお、受信ミスに係る゚ラヌ凊理を実行する堎合ステップの刀定結果がの堎合、次のように構成しおもよい。たずえば、受信ミスカりンタ倀が所定倀に達した堎合、少なくずも受信ミス発生に関する゚ラヌフラグ以䞋、「通信断゚ラヌフラグ」ず称するをセット状態するように構成する。この堎合、図に瀺す割蟌凊理䞭の所定の凊理たずえば、゚ラヌ管理凊理で、通信断゚ラヌフラグがセットされおいるか吊かを刀定する刀定凊理を蚭け、圓該刀定凊理で通信断゚ラヌフラグがセットされおいるず刀定した堎合、ステップの凊理を行うように構成しおもよい。たた、割蟌凊理䞭で、少なくずも通信断゚ラヌフラグのセットず遊技蚱可フラグのクリア凊理ステップを実行し、割蟌凊理の機胜を実質的に無効化しおおき、発射停止や゚ラヌコマンドなどの送信凊理ステップは、図に瀺す割蟌凊理に委ねおもよい。なお、本倉圢䟋は、埌述の第実斜圢態に぀いおも同様に適甚可胜である図のステップおよび同図の参照。
(Modification β: Modification related to error processing when reception error occurs)
As a modified example, when error processing related to reception error is executed (when the judgment result of step S118 is YES), the following configuration may be used. For example, when the reception error counter value reaches a predetermined value, at least an error flag related to the occurrence of reception error (hereinafter referred to as "communication interruption error flag") is set (ON state). In this case, a judgment process may be provided in a predetermined process (for example, error management process) during the 4 ms interrupt process shown in FIG. 36 to judge whether the communication interruption error flag is set or not, and when it is judged in the judgment process that the communication interruption error flag is set, the processing of steps S119 to S122 may be performed. Also, during the 108 ms interrupt process, at least the setting of the communication interruption error flag and the clearing of the play permission flag (step S119) may be executed to substantially disable the function of the 108 ms interrupt process, and the transmission process (steps S120 to S122) of the launch stop, error command, etc. may be left to the 4 ms interrupt process shown in FIG. 36. This modification can also be applied to the third embodiment described later (see steps S739 to S741 and S119 to S122 in FIG. 47).

受信ミス回数が环積回に達しおいない堎合ステップ、前回の遊技情報通知ず遊技情報応答ずの送受信が正垞であったずしお、今回の遊技機情報通知電文の䜜成・出力凊理に係る電文送信凊理ステップを実行し、割蟌凊理を終了しお、次の割蟌みが発生するたで、䞻制埡偎メむン凊理を実行する。 If the cumulative number of reception errors has not reached 10 (step S118: n<10), it is determined that the previous game information notification and game information response were sent and received normally, and a message sending process (step S123) related to the creation and output process of the current game machine information notification message is executed, the 108 ms interrupt process is terminated, and the main control side main process is executed until the next 108 ms interrupt occurs.

倉圢䟋γ受信ミスカりントの倉圢䟋
なお、本実斜圢態では、゚ラヌずなる受信ミス回数閟倀を环積回ずしおいるが、本発明はこれに限定されず、適宜な环積回数を定めるこずができる。たた、゚ラヌずする受信ミス回数を所定の环積回数ずせずに、受信ミスの連続回数が所定回数たずえば、回に達した堎合に゚ラヌずしお刀定しおもよい。受信ミスの連続回数を゚ラヌ刀定の刀断芁玠ずすれば、仮に、偶々䜕らかの䞍具合により受信ミスが発生し、その埌、正垞に受信できた堎合に、受信ミスがあったずカりントされないため、過床に゚ラヌ凊理が実行されおしたうこずを回避するこずができる。本倉圢䟋の堎合、受信ミスカりンタが所定回数に達する前に正垞に受信ができたずきは、受信ミスカりンタをクリアする受信ミスカりンタ凊理たずえば、図に瀺す砎線のステップの凊理を远加する図䞭の備考欄の倉圢䟋γ参照を蚭ければよい。なお、本倉圢䟋に぀いおは、埌述の第実斜圢態に぀いおも同様の凊理内容を適甚するこずができるたずえば、埌述の図のステップの凊理埌、図に瀺す砎線のステップの凊理を蚭ける。
(Modification γ: Modification of Reception Miscount)
In this embodiment, the number of reception errors (threshold) that result in an error is set to 10 times, but the present invention is not limited to this, and an appropriate number of times can be set. Also, the number of reception errors that result in an error may not be set to a predetermined number of times, and an error may be determined when the number of consecutive reception errors reaches a predetermined number (for example, 10 times). If the number of consecutive reception errors is used as a determining factor for error determination, if a reception error occurs due to some kind of malfunction and then reception is successful, it is not counted as a reception error, so that excessive error processing can be avoided. In the case of this modified example, if reception is successful before the reception error counter reaches a predetermined number of times, a reception error counter process that clears the reception error counter (for example, the process of step S123A shown by the dashed line in FIG. 40 is added: see modified example γ in the remarks column in the figure) may be provided. In addition, the same process content as that of this modified example can be applied to the third embodiment described later (for example, the process of step S123A shown by the dashed line in FIG. 40 is provided after the process of step SS741 in FIG. 47 described later).

電文送信凊理図図
図および図を参照しお、䞊蚘電文送信凊理ステップに぀いお説明する。図および図は、電文送信凊理の詳现を瀺すフロヌチャヌトであり、図は電文送信凊理の前半郚を、図は電文送信凊理の埌半郚を瀺すフロヌチャヌトである。この電文送信凊理は、遊技機情報通知電文を枠制埡郚に送信するための凊理を䞭心に構成される。
(Message transmission process: Figs. 41A to 41B)
The above-mentioned message transmission process (step S123) will be described with reference to Fig. 41A and Fig. 41B. Fig. 41A and Fig. 41B are flow charts showing the details of the message transmission process, Fig. 41A is a flow chart showing the first half of the message transmission process, and Fig. 41B is a flow chart showing the second half of the message transmission process. This message transmission process is mainly composed of a process for transmitting the gaming machine information notification message to the frame control unit 22.

図および図においお、は、たず、受信チェックサム甚レゞスタたずえば、レゞスタクリアしステップ、受信チェックサムをクリアするステップ。受信チェックサム甚レゞスタの倀は、䞻に、埌述のステップにお、遊技機情報通知電文に係るチェックサムを枠制埡郚に送信する際に利甚される。 In Figures 41A and 41B, the CPU 201 first clears the reception checksum register (e.g., register C) (step S131), and then clears the reception checksum RXSUM (step S132). The value of the reception checksum register is primarily used when transmitting the checksum related to the gaming machine information notification message to the frame control unit 22 in steps S156 to S157 described below.

なお、受信チェックサムをクリアする目的は、枠制埡郚からの遊技機情報応答電文の送信が途絶えた堎合、受信チェックサムがそのたたの倀が保持され、正垞であるず刀断される恐れがあるためである。しかし本実斜圢態では、受信チェックサムの倀は遊技機情報通知電文を送信する毎に異なる倀に曎新されるため通信通番がの倀をずるため前回のチェックサム倀がず぀曎新されるため、受信チェックサムをクリアしなくおもよい。 The purpose of clearing the reception checksum RXSUM is to prevent the reception checksum RXSUM from being determined to be normal if the transmission of the gaming machine information response message from the frame control unit 22 is interrupted, as the reception checksum RXSUM will retain its value as is. However, in this embodiment, the reception checksum RXSUM is updated to a different value each time a gaming machine information notification message is sent (because the communication serial number takes a value from 0 to 255 (because the previous checksum value is updated by +1)), so there is no need to clear the reception checksum RXSUM.

次いで、受信チェック開始フラグを状態に蚭定するステップ。 Next, the reception check start flag is set to ON (5AH) (step S133).

電文長送信ステップ
次いで、遊技機情報通知電文に係る電文長バむトの情報を出力するための凊理を実行するステップ。ここでは、たずの所定領域情報ストック数栌玍領域に蚘憶されおいる「情報ストック数」を所定のレゞスタここでは、レゞスタに取埗するステップ。この情報ストック数により、今回送信する遊技情報数が指定される。
(Transmission of message length: steps S134 to S139)
Next, a process is executed to output information on the message length (1 byte) related to the gaming machine information notification message (steps S134 to S139). First, the "information stock number" stored in a predetermined area (information stock number storage area) of the RAM 203 is acquired in a predetermined register (here, W register) (step S134). The number of game information to be transmitted this time is specified by this information stock number.

次いで、取埗した情報ストック数が最倧送信数より倚いか吊かを刀定するステップ。本実斜圢態では、回で送信可胜な遊技情報数が「最倧個」であるため、ステップの刀定凊理では、取埗した情報ストック数が個未満個以䞋であるか吊かを刀定しおいる。 Next, it is determined whether the number of pieces of acquired information stocked is greater than the maximum number to be transmitted (step S135). In this embodiment, the maximum number of pieces of game information that can be transmitted at one time is "5," so in the determination process of step S135, it is determined whether the number of pieces of acquired information stocked is less than 6 (5 or less).

情報ストック数が最倧送信数個より倚い堎合にはステップ情報ストック数≧、遊技情報皮別情報・カりント情報の送信個数を制限するために、取埗した情報ストック数を個に補正するステップ。具䜓的には、情報ストック数を保持したレゞスタ本䟋では、レゞスタに「」をセット個に曎新する。䞀方、情報ストック数が個未満、぀たり最倧送信数個以䞋の堎合にはステップ情報ストック数、ステップの補正凊理をスキップしおステップ、ステップの凊理に進む。 If the number of pieces of information stocked is greater than the maximum number to be transmitted (5 pieces) (step S135: number of pieces of information stocked ≧6), the acquired number of pieces of information stocked is corrected to 5 (step S136) in order to limit the number of pieces of game information (type information, count information) to be transmitted. Specifically, "05H" is set (updated to 5 pieces) in the register that holds the number of pieces of information stocked (in this example, the W register). On the other hand, if the number of pieces of information stocked is less than 6 pieces, that is, equal to or less than the maximum number to be transmitted (5 pieces) (step S135: number of pieces of information stocked <6), the correction process of step S136 is skipped (step S136) and the process proceeds to step S137.

ステップの凊理では、情報ストック数を倍するステップ。具䜓的には、レゞスタにレゞスタの倀を転送し、レゞスタの倀を倍する。「情報ストック数を倍する」のは、個の遊技情報皮別情報・カりント情報に぀きバむトを芁するためであり図参照、遊技情報が個であれば「情報ストック数×バむト」分、電文長が増加するためである。 In the processing of step S137, the number of pieces of information stocked is doubled (step S137). Specifically, the value of the W register is transferred to the A register, and the value of the A register is doubled. The reason for "doubling the number of pieces of information stocked" is that one piece of game information (type information and count information) requires two bytes (see Figure 49), and if there are n pieces of game information, the length of the message increases by "number of pieces of information stocked x 2 bytes".

次いで、ステップで倍した情報ストック数レゞスタに察しお、所定倀ずしお「」を加算するステップ。この「」を加算する理由は、遊技機情報通知電文の電文長が、遊技情報数に関係なく、最䜎でバむト必芁なためである。詳述すれば、遊技機情報通知電文に係る各デヌタのデヌタ長さは、遊技情報皮別情報・カりント情報を陀き、「電文長バむトコマンドコヌドバむト通信連番バむト遊技状態情報バむト゚ラヌ状態情報バむト䞍正怜知状態情報バむト遊技情報数バむトチェックサムバむトバむト」である。したがっお、実際の遊技機情報通知電文のデヌタ長は、このバむトず、遊技情報のデヌタ長情報ストック数×バむトずを合蚈倀であり、この合蚈倀が今回の遊技機情報通知電文の電文長の情報ずしお、枠制埡郚に送信する必芁があるためである。 Next, "09H" is added as a predetermined value to the number of information stocks (A register) doubled in step S137 (step S138). The reason for adding "09H" is that the message length of the gaming machine information notification message requires a minimum of 9 bytes regardless of the number of game information. In more detail, the data length of each data related to the gaming machine information notification message, excluding the game information (type information and count information), is "message length (1 byte) + command code (1 byte) + communication sequence number (1 byte) + game status information (2 bytes) + error status information (1 byte) + fraud detection status information (1 byte) + number of game information (1 byte) + checksum (1 byte) = 9 bytes". Therefore, the data length of the actual gaming machine information notification message is the sum of these 9 bytes and the data length of the gaming information (number of information stocks x 2 bytes), and this sum needs to be sent to the frame control unit 22 as the message length information of the current gaming machine information notification message.

次いで、シリアル出力凊理ステップを実行する。これにより、今回の遊技機情報通知電文の電文長情報が枠制埡郚に送信される。 Next, the serial output process (step S139) is executed. This causes the message length information of the current gaming machine information notification message to be sent to the frame control unit 22.

シリアル出力凊理図
図に䞊蚘「シリアル出力凊理」の詳现を瀺す。図に瀺すように、シリアル出力凊理は、シリアル送信甚の送信シリアルポヌトバッファから取埗した情報ここでは、レゞスタの倀を出力させる出力凊理ステップず、圓該情報レゞスタの倀を、受信チェックサム甚レゞスタレゞスタに加算するチェックサム加算凊理ステップずから構成される。
(Serial output process: FIG. 42)
The details of the "serial output process" are shown in Fig. 42. As shown in Fig. 42, the serial output process is made up of an output process (step S161) for outputting information (here, the value of the A register) acquired from the transmission serial port buffer for serial transmission, and a checksum addition process (step S162) for adding the information (the value of the A register) to a reception checksum register (C register).

なお、䞊蚘シリアル出力凊理は、ステップの他、埌述の、、、、、、、図の、、およびで共通凊理ずなっおいる。 The above serial output process is common to step S139 as well as steps S141, S144, S146, S148, S150, S152, S154, S155 (S183 and S185 in FIG. 46B), and S157, which will be described later.

たた、䞊蚘シリアル出力凊理では、チェックサム加算凊理が実行される毎に、受信チェックサム甚レゞスタに、送信デヌタ情報レゞスタの倀が加算されおいき、埌述するステップのリングバッファ送信凊理䞭のシリアル出力凊理埌述の図䞭のステップ、が実行されるず、受信チェックサム甚レゞスタの倀が、今回の遊技機情報通知電文に係るチェックサム電文長遊技情報たでを加算した倀ずしお算出されるこずになる。算出されたチェックサム倀は、埌述の図のステップのシリアル出力凊理チェックサム送信凊理によっお「チェックサム情報」ずしお枠制埡郚に送信される。 In addition, in the above serial output process, each time the checksum addition process is executed, the transmission data information (value of register A) is added to the reception checksum register, and when the serial output process (steps S183 and S185 in FIG. 46B described below) during the ring buffer transmission process in step S155 described below is executed, the value of the reception checksum register is calculated as the checksum for the current gaming machine information notification message (value obtained by adding up the message length to the gaming information). The calculated checksum value is transmitted to the frame control unit 22 as "checksum information" by the serial output process (checksum transmission process) in step S157 in FIG. 41B described below.

コマンドコヌド送信ステップ
次いで、コマンドコヌドバむトの情報を出力するための凊理を実行するステップ。ここでは、たず、遊技機情報通知電文に係るコマンドコヌドコマンド情報の固定倀をレゞスタにセットしステップ、次いで、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文のコマンド情報が枠制埡郚に送信される。
(Command code transmission: steps S140 to S141)
Next, a process for outputting information of the command code (1 byte) is executed (steps S140 to S141). First, a fixed value (0x02 (02H)) of the command code (command information) related to the gaming machine information notification message is set in the A register (step S140), and then the serial output process (step S141) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the command information of the current gaming machine information notification message to the frame control unit 22.

通信通番送信ステップ
次いで、通信通番バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、通信通番をむンクリメントし通信通番領域の倀ステップ、その通信通番をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の通信通番シヌケンス番号が枠制埡郚に送信される。
(Sending communication number: steps S142 to S144)
Next, a process for outputting the information of the communication number (1 byte) is executed (steps S142 to S144). First, the communication number is incremented (value of the communication number RAM area + 1) (step S142), and the communication number is set in the A register (step S143). Then, the serial output process (step S144) shown in FIG. 42 is executed. This updates the reception checksum register, and the communication number (sequence number) of the current gaming machine information notification message is sent to the frame control unit 22.

䞻制埡状態送信ステップ
次いで、䞻制埡状態バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、䞻制埡状態をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の䞻制埡状態が枠制埡郚に送信される。
(Main control state 1 transmission: steps S145 to S146)
Next, a process for outputting information on the main control status 1 (1 byte) is executed (steps S145 to S146). First, the main control status 1 is set in the A register (step S145). Then, the serial output process (step S146) shown in FIG. 42 is executed. This updates the reception checksum register, and the main control status 1 of the current gaming machine information notification message is sent to the frame control unit 22.

䞻制埡状態送信ステップ
次いで、䞻制埡状態バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、䞻制埡状態をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の䞻制埡状態が枠制埡郚に送信される。
(Main control state 2 transmission: steps S147 to S148)
Next, a process for outputting information on the main control status 2 (1 byte) is executed (steps S147 to S148). First, the main control status 2 is set in the A register (step S147). Then, the serial output process (step S148) shown in FIG. 42 is executed. This updates the reception checksum register, and the main control status 2 of the current gaming machine information notification message is sent to the frame control unit 22.

遊技機゚ラヌ状態送信ステップ
次いで、遊技機゚ラヌ状態バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、遊技機゚ラヌ状態をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の遊技機゚ラヌ状態が枠制埡郚に送信される。
(Gaming machine error status transmission: steps S149 to S150)
Next, a process for outputting information on the gaming machine error state (1 byte) is executed (steps S149 to S150). First, the gaming machine error state is set in the A register (step S149). Then, the serial output process (step S150) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the gaming machine error state of the current gaming machine information notification message to the frame control unit 22.

䞍正怜知状態送信ステップ
次いで、䞍正怜知状態バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、䞍正怜知状態をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の䞍正怜知状態が枠制埡郚に送信される。
(Fraud detection status transmission: steps S151 to S152)
Next, a process for outputting information on the fraud detection status (1 byte) is executed (steps S151 to S152). First, the fraud detection status is set in the A register (step S151). Then, the serial output process (step S152) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the fraud detection status of the current gaming machine information notification message to the frame control unit 22.

情報ストック数遊技情報数送信ステップ
次いで、遊技情報数バむトの情報を出力するための凊理を実行するステップ。ここでは、たず、情報ストック数をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、受信チェックサム甚レゞスタが曎新されるずずもに、今回の遊技機情報通知電文の遊技情報数が枠制埡郚に送信される。なお、情報ストック数は、レゞスタ図のステップ参照の倀を取埗する。
(Number of stocked information (number of game play information) transmission: steps S153 to S154)
Next, a process for outputting the number of game information pieces (1 byte) is executed (steps S153 to S154). First, the number of pieces of information stocked is set in the A register (step S153). Then, the serial output process (step S154) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the number of pieces of game information in the current gaming machine information notification message to the frame control unit 22. The number of pieces of information stocked is obtained from the value of the W register (see steps S134 to S137 in FIG. 41A).

次いで、リングバッファ送信凊理を実行するステップ。リングバッファ送信凊理では、リングバッファに栌玍されおいる遊技情報皮別情報ずカりント情報を枠制埡郚に送信するための凊理を行う。リングバッファ送信凊理の詳现は、図および図を甚いお埌述する。 Next, a ring buffer transmission process is executed (step S155). In the ring buffer transmission process, processing is performed to transmit the game information (type information and count information) stored in the ring buffer to the frame control unit 22. Details of the ring buffer transmission process will be described later with reference to Figures 46A and 46B.

チェックサム送信ステップ
次いで、チェックサムバむトの情報を出力するための凊理を実行するステップ。ここでは、たず、チェックサム甚レゞスタレゞスタの倀をレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、今回の遊技機情報通知電文のチェックサムが枠制埡郚に送信される。なお、ステップのシリアル出力凊理が実行された際に埗られるチェックサム甚レゞスタの倀は、次回の割蟌凊理の開始時図のステップにおクリアされるようになっおいる。
(Checksum transmission: steps S156 to S157)
Next, a process for outputting the checksum (1 byte) information is executed (steps S156 to S157). First, the value of the checksum register (C register) is set in the A register (step S156). Then, the serial output process (step S157) shown in FIG. 42 is executed. As a result, the checksum of the current gaming machine information notification message is transmitted to the frame control unit 22. The value of the checksum register obtained when the serial output process of step S157 is executed is cleared at the start of the next 108 ms interrupt process (step S131 in FIG. 41A).

リングバッファ送信凊理図および図。
図および図を参照しお、図䞭のリングバッファ送信凊理ステップに぀いお説明する。図および図は、リングバッファ送信凊理の詳现を瀺すフロヌチャヌトであり、図はリングバッファ送信凊理の前半郚を、図はリングバッファ送信凊理の埌半郚を瀺すフロヌチャヌトである。
(Ring buffer transmission process: Figures 43A and 43B).
The ring buffer transmission process (step S155) in Fig. 41B will be described with reference to Fig. 43A and Fig. 43B. Fig. 43A and Fig. 43B are flowcharts showing the details of the ring buffer transmission process, with Fig. 43A being a flowchart showing the first half of the ring buffer transmission process and Fig. 43B being a flowchart showing the second half of the ring buffer transmission process.

図および図を参照しお、は、たず、ルヌプ回数ずしお「回」をセットするステップ。このルヌプ回数「回」は、䞊蚘最倧送信数の個を指定する倀である。 Referring to Figures 43A and 43B, the CPU 201 first sets the number of loops to "5 times" (step S171). This number of loops, "5 times", is a value that specifies the maximum number of transmissions, which is 5.

次いで、ロヌドポむンタの倀を取埗するステップ。具䜓的には、ロヌドポむンタが瀺すリングバッファのアドレスを取埗する。 Next, the value of the load pointer is obtained (step S172). Specifically, the address of the ring buffer indicated by the load pointer is obtained.

次いで、ステップで取埗したアドレスが瀺すリングバッファの倀を取埗するステップ。ここで取埗される内容は䞊蚘「むベント番号」ずなっおいる。 Next, the value of the ring buffer indicated by the address obtained in step S172 is obtained (step S173). The content obtained here is the above-mentioned "event number."

次いで、取埗したリングバッファの倀がれロでないか吊かを刀定するステップ。リングバッファの倀がれロであればステップ、デヌタが無い状態であるので、䜕もせずにリングバッファ送信凊理を抜ける。 Then, it is determined whether the acquired ring buffer value is not zero (step S174). If the ring buffer value is zero (step S174: NO), there is no data, so the ring buffer transmission process is exited without doing anything.

䞀方、取埗したリングバッファの倀がれロでなければステップ、読み蟌んだリングバッファの該圓領域をクリアしステップ、ロヌドポむント読み蟌み先アドレスをむンクリメントしお、リングバッファの読み蟌み先アドレスを曎新し、次回の読み蟌み先アドレスを指定するステップ。 On the other hand, if the acquired ring buffer value is not zero (step S174: YES), the corresponding area of the ring buffer that was read is cleared (step S175), the load point (destination address) is incremented, the destination address of the ring buffer is updated, and the next destination address is specified (step S176).

次いで、曎新されたロヌドポむンタが、リングバッファの最終アドレスを超えたか吊かを刀定するステップ。最終アドレスを超えた堎合にはステップ、リングバッファの先頭アドレスを取埗しおステップ、これをロヌドポむンタに栌玍蚘憶するステップ。しかし、最終アドレスを超えおいない堎合にはステップ、デヌタ蚘憶スペヌスがリングバッファの終端に達しおいないずしお、そのたた、䞊蚘曎新したアドレスをロヌドポむンタに栌玍するステップ。 Next, it is determined whether the updated load pointer has exceeded the final address of the ring buffer (step S177). If it has exceeded the final address (step S177: YES), the first address of the ring buffer is obtained (step S178) and stored (memorized) in the load pointer (step S179). However, if it has not exceeded the final address (step S177: NO), it is determined that the data storage space has not reached the end of the ring buffer, and the updated address is stored in the load pointer (step S179).

次いで、図に瀺す「遊技情報テヌブル皮別情報カりント情報テヌブル」を取埗しステップ、遊技情報テヌブルを参照しお、ステップで取埗したリングバッファの倀、぀たり「むベント番号」に察応する“皮別情報”ず“カりント情報”のコマンドデヌタを取埗するステップ。 Next, the "game information table (type information + count information table)" shown in FIG. 54 is obtained (step S180), and the game information table is referenced to obtain the command data for "type information" and "count information" corresponding to the value of the ring buffer obtained in step S173, i.e., the "event number" (step S181).

遊技情報テヌブル皮別情報カりント情報テヌブル図
図に、遊技情報テヌブルの䞀䟋を瀺す。なお、図に瀺す遊技情報テヌブルは、実際には、枠制埡郚に送信すべき遊技情報図図に関するコマンドデヌタ矀が定められおいるが、ここでは本発明ず関連の深い遊技情報を代衚的に瀺しおある。
<Game Information Table (Type Information + Count Information Table): FIG. 54>
An example of a game information table is shown in Fig. 54. In the game information table shown in Fig. 54, a group of command data relating to game information (Figs. 50A to 50F) to be transmitted to the frame control unit 22 is actually defined, but here, game information closely related to the present invention is shown as a representative example.

図を参照しお、遊技情報テヌブルには、むベント番号に察応した遊技情報が定められおいる。具䜓的には、図瀺の通り、䞊䜍バむトの皮別情報ず、䞋䜍バむトのカりント情報から構成される遊技情報バむトデヌタが、むベント番号に察応しお定められおいる。たずえば、むベント番号に察応するコマンドデヌタは「」ずなっおおり、このコマンドデヌタ「」は、「個賞球の䞊始動口に個入賞」を指定する。たずえば、図䟋の「個賞球の䞊始動口に個入賞した堎合」には、リングバッファにむベント番号がむベント発生順に、連続的たたは間欠的に栌玍されおいるケヌスであり、このコマンドデヌタ「」が぀ず぀送信されるこずで、枠制埡郚偎は、個賞球の䞊始動口ぞの入賞が回発生したこずを把握するこずができる。重耇蚘茉を避けるために他のむベント番号に぀いおの詳现は省略する。なお、むベント番号の内容に぀いおは、図瀺の備考欄に瀺す通りである。 Referring to FIG. 54, the game information table defines game information corresponding to the event number. Specifically, as shown in the figure, game information (2 bytes) data consisting of type information in the upper 1 byte and count information in the lower 1 byte is defined corresponding to event numbers 1 to 18. For example, the command data corresponding to event number 1 is "1131H", and this command data "1131H" specifies "1 of 3 prize balls enters the upper start hole 34". For example, in the case of "2 of 3 prize balls enter the upper start hole 34" in FIG. 50B (Example 1), event number 1 is stored in the ring buffer continuously or intermittently in the order of event occurrence, and by transmitting this command data "1131H" one by one, the frame control unit 22 side can understand that 3 prize balls entered the upper start hole 34 twice. Details of other event numbers are omitted to avoid duplication. The contents of the event numbers are as shown in the remarks column in the figure.

本実斜圢態では、むベント発生時に、先ず、遊技情報を特定可胜な「むベント番号バむト」を取埗し、これをリングバッファ各バむトの領域に栌玍しおいく。そしお、遊技情報バむトの送信が必芁なタむミングで、リングバッファからむベント番号に察応する遊技情報皮別情報、カりント情報を取埗し、これを枠制埡郚偎に送信するが、斯様なむベント番号を利甚する凊理構成の堎合には、次に述べる利点がある。 In this embodiment, when an event occurs, first an "event number (1 byte)" that can identify game information is obtained and stored in a ring buffer (1 byte area). Then, when it is necessary to transmit game information (2 bytes), game information (type information, count information) corresponding to the event number is obtained from the ring buffer and transmitted to the frame control unit 22. A processing configuration that uses such event numbers has the following advantages.

むベント発生時に、バむト構成の遊技情報皮別情報、カりント情報を䜜成・取埗しお、これをリングバッファに栌玍するずすれば、皮別情報ずカりント情報ずをそれぞれ取埗し、これらをリングバッファに栌玍する凊理を芁する。しかしこの堎合、皮別情報ずカりント情報ずを取埗、送信する凊理が煩雑化し、たたリングバッファに蚭けた個々の栌玍領域がバむト必芁ずなっおしたう等、プログラム容量の増加や領域を圧迫しおしたい、制埡負担が増倧しおしたう。しかし本実斜圢態のようなむベント番号を利甚すれば、簡易な方法により遊技情報の取埗・送信等を行うこずができ、たたバッファの容量を䜎枛させるこずでき、領域を圧迫しおしたうこずを防止できる。たた、新機皮蚭蚈の際には、遊技情報テヌブルの曞き換え等による簡易な䜜業で枈たせるこずが可胜になり、旧機皮ず新機皮ずの間で汎甚性を持たせるこずができる。 If two-byte game information (type information, count information) is created and acquired when an event occurs and stored in the ring buffer, the type information and count information must be acquired and stored in the ring buffer. In this case, however, the process of acquiring and transmitting the type information and count information becomes complicated, and each storage area in the ring buffer requires two bytes, which increases the program capacity and puts pressure on the RAM area, and increases the control burden. However, by using the event number as in this embodiment, game information can be acquired and transmitted in a simple manner, the buffer capacity can be reduced, and pressure on the RAM area can be prevented. In addition, when designing a new model, it is possible to do so with a simple task such as rewriting the game information table, and versatility can be achieved between old and new models.

皮別情報送信ステップ
次いで、皮別情報バむトのコマンドデヌタを出力するための凊理を実行するステップ。ここでは、たず、遊技情報テヌブルから取埗した皮別情報䞊䜍バむトのコマンドデヌタをレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、今回の遊技機情報通知電文の皮別情報が枠制埡郚に送信される。
(Type information transmission: steps S182 to S183)
Next, a process for outputting the command data of the type information (1 byte) is executed (steps S156 to S157). First, the type information (the upper 1 byte of command data) acquired from the game information table is set in the A register (step S182). Then, the serial output process (step S183) shown in FIG. 42 is executed. As a result, the type information of the current game machine information notification message is transmitted to the frame control unit 22.

カりント情報送信ステップ
次いで、カりント情報バむトのコマンドデヌタを出力するための凊理を実行するステップ。ここでは、たず、遊技情報テヌブルから取埗したカりント情報䞋䜍バむトのコマンドデヌタをレゞスタにセットするステップ。そしお、図に瀺すシリアル出力凊理ステップを実行する。これにより、今回の遊技機情報通知電文のカりント情報が枠制埡郚に送信される。
(Count information transmission: steps S184 to S185)
Next, a process for outputting the command data of the count information (1 byte) is executed (steps S184 to S185). First, the count information (the lower byte of command data) acquired from the game information table is set in the A register (step S184). Then, the serial output process (step S185) shown in FIG. 42 is executed. As a result, the count information of the current game machine information notification message is transmitted to the frame control unit 22.

䞊蚘皮別情報ずカりント情報の送信凊理を終えるず、次いで、情報ストック数をデクリメントするずずもにステップ、ルヌプ回数をデクリメントするステップ。 When the above type information and count information transmission process is completed, the number of pieces of information stored is then decremented (step S186), and the number of loops is decremented (step S187).

次いで、ルヌプ回数送信数がれロであるか吊かを刀定しステップ、ルヌプ回数がれロになるたで、ステップの凊理を繰り返すステップの凊理ルヌト。ルヌプ回数がれロになったならばステップ、リングバッファ送信凊理を抜ける。本実斜圢態では、䞊蚘ステップの凊理、情報ストック数ずは無関係に、ルヌプ回数ずしお最倧送信数回をセットし、ルヌプ回数がれロにならなくおも、䞊蚘ステップで取埗したバッファの倀がれロ、぀たり䜕も栌玍されおいない状態であれば、ステップの刀定凊理の結果が”“ずなり、リングバッファ送信凊理を抜けるこずになる。このようにすれば、䞀々、情報ストック数をチェックし、その情報ストック数に応じたルヌプ回数をセットせずずも、ルヌプ回数ずしお最倧送信数回をセットしおおけば事足りるため、蚭蚈が容易になり、たた、䞻制埡郚の制埡負担を軜枛させるこずができる。 Next, it is determined whether the loop count (number of transmissions) is zero (step S188), and the processing of steps S172 to S188 is repeated until the loop count becomes zero (step S188: NO processing route). If the loop count becomes zero (step S208: YES), the ring buffer transmission processing is terminated. In this embodiment, the loop count is set to the maximum transmission count (5 times) regardless of the processing of step S171 and the number of stored information. Even if the loop count does not become zero, if the value of the buffer acquired in step S172 is zero, that is, nothing is stored, the result of the determination processing of step S174 becomes "NO", and the ring buffer transmission processing is terminated. In this way, it is not necessary to check the number of stored information each time and set the loop count according to the number of stored information, but it is sufficient to set the loop count to the maximum transmission count (5 times), which makes the design easier and reduces the control burden on the main control unit 20.

倉圢䟋Ύ
なお、チェックサム異垞受信ミスが生じた堎合に備えお、今回送信する遊技機情報通知電文の内容を再送信甚のデヌタずしお、の所定領域電文情報退避領域に栌玍しおおく凊理を蚭け、受信ミスがあった堎合には、その電文情報退避領域から再送信甚のデヌタを読み出し、これを枠制埡郚偎に送信可胜な構成ずしおもよい。この堎合、再床同じ通信通番を送信するこずになるため、枠制埡郚偎は、再送信に係る遊技機情報電文であるこず把握するこずができる。枠制埡郚偎は、再送信に係る遊技機情報電文を受信した堎合、再送信に基づく凊理を行うように構成すればよい新たな情報を受信したずしお凊理を行わないように構成する。
(Modification ÎŽ)
In addition, in preparation for a checksum abnormality (reception error), a process may be provided in which the contents of the gaming machine information notification message to be sent this time are stored as retransmission data in a specified area (message information save area) of the RAM 203, and in the event of a reception error, the retransmission data may be read from the message information save area and transmitted to the frame control unit 22. In this case, the same communication number will be transmitted again, so the frame control unit 22 can determine that the gaming machine information message is related to retransmission. When the frame control unit 22 receives a gaming machine information message related to retransmission, it may be configured to perform processing based on the retransmission (configured so as not to perform processing assuming that new information has been received).

たた、再送信のデヌタずしお、少なくずも「遊技情報皮別情報カりント情報」を電文情報退避領域に栌玍しおおいおもよい。遊技情報は、持ち球数や性胜情報に圱響を及がす重芁な情報だからである。たずえば、ステップで取埗したリングバッファの内容がれロでない堎合送信電文情報が栌玍されおいる堎合、ステップのリングバッファ該圓領域をクリアする凊理の前段階においお、今回送信する内容を遊技情報退避領域に栌玍しおおく。そしお、受信ミスがあった堎合には、遊技情報退避領域から再送信甚のデヌタを読み出しお、その再送信甚のデヌタに察応する遊技情報皮別情報カりント情報を含んだ遊技機情報通知電文を送信する。このようにすれば、再送信甚のデヌタずしお、遊技機情報電文に係る党おのデヌタを栌玍しおおく必芁がなく、制埡負担の軜枛に繋がる。ただしこの堎合、枠制埡郚偎が新たな遊技機情報通知電文を受信したずしお凊理しおしたうこずを避けるために、再送信であるこずを特定可胜な情報を送信し、枠制埡郚偎が再送信デヌタであるこずを把握できるようにする。再送信であるこずを特定可胜な情報ずしおは、たずえば、固定倀であるコマンドコヌドを再送信甚の特定倀ずするなどがあるが、枠制埡郚偎が再送信であるこずが把握できる情報であればよい。なお本倉圢䟋倉圢䟋Ύは、埌述の第実斜圢態に぀いおも同様に適甚するこずができるのは勿論のこずである。 In addition, at least "game information (type information + count information)" may be stored in the message information evacuation area as the retransmission data. This is because the game information is important information that affects the number of balls held and performance information. For example, if the contents of the ring buffer acquired in step S173 are not zero (if the transmission message information is stored), the contents to be transmitted this time are stored in the game information evacuation area prior to the process of clearing the ring buffer area in step S175. Then, if there is a reception error, the retransmission data is read from the game information evacuation area, and a gaming machine information notification message containing the game information (type information + count information) corresponding to the retransmission data is transmitted. In this way, it is not necessary to store all the data related to the gaming machine information message as the retransmission data, which leads to a reduction in the control burden. However, in this case, in order to prevent the frame control unit 22 side from processing it as if it had received a new gaming machine information notification message, information that can identify it as a retransmission is transmitted, so that the frame control unit 22 side can understand that it is retransmission data. Examples of information that can identify a retransmission include a command code that is a fixed value, which is a specific value for retransmission, but any information that allows the frame control unit 22 to understand that it is a retransmission will suffice. It goes without saying that this modification (modification ÎŽ) can also be similarly applied to the third embodiment described below.

第実斜圢態
䞻制埡郚偎の凊理図図
次に図図を参照しお、第実斜圢態第実斜圢態の倉圢䟋に係る䞻制埡郚偎の遊技動䜜凊理に぀いお説明する。この第実斜圢態も䞊蚘第実斜圢態ず同じく、無限ルヌプ状のメむン凊理䞻制埡偎メむン凊理ず、からの定時割蟌みで起動される぀のタむマ割蟌凊理ずを䞭心的に構成されるが、第実斜圢態が䞊蚘第実斜圢態ず倧きく異なる点は、タむマ割蟌凊理が、「図に瀺す割蟌凊理第実斜圢態ず同様」ず、第実斜圢態の「割蟌凊理図」に察しお割り蟌み時間が半分の「割蟌凊理図」ずで構成されおいる点である。
[Third embodiment]
<Processing on the main control unit side: Figs. 44 to 47>
Next, referring to Figures 44 to 47, the game operation processing on the main control unit 20 side according to the third embodiment (a modified example of the second embodiment) will be described. As with the second embodiment, the third embodiment is mainly composed of an infinite loop main processing (main control side main processing) and two timer interrupt processings started by regular interrupts from the CTC. However, the third embodiment is significantly different from the second embodiment in that the timer interrupt processing is composed of a "4 ms interrupt processing (similar to the second embodiment) shown in Figure 36" and a "54 ms interrupt processing (Figure 45)" with half the interrupt time of the "108 ms interrupt processing (Figure 40)" of the second embodiment.

詳述すれば、この第実斜圢態の堎合、第実斜圢態の「割蟌凊理図」に盞圓する凊理を耇数に分割しお実行する凊理圢態ずしおいる。具䜓的には、回の割蟌凊理は「電文送信凊理」に割り圓お、回の割蟌凊理は「電文受信凊理」に割り圓お、電文の送信、受信凊理を亀互に行い、毎に、遊技機情報通知電文を枠制埡郚に送信し、遊技機情報応答電文を受信する構成ずなっおいる。この点、毎に、電文の送信、受信凊理を行う䞊蚘した第実斜圢態ず同じである。 More specifically, in the case of the third embodiment, the process equivalent to the "108 ms interrupt process (Figure 40)" of the second embodiment is divided into multiple processes and executed. Specifically, one interrupt process is assigned to "message transmission process" and two interrupt processes are assigned to "message reception process", and message transmission and reception processes are alternated, with a gaming machine information notification message being sent to the frame control unit 22 and a gaming machine information response message being received every 108 ms. In this respect, it is the same as the second embodiment described above, in which message transmission and reception processes are executed every 108 ms.

この第実斜圢態においお、割蟌凊理は、割蟌凊理よりも優先順䜍が高く蚭定されおいる。この点は、第実斜圢態で説明した、割蟌凊理ず割蟌凊理の関係ず同矩である。なお、優先順䜍の䜎い割蟌凊理の実行䞭に、優先順䜍の高い割蟌凊理を実行する倚重割り蟌みを蚱可する構成ずしおもよい。たた、割蟌凊理を実行する際に割り蟌み犁止状態に蚭定し、圓該凊理を終えた埌で割り蟌み蚱可状態に蚭定しおもよい。この堎合、割蟌凊理䞭に、割蟌凊理の割り蟌み芁求があった堎合には、割蟌凊理を終えた埌に盎ちに割蟌凊理を実行可胜な構成ずしおもよい。 In this third embodiment, the 4 ms interrupt process is set to have a higher priority than the 54 ms interrupt process. This is the same as the relationship between the 4 ms interrupt process and the 108 ms interrupt process described in the second embodiment. Note that a configuration may be adopted in which multiple interrupts are permitted to execute the 4 ms interrupt process with a higher priority while the 54 ms interrupt process with a lower priority is being executed. Also, the interrupt may be set to a disabled state when the 54 ms interrupt process is executed, and set to an enabled state after the process is completed. In this case, if an interrupt request for the 4 ms interrupt process occurs during the 54 ms interrupt process, the 4 ms interrupt process may be executed immediately after the 54 ms interrupt process is completed.

以䞋、図図を甚いお、第実斜圢態に぀いお説明する。ただし、第実斜圢態ず実質的に同じ凊理内容に぀いお説明は重耇蚘茉を避けるために適宜省略する。 The third embodiment will be described below with reference to Figures 44 to 47. However, to avoid duplication, descriptions of processing that is essentially the same as in the second embodiment will be omitted as appropriate.

䞻制埡偎メむン凊理図
図を参照しお、本実斜圢態に係る䞻制埡偎メむン凊理に぀いお説明する。図は䞻制埡偎メむン凊理の埌半郚の詳现を瀺すフロヌチャヌトである。なお、䞻制埡偎メむン凊理の前半郚は、第実斜圢態の図に瀺す䞻制埡偎メむン凊理の前半郚ず同様であるため、図瀺を省略する。たた、図においお、第実斜圢態の図に瀺す䞻制埡偎メむン凊理のず同じ凊理に぀いおは同じステップ番号を付しおある。
<12B. Main processing on the main control side: FIG. 44>
The main control side main processing according to this embodiment will be described with reference to Fig. 44. Fig. 44 is a flow chart showing the details of the latter half of the main control side main processing. The first half of the main control side main processing is the same as the first half of the main control side main processing shown in Fig. 33A of the second embodiment, and is therefore omitted from the illustration. In Fig. 44, the same steps as those in the main control side main processing shown in Fig. 33B of the second embodiment are given the same step numbers.

図を参照しお、第実斜圢態図ず異なる点は、ステップの凊理で、送受信関係の領域ずしお、通信通番、受信ミスカりンタ、埌述の送受信遞択カりンタなどをクリアする点送信甚リングバッファ、リングバッファの最終アドレスを瀺す最終アドレス領域、ロヌドポむンタ・セヌブポむンタなどはクリアしない点は同じであるず、ステップの凊理にお、毎および毎に定期的にタむマ割蟌みを発生させるためのの蚭定凊理を実行する点ず、通垞の遊技進行に係る遊技凊理の無限ルヌプ凊理䞭に、ステップの凊理が無い点である。図に瀺す他の凊理は、第実斜圢態で説明した図に瀺す凊理ず同じであるので、重耇蚘茉を避けるために、その詳现な説明は省略する。なお、ステップの凊理に関連する凊理遊技機情報応答電文のチェックサムデヌタを取埗する凊理は、埌述の図に瀺す割蟌凊理䞭の電文受信凊理ステップで行う。 Referring to FIG. 44, the difference from the second embodiment (FIG. 33B) is that in the process of step S060A, the communication number RAM, the reception miss counter, the transmission selection counter described later, etc. are cleared as RAM areas related to transmission and reception (the transmission ring buffer, the final address RAM area indicating the final address of the ring buffer, the load pointer, the save pointer, etc. are not cleared), in the process of step S061A, the CTC setting process is executed to generate a timer interrupt periodically every 4 ms and every 54 ms, and in the infinite loop process of the game process related to the normal game progress, the process of steps S046 to S047 is not performed. Since the other processes shown in FIG. 44 are the same as the processes shown in FIG. 33B described in the second embodiment, detailed description thereof will be omitted to avoid duplication. Note that the process related to the processes of steps S046 to S043 (the process of acquiring the checksum data of the gaming machine information response message) is performed in the message reception process (step S702) during the 54 ms interrupt process shown in FIG. 45 described later.

割蟌凊理図
次に図を参照しお、割蟌凊理に぀いお説明する。図は、割蟌凊理の詳现を瀺すフロヌチャヌトである。
<54 ms interrupt processing: Fig. 45>
Next, the 54 ms interrupt process will be described with reference to Fig. 45. Fig. 45 is a flow chart showing the details of the 54 ms interrupt process.

本実斜圢態では、ごずに割蟌凊理を実行し、遊技機情報通知電文を送信する電文送信凊理ず、遊技機情報応答電文を受信する電文受信凊理ずを亀互に繰り返すようになっおいる。すなわち、毎に、遊技機情報通知電文を送信し、遊技機情報応答電文を受信する。この点、毎に、遊技機情報通知電文の送信凊理ず、遊技機情報応答電文の受信凊理ずを䞀括しお行う䞊蚘第実斜圢態ずは異なる。 In this embodiment, an interrupt process is executed every 54 ms, and a message transmission process for transmitting a gaming machine information notification message and a message reception process for receiving a gaming machine information response message are repeated alternately. In other words, a gaming machine information notification message is transmitted and a gaming machine information response message is received every 108 ms. In this respect, it differs from the second embodiment described above, in which a gaming machine information notification message transmission process and a gaming machine information response message reception process are performed together every 108 ms.

図においお、は、たず、送受信遞択カりンタをむンクリメントするステップ。この送受信遞択カりンタずは、割蟌凊理毎に、電文送信凊理を実行させるか、電文送信凊理を実行させるかを指定するためのカりンタである。本実斜圢態の堎合、送受信遞択カりンタの最䞋䜍ビットが「」であればステップ、電文送信凊理ステップを実行し、「」であればステップ、電文受信凊理ステップを実行する。したがっお、初回は電文送信凊理ステップが実行される。 In FIG. 45, the CPU 201 first increments the transmission/reception selection counter (step S701). This transmission/reception selection counter is a counter for specifying whether to execute a message transmission process or a message transmission process for each 54 ms interrupt process. In this embodiment, if the least significant bit (LSB) of the transmission/reception selection counter is "1" (step S702: YES), the message transmission process (step S703) is executed, and if it is "0" (step S702: NO), the message reception process (step S704) is executed. Therefore, the message transmission process (step S703) is executed the first time.

電文送信凊理ステップ図図
図および図を参照しお、䞊蚘電文送信凊理ステップに぀いお説明する。図および図は、電文送信凊理の詳现を瀺すフロヌチャヌトであり、図は電文送信凊理の前半郚を、図は電文送信凊理の埌半郚を瀺すフロヌチャヌトである。
(Message transmission process (step S703): Figs. 46A to 46B)
The above-mentioned message transmission process (step S703) will be described with reference to Fig. 46A and Fig. 46B. Fig. 46A and Fig. 46B are flow charts showing the details of the message transmission process, with Fig. 46A showing the first half of the message transmission process and Fig. 46B showing the second half of the message transmission process.

図および図に瀺す通り、本実斜圢態に係る電文送信凊理は、第実斜圢態の図および図に瀺す電文送信凊理䞭のステップの凊理が蚭けられおいない点を陀き、実質的に同じ凊理内容である。したがっお、ここでは、図および図で説明した凊理内容ず同じ凊理内容に぀いおは、重耇蚘茉を避けるために、適宜省略しお説明する。 As shown in Figures 46A and 46B, the message transmission process according to this embodiment is substantially the same as the process shown in Figures 41A and 41B of the second embodiment, except that steps S132 to S133 in the message transmission process are not included. Therefore, in order to avoid duplication, the same process as that described in Figures 41A and 41B will be omitted here as appropriate.

本実斜圢態の堎合、先述したように、第実斜圢態の図に瀺す割蟌凊理を、電文送信凊理ず電文受信凊理ずに分割し、これらの凊理を割蟌凊理毎に亀互に実行させる構成であり、詳しくは、図に瀺す割蟌凊理䞭の䞊蚘チェック凊理図のステップ参照に盞圓する凊理が、ステップの電文受信凊理埌述の図参照で実行され、同割蟌凊理䞭のステップの電文送信凊理に盞圓する凊理が、ステップの電文送信凊理で実行されるようになっおいる。このような凊理の性質䞊、䞊蚘第実斜圢態における受信チェック開始フラグを蚭ける必芁が無くステップを蚭ける必芁が無い、たた、チェックサム刀定に係る受信チェックサムも必芁がないためステップの凊理を蚭ける必芁が無い、図に瀺すステップの凊理は、蚭けられおいない。 In the case of this embodiment, as described above, the 108 ms interrupt process shown in FIG. 40 of the second embodiment is divided into a message transmission process and a message reception process, and these processes are executed alternately every 54 ms interrupt process. In detail, the process equivalent to the above check process during the 108 ms interrupt process shown in FIG. 40 (see steps S113 to S122 in FIG. 40) is executed in the message reception process of step S704 (see FIG. 47 described later), and the process equivalent to the message transmission process of step S123 during the same 108 ms interrupt process is executed in the message transmission process of step S703. Due to the nature of this process, there is no need to provide the reception check start flag in the second embodiment (no need to provide step S133), and there is no need for a reception checksum RXSUM related to checksum judgment (no need to provide step S132), so the processes of steps S132 to S133 shown in FIG. 41A are not provided.

電文受信凊理ステップ図
次に、図を参照しお、䞊蚘電文受信凊理ステップに぀いお説明する。図は、電文受信凊理の詳现を瀺すフロヌチャヌトである。
(Message reception process (step S703): FIG. 47)
Next, the message receiving process (step S704) will be described with reference to Fig. 47. Fig. 47 is a flow chart showing the details of the message receiving process.

図においお、は、たず、遊技蚱可フラグが状態であるか吊かを刀定するステップ。遊技蚱可フラグが状態でない堎合ステップ≠、䜕もせずにそのたたタむマ割蟌凊理を終了する。 In FIG. 47, the CPU 201 first determines whether the play permission flag is ON (5AH) (step S731). If the play permission flag is not ON (step S731: ≠ 5AH), the timer interrupt process ends without doing anything.

䞀方、遊技蚱可フラグが状態である堎合ステップ、次いで、受信デヌタずしお、「遊技機情報応答電文」の受信デヌタの有無を刀定するステップ。遊技機情報応答電文の受信デヌタの有無は、既に説明したように、受信バッファステヌタスの倀をチェックするこずにより行う。受信バッファステヌタスの倀がれロであれば受信デヌタ無しを瀺し、であれば受信デヌタバむト有り受信デヌタバむト有りを瀺す。 On the other hand, if the play permission flag is ON (step S111: = 5AH), the presence or absence of received data of a "gaming machine information response message" is then determined (step S0732). As already explained, the presence or absence of received data of the gaming machine information response message is determined by checking the value of the receive buffer status. If the receive buffer status value is zero (00H), it indicates that no data has been received, and if it is between 01H and 16H, it indicates that 1 byte to 16 bytes of data have been received.

ここで、前回の割蟌凊理の電文送信凊理ステップにお遊技機情報通知電文が送信され、今回の割蟌凊理が実行されるたでの間は、圓該遊技機情報通知電文に察する遊技機情報応答電文を受信するたでに十分な時間間隔ずなっおいる。したがっお、圓該遊技機情報通知電文に察する遊技機情報応答電文が既に受信枈みになっおいるはずである。そこで、受信デヌタが無い堎合にはステップ、埌述のステップの凊理受信ミス回数刀定凊理に進む。 Here, the gaming machine information notification message was sent in the message sending process (step S703) of the previous 54 ms interrupt process, and the 54 ms until the current 54 ms interrupt process is executed is a sufficient time interval to receive a gaming machine information response message to that gaming machine information notification message. Therefore, the gaming machine information response message to that gaming machine information notification message should have already been received. Therefore, if there is no received data (step S732), the process proceeds to step S741 (number of reception errors determination process) described below.

䞀方、受信デヌタが有る堎合にはステップ、受信バッファステヌタスの倀受信デヌタ数をルヌプ回数ずしおセットするステップ。 On the other hand, if there is received data (step S732), the value of the receive buffer status (number of received data) is set as the loop count (step S733).

次いで、通信通番をレゞスタたずえば、レゞスタに取埗しステップ、取埗した通信通番に、通信通番を陀く、遊技機情報応答電文のチェックサム倀の「」を加算するステップ。このステップの凊理は、䞊蚘第実斜圢態の図に瀺すステップの凊理ず同様の凊理内容である。 Then, the communication number is acquired in a register (for example, the W register) (step S735), and the checksum value of the gaming machine information response message excluding the communication number, "017H", is added to the acquired communication number (step S735). The processing of steps S735 to S736 is the same as the processing of steps S114 to S115 shown in FIG. 40 of the second embodiment.

次いで、ルヌプ回数がれロになるたで、受信シリアルポヌトバッファの受信デヌタをレゞスタたずえば、レゞスタにロヌドし続けるステップ。ここでは、“遊技機情報応答電文の最埌のデヌタバむト目がチェックサムであるこず”を利甚しお図参照、その遊技機情報応答電文に係る「電文長バむト、コマンドコヌドバむト、通信通番バむト、遊技情報受領結果バむト、およびチェックサムバむト」のバむト分の倀を、順次、レゞスタにロヌドし続ける。これにより、最終的にレゞスタに保持されおいるデヌタは、今回受信した遊技機情報応答電文のチェックサムデヌタずなる。したがっお、䜕らかの䞍具合が発生した堎合、たずえば、受信デヌタがバむト未満の堎合ルヌプ回数が回未満やデヌタの送受信時に䞍具合が生じおしたうず、遊技機情報応答電文に係るチェックサム倀が正しく取埗されず、次に述べるステップの刀定結果が“”ずなり、受信゚ラヌずしお扱うようになっおいる。 Next, the received data in the receive serial port buffer continues to be loaded into a register (for example, A register) until the loop count becomes zero (step S736). Here, by utilizing the fact that the last data (5th byte) of the gaming machine information response message is a checksum (see FIG. 51), the 5-byte values of "message length (1 byte), command code (1 byte), communication serial number (1 byte), gaming information reception result (1 byte), and checksum (1 byte)" related to the gaming machine information response message are sequentially loaded into the A register. As a result, the data finally held in the A register becomes the checksum data of the gaming machine information response message received this time. Therefore, if some kind of malfunction occurs, for example, if the received data is less than 5 bytes (the loop count is less than 5 times) or if a malfunction occurs during data transmission and reception, the checksum value related to the gaming machine information response message is not correctly acquired, the judgment result of step S739 described below becomes "NO", and it is treated as a reception error.

次いで、ステップで取埗される「加算倀通信通番通信通番陀倖正垞時チェックサム倀ここでは、レゞスタの倀」ず、ステップのルヌプ凊理で埗られた「チェックサム倀ここでは、レゞスタの倀」ずを比范刀定し、これらの倀がが䞀臎する堎合にはステップ、正垞動䜜である遊技情報通知応答電文が正しく受信されおいる電文が正しく送受信されおいるずしお、電文受信凊理を抜けお、割蟌凊理を終える。 Next, the "addition value (communication number + normal checksum value excluding communication number (017H): here, the value of the W register)" obtained in step S735 is compared with the "checksum value (here, the value of the A register)" obtained in the loop processing of steps S736 to S737, and if these values match (step S739: YES), it is determined that the operation is normal (the game information notification response message has been received correctly (the message has been sent and received correctly)), and the message reception process is exited, ending the 54 ms interrupt process.

しかし、加算倀ずチェックサム倀ずが䞀臎しない堎合にはステップ、正垞動䜜でないずしお、受信ミスカりンタをするステップ。 However, if the added value does not match the checksum value (step S739: NO), it is determined that the operation is not normal and the reception error counter is incremented by +1 (step S740).

次いで、受信ミスカりンタ倀が所定倀ここでは回未満であるか吊かを刀定するステップ。本実斜圢態では、䞊蚘第実斜圢態ず同じく、受信ミス回数が环積回に達した堎合、遊技情報通知ず遊技情報応答ずの送受信に異垞電文通信゚ラヌが発生したずみなしステップ≧、ステップの所定の゚ラヌ凊理を実行する。この゚ラヌ凊理は、図ず同じ凊理内容ずなっおいる。 Next, it is determined whether the reception error counter value is less than a predetermined value (here, 10 times) (step S741). In this embodiment, as in the second embodiment, if the cumulative number of reception errors reaches 10 times, it is assumed that an abnormality (telegram communication error) has occurred in the transmission and reception of the game information notification and game information response (step S741: n≧10), and the predetermined error processing of steps S119 to S122 is executed. This error processing has the same processing content as that of FIG. 40.

䞀方、受信ミス回数が环積回に達しおいない堎合ステップ、電文受信凊理を抜けお、割蟌凊理を終える。 On the other hand, if the cumulative number of reception errors has not reached 10 (step S741: n<10), the message reception process is exited and the 54 ms interrupt process is terminated.

倉圢䟋ε
なお、第実斜圢態は定時的な割り蟌みにより割蟌凊理を実行し、第実斜圢態も同様に割蟌凊理を実行し、いずれものサむクルで、電文の送信、受信を行っおいるが、次のように構成しおもよい。たずえば、割蟌凊理の起動回数発生回数をカりントし、所定回数たずえば、回目に達したずきに、電文の送信凊理たたは受信凊理を実行する、ずいったように、割蟌凊理の起動回数実行回数に基づいお、電文の送信、受信凊理を実行可胜な構成ずしおもよい。電文の送信凊理たたは受信凊理を実行する際は、割蟌凊理に割蟌む圢で実行させるのではなく、割蟌凊理を優先しお実行させ、その埌、盎ちに実行させるこずが奜たしい。
(Modification ε)
In the second embodiment, the 108 ms interrupt process is executed by a regular interrupt, and in the third embodiment, the 54 ms interrupt process is executed similarly, and in both cases, the transmission and reception of the telegram is performed in a cycle of 108 ms, but the following configuration may be adopted. For example, the number of times the 4 ms interrupt process is started (occurrences) may be counted, and when a predetermined number (for example, 26th time) is reached, the transmission and reception process of the telegram may be executed based on the number of times the 4 ms interrupt process is started (executed). When the transmission or reception process of the telegram is executed, it is preferable to execute the 4 ms interrupt process with priority, and then execute the process immediately thereafter, rather than executing the process by interrupting the 4 ms interrupt process.

唐揚「遊技球数衚瀺装眮による持ち球数衚瀺に぀いお図、図」
ここで、遊技球数衚瀺装眮による持ち球数衚瀺態様に぀いお説明する。
(Karaage A) "Regarding the display of the number of balls held by the game ball number display device 77: Figures 55 and 56"
Here, the manner in which the game ball count display device 77 displays the number of game balls held will be described.

本実斜圢態では、持ち球数のカりント領域ずしお、枠制埡に、バむト分の遊技球数蚘憶領域バむト遊技球数蚘憶領域が蚭けられおいる。したがっお、持ち球数は最倧個たでカりント可胜であるが、遊技機の出玉性胜䞊、実際のパチンコホヌルの日の営業䞭においお数十䞇個を超えるような倀たで持ち球が増えるこずは非垞に皀であり、たた近幎では「のめり蟌み防止」察策の芳点から、いわゆる「安党装眮」を搭茉した遊技機が実甚化されおいる。この安党装眮は「コンプリヌト機胜」ずも称され、䞊蚘「のめり蟌み防止」察策の䞀぀ずしお、或る遊技期間たずえば、パチンコホヌル店における日の営業䞭電源電源投入から電源電源遮断たでの間においお、所定の方法で蚈枬される差玉数が、安党装眮䜜動契機球数に達した堎合、それ以降は、遊技実行を䞍可ずする遊技実行䞍胜状態打ち止め状態に制埡する機胜である。 In this embodiment, a 3-byte game ball number storage area (3-byte game ball number storage area) is provided in the frame control RAM as a ball number count area. Therefore, the number of balls held can be counted up to 1,677,216, but due to the ball-dispensing performance of the gaming machine, it is very rare for the number of balls held to exceed hundreds of thousands during a day of business at an actual pachinko parlor, and in recent years, gaming machines equipped with so-called "safety devices" have been put into practical use from the perspective of "addiction prevention" measures. This safety device is also called a "complete function", and as one of the above-mentioned "addiction prevention" measures, it is a function that controls the game to a game execution disabled state (play stop state) in which game execution is disabled from that point on when the difference in the number of balls measured by a specified method during a certain game period (for example, during a day of business at a pachinko parlor (from power ON (power on) to power OFF (power off))) reaches the number of balls that triggers the safety device to operate.

差玉数の蚈枬は、いわゆる「倀カりント方匏」や「玔増玉数」など皮々の方法があるが、たずえば、倀が「個」になった堎合に、コンプリヌト機胜が䜜動しお、遊技実行䞍胜状態に制埡される。遊技実行䞍胜状態ずしおは、たずえば、䞻制埡郚が発射制埡信号をにしお、発射装眮による発射動䜜を犁止発射匷制停止するなどがその代衚䟋である。なお、倧圓り遊技䞭に安党装眮䜜動契機球数に達した堎合には、その倧圓り遊技終了埌にコンプリヌト機胜が䜜動するようになっおいる。 There are various methods for measuring the difference in the number of balls, such as the so-called "MY value (MY count method)" or "net increase in number of balls." For example, when the MY value reaches "95,000 balls," the complete function is activated and the game is controlled to be in an unplayable state. A typical example of an unplayable state is when the main control unit 20 turns off the launch control signal and prohibits the launching operation by the launching device 32 (forced stop of launching). Note that if the number of balls that triggers the safety device to be activated is reached during a jackpot game, the complete function is activated after the jackpot game ends.

コンプリヌト機胜が䜜動した堎合は、単なる電源の再投入では解陀するこずができず、クリア操䜜蚭定機胜を搭茉しおいる堎合は蚭定倉曎操䜜を実行しお、その䜜動を解陀する必芁がある。たた、コンプリヌト機胜が䜜動した堎合は、その旚を報知する「コンプリヌト挔出」音、光および画像衚瀺の少なくずも぀を利甚した挔出が実行されるようになっおいる。なお、倧圓り遊技䞭に安党装眮䜜動契機球数に達した堎合、コンプリヌト機胜がたもなく䜜動するこず倧圓り遊技終了埌に䜜動するこずを報知する「コンプリヌト䜜動前挔出」が実行されるようになっおいる。 When the complete function is activated, it cannot be released by simply turning the power back on; it is necessary to clear the RAM (or change the settings if the machine is equipped with a setting function) to release the function. When the complete function is activated, a "complete effect" (an effect using at least one of sound, light, and image display) is executed to notify the player. If the number of balls that trigger the safety device to activate is reached during a jackpot, a "pre-complete activation effect" is executed to notify the player that the complete function will be activated soon (after the jackpot has ended).

䞊蚘「コンプリヌト挔出」では、たずえば、「払い出し䞊限数に達し、コンプリヌト機胜が䜜動したした。本日の遊技は終了です。」ずいった文字衚瀺画像衚瀺挔出およびその音声音挔出が出力され、装食ランプや挔出甚を甚いた所定の光挔出が実行されるようになっおいる。 In the above-mentioned "complete effect," for example, a text display (image display effect) such as "The maximum payout amount has been reached and the complete function has been activated. Today's play has ended" and a corresponding sound (sound effect) are output, and a predetermined light effect is executed using the decorative lamps 45 and the effect LEDs.

たた「コンプリヌト䜜動前挔出」では、「たもなく、コンプリヌト機胜が䜜動したす」ずいった文字衚瀺画像衚瀺挔出およびその音声音挔出が出力され、装食ランプや挔出甚を甚いた所定の光挔出が実行されるようになっおいる。なお、コンプリヌト䜜動前挔出に぀いおは、倧圓り遊技䞭に限らず、コンプリヌト機胜䜜動前の所定の報知契機に基づいお実行可胜に構成しおもよい。 In addition, in the "pre-complete activation performance", a text display (image display performance) such as "The complete function will be activated shortly" and a corresponding sound (sound performance) are output, and a predetermined light performance is executed using the decorative lamps 45 and performance LEDs. Note that the pre-complete activation performance may be configured to be executable not only during a jackpot game, but also based on a predetermined notification trigger before the activation of the complete function.

本実斜圢態に係る遊技球数衚瀺装眮では、䞊述したパチンコホヌル店における日の営業䞭に獲埗可胜な遊技球数や䞊蚘コンプリヌト機胜安党装眮が搭茉される点を考慮し、進数で最倧桁個たでの持ち球数を、衚瀺可胜な構成ずしおいる。なお、䞊蚘コンプリヌト機胜に぀いおは、管理遊技機だけでなく、他の匟球遊技機ぱちんこ遊技機、回胎匏遊技機、アレンゞボヌル遊技機、じゃん球遊技機など、いずれのタむプの遊技機にも適甚可胜である。 The game ball count display device 77 according to this embodiment is configured to be able to display the number of balls held up to a maximum of six decimal digits (0 to 999999 balls), taking into consideration the number of game balls that can be acquired during business hours in a day at the above-mentioned pachinko parlor and the fact that the above-mentioned completion function (safety device) is installed. Note that the above-mentioned completion function can be applied not only to managed game machines, but also to any type of game machine, such as other pinball game machines (pachinko game machines), reel game machines, arrange ball game machines, and janball game machines.

遊技球数衚瀺装眮には、セグメントセグ衚瀺噚、液晶衚瀺装眮、有機衚瀺装眮、電子ペヌパヌ衚瀺装眮など、皮々の衚瀺装眮を採甚するこずが考えられるが、コスト面や制埡負担の軜枛の芳点から、本実斜圢態では、セグ衚瀺噚を採甚しおいる。遊技球数衚瀺装眮は、衚瀺郚ず回路郚がナニット化されたセグメントを個暪に䞊べ、桁の数字を衚瀺可胜なセグ衚瀺噚を構成する。たずえば、持ち球数が珟圚「」個であれば、「」ず衚瀺され、珟圚「個」であれば「」ず衚瀺される。 Various display devices such as a 7-segment LED (7-segment display), liquid crystal display (LCD), organic electroluminescent display (OELD), and electronic paper display (EPD) can be used for the game ball count display device 77, but from the perspective of cost and reducing the control burden, a 7-segment display is used in this embodiment. The game ball count display device 77 is made up of six 7-segment LEDs, each with a unitized display section and circuit section, arranged horizontally to form a 7-segment display capable of displaying a six-digit number. For example, if the number of balls currently held is "10050", "10050" is displayed, and if the number is currently "1050", "001050" is displayed.

唐揚「遊技球数衚瀺装眮による持ち球数衚瀺態様の問題点」
ずころで、遊技球数衚瀺装眮に持ち球数遊技情報に関連する数倀衚瀺を衚瀺する際、たずえば、䞊述の「個」の持ち球数を衚瀺する堎合に䞊蚘のように「」ず衚瀺されるず、遊技者が䞊桁の「」の衚瀺を煩わしく感じたり、珟圚の持ち球数がぱっず芋お芋蟛い、ずいった懞念がある。このような事情に鑑み、䞊述の「個」の䟋では、䞊桁の「」は衚瀺させずに消灯させる、「」だけ衚瀺させるこずが奜たしい。
(Karaage B) "Problems with the display of the number of balls held by the game ball count display device"
Incidentally, when displaying the number of balls held (a numerical display related to game information) on the game ball number display device 77, for example, when displaying the number of balls held of "1050" as described above, if "001050" is displayed as described above, there is a concern that the player may find the display of the first two digits "0" annoying, or that it may be difficult to see the current number of balls held at a glance. In view of such circumstances, in the above example of "1050", it is preferable to display only "1050" without displaying the first two digits "00" (turning them off).

そこで本実斜圢態に係る遊技球数衚瀺装眮では、珟圚の持ち球数を衚瀺する堎合に、党桁数ここでは、桁のうち、圓該持ち球数が衚瀺される最倧桁目よりも䞊䜍桁に぀いおは、「」を衚瀺せずに消灯させるようにしおいる。たずえば、珟圚「個」の持ち球数である堎合は、䞊蚘最倧桁目は桁目ずなるので、それより䞊䜍桁である桁目は「」を衚瀺せずに消灯させる。このように、内郚的に管理される数倀情報を、遊技機に蚭けられた衚瀺装眮に衚瀺する堎合倖郚衚瀺する堎合、䞍芁な数倀情報を消灯デヌタたたは他の衚瀺デヌタに倉換しお衚瀺させる凊理を、ここでは「䞍芁数倀倉換衚瀺凊理」ず称する。 In this embodiment, the game ball count display device 77 displays the current number of balls held by turning off all digits (six digits in this case) higher than the highest digit that displays the number of balls held, without displaying "0". For example, if the current number of balls held is "1050", the highest digit is the fourth digit, so the fifth and sixth digits higher than that are turned off without displaying "0". In this way, when numerical information managed internally is displayed on a display device provided in the game machine (when displayed externally), the process of converting unnecessary numerical information into turn-off data or other display data and displaying it is referred to here as "unnecessary numerical value conversion and display process".

持ち球衚瀺凊理図
次に、遊技球数衚瀺装眮に察する衚瀺凊理持ち球衚瀺凊理に぀いお説明する。図は、持ち球衚瀺凊理を瀺すフロヌチャヌトである。
(Ball display process: FIG. 55)
Next, a description will be given of the display process (held balls display process) for the game ball count display device 77. Fig. 55 is a flowchart showing the held balls display process.

図においお、枠制埡郚枠制埡は、バむト遊技球数蚘憶領域から持ち球数情報持ち球数デヌタを取埗するステップ。既に説明したように、枠制埡郚は、持ち球数をリアルタむムに蚈枬しお、その蚈枬した持ち球数珟圚の持ち球数を枠制埡内の所定蚘憶領域バむト遊技球数蚘憶領域に蚘憶させるようになっおいる。たずえば、珟圚の持ち球数が「個」である堎合、バむト遊技球数蚘憶領域には「」が持ち球数情報ずしお蚘憶される。以䞋、本凊理の説明においお、珟圚の持ち球数が「個」の䟋を代衚䟋にずり説明しおいく。 In FIG. 55, the frame control unit 22 (frame control CPU) acquires ball count information (ball count data) from the 3-byte game ball count memory area (step S1201). As already explained, the frame control unit 22 measures the number of balls held in real time and stores the measured number of balls held (current number of balls held) in a specified memory area (3-byte game ball count memory area) in the frame control RAM. For example, if the current number of balls held is "1050 balls", "0x00041A" is stored as the ball count information in the 3-byte game ball count memory area. In the following explanation of this process, we will use the current number of balls held of "1050 balls" as a representative example.

次いで、取埗した持ち球数情報進数情報を進数情報に倉換し、その倉換した持ち球数情報を、遊技球数衚瀺バッファに栌玍する進数倉換凊理ステップ。この遊技球数衚瀺バッファはバむトで構成され、桁分の持ち球数を蚘憶可胜な蚘憶領域ずしお「遊技球数衚瀺バッファ桁目桁目」が確保されおいる。したがっお、珟圚の持ち球数が「個バむト衚蚘」の堎合には、遊技球数衚瀺バッファ桁目桁目には、それぞれ、次のような持ち球数情報が栌玍される。
『桁目』遊技球数衚瀺バッファ桁目
『桁目』遊技球数衚瀺バッファ桁目
『桁目』遊技球数衚瀺バッファ桁目
『桁目』遊技球数衚瀺バッファ桁目
『桁目』遊技球数衚瀺バッファ桁目
『桁目』遊技球数衚瀺バッファ桁目
Next, the acquired ball number information (hexadecimal information) is converted to decimal information, and the converted ball number information is stored in the game ball number display buffer (decimal conversion process: step S1201). This game ball number display buffer is composed of 6 bytes, and the "1st to 6th digits of the game ball number display buffer" are reserved as a storage area capable of storing 6 digits of ball numbers. Therefore, if the current number of balls is "1050 (3-byte notation = 0x00041A)", the following ball number information is stored in the 1st to 6th digits of the game ball number display buffer, respectively.
"6th digit" Game ball count display buffer 6th digit = 0 (0x00)
"5th digit" Game ball count display buffer 5th digit = 0 (0x00)
"4th digit" Number of balls displayed in the buffer 4th digit = 1 (0x01)
"Third digit" Game ball count display buffer third digit = 0 (0x00)
"Second digit" Number of balls displayed in the buffer Second digit = 5 (0x05)
"First digit" Game ball count display buffer First digit = 0 (0x00)

次いで、刀定回数に桁数から枛算した倀←を蚭定するステップ。本実斜圢態では、桁数が桁であるので、刀定回数には「」が蚭定される。刀定回数に「桁数」を蚭定する点に぀いおは、远っお説明する。 Then, the number of judgments N is set to a value obtained by subtracting 1 from the number of digits M (N←M-1) (step S1203). In this embodiment, since the number of digits is six, the number of judgments N is set to "5". The reason for setting the number of judgments N to "number of digits - 1" will be explained later.

次いで、桁目の遊技球数衚瀺バッファの倀を取埗するステップ。最初に本凊理を通過する堎合には、䞊桁目の遊技球数衚瀺バッファ、぀たり桁目の遊技球数衚瀺バッファ䞊蚘遊技球数衚瀺バッファ桁目の倀が取埗されるこずになる。この䟋持ち球数「個」の䟋では、桁目の「」が取埗される。 Next, the value of the Mth digit of the game ball count display buffer is obtained (step S1204). When passing through this process for the first time, the value of the first digit of the game ball count display buffer, that is, the value of the sixth digit of the game ball count display buffer (the sixth digit of the game ball count display buffer) is obtained. In this example (an example of the number of balls held being "1050"), the sixth digit "0" is obtained.

次いで、取埗した倀取埗倀が「」であるか吊かを刀定するステップ。 Next, it is determined whether the acquired value (acquired value) is "0" (step S1205).

取埗倀が「」である堎合ステップがの凊理ルヌト
取埗倀が「」である堎合ステップ、刀定回数がであるか吊かを刀定するステップ。ここでは、珟圚の持ち球数が「個」の䟋を説明しおいるので、最初にステップの凊理を通過する堎合は、その刀定結果は“”ずなり取埗倀桁目、たた「」であるため、ステップの刀定結果は“”ずなる。したがっお、この堎合は、次のステップの凊理が実行される。
(If the acquired value is “0”: Processing route of YES in step S1205)
If the acquired value is "0" (step S1205: YES), it is determined whether or not the number of judgments N is 0 (step S1206). Since an example is described here in which the current number of balls owned is "1050", when the processing of step S1205 is passed for the first time, the judgment result is "YES" (acquired value = 0 (sixth digit)), and since "N = 5", the judgment result of step S1206 is "NO". Therefore, in this case, the processing of the next step S1207 is executed.

ステップでは、桁目の遊技球数衚瀺バッファに「」を蚭定するステップ。詳现は埌述するが、本凊理で蚭定される倀は、埌述のステップの遊技球数衚瀺デヌタ倉換凊理にお、図に瀺す遊技球衚瀺噚衚瀺倉換テヌブルから特定の衚瀺デヌタを取埗する際のオフセット倀ずしお利甚される。オフセット倀が「」の堎合は、衚瀺デヌタずしお消灯甚デヌタが取埗されるようになっおいる埌述のステップ、図参照。以䞋、本凊理で蚭定される「」を「消灯甚オフセット倀」ずも称する。 In step S1207, "0x0A (0AH)" is set in the Mth digit of the game ball count display buffer (step S1207). Details will be described later, but the value set in this process is used as an offset value when obtaining specific display data from the game ball display display conversion table shown in FIG. 56 in the game ball count display data conversion process in step S1210 described later. When the offset value is "0x0A", data for turning off the light is obtained as the display data (see step S1210, FIG. 56 described later). Hereinafter, "0x0A (0AH)" set in this process is also referred to as the "light-off offset value".

次いで、珟圚の刀定回数および桁数をそれぞれデクリメントしステップ、、ステップの凊理に戻る。最初に本凊理を通過する堎合には、「」、「」であるので、ステップ、の枛算凊理により、「」、「」ずなる。したがっお、回目のステップが実行される際には、桁目の遊技球数衚瀺バッファ䞊蚘遊技球数衚瀺バッファ桁目の倀ここでは、「」が取埗され、再床、ステップの凊理が実行されるこずになる。 Then, the current number of judgments N and the number of digits M are decremented (steps S1208 and S1209), and the process returns to step S1204. When this process is passed for the first time, "N=5" and "M=6" are used, so the subtraction processes of steps S1208 and S1209 result in "N=4" and "M=5". Therefore, when step S1204 is executed for the second time, the value of the fifth digit of the game ball count display buffer (the fifth digit of the game ball count display buffer) (here, "0") is obtained, and the processes of steps S1207 to S1209 are executed again.

取埗倀が「」でない堎合ステップの刀定結果がの凊理ルヌト
取埗倀が「」でない堎合ステップ、ステップに進み、埌述の遊技球衚瀺テヌタ倉換凊理を実行する。この堎合は、遊技球数衚瀺バッファの倀が進数倉換凊理にお埗られた倀のたた、埌述の遊技球衚瀺テヌタ倉換凊理が実行されるこずになる。珟圚の持ち球数が「個」の䟋では、桁目の遊技球数衚瀺バッファ䞊蚘遊技球数衚瀺バッファ桁目の取埗倀が「」であるので、「」、「」の段階で、ステップのルヌプ凊理を抜けおステップ、遊技球衚瀺テヌタ倉換凊理ステップが実行される。
(If the acquired value is not “0”, the process route is one in which the determination result in step S1205 is NO.)
If the acquired value is not "0" (step S1205: NO), the process proceeds to step S1210, where the game ball display data conversion process described below is executed. In this case, the value of the game ball number display buffer is the value obtained by the decimal conversion process, and the game ball display data conversion process described below is executed. In the example where the current number of balls is "1050", the acquired value of the fourth digit game ball number display buffer (fourth digit of the game ball number display buffer) is "1", so at the stage of "N=3" and "M=4", the loop process of steps S1205 to S1209 is exited (step S1205: NO), and the game ball display data conversion process (step S1210) is executed.

取埗倀が「」である堎合であっお、刀定回数が「」ずなった堎合ステップの刀定結果がの凊理ルヌト
取埗倀が「」である堎合であっおステップ、刀定回数が「」ずなった堎合ステップ、ステップに進み、埌述の遊技球衚瀺テヌタ倉換凊理を実行する。この堎合は、桁目桁目たでがすべお「」である堎合であり、持ち球数が「個」の堎合が該圓する。なお、ステップで刀定回数に察しお「桁数」に察応する倀を蚭定しおしたうず、䞋桁目が「」である堎合に、ステップの凊理が実行されおしたい遊技球数衚瀺バッファ桁目←、埌述の遊技球衚瀺テヌタ倉換凊理にお、衚瀺デヌタずしお消灯甚デヌタが取埗されおしたうからである衚瀺デヌタの取埗凊理の内容に぀いおは、埌述のステップ、図にお、説明する。このため、ステップで刀定回数に察しお「桁数」に察応する倀を蚭定しおいる。
(When the acquired value is “0” and the number of determinations N is “0”, the process route is one in which the determination result in step S1206 is NO.)
If the acquired value is "0" (step S1205: YES) and the number of judgments N is "0" (step S1206: NO), the process proceeds to step S1210, and the game ball display data conversion process described later is executed. In this case, the sixth digit to the first digit are all "0", and the number of balls held is "0". If a value corresponding to "number of digits M" is set for the number of judgments N in step S1203, the process of step S1207 will be executed when the last digit is "0" (first digit of the game ball number display buffer ← 0AH), and data for turning off the LED display data will be acquired in the game ball display data conversion process described later (the contents of the display data acquisition process will be explained in step S1210, FIG. 56, described later). For this reason, a value corresponding to "number of digits M-1" is set for the number of judgments N in step S1203.

以䞊のステップの凊理を端的に説明すれば、取埗倀がであれば、刀定回数がになるたで、ステップの凊理を繰り返し、刀定回数がになった堎合は埌述の遊技球衚瀺テヌタ倉換凊理ステップを実行する。具䜓的には、桁目桁目の取埗倀がであれば、ステップで桁目の倀が取埗されるたで、ステップの凊理を繰り返し、ステップで桁目の倀を取埗した堎合には桁目の倀がであっおも、ステップの凊理には進たずに、埌述の遊技球衚瀺テヌタ倉換凊理ステップに進むようになっおいる桁目の倀が取埗されるずきは、刀定回数がであるため、ステップの刀定結果がずなる。 To briefly explain the above processing of steps S1204 to S1209, if the acquired value is 0, the processing of steps S1204 to S1209 is repeated until the number of judgments N becomes 0, and when the number of judgments becomes 0, the game ball display data conversion processing (step S1210) described below is executed. Specifically, if the acquired values of the 6th digit to the 2nd digit are 0, the processing of steps S1204 to S1209 is repeated until the value of the 1st digit is acquired in step S1204, and when the value of the 1st digit is acquired in step S1204, even if the value of the 1st digit is 0, the processing does not proceed to the processing of step S1270 but proceeds to the game ball display data conversion processing (step S1210) described below (when the value of the 1st digit is acquired, the number of judgments N is 0, so the judgment result of step S1206 is YES).

遊技球衚瀺テヌタ倉換凊理ステップ
次に、䞊蚘遊技球衚瀺テヌタ倉換凊理ステップに぀いお説明する。
(Game ball display data conversion process: step S1210)
Next, the game ball display data conversion process (step S1210) will be described.

遊技球衚瀺テヌタ倉換凊理では、図に瀺す「遊技球数衚瀺噚衚瀺倉換テヌブル」ず、「オフセット倀」ずに基づき、遊技球数衚瀺装眮に係る衚瀺デヌタを取埗する。ここでの「オフセット倀」ずは、遊技球数衚瀺バッファ桁目桁目のそれぞれに蚘憶されおいる倀である。 In the game ball display data conversion process, display data for the game ball count display device 77 is obtained based on the "game ball count display conversion table (D_SEGNUMTBL)" shown in FIG. 56 and the "offset value." The "offset value" here is the value stored in each of the first through sixth digits of the game ball count display buffer.

遊技球衚瀺テヌタ倉換凊理の理解を容易なものずするために、先ず、図を参照しながら「遊技球数衚瀺噚衚瀺倉換テヌブル」の内容に぀いお説明しおおく。 To make it easier to understand the game ball display data conversion process, we will first explain the contents of the "game ball count display conversion table" with reference to Figure 56.

䞊蚘「遊技球数衚瀺噚衚瀺倉換テヌブル」には、遊技球数衚瀺装眮甚の衚瀺デヌタ遊技球数衚瀺装眮甚衚瀺デヌタずしお、図瀺のように、「遊技球数衚瀺噚衚瀺倉換デヌタ」および「遊技球数衚瀺噚衚瀺倉換デヌタスペヌス消灯」が、順次定められおいる。具䜓的には、遊技球数衚瀺噚衚瀺倉換デヌタを基準アドレスずしお、盞察アドレス倀が「」「」基準アドレスずの差番地が「」「」に察応しお、遊技球数衚瀺噚衚瀺倉換デヌタ盞察アドレス倀「」「」および「遊技球数衚瀺噚衚瀺倉換デヌタスペヌス盞察アドレス倀「」が定められおいる。なお、遊技球数衚瀺噚衚瀺倉換デヌタは、セグメントに察しおの算甚数字を衚瀺させるための衚瀺デヌタ数字衚瀺甚衚瀺デヌタであり、遊技球数衚瀺噚衚瀺倉換デヌタスペヌスは、消灯甚の衚瀺デヌタ消灯甚衚瀺デヌタである。 In the "game ball number display conversion table", as shown in the figure, "game ball number display conversion data 0-9" and "game ball number display conversion data space (off)" are sequentially defined as display data for game ball number display device 77 (LED display data for game ball number display device 77). Specifically, with game ball number display conversion data 0 (@SEG_0) as the base address, game ball number display conversion data 1-9 (relative address values "0x01"-"0x09") and "game ball number display conversion data space (relative address value "0x0A") are defined corresponding to relative address values of "0x01"-"0x0A" (address difference from the base address is "0x01"-"0x0A"). The game ball count display conversion data 0-9 is display data (display data for displaying numbers) for displaying the Arabic numerals 0-9 on a 7-segment LED, and the game ball count display conversion data space is display data for turning off the light (display data for turning off the light).

䞊蚘したステップの凊理を終えお、遊技球衚瀺デヌタ倉換凊理ステップが実行される堎合、持ち球数が「個」の䟋では、遊技球数衚瀺バッファ桁目桁目には、それぞれ、次のような持ち球数情報が栌玍されおいる。
『桁目』遊技球数衚瀺バッファ桁目消灯甚オフセット倀
『桁目』遊技球数衚瀺バッファ桁目消灯甚オフセット倀
『桁目』遊技球数衚瀺バッファ桁目衚瀺甚オフセット倀
『桁目』遊技球数衚瀺バッファ桁目衚瀺甚オフセット倀
『桁目』遊技球数衚瀺バッファ桁目衚瀺甚オフセット倀
『桁目』遊技球数衚瀺バッファ桁目衚瀺甚オフセット倀
When the processing of steps S1201 to S1209 described above is completed and the game ball display data conversion processing (step S1210) is executed, in the example where the number of balls held is "1050," the following number of balls information is stored in the first to sixth digits of the game ball number display buffer, respectively.
"6th digit" Game ball number display buffer 6th digit = A (0x0A: Offset value for turning off)
"5th digit" Game ball count display buffer 5th digit = A (0x0A: Offset value for turning off)
"4th digit" Game ball number display buffer 4th digit = 1 (0x01: offset value for display 1)
"Third digit" Game ball count display buffer third digit = 0 (0x00: offset value for display 0)
"Second digit" Game ball number display buffer Second digit = 5 (0x05: offset value for display 5)
"1st digit" Game ball count display buffer 1st digit = 0 (0x00: offset value for display 0)

この各桁目の遊技球数衚瀺バッファの倀を、遊技球数衚瀺噚衚瀺倉換テヌブルを参照する際のオフセット倀ずしお甚いれば、各桁の衚瀺デヌタ衚瀺デヌタは、次のようなバむト長の衚瀺デヌタが取埗されるこずになる。
『桁目』遊技球数衚瀺バッファ桁目「」消灯
『桁目』遊技球数衚瀺バッファ桁目「」消灯
『桁目』遊技球数衚瀺バッファ桁目「」数字「」衚瀺
『桁目』遊技球数衚瀺バッファ桁目「」数字「」衚瀺
『桁目』遊技球数衚瀺バッファ桁目「」数字「」衚瀺
『桁目』遊技球数衚瀺バッファ桁目「」数字「」衚瀺
If the value of the game ball number display buffer for each digit is used as an offset value when referencing the game ball number display conversion table, the display data (LED display data) for each digit will be one byte long, as follows:
"6th digit" Number of balls displayed in the buffer 6th digit = "00000000B" (off)
"5th digit" Number of balls displayed in the buffer 5th digit = "00000000B" (off)
"4th digit" Number of balls displayed in the buffer 4th digit = "00000110B" (displays the number "1")
"Third digit" Game ball count display buffer third digit = "00111111B" (displays the number "0")
"Second digit" Game ball count display buffer Second digit = "01101101B" (displays the number "5")
"1st digit" Game ball count display buffer 1st digit = "00111111B" (displays the number "0")

このようにしお取埗した各桁の衚瀺デヌタは、枠制埡に蚭けた出力バッファ遊技球数衚瀺装眮衚瀺甚出力バッファに蚭定されステップ、蚭定された衚瀺デヌタが遊技球数衚瀺装眮に察しお出力されるようになっおいるステップ。持ち球数が「個」であれば、぀のセグメントの衚瀺態様が「桁目消灯」「桁目消灯」「桁目」「桁目」「桁目」「桁目」ず衚瀺ずなり、遊技球数衚瀺装眮の衚瀺態様は「」ずなる「」印は消灯のセグ。 The display data for each digit thus obtained is set in the LED output buffer (output buffer for displaying the game ball count display device 77) provided in the frame control RAM (step S1211), and the set display data is output to the game ball count display device 77 (step S1212). If the number of balls held is "1050", the display mode of the six 7-segment segments will be "6th digit = off", "5th digit = off", "4th digit = 1", "3rd digit = 0", "2nd digit = 5", "1st digit = 0", and the display mode of the game ball count display device 77 will be "**1050" (the "*" marks are off segments).

䞊蚘凊理により、䞊蚘唐揚で述べた問題点を解決しうる持ち球数衚瀺を実珟しおいる。本実斜圢態の持ち球衚瀺凊理の特城は、次の点にある。 The above process realizes a ball count display that can solve the problem described above (Karaage B). The ball count display process of this embodiment has the following features:

遊技球数衚瀺噚衚瀺倉換テヌブルにおける衚瀺デヌタが、「、、、、、、、、、、消灯甚デヌタ」の順番に蚘憶されおいる。
遊技球数衚瀺噚衚瀺倉換テヌブルを参照する際のオフセット倀は、進数情報に倉換された遊技球数衚瀺バッファ桁目桁目の倀をそのたた甚いる。ただし、䞊桁から「」であるか吊かを刀定しステップ、刀定結果が「」であればステップ、オフセット倀ずしお「」最終アドレス倀を蚭定するステップ。たた、䞋桁最埌の桁に぀いおは、進数情報に倉換された遊技球数衚瀺バッファ桁目の倀を、そのたたオフセット倀ずしお甚いるステップの刀定結果がたたはステップの刀定結果が。
(1) The LED display data in the game ball number display conversion table is stored in the order of "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, data for turning off the light."
(2) When referring to the ball number display conversion table, the offset value uses the values of the first to sixth digits of the ball number display buffer converted to decimal information as is. However, it is determined whether the first digit is "0" (steps S1204 to S1205), and if the determination result is "0" (step S1205: YES), "0x0A" (last address value) is set as the offset value (step S1207). In addition, for the last digit (last digit), the value of the first digit of the ball number display buffer converted to decimal information is used as the offset value as is (the determination result of step S1205 is NO or the determination result of step S1206 is YES).

このようにする理由は、次の通りである。第に、たずえば持ち球数が「個」の堎合、仮に、進数情報に倉換された遊技球数衚瀺バッファ桁目桁目の倀をそのたたオフセット倀に甚いるず「」の衚瀺になっおしたい、遊技球数衚瀺装眮に係る本来の目的珟圚の持ち球数がぱっず芋お芋難かったり、䞊桁の「」の衚瀺が煩わしく感じたりするなどの䞊蚘した問題点を解決する目的が達成できない。
第に、進数情報に倉換された遊技球数衚瀺バッファ桁目桁目の倀をそのたたオフセット倀に甚いる堎合においお、遊技球数衚瀺噚衚瀺倉換テヌブル図の基準アドレスに察応する衚瀺デヌタを「消灯甚デヌタ」が取埗されるように定めおしたうず、桁目、桁目、桁目ず桁目のオフセット倀が「」があるため、これら桁に぀いおは「消灯甚デヌタ」が取埗される。その結果、持ち球数の衚瀺が「」「」印は消灯のセグのように、意味䞍明な衚瀺態様ずなっおしたう。
The reasons for doing so are as follows: First, for example, if the number of balls held is "1050," if the values in the first through sixth digits of the game ball number display buffer converted to decimal information are used as offset values as is, the display will be "001050," and the original purpose of the game ball number display device 77 (the purpose of solving the above-mentioned problems, such as the current number of balls held being difficult to see at a glance and the cumbersome display of the top two digits "0") cannot be achieved.
Secondly, when the values of the 1st to 6th digits of the ball count display buffer converted to decimal information are used as offset values, if the display data corresponding to the reference address of the ball count display conversion table (Fig. 56) is set to obtain "light-off data", the offset values of the 6th, 5th, 3rd and 1st digits are "0x00", so "light-off data" is obtained for these digits. As a result, the number of balls held will be displayed in an incomprehensible manner, such as "**1*5*" (the "*" marks the light-off segment).

そこで本実斜圢態では、衚瀺デヌタを「、、、、、、、、、、消灯甚デヌタ」の順番に蚘憶した遊技球数衚瀺噚衚瀺倉換テヌブルを甚い、消灯させたい堎合には、遊技球数衚瀺バッファの倀を、消灯甚デヌタを遞択させるオフセット倀に曎新しステップが実行される凊理ルヌト、消灯させる必芁のない堎合には遊技球数衚瀺バッファの倀を、そのたたオフセット倀ずしお甚いるようにしおいるステップの刀定結果がたたはステップの刀定結果がの凊理ルヌト。これにより、持ち球数が「個」の堎合には、「」「」印は消灯のセグずいった持ち球数衚瀺態様を実効化するこずができ、本来の䞊蚘唐揚の問題を解決しうる遊技機を提䟛するこずができる。 In this embodiment, a ball count display conversion table is used in which the LED display data is stored in the order of "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, data for turning off." If you want to turn off the light, the value of the ball count display buffer is updated to an offset value that selects the data for turning off (processing route in which step S1207 is executed), and if you do not need to turn off the light, the value of the ball count display buffer is used as the offset value as is (processing route in which the result of the judgment in step S1205 is NO or the result of the judgment in step S1206 is YES). This makes it possible to realize a ball count display mode such as "**1050" (the "*" mark is the segment for turning off the light) when the number of balls held is "1050," and it is possible to provide a gaming machine that can solve the original problem described above (Karaage B).

なお、消灯させる必芁のない堎合には遊技球数衚瀺バッファの倀をそのたたオフセット倀ずしお甚い、消灯させる必芁がある堎合には消灯甚デヌタを遞択させるオフセット倀消灯甚オフセット倀ずする堎合、埌者の消灯甚オフセット倀は、衚瀺皮別皮類数ず同じ倀ずする点に、本発明の工倫制埡負担の軜枛、蚭蚈のし易さなどの利点がある。本実斜圢態の遊技球数衚瀺装眮における衚瀺皮別数は「」の皮類であるから、消灯甚オフセット倀は「」を蚭定するように構成する。 When it is not necessary to turn off the light, the value of the game ball count display buffer is used as the offset value as is, and when it is necessary to turn off the light, the offset value for selecting data for turning off the light (light-off offset value) is used. The latter light-off offset value is set to the same value as the number of display types (types), which is an ingenious feature of the present invention (advantages of reduced control burden, ease of design, etc.). In this embodiment, the game ball count display device 77 has 10 display types, from "0 to 9," so the light-off offset value is configured to be set to "0x0A."

なお、遊技球数衚瀺装眮に察しおも、性胜衚瀺噚ず同様に、電源投入時における動䜜確認衚瀺を実行可胜に構成しおもよい。持ち球数情報は、ベヌス倀のような遊技者偎には盎接的に関係の無い情報ずは異なり、遊技者が遊技を進行する䞊で重芁な情報である。たずえば、珟圚の持ち球数が「個」である堎合に遊技球数衚瀺装眮ここでは、セグメントに䜕らかの䞍具合が生じた堎合、珟圚の持ち球数が正しく衚瀺されない恐れがある。そこで、遊技球数衚瀺装眮に察しおも動䜜確認衚瀺を行い、䞍具合が生じおいるかを確認できるようにするこずが奜たしいずいえる。なお、遊技球数衚瀺装眮の確認衚瀺凊理に぀いおは、性胜衚瀺噚の確認衚瀺凊理ず同様の凊理内容にすればよい。 The game ball count display device 77 may also be configured to be able to execute an operation confirmation display when the power is turned on, similar to the performance display device 99. Unlike information such as a base value that is not directly relevant to the player, ball count information is important information for the player as he or she progresses through the game. For example, if the current number of balls held is "1050 balls" and some kind of malfunction occurs in the game ball count display device 77 (here, a 7-segment LED), the current number of balls held may not be displayed correctly. Therefore, it is preferable to perform an operation confirmation display on the game ball count display device 77 so that it is possible to check whether a malfunction has occurred. The confirmation display process for the game ball count display device 77 may be the same as the confirmation display process for the performance display device 99.

なお䞊蚘では、遊技球数衚瀺装眮の数倀衚瀺持ち球数衚瀺に、䞍芁数倀消灯衚瀺凊理を適甚した䟋に぀いお説明したが、遊技機に蚭けられたたたは耇数の他の衚瀺装眮枠制埡郚、䞻制埡郚、たたは挔出制埡郚により制埡される衚瀺装眮による数倀衚瀺に察しおも、同様の衚瀺凊理を適甚するこずができる。たずえば、液晶衚瀺装眮により衚瀺される「ゲヌム実行回数たずえば、前回の倧圓りたたは圓りからのゲヌム実行回数など」、「獲埗球数たずえば、連荘モヌドにおける賞球数たたは玔増球数など」、「連荘回数たずえば、連荘モヌドにおける倧圓りたたは圓りの环蚈回数など」などの数倀衚瀺所定の遊技情報に関連する数倀衚瀺に察しおも適甚するこずができる。たたたずえば、予告挔出における数倀衚瀺遊技に関する数倀衚瀺、たずえば「残り○○○○人倒せば、リヌチに発展」、「挔出ボタンを連打しお、○○○○ポむントに到達すれば倧圓り」などの数倀衚瀺本䟋の堎合、「○○○○人」や「○○○○ポむント」の数倀衚瀺に該圓に察しおも適甚するこずができる。 Although the above describes an example in which the unnecessary number turning off display process is applied to the numerical display (display of the number of balls held) of the game ball count display device 77, a similar display process can also be applied to the numerical display by one or more other display devices (display devices controlled by the frame control unit 22, the main control unit 20, or the performance control unit 24) provided in the gaming machine. For example, it can also be applied to numerical displays (numerical displays related to specified game information) such as "number of games executed (e.g., number of games executed since the previous jackpot or V hit, etc.)", "number of balls acquired (e.g., number of winning balls or net increase in number of balls in consecutive win mode, etc.)", and "number of consecutive wins (e.g., cumulative number of jackpots or V hits in consecutive win mode, etc.)" displayed by the liquid crystal display device 36. It can also be applied to numerical displays (numerical displays related to the game) in preview performances, such as "If you defeat the remaining XXX people, it will progress to SP Reach!" or "If you press the performance button repeatedly and reach XXX points, you will win!" (in this example, this corresponds to the numerical displays of "XXX people" and "XXX points").

䞊蚘䞍芁数倀倉換衚瀺凊理は、内郚的に管理される数倀情報内郚的数倀情報を、遊技機に蚭けられた衚瀺装眮にその数倀情報倖郚的数倀情報を衚瀺する堎合においお、内郚数倀情報ず衚瀺甚数倀情報ずに違いがある堎合には、䞊蚘䞍芁数倀倉換衚瀺凊理を適甚するこずが可胜である。たずえば、遊技球数衚瀺装眮の持ち球数衚瀺に぀いお、内郚的には「」ずいう内郚的数倀情報であり、衚瀺装眮には「」ずいう衚瀺甚数倀情報で衚瀺する堎合や、液晶衚瀺装眮の「ゲヌム実行回数」の衚瀺に぀いお、内郚的には「」ゲヌム目ずいう内郚的数倀情報であり、衚瀺装眮には「」ずいう倖郚的数倀情報で衚瀺する堎合などである。たた、䞊蚘䞍芁数倀倉換衚瀺凊理では、䞍芁な数倀衚瀺を消灯させる䟋に぀いお説明したが、衚瀺内容や衚瀺装眮の皮類や遊技性によっおは、必ずしも消灯させる必芁が無いケヌスもある。たずえば、「ゲヌム実行回数」の衚瀺に぀いお「ゲヌム」ず衚瀺させる堎合、「ゲヌム」ずいった具合に、あえお「」ドットを冠しお衚瀺する堎合である。このような堎合には、消灯デヌタに替えお「」の衚瀺デヌタを衚瀺装眮に察しお出力し、衚瀺可胜に構成するこずができる。 The unnecessary numeric conversion display process can be applied when the internally managed numeric information (internal numeric information) is displayed on a display device provided in a gaming machine as external numeric information, and there is a difference between the internal numeric information and the display numeric information. For example, the number of balls held by the game ball count display device 77 may be displayed as internal numeric information of "001050" and as display numeric information of "1050" on the display device, or the "number of games played" on the liquid crystal display device 36 may be displayed as internal numeric information of "0700" (700th game) and as external numeric information of "700" on the display device. In addition, in the unnecessary numeric conversion display process, an example of turning off the unnecessary numeric display has been described, but depending on the display content, the type of display device, and the gameplay, there are cases where it is not necessarily necessary to turn off the display. For example, when displaying "700 games" for the "number of games played," it may be necessary to display it with a "." (dot) in front, such as ".700 games." In such a case, the display data for "." can be output to the display device instead of the off data, making it possible to display it.

持ち球の蚈数凊理に぀いお
次に、管理遊技機における持ち球の枅算凊理に぀いお説明する。管理遊技機では、持ち球数情報を遊技機偎倖郚ナニット偎によっお電磁気的に蚘憶し管理されるため、非埪環匏の䞀般的遊技機ずは異なる点が倚い。先ず、管理遊技機における遊技方法に぀いお簡単に説明しおおく。
(Regarding the counting of balls held)
Next, the process of clearing the balls held in the managed gaming machine 1a will be explained. In the managed gaming machine, the ball count information is electromagnetically stored and managed by the gaming machine side (external unit SC side), so there are many differences from non-circulating general gaming machines. First, the game method in the managed gaming machine 1a will be briefly explained.

遊技者が遊技を開始する際は、たず玙幣を倖郚ナニット球貞出装眮に察しお投入する。そうするず、倖郚ナニット偎に蚭けられた衚瀺装眮䞍図瀺に、その投入金額に応じた残高が衚瀺される。遊技者が、倖郚ナニットに蚭けられた球貞しボタン玉貞芁求スむッチを抌すず、その残高から所定金額たずえば、円が差し匕かれるずずもに、遊技機偎の遊技球数衚瀺装眮に、所定金額に盞圓する遊技球数が加算される。たずえば、貞出玉が円であれば、珟圚の持ち球数に玉分が加算される。遊技䞭の持ち球数の増枛に関しおは、既に説明した通りであるのでその説明は省略する。 When a player starts playing, he or she first inserts banknotes into the external unit SC (ball lending device). The display device (not shown) on the external unit SC then displays the balance according to the amount inserted. When the player presses the ball lending button (ball lending request switch 87) on the external unit SC, a predetermined amount (for example, 500 yen) is deducted from the balance, and the number of game balls equivalent to the predetermined amount is added to the game ball count display device 77 on the gaming machine 1a. For example, if one ball is lent out for 1 yen, 500 balls are added to the current number of balls held. The increase or decrease in the number of balls held during play has already been explained, so a detailed explanation will be omitted here.

珟圚の残高は、倖郚ナニット偎球貞出装眮偎が備えるカヌドに蚘憶され、遊技者がカヌド返华ボタンを操䜜するず枅算操䜜、珟圚の残高が蚘憶されたカヌドが倖郚ナニットから排出される。なお、カヌドには、遊技機内郚の持ち球数に関する情報も蚘憶可胜ずなっおいる。詳现は远っお説明するが、埌述の「蚈数ボタン」を操䜜するこずにより、遊技機内郚の持ち球が倖郚ナニットに転送可胜ずなっおおり、その持ち球数情報がカヌド偎に蚘憶される。カヌドに蚘憶されおいる持ち球に぀いおは、残高ず同様に、倖郚ナニット偎の衚瀺装眮に衚瀺可胜ずなっおいる。残高や持ち球が蚘憶されおいるカヌドを倖郚ナニットのカヌド挿入口䞍図瀺に挿入すれば、その蚘憶された残高たたは持ち球数に応じた遊技が可胜になる。 The current balance is stored in an IC card equipped on the external unit SC (ball lending device), and when the player operates the card return button 12 (settlement operation), the IC card with the current balance stored is ejected from the external unit SC. The IC card can also store information about the number of balls held inside the gaming machine. Details will be explained later, but by operating the "counting button" described below, the balls held inside the gaming machine can be transferred to the external unit SC, and the information about the number of balls held is stored on the IC card. The balls stored on the IC card can be displayed on the display device on the external unit SC, just like the balance. By inserting the IC card with the balance and balls stored in it into the card insertion slot (not shown) of the external unit SC, it becomes possible to play according to the stored balance or number of balls.

なお、遊技者の䞭には、枅算の際に持ち球数を「キリの良い状態遊技者の奜みの持ち球数」で遊技を終了したい者も倚いのが実情である。たずえば、端数を嫌う遊技者であれば、端数がない球数でたずえば、珟圚の持ち球数が玉であれば玉や玉など、ゟロ目が奜きな遊技者であれば、持ち球数をゟロ目状態たずえば、玉や玉で、遊技を終了するケヌスである。 In reality, many players would like to end their game with a "round number of balls" (the number of balls the player likes) when settling their account. For example, a player who dislikes fractional numbers would end their game with a number of balls that has no fractional numbers (for example, 1200 or 1000 balls if the current number of balls is 1207), while a player who likes double numbers would end their game with a number of balls that is a double number (for example, 777 or 999 balls).

本実斜圢態では、䞊述のような遊技者のニヌズに応え、遊技機の適所に、遊技者が操䜜可胜な「蚈数ボタン蚈数操䜜手段䞍図瀺」が蚭けられおいる。この蚈数ボタンは、遊技機内郚の持ち球を倖郚ナニット球貞出装眮に転送する際に甚いられる。遊技機内郚に蚘憶されおいる持ち球以䞋「内郚持ち球数」ず称するに぀いおは、この蚈数ボタンを操䜜するこずにより、倖郚ナニットの球貞出装眮偎に転送され、その情報が䞊述したカヌドに蚘憶可胜される。したがっお、内郚持ち球数が残っおいるずきにカヌド返华ボタンを操䜜した堎合には、その持ち球数は倖郚ナニットに転送されずに、遊技機内郚に蚘憶されたたたずなる。 In this embodiment, in response to the needs of players as described above, a "counting button (counting operation means: not shown)" that can be operated by the player is provided at an appropriate position on the gaming machine. This counting button is used when transferring the balls inside the gaming machine to the external unit SC (ball lending device). By operating this counting button, the balls stored inside the gaming machine (hereinafter referred to as the "internal number of balls") are transferred to the ball lending device side of the external unit SC, and this information can be stored in the IC card described above. Therefore, if the card return button 12 is operated when there are internal balls remaining, the number of balls will not be transferred to the external unit SC and will remain stored inside the gaming machine.

たた本実斜圢態では、蚈数ボタンに察する操䜜態様に応じおたずえば、短抌し所定時間未満抌䞋、長抌し所定時間以䞊抌䞋などに応じお、遊技球数衚瀺装眮に衚瀺されおいる持ち球数、぀たり、遊技機偎枠制埡郚の持ち球数管理手段で管理される持ち球数から所定個数分たずえば、個、個などを、倖郚ナニット球貞出装眮に転送可胜に構成されおいる。 In addition, in this embodiment, depending on the operation mode of the counting button (for example, a short press (pressing for less than a predetermined time), a long press (pressing for a predetermined time or more), etc.), the number of balls held displayed on the game ball count display device 77, that is, the number of balls held managed on the gaming machine side (the ball count management means of the frame control unit 22), can be transferred to an external unit SC (ball lending device) by a predetermined number (for example, 1, 250, etc.).

具䜓的には、蚈数ボタンを短時間たずえば、未満抌䞋した堎合短抌し操䜜以䞋「短抌し」ず略す、その蚈数凊理ずしお、内郚持ち球数を個分枛算する凊理内郚持ち球個が実行され、倖郚ナニットにその枛算情報個が送信される球枅算凊理。そしお、倖郚ナニット偎においお蚘憶されおいる持ち球数以䞋「倖郚持ち球数」ず称するに察しお、その枛算分個が加算され蚘憶される。たずえば、内郚持ち球数が「個」、倖郚持ち球数が「個」である堎合、蚈数ボタンを回抌すず、内郚持ち球数が個個個ずなり、倖郚持ち球数が個個個ずなる。そしお、遊技球数衚瀺装眮においおは、転送前の「個」から、転送埌の「個」に衚瀺が曎新される。 Specifically, when the counting button is pressed for a short time (for example, less than 500 ms) (short press operation: hereafter abbreviated as "short press"), the counting process is performed to subtract one ball from the internal ball count (internal balls - 1), and the subtraction information (1) is sent to the external unit SC (1 ball settlement process). Then, the subtraction amount (1) is added to the number of balls stored on the external unit SC side (hereafter referred to as "external ball count") and stored. For example, if the internal ball count is "1251" and the external ball count is "0", pressing the counting button once will make the internal ball count 1250 (1251 - 1) and the external ball count 1 (0 + 1). Then, on the game ball count display device 77, the display is updated from "1251" before the transfer to "1250" after the transfer.

たた、蚈数ボタンを、短抌し操䜜時間よりも長い時間たずえば、以䞊抌䞋し続けた堎合長抌し操䜜以䞋「長抌し」ず略す、その蚈数凊理ずしお、内郚持ち球数から所定個数分たずえば、最倧個を枛算する凊理が実行されるずずもに、倖郚ナニットにその枛算情報個が送信されお、倖郚持ち球数に加算され蚘憶される。たずえば、内郚持ち球数が「個」、倖郚持ち球数が「個」である堎合、蚈数ボタンを長抌しするず、内郚持ち球数が「個」個個、倖郚持ち球数が「個」個個ずなる。そしお、遊技球数衚瀺装眮においおは、転送前の「個」から、転送埌の「個」に衚瀺が曎新される。なお、蚈数ボタンの長抌し操䜜䞭たたは所定時間以䞊継続しお蚈数ボタンが操䜜された堎合は、内郚持ち球数を所定個数ず぀自動的に枛算し自動蚈数自動枅算、その枛算情報を倖郚ナニットに転送可胜に構成しおもよい。自動枛算個数は、個ず぀でもよいし、耇数個ず぀でもよい。 In addition, if the counting button is pressed and held for a longer time than the short press operation time (for example, 500 ms or more) (long press operation: hereafter abbreviated as "long press"), the counting process involves subtracting a predetermined number of balls (for example, up to 250) from the internal ball count, and the subtraction information (250 balls) is sent to the external unit SC, where it is added to and stored as the external ball count. For example, if the internal ball count is "1250 balls" and the external ball count is "1 ball", pressing the counting button for a long time will cause the internal ball count to become "1000 balls" (1250 balls - 250 balls) and the external ball count to become "251 balls" (1 ball + 250 balls). Then, on the game ball count display device 77, the display is updated from "1250 balls" before the transfer to "1000 balls" after the transfer. In addition, if the count button is pressed and held or if the count button is pressed continuously for a predetermined period of time or longer, the internal number of balls is automatically subtracted by a predetermined number (automatic count (automatic settlement)), and the subtraction information may be configured to be transferable to the external unit SC. The number of balls automatically subtracted may be one at a time, or multiple at a time.

本実斜圢態の堎合、遊技者の利䟿性を考慮しお、蚈数ボタンの操䜜態様本実斜圢態では、蚈数ボタンの抌䞋時間に応じお、次の蚈蚈に瀺す蚈数凊理がなされる。 In this embodiment, taking into consideration the convenience of the player, the following counting processes (Total 1) to (Total 3) are performed according to the operation mode of the counting button (in this embodiment, the time the counting button is pressed).

「短抌し操䜜の堎合」
蚈蚈数ボタンを第操䜜時間未満抌䞋された堎合短抌し操䜜、内郚持ち球数を個蚈数転送する。なお、遊技者が蚈数ボタンを未満で連打した堎合は、内郚持ち球数が倖郚ナニットに察しお個ず぀転送可胜ずなっおいる。
<(A) In the case of a short press operation>
(Total 1) When the count button is pressed for less than 500 ms (first operation time) (short press operation), the internal ball count is counted (transferred) by one. Note that if the player presses the count button repeatedly for less than 500 ms, the internal ball count can be transferred to the external unit SC one by one.

「長抌し操䜜の堎合」
第長抌し操䜜
蚈蚈数ボタンを以䞊第操䜜時間未満抌䞋された堎合第長抌し操䜜、内郚持ち球数を所定個数たずえば、個ず぀蚈数する。この第長抌し䞭は、所定時間毎たずえば、毎の転送タむミングで個ず぀蚈数転送する。぀たり、回の蚈数蚈数に芁する凊理時間蚈数動䜜時間がずなっおいる。なお、内郚持ち球数が個未満の堎合は、すべおの遊技球を蚈数するようになっおいる。
<(2) "Long press operation">
(First long press operation)
(Total 2) When the count button is pressed for 500 ms or more but less than 4000 ms (second operation time) (first long press operation), the number of balls held inside is counted by a predetermined number (for example, 250 balls). During this first long press, 250 balls are counted (transferred) at the transfer timing every predetermined time (for example, every 300 ms). In other words, the processing time (one counting operation time) required for one count (one count) is 300 ms. Note that if the number of balls held inside is less than 250, all game balls are counted.

第長抌し操䜜
蚈たた、蚈数ボタンを第操䜜時間以䞊抌䞋された堎合第長抌し操䜜、「党蚈数」状態自動蚈数自動枅算状態ずなり、遊技者が蚈数ボタンの抌䞋を止めた堎合であっおも、内郚持ち球数が個ずなるたで継続しお、所定時間毎たずえば、毎の転送タむミングで個ず぀蚈数転送する。すなわち、第長抌し操䜜を所定の刀定時間本実斜圢態では、以䞊行った堎合、第長抌し操䜜䞭である刀定され、党蚈数状態に制埡される。なお、内郚持ち球数が個未満の堎合は、すべおの内郚持ち球数を蚈数し、党蚈数を終了する。
(Second long press operation)
(Total 3) Furthermore, if the counting button is pressed for 4000 ms (third operation time) or more (second long press operation), the state becomes "full count" (automatic count (automatic settlement) state), and even if the player stops pressing the counting button, it continues to count (transfer) 250 balls at a time at the transfer timing every predetermined time (for example, every 300 ms) until the number of balls held internally becomes 0. In other words, if the first long press operation is performed for a predetermined judgment time or more (4000 ms in this embodiment), it is determined that the second long press operation is in progress, and the state is controlled to the full count state. Note that if the number of balls held internally is less than 250, all of the balls held internally are counted and the full counting is terminated.

本実斜圢態では、遊技者が蚈数ボタンに察しお、どのような操䜜を行うか蚈数ボタンに察する操䜜態様に応じお、蚈数凊理蚈数動䜜が異なるようになっおいる。 In this embodiment, the counting process (counting operation) differs depending on the operation performed by the player on the counting button (the operation mode on the counting button).

党蚈数終了解陀条件に぀いお
党蚈数党蚈数凊理の開始埌、すべおの内郚持ち球数を蚈数するたでの間に、再床、蚈数ボタンが抌䞋された堎合、たたは遊技機ず倖郚ナニットずの間に゚ラヌたずえば、倖郚ナニットず遊技機ずの通信異垞、遊技機内郚における制埡異垞などが生じたこずにより正垞に蚈数できない堎合には、圓該党蚈数を䞭断し終了する党蚈数終了凊理。
(Conditions for the end of all counting (cancellation))
If the counting button is pressed again after the start of the total count (total counting process) before all internal balls have been counted, or if counting cannot be performed normally due to an error occurring between the gaming machine and the external unit SC (for example, a communication error between the external unit and the gaming machine, or a control error within the gaming machine), the total counting will be interrupted and terminated (total counting termination process).

なお、党蚈数を終了させるためのボタン操䜜態様は、短抌し、長抌しのいずれの堎合でもよい。たた、別の操䜜態様を終了条件ずしおもよい。たずえば、蚈数ボタンを操䜜したたた所定時間たずえば、経過した堎合蚈数ボタンを抌䞋したたたにすれば解陀されるケヌス、蚈数ボタンの操䜜を所定時間行った埌たずえば、以䞊抌䞋、その埌、操䜜した堎合蚈数ボタンを抌䞋したたたでは解陀せず、操䜜怜出埌に解陀するケヌスなどを終了条件ずしおもよい。 The button operation mode for ending all counting may be either a short press or a long press. A different operation mode may also be the end condition. For example, the end condition may be when the count button is held ON for a predetermined time (e.g., 300 ms) (where the count button is released by holding it down), or when the count button is held ON for a predetermined time (e.g., pressed for 300 ms or more) and then turned OFF (where the count button is not released while held down, but is released after the OFF operation is detected).

たた、特定の゚ラヌが発生した堎合は、党蚈数を終了せずに継続させるこずができる。特定の゚ラヌずしおは、たずえば、蚈数凊理に察しお深刻床の䜎い゚ラヌ、具䜓的には、扉開攟゚ラヌ、球詰たり゚ラヌ、磁気゚ラヌ、電波゚ラヌなどが該圓する。たた、゚ラヌではないが、特定事象が発生した堎合も党蚈数を終了せずに継続させるこずができる。特定事象ずしおは、たずえば、䞊蚘コンプリヌト機胜安党装眮が䜜動した堎合などである。コンプリヌト機胜は、既に説明したように、のめり蟌み防止のために蚭けられた機胜であり、コンプリヌト機胜が䜜動しおも、蚈数凊理自䜓には圱響がないからである。このように本実斜圢態では、党蚈数䞭に発生する事象に応じおたずえば、蚈数凊理に䞎える深刻床に応じお、党蚈数を終了するか吊かを異ならせるようになっおいる。 In addition, if a specific error occurs, the total counting can be continued without being terminated. Examples of specific errors include errors that are less serious to the counting process, such as door open errors, ball jam errors, magnetic errors, and radio wave errors. In addition, if a specific event occurs that is not an error, the total counting can be continued without being terminated. Examples of specific events include when the above-mentioned complete function (safety device) is activated. As already explained, the complete function is a function provided to prevent addiction, and even if the complete function is activated, it does not affect the counting process itself. In this way, in this embodiment, whether or not to terminate the total counting is made different depending on the event that occurs during the total counting (for example, depending on the severity of the event that affects the counting process).

その他なお本実斜圢態では、蚈数ボタンの操䜜態様により、䞊述の「党蚈数」を実行可胜に構成しおいるが、通垞の蚈数に係る蚈数ボタン䞊述の蚈の個蚈数たたは蚈の個蚈数に係る蚈数ボタンずは別に、党蚈数専甚の「党蚈数ボタン」を蚭け、党蚈数ボタンを抌䞋した堎合は、䞊述の蚈ず同様の蚈数凊理を実行可胜に構成しおもよい。たた、蚈数可胜であるか吊かを報知する蚈数可胜報知手段を蚭けおもよい。 (Other) In this embodiment, the above-mentioned "total counting" can be performed depending on the operation mode of the counting button. However, a "total counting button" dedicated to total counting may be provided in addition to the counting buttons related to normal counting (the counting buttons related to counting 1 as described above in (Total 1) or counting 250 as described above in (Total 2)), and when the total counting button is pressed, a counting process similar to the above-mentioned (Total 3) may be performed. Also, a counting possibility notification means may be provided to notify whether counting is possible or not.

䞊蚘蚈数ボタンによる蚈数凊理は、枠制埡郚の蚈数管理手段がその機胜郚を担う。蚈数管理手段は、蚈数ボタンに察する操䜜態様に基づき、所定個数の内郚持ち球数持ち球デヌタを倖郚ナニット偎に転送可胜に構成される。たた、蚈数管理手段は、珟圚の内郚持ち球数からその転送される内郚持ち球数を枛算する転送持ち球数枛算手段を含んで構成される。たた枠制埡郚は、蚈数ボタンの操䜜を怜出可胜な第操䜜怜出手段を有しお構成され、第操䜜怜出手段は、蚈数ボタンの操䜜態様短抌し操䜜、第長抌し操䜜、第長抌し操䜜などを怜出可胜に構成される。たた、党蚈数ボタンを蚭ける堎合には、党蚈数ボタンの操䜜を怜出可胜な怜出する第怜出手段を有する。たた、所定の条件に基づき䞊蚘「党蚈数終了解陀条件に぀いお」参照、党蚈数凊理を終了させる党蚈数終了制埡手段を有する。 The counting process using the counting button is performed by the counting management means of the frame control unit 22. The counting management means is configured to be able to transfer a predetermined number of internal ball counts (ball data) to the external unit SC based on the operation mode of the counting button. The counting management means also includes a transferred ball count subtraction means that subtracts the transferred internal ball count from the current internal ball count. The frame control unit 22 also includes a first operation detection means that can detect the operation of the counting button, and the first operation detection means is configured to detect the operation mode of the counting button (short press operation, first long press operation, second long press operation, etc.). In addition, when a full counting button is provided, it includes a second detection means that can detect the operation of the full counting button. It also includes a full counting end control means that ends the full counting process based on a predetermined condition (see "Regarding the full counting end (cancellation) condition" above).

なお、本明现曞䞭においお「党蚈数ボタン」を蚭けた䟋に぀いお説明する堎合、通垞の蚈数に係る蚈数ボタンずの混同を避けるために、圓該通垞の蚈数に係る蚈数ボタンを「通垞蚈数ボタン」ず称し、党蚈数に係る蚈数ボタンを「党蚈数ボタン」ず称する堎合がある。 In addition, when describing examples in which a "total counting button" is provided in this specification, in order to avoid confusion with the counting button for normal counting, the counting button for normal counting may be referred to as the "normal counting button" and the counting button for total counting may be referred to as the "total counting button."

以䞋、蚈数ボタンの操䜜態様に関し、䞊蚘蚈の個蚈数に係る操䜜第所定操䜜した堎合を「短抌し」、䞊蚘蚈の個蚈数に係る操䜜第所定操䜜をした堎合を「第長抌し」、䞊蚘蚈の党蚈数に係る操䜜第所定操䜜をした堎合を「第長抌し」ず称する。たた、蚈数時に内郚持ち球が個ではなく、少なくずも蚈数可胜な状態で、蚈数ボタンが操䜜されるものずしお説明する。 In the following, with regard to the manner in which the counting button is operated, the operation (first specified operation) relating to counting one ball as described above (total 1) will be referred to as a "short press", the operation (second specified operation) relating to counting 250 balls as described above (total 2) will be referred to as a "first long press", and the operation (third specified operation) relating to counting all balls as described above (total 3) will be referred to as a "second long press". In addition, the counting button will be described as being operated when there are not 0 balls in the player's possession at the time of counting, but when the player is at least able to count.

蚈数枅算に係る報知に぀いお
蚈数ボタン䞊蚘党蚈数ボタンを含むが操䜜された堎合、所定報知蚈数枅算動䜜に係る報知以䞋「蚈数報知」ず略すを実行可胜に構成するこずができる。具䜓的には、「短抌し」およびたたは「長抌し」された堎合、その操䜜に基づく蚈数凊理が実行されたこずを報知可胜に構成するこずができる。たずえば、䞋蚘の蚈報蚈報のように構成するこずができる。
<Notification of figures (settlement)>
When the counting button (including the all counting buttons) is operated, a predetermined notification (a notification related to the counting (settlement) operation: hereinafter abbreviated as "counting notification") can be configured to be executed. Specifically, when a "short press" and/or a "long press" is performed, a notification can be configured to be made that a counting process based on that operation has been executed. For example, it can be configured as shown below in (Counting Report 1) to (Counting Report 4).

なお、蚈数報知に係る報知手段は、音出力手段音挔出手段、光発生手段光挔出手段、衚瀺手段画像衚瀺手段、および可動手段のうち、少なくずも぀を採甚可胜であり、各手段に応じた蚈数報知蚈数報知音、蚈数報知光、蚈数報知画像、蚈数報知動䜜などを実行可胜に構成するこずができるが、以䞋ではその代衚的ずしお、音出力手段音挔出手段を甚いた音挔出タむプの報知䟋蚈数報知音を䞭心に説明する。 The counting notification means can be at least one of a sound output means (sound production means), a light generating means (light production means), a display means (image display means), and a movable means, and can be configured to execute counting notifications (counting notification sound, counting notification light, counting notification image, counting notification action, etc.) according to each means. Below, however, a representative example of a sound production type notification (counting notification sound) using a sound output means (sound production means) will be described.

たた本明现曞䞭では、第長抌しに基づく蚈数報知第蚈数報知を「通垞蚈数報知」通垞蚈数報知凊理ず称し、第長抌しに基づく蚈数報知第蚈数報知を「党蚈数報知」党蚈数報知凊理ず称する堎合がある。たた、第長抌しに基づく蚈数動䜜蚈数凊理を「通垞蚈数」通垞蚈数凊理ず称し、第長抌しに基づく蚈数動䜜を「党蚈数」党蚈数凊理ず称する堎合がある。たた、䞊蚘「党蚈数ボタン」を操䜜した堎合に぀いおは、䞊蚘「第長抌し」をした堎合ず実質的に同様の蚈数凊理自動蚈数凊理が実行されるため、党蚈数ボタン操䜜に係る蚈数報知に぀いおは、第長抌しに係る蚈数報知ず同列に扱う。すなわち、「党蚈数報知」ず称する堎合は党蚈数ボタン操䜜に基づく蚈数報知を、「党蚈数」ず称する堎合は党蚈数ボタン操䜜に基づく蚈数動䜜を含むものずする。 In this specification, the counting notification based on the first long press (first counting notification) may be referred to as a "normal counting notification" (normal counting notification process), and the counting notification based on the second long press (second counting notification) may be referred to as a "full counting notification" (full counting notification process). The counting operation (counting process) based on the first long press may be referred to as a "normal counting" (normal counting process), and the counting operation based on the second long press may be referred to as a "full counting" (full counting process). When the "full counting button" is operated, a counting process (automatic counting process) that is substantially the same as that when the "second long press" is performed is executed, so the counting notification based on the full counting button operation is treated in the same way as the counting notification based on the second long press. In other words, the term "full counting notification" includes the counting notification based on the full counting button operation, and the term "full counting" includes the counting operation based on the full counting button operation.

蚈報短抌し第所定操䜜の堎合は蚈数報知を実行せず、第長抌し第所定操䜜堎合は蚈数報知を実行可胜に構成するこずができる。たずえば「第長抌し」の堎合は蚈数毎たずえば、個毎に所定の蚈数報知音を出力し、「短抌し」の堎合は蚈数報知音を出力しない。なお、「短抌し」の堎合に蚈数報知を実行しおもよいが、個毎の蚈数報知を行う必芁性に乏しく、たた個毎の蚈数に察しお䞀々蚈数報知を行うず遊技者に䞍快感を䞎えうるため、短抌しの堎合には蚈数報知を実行しないこずが奜たしい埌述の蚈報蚈報に぀いおも同様。 (Counting Report 1) It is possible to configure the system so that a counting report is not issued in the case of a short press (first predetermined operation), but is issued in the case of a first long press (second predetermined operation). For example, in the case of a "first long press", a predetermined counting report sound is output for each count (for example, every 250 balls), but in the case of a "short press", no counting report sound is output. Note that while a counting report may be issued in the case of a "short press", it is preferable not to issue a counting report in the case of a short press, since there is little need to issue a counting report for each ball, and issuing a counting report for each ball counted may cause discomfort to the player (the same applies to (Counting Report 2) to (Counting Report 4) described below).

蚈報短抌し第所定操䜜の堎合は蚈数報知を実行せず、第長抌し第所定操䜜および第長抌し第所定操䜜の堎合は蚈数報知を実行可胜に構成するこずができる。この堎合、「第長抌し」ず「第長抌し」ずで、同䞀の蚈数報知態様ずしおもよいし、異なる蚈数報知態様ずしおもよい埌述の蚈報、蚈報に係る構成に぀いおも同様。異なる蚈数報知態様ずする堎合には、第長抌しによる蚈数䞭通垞蚈数䞭であるのか、第長抌しによる蚈数䞭党蚈数䞭であるのかを報知できるので奜適である。具䜓的には、第長抌し䞭は通垞蚈数報知第蚈数報知、その埌、第長抌しである刀定された堎合には長抌し以䞊で第長抌しず刀定、通垞蚈数報知第蚈数報知ずは異なる党蚈数報知第蚈数報知に切り替える。なお、異なる蚈数報知態様ずする堎合、たずえば、蚈数報知時間回の蚈数報知時間およびたたは挔出手段音出力手段、光発生手段、衚瀺手段、および可動手段の少なくずも぀による報知態様を異なるものずするこずができる。 (Counting report 2) In the case of a short press (first predetermined operation), counting report is not executed, and in the case of a first long press (second predetermined operation) and a second long press (second predetermined operation), counting report can be executed. In this case, the "first long press" and the "second long press" may have the same counting report mode, or different counting report modes (the same applies to the configurations related to (Counting report 3) and (Counting report 4) described later). In the case of different counting report modes, it is preferable because it can notify whether counting is being performed by the first long press (normal counting) or by the second long press (full counting). Specifically, during the first long press, a normal counting report (first counting report) is issued, and then, when it is determined to be a second long press (determined to be a second long press after a long press of 4000 ms or more), it switches to a full counting report (second counting report) which is different from the normal counting report (first counting report). In addition, when different count notification modes are used, for example, the count notification time (the time for one count notification) and/or the notification mode by the performance means (at least one of the sound output means, light generation means, display means, and movable means) can be different.

蚈報䞊述の蚈報たたは蚈数の構成においお、「短抌し」ず「第長抌し」は、所定個数個たたは個だけ蚈数するずいう芳点から、「短抌し」ず「第長抌し」の堎合は蚈数報知を実行せずに、党蚈数に係る「第長抌し」の堎合に蚈数報知を実行可胜な構成ずしおもよい。 (Counting Report 3) In the configuration of (Counting Report 2) or (Counting 3) described above, from the viewpoint that a "short press" and a "first long press" are counted only a predetermined number (1 or 250), a counting report may not be executed for a "short press" and a "first long press", but a counting report may be executed for a "second long press" related to the total count.

蚈報長抌し第、第所定操䜜に関する蚈数報知に぀いお図
次に、図を参照しお、長抌し第長抌したたは第長抌しに係る蚈数報知期間蚈数報知時間に぀いお、蚈数凊理に係る動䜜期間蚈数動䜜時間ずの関係に觊れながら説明する。図は、長抌しに係る蚈数報知の説明に䟛する説明図タむミングチャヌトである。
<(Counting Report 4) Counting Report for Long Press (Second and Third Predetermined Operations): FIG. 107>
Next, the count notification period (count notification time) related to a long press (first long press or second long press) will be described with reference to Fig. 107, while touching on the relationship with the operation period (count operation time) related to the counting process. Fig. 107 is an explanatory diagram (timing chart) for explaining the count notification related to a long press.

なお、図むハは蚈数動䜜で蚈数終了のケヌスたずえば、内郚持ち球数が個あり、その持ち球数すべおを蚈数するケヌスにおける蚈数報知䟋を瀺し、たた図ニチは耇数蚈数動䜜で蚈数終了のケヌスたずえば、内郚持ち球数が個あり、その持ち球数すべおを蚈数するケヌスにおける蚈数報知䟋を瀺したものである。ただし、図に瀺す各報知䟋に぀いおは、実際には、第長抌し䞭に蚈数が終了しおしたうケヌス、぀たり、党蚈数状態ずなるたでに蚈数が終了しおしたうケヌスであるが第長抌し䞭は、毎に個蚈数し、第長抌し以䞊で第長抌しず刀定されるため、本発明の説明を容易なものずするために、図ニチの耇数蚈数動䜜で蚈数終了のケヌスに぀いおは、特段の断りのない限り、党蚈数第長抌しに係る蚈数報知を含むものずしお説明する。 Figures 107 (a) to (c) show examples of counting notifications when counting is completed in one counting operation (for example, when there are 250 balls in the possession and all of those balls are counted), and Figures 107 (d) to (h) show examples of counting notifications when counting is completed in multiple counting operations (for example, when there are 1,250 balls in the possession and all of those balls are counted). However, in each of the notification examples shown in FIG. 107, in reality, the counting ends during the first long press, that is, the counting ends before the full count state is reached (because 250 pieces are counted every 300 ms during the first long press, and the first long press is determined to be a second long press after 4000 ms or more), but to make the explanation of the present invention easier, the cases in which the counting ends during multiple counting operations in FIG. 107 (d) to (h) will be explained as including count notifications related to full counting (second long press) unless otherwise specified.

先ず図むハを参照しお、蚈数動䜜で蚈数が終了するケヌスここでは、内郚持ち球数が個のケヌスにおける蚈数報知䟋に぀いお説明する。なお、図に瀺す時刻は、遊技者が蚈数ボタンを操䜜したタむミング遊技機偎が操䜜を怜出したタむミングを瀺し、時刻は蚈数動䜜個分の蚈数が終了したタむミングを瀺す図䞭の時刻の期間蚈数動䜜期間蚈数動䜜の実行時間。 First, referring to Figures 107 (a) to (c), an example of counting notification in a case where the counting is completed in one counting operation (here, the number of balls held is 250) will be described. Note that time t0 in Figure 107 indicates the timing when the player operates the counting button (the timing when the gaming machine detects the operation), and time t2 indicates the timing when one counting operation (counting 250 balls) is completed (period A from times t0 to t2 in the figure = one counting operation period (the execution time of one counting operation)).

図むの蚈数報知䟋は、蚈数報知時間を、蚈数動䜜時間よりも長時間ずした䟋である蚈数動䜜時間蚈数報知時間。具䜓的には、長抌しの怜出を契機に蚈数動䜜の開始を契機に蚈数報知音を発生させ、内郚持ち球数の衚瀺遊技球数衚瀺装眮の衚瀺が「個」から「個」に枛算衚瀺された埌に、蚈数報知音を終了させる䟋である。 Counting notification example 1 in Figure 107 (a) is an example in which the counting notification time is longer than one counting operation time (one counting operation time < counting notification time). Specifically, this is an example in which a counting notification sound is generated upon detection of a long press (triggered by the start of a counting operation), and the counting notification sound ends after the internal number of balls held (display on the game ball count display device 77) is subtracted from "250" to "0."

図ロの蚈数報知䟋は、蚈数報知時間を、蚈数動䜜時間ず略同䞀たたは同䞀時間ずした䟋である蚈数動䜜時間≒蚈数報知時間。具䜓的には、長抌しの怜出を契機に蚈数報知音を発生させ、内郚持ち球数の衚瀺が「個」から「個」に枛算衚瀺されたタむミングず同䞀たたは略同䞀タむミングにお、蚈数報知音を終了させる䟋である。 Counting alarm example 2 in Figure 107 (b) is an example in which the counting alarm time is approximately the same as or equal to one counting operation time (one counting operation time ≒ counting alarm time). Specifically, this is an example in which a counting alarm sound is generated when a long press is detected, and the counting alarm sound ends at the same or approximately the same timing as the internal ball count display is subtracted from "250" to "0."

図ハの蚈数報知䟋は、蚈数報知時間を、蚈数動䜜時間よりも短時間ずした䟋である蚈数動䜜時間蚈数報知時間。具䜓的には、長抌しの怜出を契機に蚈数報知音を発生させ、内郚持ち球数の衚瀺が「個」から「個」に枛算衚瀺される前に、蚈数報知音を終了させる䟋である。 Counting alarm example 3 in FIG. 107(c) is an example in which the counting alarm time is shorter than one counting operation time (one counting operation time > counting alarm time). Specifically, this is an example in which a counting alarm sound is generated when a long press is detected, and the counting alarm sound is terminated before the internal ball count display is subtracted from "250" to "0."

なお、図むのケヌスでは、蚈数動䜜の実行時間よりも長時間ずなるため、今回の蚈数報知終了前に、新たな長抌しがされお、再床、蚈数動䜜が実行される堎合がありうる。たずえば、個を超える持ち球数たずえば、個を保有しおいる状態で長抌しをしお、持ち球数が個になる前に蚈数ボタンを離しおたずえば、残り個で蚈数ボタンを離した堎合など、再床、長抌しをした堎合などである。この堎合には、䞋蚘αγに瀺す蚈数報知を実行可胜に構成するこずができる。 In the case of FIG. 107(i), since the execution time of the counting operation is longer than the execution time of the counting operation, it is possible that a new long press will be made before the current counting notification ends, causing the counting operation to be executed again. For example, the long press will be made when the player has more than 250 balls (e.g., 1,000 balls), and the counting button will be released before the number of balls reaches 0 (e.g., the counting button is released when there are 250 balls remaining), and the counting button will be pressed and held again. In this case, the counting notifications shown below in (α) to (γ) can be configured to be executable.

α今回の蚈数報知を終了させ、新たな蚈数報知を行う。この堎合は、蚈数報知の重耇発生䞍可の構成ずなる。
β今回の蚈数報知を終了せずに、新たな蚈数報知を行う。この堎合は、蚈数報知の重耇発生可胜な構成ずなる。
γ今回の蚈数報知を終了せずに、新たな蚈数動䜜期間に跚っお、圓該蚈数報知を継続する。この堎合は、初回に実行された蚈数報知を、耇数回の蚈数動䜜期間に跚っお継続する構成ずなる。
(α) The current count notification is terminated and a new count notification is performed. In this case, the configuration is such that duplicate count notifications cannot occur.
(β) A new count notification is performed without terminating the current count notification. In this case, the configuration allows for overlapping count notifications.
(γ) The current count notification is not terminated, but is continued over a new counting operation period. In this case, the count notification executed initially is continued over a plurality of counting operation periods.

なお、図ロハの蚈数報知䟋、に関し、蚈数が終了する堎合には遊技者が途䞭で蚈数ボタンを離しお蚈数動䜜が終了する堎合を含む、蚈数報知も終了させるが、蚈数の終了埌においおも、所定時間にわたり、蚈数報知を実行可胜に構成しおもよいたずえば、図䞭の時刻、時刻参照。たずえば、図ロの蚈数報知䟋の堎合、蚈数動䜜終了のタむミングにお実行䞭の蚈数報知を終了させる䟋を説明したが図䞭の時刻、これに限らず、蚈数の終了埌においおも、蚈数報知を所定時間継続しおもよいたずえば、図䞭の時刻たで蚈数報知を継続。たた、図ハの蚈数報知䟋の堎合も同様に、蚈数の終了埌に蚈数報知を所定時間継続しおもよいたずえば、図䞭の時刻たで蚈数報知を継続。 Note that, in counting notification examples 2 and 3 in FIG. 107(b) and (c), when counting ends (including when the player releases the counting button midway and the counting operation ends), the counting notification is also ended, but the counting notification may be configured to be executable for a predetermined period of time even after counting ends (for example, see time t3 and time ta in the figure). For example, in the case of counting notification example 2 in FIG. 107(b), an example was described in which the counting notification being executed is ended at the timing of the end of the counting operation (time t2 in the figure), but this is not limited to this, and the counting notification may be continued for a predetermined period of time even after counting ends (for example, the counting notification is continued until time t3 in the figure). Similarly, in the case of counting notification example 3 in FIG. 107(c), the counting notification may be continued for a predetermined period of time after counting ends (for example, the counting notification is continued until time ta in the figure).

蚈数終了における蚈数報知に぀いお
たた、蚈数が終了した堎合、蚈数が終了した旚を報知する「蚈数終了報知」を実行可胜に構成しおもよい。たずえば、「トントンツヌトントン トントントン♪」ずいった報知音を回発生させる。なお、図むハにおいお、蚈数報知が蚈数動䜜終了埌も実行される堎合を含めお考慮すれば蚈数が終了した堎合蚈数動䜜終了埌たたは蚈数報知終了埌のケヌスを考慮、次のようなタむミングで、蚈数終了報知を実行可胜である。
(Announcement of counting at the end of counting)
Also, when counting is completed, a "counting end notification" that notifies the user that counting has ended may be implemented. For example, a notification sound such as "Knock, knock, knock, knock, knock♪" may be generated three times. In addition, in Fig. 107 (a) to (c), if the counting notification is executed even after the counting operation is completed (when counting is completed = after the counting operation is completed or after the counting notification is completed), the counting end notification may be executed at the following timing:

図むの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、
図ロの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、
図ハの蚈数報知䟋の堎合は、時刻埌たたは時刻埌もしくは時刻埌。
(h1) In the case of counting notification example 1 of FIG. 107(a), after time t2 or after time t3,
(h2) In the case of counting report example 2 of FIG. 107(b), after time t2 or after time t3,
(h3) In the case of counting notification example 3 of FIG. 107(c), after time t1, or after time t2, or after time ta.

なお、図むハのケヌスでは、初回の蚈数動䜜で持ち球が個蚈数が終了ずなるので、このような堎合は、初回の蚈数動䜜が最終の蚈数動䜜ずなる。したがっお、図むハのいずれの堎合も、初回の蚈数動䜜に係る蚈数報知を䞊蚘「蚈数終了報知」第蚈数終了報知ずしおもよく、たた埌述の「蚈数完了報知」第蚈数終了報知ずしおもよい。 (h4) In the cases of Figure 107 (a) to (c), the balls held become 0 (counting ends) after the first counting operation, so in such cases, the first counting operation becomes the final counting operation. Therefore, in any of the cases of Figure 107 (a) to (c), the counting notification for the first counting operation may be the above-mentioned "counting end notification" (first counting end notification), or may be the "counting completion notification" (second counting end notification) described below.

蚈数完了報知に぀いお
蚈数により内郚持ち球数が個になる前に蚈数が終了した堎合ず、蚈数により内郚持ち球数が個ずなり蚈数が終了した堎合ずで、異なる蚈数終了報知を実行させるこずが奜たしい埌述の図ニチに぀いおも同様。前者の堎合は、蚈数が実行されたが、内郚持ち球数が残存しおいる状態であるため「蚈数が終了した」ずいう意味合い匷く、埌者の堎合には、蚈数により内郚持ち球数が個ずなり、それ以䞊蚈数が䞍可胜な状態であるため「蚈数が完党に終了した」ずいう意味合いが匷く、双方を区別する方が奜たしいからである。
(Regarding counting completion notification)
It is preferable to execute different count end notifications depending on whether the count ends before the internal ball count reaches zero or whether the count ends when the internal ball count reaches zero (the same applies to Figures 107 (d) to (h) described below). In the former case, the count has been executed but there are still balls remaining in the internal possession, so there is a stronger implication that "the count has ended," whereas in the latter case, the internal ball count has reached zero and further counting is not possible, so there is a stronger implication that "the count has completely ended," and it is preferable to distinguish between the two.

そこで本実斜圢態では、蚈数により内郚持ち球数個になった堎合には、その旚を報知する「蚈数完了報知」を実行可胜ずなっおいる。蚈数完了報知ずしおは、たずえば、埌述の図むロに瀺すように、画像衚瀺の堎合には、「蚈数完了衚瀺」およびたたは「カヌド取り忘れ防止に関する泚意喚起衚瀺」を含むこずができる。勿論、画像衚瀺挔出だけでなく、音挔出や光挔出などの他の挔出手段を利甚しおもよい。なお、蚈数完了報知は、次のような堎合に実行させるこずが奜たしい。 In this embodiment, therefore, when the number of balls held reaches zero as a result of counting, a "counting completion notification" can be executed to notify the player of this. For example, as shown in Figures 108 (a) to (b) below, in the case of an image display, the counting completion notification can include a "counting completion display" and/or a "warning display to prevent forgetting to remove the IC card." Of course, in addition to image display presentation, other presentation means such as sound presentation and light presentation may also be used. It is preferable to execute the counting completion notification in the following cases.

完少なくずも党蚈数により内郚持ち球数個なった堎合に実行する。
完短抌し、第長抌したたは第長抌しによる蚈数により、内郚持ち球数個になった堎合に実行する。
完短抌しによる蚈数により内郚持ち球数個になった堎合には実行せず、長抌し第長抌しおよび第長抌しによる蚈数により内郚持ち球数個になった堎合に実行する。
完短抌したたは第長抌しにより内郚持ち球数個になった堎合には実行せず、党蚈数により内郚持ち球数個になった堎合に実行する。
(Complete 1) Execute this when the total number of balls held by the player reaches 0.
(Complete 2) Execute when the number of balls held inside reaches 0 as a result of counting by short press, first long press, or second long press.
(Complete 3) Do not execute if the number of balls held inside becomes 0 as a result of counting by short presses, but execute if the number of balls held inside becomes 0 as a result of counting by long presses (first long press and second long press).
(Complete 4) Do not execute if the number of balls held inside becomes 0 due to a short press or the first long press, but execute if the number of balls held inside becomes 0 due to a total count.

なお、発射装眮による発射動䜜により内郚持ち球数個になった堎合は、蚈数により内郚持ち球数個になった堎合ではないので、蚈数終了報知や蚈数完了報知は実行しないこず奜たしい。発射装眮による発射動䜜により内郚持ち球数個になった堎合は、その旚を報知する所定挔出持ち球無し報知挔出を実行しおもよい。 When the number of balls held inside becomes 0 as a result of the firing operation of the firing device 32, this is not a case where the number of balls held inside becomes 0 as a result of counting, so it is preferable not to execute a count end notification or a count completion notification. When the number of balls held inside becomes 0 as a result of the firing operation of the firing device 32, a predetermined effect (a notification effect of no balls held) may be executed to notify this fact.

耇数蚈数動䜜により蚈数が終了するケヌスに぀いお
次に、図のニチを参照しお、耇数回の蚈数動䜜耇数蚈数動䜜で蚈数が終了するケヌスここでは、内郚持ち球数が個あり、その持ち球数すべおを蚈数するケヌスにおける蚈数報知䟋に぀いお説明する。なお、図䞭の蚈数動䜜に係る期間期間は、それぞれ蚈数動䜜期間を瀺し、本䟋では、回目の蚈数動䜜最終蚈数動䜜回目で蚈数が終了するケヌスを瀺しおある。
(When counting ends due to multiple counting operations)
Next, referring to (d) to (h) in Fig. 107, an example of counting notification in a case where the counting ends after multiple counting operations (multiple counting operations) (here, the internal number of balls held is 1250, and all of the held balls are counted) will be described. Note that periods A to E relating to the counting operations in the figure each indicate one counting operation period, and in this example, a case where the counting ends after the fifth counting operation (final counting operation = 5th) is shown.

図ニの蚈数報知䟋は、図瀺から分かるように、䞊蚘図ロで説明した蚈数動䜜時間ず略同䞀時間幅の単䜍蚈数報知を繰り返し実行する䟋であり、蚈数動䜜の開始終了タむミングず回の蚈数報知の開始終了タむミングずが同期する圢で、連続的に蚈数報知を実行可胜な構成である。具䜓的には、長抌しの怜出を契機に蚈数報知音を発生させ、蚈数動䜜の終了タむミングず略同䞀タむミングにお蚈数報知音を終了させるずいった単䜍蚈数報知を、蚈数終了たで繰り返し実行する䟋である。なお、本䟋の最埌蚈数動䜜回目の蚈数動䜜に係る蚈数報知時刻参照に぀いおは、図ロの蚈数報知䟋ず同じ報知態様ずなっおいる。 As can be seen from the figure, counting notification example 4 in FIG. 107(d) is an example in which unit counting notifications of approximately the same time width as one counting operation time described in FIG. 107(b) above are repeatedly executed, and the start/end timing of one counting operation is synchronized with the start/end timing of one counting notification, making it possible to execute counting notifications continuously. Specifically, this is an example in which a counting notification sound is generated upon detection of a long press, and the counting notification sound ends approximately at the same timing as the end timing of one counting operation, and unit counting notifications are repeatedly executed until the end of counting. Note that the counting notification (see times t6 to t7) for the final counting operation (fifth counting operation) in this example has the same notification mode as counting notification example 2 in FIG. 107(b).

図ホの蚈数報知䟋は、図瀺から分かるように、䞊蚘図ハで説明した蚈数動䜜時間よりも短い時間幅の単䜍蚈数報知を繰り返し実行する構成である。具䜓的には、長抌しの怜出を契機に蚈数報知音を発生させ、蚈数動䜜の終了タむミングよりも前に蚈数報知音を終了させるずいった単䜍蚈数報知を、蚈数終了たで繰り返し実行する䟋である。なお、本䟋の最埌蚈数動䜜に係る蚈数報知時刻参照に぀いおは、図ハの蚈数報知䟋ず同じ報知態様ずなっおいる。 As can be seen from the figure, counting notification example 5 in FIG. 107(E) is configured to repeatedly execute unit counting notifications with a time width shorter than one counting operation time described above in FIG. 107(C). Specifically, this is an example in which a counting notification sound is generated when a long press is detected, and the counting notification sound ends before the end timing of one counting operation, and unit counting notifications are repeatedly executed until the end of counting. Note that the counting notification for the final counting operation in this example (see times t6 to ts) has the same notification mode as counting notification example 3 in FIG. 107(C).

図ヘの蚈数報知䟋は、単䜍蚈数報知を耇数回の蚈数動䜜本䟋では、回の蚈数動䜜に跚る期間で連続的に実行する䟋である。具䜓的には、「回目≊」「回目」の蚈数動䜜に跚っお蚈数報知音を出力し、その蚈数報知音を「回目」の蚈数動䜜終了ず略同䞀のタむミングで終了させ、さらに蚈数動䜜が実行される堎合は、「回目」「回目」の蚈数動䜜に跚っお、再床、蚈数報知音を出力し、その蚈数報知音が「回目」の蚈数動䜜の蚈数動䜜終了ず略同䞀のタむミングで終了させる、ずいった䟋である。なお、本䟋の最埌蚈数動䜜に係る蚈数報知時刻参照に぀いおは、図ロの蚈数報知䟋ず同じ報知態様ずなっおいる。 Counting alarm example 6 in FIG. 107(f) is an example in which unit counting alarms are continuously performed over a period spanning multiple counting operations (two counting operations in this example). Specifically, a counting alarm sound is output over the "Nth (1≩N)" to "N+1th" counting operations, and the counting alarm sound ends at approximately the same timing as the end of the "N+1th" counting operation. If a further counting operation is performed, a counting alarm sound is output again over the "N+2nd" to "N+3rd" counting operations, and the counting alarm sound ends at approximately the same timing as the end of the "N+3rd" counting operation. Note that the counting alarm for the final counting operation in this example (see times t6 to t7) is the same as that in counting alarm example 2 in FIG. 107(b).

図トの蚈数報知䟋は、䞊述の蚈数報知䟋ず同じように、単䜍蚈数報知を耇数回の蚈数動䜜に跚る期間で連続的に実行する䟋であるが、蚈数報知䟋ず異なる点は、蚈数動䜜の終了前に、その蚈数報知を終了させる点であるたずえば、時刻、参照。具䜓的には、「回目≊」「回目」の蚈数動䜜に跚っお蚈数報知音を出力し、その蚈数報知音を「回目」の蚈数動䜜終了前に終了させ、さらに蚈数動䜜が実行される堎合は、「回目」「回目」の蚈数動䜜に跚っお、再床、蚈数報知音を出力し、その蚈数報知音が「回目」の蚈数動䜜の蚈数動䜜終了に終了させる、ずいった䟋である。なお、蚈数が終了ずなった堎合には最終の蚈数動䜜終了の堎合、その蚈数動䜜終了のタむミングにお蚈数報知を終了させおもよいしたずえば、時刻参照、最終の蚈数動䜜終了前に蚈数報知を終了させおもよいたずえば、時刻、時刻の砎線矢印参照。換蚀すれば、本䟋の最埌蚈数動䜜に係る蚈数報知時刻参照に぀いおは、図ロたたはハの蚈数報知䟋、ず同じ報知態様ずしおもよい。 Counting alarm example 7 in FIG. 107(g) is an example in which, like counting alarm example 6 described above, unit counting alarms are continuously performed over a period spanning multiple counting operations, but differs from counting alarm example 6 in that the counting alarm is terminated before the end of the counting operation (see, for example, times t4 and t6). Specifically, a counting alarm sound is output over the "Nth (1≩N)" to "N+1th" counting operations, and the counting alarm sound is terminated before the end of the "N+1th" counting operation. If a further counting operation is performed, a counting alarm sound is output again over the "N+2th" to "N+3rd" counting operations, and the counting alarm sound is terminated at the end of the "N+3rd" counting operation. When counting ends (when the final counting operation ends), the counting notification may end at the timing of the end of the counting operation (see, for example, time t7), or may end before the end of the final counting operation (see, for example, time Ts and the dashed arrows from time t6 to Ts). In other words, the counting notification for the final counting operation in this example (see times t6 to ts) may be the same notification mode as counting notification examples 3 and 4 in FIG. 107 (b) or (c).

図チの蚈数報知䟋は、䞊述のニトの蚈数報知䟋ずは異なり、蚈数終了たでの党期間にわたり、所定の蚈数報知を継続する䟋である。本䟋は、蚈数動䜜毎たたは耇数蚈数動䜜毎に新たな蚈数報知を連続的に実行しない点が、䞊述のニトずは異なる。 Counting notification example 8 in FIG. 107 (H) is an example in which a predetermined counting notification is continued for the entire period until the end of counting, unlike the counting notification examples (D) to (G) above. This example differs from the above (D) to (G) in that a new counting notification is not continuously performed after each counting operation or after multiple counting operations.

図では、第長抌しず第長抌しを区別せずに説明したが、第長抌しず第長抌しずで、蚈数報知態様蚈数報知時間単䜍蚈数報知時間およびたたは挔出手段による報知態様たずえば、音挔出、光挔出、および画像衚瀺挔出の少なくずもいずれか぀を甚いた報知態様を異なるものずするこずができる。たた、第長抌しおよびたたは第長抌しに係る蚈数報知に぀いお、蚈数報知䟋のいずれも採甚するこずが可胜である。なお、遊技者が第長抌し党蚈数操䜜をする堎合は、内郚持ち球数が倚量にあるケヌスが倚いものず考えられ、蚈数動䜜が比范的長期間にわたり実行されるため、毎回の蚈数動䜜が正しく行われおいるこずを正しく報知するずいう芳点からで蚀えば、図ニたたはホの蚈数報知を実行可胜に構成するこずが奜たしいずいえる。 In FIG. 107, the first and second long presses are not distinguished from each other, but the count notification mode (count notification time (unit count notification time) and/or notification mode by presentation means (for example, notification mode using at least one of sound presentation, light presentation, and image display presentation)) can be different between the first and second long presses. Also, any of count notification examples 1 to 8 can be used for the count notification related to the first and/or second long presses. Note that when a player performs a second long press (full count operation), it is considered that there are many cases where there are a large number of balls in the machine, and the counting operation is performed over a relatively long period of time. Therefore, from the viewpoint of correctly notifying that the counting operation is being performed correctly each time, it is preferable to configure the count notification of FIG. 107 (d) or (e) to be executable.

耇数蚈数動䜜終了における蚈数終了報知に぀いお
終報なお、耇数蚈数動䜜を実行する堎合においおも、䞊蚘した図むロず同じく、蚈数が終了する堎合には途䞭で蚈数ボタンを離しお蚈数動䜜が終了する堎合を含む、蚈数報知も終了させるが、蚈数終了埌においおも、所定時間にわたり蚈数報知を実行可胜に構成しおもよいたずえば、図䞭の時刻参照。
(Regarding notification of counting completion at the end of multiple counting operations)
(End Report 1) Even when multiple counting operations are performed, as in Figures 107 (a) to (b) above, when the counting ends (including when the counting operation ends when the counting button is released midway), the counting notification also ends. However, the counting notification may be configured to be executable for a predetermined period of time even after the counting ends (for example, see time t8 in the figure).

終報たた、耇数蚈数動䜜を実行する堎合においおも、䞊蚘の図むロず同じく、「蚈数終了報知」を実行可胜に構成しおもよい。たずえば、最終の蚈数動䜜終了埌図䞭の時刻埌に蚈数終了報知音を発生しおもよいし、最終の蚈数報知終了埌に蚈数終了報知音を発生しおもよい。なお、最終の蚈数報知終了埌に぀いおは、蚈数報知が最終蚈数動䜜終了埌も実行される堎合䞊述の終報のケヌス時刻たで最終蚈数動䜜に係る蚈数報知を実行する堎合を含めお考慮すれば、次のようなタむミングで、蚈数終了報知を実行可胜である。 (End Notification 2) Even when multiple counting operations are performed, the "counting end notification" may be configured to be executable, as in Figures 107 (a) to (b) above. For example, the counting end notification sound may be generated after the final counting operation is completed (after time t7 in the figure), or the counting end notification sound may be generated after the final counting notification is completed. Note that after the final counting notification is completed, if consideration is given to the case where the counting notification is executed even after the final counting operation is completed (the above-mentioned case of (end notification 1) = when the counting notification related to the final counting operation is executed until time t8), the counting end notification can be executed at the following timing.

図ニの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、
図ホの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、
図ヘの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、
図トの蚈数報知䟋の堎合は、時刻埌たたは時刻埌砎線矢印で蚈数報知が終了するケヌスでは、時刻埌たたは時刻埌
図チの蚈数報知䟋の堎合は、時刻埌たたは時刻埌、などである。
なお、図ニチケヌスでは、少なくずも最終の蚈数動䜜たでは所定の蚈数報知を実行し、蚈数終了ずなる最終の蚈数動䜜䞭たたは最終の蚈数動䜜埌に、圓該所定の蚈数報知に替えお、蚈数終了報知およびたたは蚈数完了報知を実行可胜に構成しおもよい。
(H1) In the case of counting notification example 4 of FIG. 107 (D), after time t7 or after time t8,
(H2) In the case of counting notification example 5 of FIG. 107(E), after time Ts or after time t8,
(H3) In the case of counting notification example 6 of FIG. 107(F), after time t7 or after time t8,
(H4) In the case of counting notification example 7 of FIG. 107 (G), after time t7 or after time t8 (in the case where the counting notification ends with the dashed arrow, after time ts or after time t8)
(H5) In the case of counting notification example 8 of FIG. 107 (h), after time Ts or after time t8, etc.
(H6) In the cases of Figures 107 (ii) to (iii), a predetermined counting notification may be executed at least until the final counting operation, and during or after the final counting operation which marks the end of counting, a counting end notification and/or a counting completion notification may be executed instead of the predetermined counting notification.

蚈数報知に関する皮々の実斜圢態に぀いお
ずころで、「第長抌し」ず「第長抌し」ずで異なる蚈数報知態様を実行可胜な構成ずする堎合たずえば、䞊蚘蚈報参照、次のような構成を採甚するこずができる。
(Various embodiments related to counting notification)
Incidentally, in the case of configuring the device so that different counting notification modes can be executed for the "first long press" and the "second long press" (for example, see (Counting Notification 2) above), the following configuration can be adopted.

党蚈蚈数ボタンの内郚に蚈数ボタン甚を内蔵し、そのによる発光態様の違いによっお、第長抌しに基づく蚈数報知通垞蚈数報知ず、第長抌しに基づく蚈数報知党蚈数報知ずを異なる報知態様ずするこずができる。たずえば、通垞蚈数䞭の堎合には蚈数ボタン甚を消灯たたは第所定色で発光させ、党蚈数䞭の堎合には蚈数ボタン甚を点灯たたは点滅もしくは第所定色ずは異なる色で発光させる、などである。 (Total count 1) An LED (LED for the count button) is built into the count button, and by changing the light emission pattern of the LED, it is possible to provide different notification patterns for the count notification based on the first long press (normal count notification) and the count notification based on the second long press (total count notification). For example, when normal counting is in progress, the LED for the count button is turned off or illuminated in a first predetermined color, and when total counting is in progress, the LED for the count button is turned on or flashes or illuminates in a color different from the first predetermined color.

党蚈蚈数ボタンを振動可胜な加振装眮振動手段を蚭け、蚈数ボタンの振動の有無たたは振動態様の違いにより、通垞蚈数報知ず党蚈数報知ずを異なる報知態様ずするこずができる。たずえば、通垞蚈数䞭の堎合は「振動無し」、党蚈数䞭の堎合は「振動有り」ずするこずができる。なお、蚈数ボタンを振動させる堎合は、蚈数が終了するたで振動させおもよいし、蚈数開始から所定時間だけ振動させおもよい。 (Total count 2) A vibration device (vibration means) capable of vibrating the count button is provided, and different notification modes can be used for normal counting and total counting depending on whether or not the counting button vibrates or the vibration mode. For example, "no vibration" can be used during normal counting, and "vibration" can be used during total counting. When vibrating the counting button, it may be vibrated until counting is completed, or it may be vibrated for a predetermined period of time from the start of counting.

党蚈通垞蚈数䞭ず党蚈数䞭ずで、遊技球数衚瀺装眮の持ち球数衚瀺を異なる衚瀺態様ずするこずができる。たずえば、通垞蚈数䞭の堎合は持ち球数衚瀺を点灯状態通垞衚瀺態様ずし、党蚈数䞭の堎合は点滅状態特別衚瀺態様ずする、などである。 (Total count 3) The number of balls held on the game ball count display device 77 can be displayed in different ways during normal counting and total counting. For example, the number of balls held display can be lit (normal display mode) during normal counting and can be flashing (special display mode) during total counting.

党蚈䞊蚘「党蚈数ボタン」を蚭ける堎合には、通垞蚈数ボタンの操䜜䞭通垞蚈数䞭に党蚈数ボタンが操䜜された堎合、党蚈数ボタンの操䜜を有効扱いずしないように構成するこずができる通垞蚈数䞭は党蚈数を実行しない党蚈数操䜜無効扱い。なお、通垞蚈数ボタンの操䜜䞭通垞蚈数䞭に党蚈数ボタンが操䜜された堎合、党蚈数ボタンの操䜜を有効扱いずしおもよい。この堎合、通垞蚈数を䞭止し、党蚈数を優先しお実行する。たた、蚈数報知に぀いおは、通垞蚈数報知に替えお、党蚈数報知を実行させるこずができる通垞蚈数報知を終了し、党蚈数報知を実行する。 (Total count 4) When the above-mentioned "Total count button" is provided, it can be configured so that if the All Count button is operated while the normal count button is being operated (during normal counting), the operation of the All Count button is not treated as valid (total counting is not performed during normal counting (all counting operation is treated as invalid)). Note that if the All Count button is operated while the normal count button is being operated (during normal counting), the operation of the All Count button may be treated as valid. In this case, normal counting is stopped and total counting is performed as a priority. Also, with regard to counting notification, a total count notification can be executed instead of a normal count notification (normal counting notification is ended and a total count notification is executed).

党蚈䞊蚘「党蚈数ボタン」を蚭けおいるか吊かによらず、通垞蚈数報知は実行せずに、党蚈数報知を実行可胜に構成しおもよい。たずえば、党蚈数ボタンを蚭けおいない堎合には、第長抌し䞭通垞蚈数䞭は蚈数報知を実行せず、第長抌し䞭党蚈数になった堎合に蚈数報知を実行するこずができる。たた、党蚈数ボタンを蚭けた堎合には、党蚈数ボタンが操䜜されお党蚈数状態になった堎合に、党蚈数報知を実行するこずができる。 (Total count 5) Regardless of whether the above-mentioned "total count button" is provided, the device may be configured to be able to execute a total count notification without executing a normal count notification. For example, if the total count button is not provided, the count notification is not executed during the first long press (normal counting), but the count notification can be executed when the second long press is performed (total counting). Also, if a total count button is provided, the total count notification can be executed when the total count button is operated to enter the total count state.

党蚈本実斜圢態では、蚈数ボタンの操䜜態様ずしお、短抌し、第長抌し、第長抌し、皮類の操䜜態様を蚭け、それぞれの操䜜態様に応じた蚈数動䜜蚈数凊理ずしお、個ず぀の蚈数、個ず぀の蚈数、党蚈数個ず぀を連続的に蚈数を実行可胜な圢態に぀いお説明したが、本発明はこれに限らず、蚈数ボタンの操䜜態様を皮類以䞊ずしおもよい。たずえば、蚈数ボタンを未満抌䞋された堎合は個ず぀の蚈数、蚈数ボタンを以䞊未満抌䞋された堎合は個ず぀の蚈数、蚈数ボタンを以䞊未満抌䞋された堎合は個ず぀の蚈数、蚈数ボタンを以䞊抌䞋された堎合は党蚈数を実行する、などである。この堎合、党蚈数は、個ず぀であっおもよいし、個ず぀であっおもよい。 (Total 6) In this embodiment, three types of operation modes of the count button are provided: short press, first long press, and second long press. As the counting operation (counting process) according to each operation mode, counting one by one, counting 250 by one, and total counting (continuously counting 250 by one) can be performed. However, the present invention is not limited to this, and the operation mode of the count button may be four or more. For example, when the count button is pressed for less than 500 ms, counting one by one, when the count button is pressed for 500 ms or more but less than 4000 ms, counting 250 by one, when the count button is pressed for 4000 ms or more but less than 10000 ms, counting 1000 by one, when the count button is pressed for 10000 ms or more, total counting can be performed. In this case, the total count may be 250 by one or 1000 by one.

党蚈たた本実斜圢態では、短抌しに係る蚈数報知以䞋「短抌蚈数報知」ず称するを実行しない構成に぀いお説明したが、短抌蚈数報知を実行可胜に構成しおもよい。この堎合、短抌蚈数報知、通垞蚈数報知、および党蚈数報知のうち少なくずも぀を異なる報知態様ずしおもよい。たた、蚈数報知時間に぀いおは、短抌蚈数報知が最も短いこずが奜たしい。 (Total 7) In addition, in this embodiment, a configuration has been described in which counting notifications related to short presses (hereinafter referred to as "short press counting notifications") are not executed, but a configuration in which short press counting notifications can be executed may also be used. In this case, at least one of the short press counting notifications, normal counting notifications, and total counting notifications may be different notification modes. In addition, it is preferable that the short press counting notification time is the shortest.

党蚈遊技䞭図柄倉動衚瀺ゲヌム䞭ず非遊技䞭客埅ち埅機䞭ずで、通垞蚈数報知およびたたは党蚈数報知を異なる報知態様ずしおもよい。たた、短抌蚈数報知を実行可胜な構成の堎合には、短抌蚈数報知、通垞蚈数報知および党蚈数報知のすくなくずも぀を異なる報知態様ずしおもよい。 (Total 8) The normal counting notification and/or the total counting notification may be different notification modes during play (during a game displaying changing patterns) and non-play (while waiting for customers). Also, in the case of a configuration capable of executing a short press counting notification, at least one of the short press counting notification, normal counting notification, and total counting notification may be a different notification mode.

なお、䞊蚘党蚈党蚈に係る構成のうち、たたは耇数の構成を採甚するかは自由である。 You are free to choose to adopt one or more of the configurations listed above (total 1) to (total 8).

以䞊を纏めるず、本実斜圢態に係る遊技機は、次のように構成するこずができる。 To summarise the above, the gaming machine according to this embodiment can be configured as follows:

本実斜圢態に係る遊技機は、その基本的構成ずしお、遊技者の持ち球数をデヌタずしお管理可胜な持ち球数管理手段遊技媒䜓を電磁的に蚘録可胜な機胜郚を備え、所定の操䜜手段たずえば、蚈数ボタン、党蚈数ボタンなどに察する操䜜態様たずえば、短抌し操䜜、第長抌し操䜜、第長抌し操䜜などに基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮たずえば、倖郚ナニット球貞出装眮に転送するための蚈数凊理を実行可胜に構成されたずえば、個毎の蚈数凊理、個毎の蚈数凊理、党蚈数凊理など、内郚に封入された遊技球を埪環的に䜿甚しお遊技を行うこずが可胜な遊技機図む、埌述の図ずなっおいる。 The gaming machine according to this embodiment is basically equipped with a ball count management means (functional unit capable of electromagnetically recording gaming media) capable of managing the number of balls held by a player as data, and is configured to execute a counting process (e.g., counting process for each ball, counting process for every 250 balls, total counting process, etc.) based on the operation mode (e.g., short press operation, first long press operation, second long press operation, etc.) of a specific operation means (e.g., counting button, total counting button, etc.) to transfer the number of balls held according to the operation mode to an external device (e.g., external unit SC (ball lending device)), and is capable of playing games by circulating the gaming balls enclosed inside (Fig. 32 (a), Fig. 109 described below).

そしお、内郚持ち球数に関する基本制埡凊理ずしお、次のような凊理を実行可胜に構成される。 The system is configured to be able to execute the following basic control processes related to the number of balls held internally.

キ発射手段発射装眮の発射動䜜に䌎い発射球の怜出に基づき、内郚持ち球数に関する枛算凊理を実行する「第持ち球数枛算凊理」。具䜓的には、枛算機構カりントセンサによる遊技球の怜出に基づき、珟圚の内郚持ち球数から発射球数を枛算する凊理であり、䞊蚘発射球管理手段がその機胜郚を担う。 (K1) A "first held ball number subtraction process" that executes a subtraction process on the internal held ball number in response to the launching operation of the launching means (launching device 32) (based on the detection of a launched ball). Specifically, this is a process that subtracts the number of launched balls from the current internal held ball number based on the detection of a game ball by the subtraction mechanism count sensor 68, and the above-mentioned launched ball management means is responsible for this functional part.

キ蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する「第持ち球数枛算凊理」。具䜓的には、蚈数ボタンが操䜜された堎合、その操䜜態様に応じた蚈数凊理に䌎い、内郚持ち球数からその転送個数蚈数個数を枛算する凊理であり、䞊蚘転送持ち球数枛算手段がその機胜郚を担う。本実斜圢態では、短抌し、第長抌し、第長抌しに応じた蚈数個数転送個数が枛算される。なお、枛算凊理の実行は、倖郚装眮に察しお転送する内郚持ち球数転送球数に関する情報電文の送信埌たたはその送信前のいずれであっおもよい。 (K2) A "second ball count subtraction process" that executes a subtraction process on the number of balls held in conjunction with the execution of a counting process. Specifically, when the counting button is operated, in conjunction with the counting process according to the manner of operation, the process subtracts the number of transferred balls (counted number) from the internal number of balls held, and the transferred ball count subtraction means performs this function. In this embodiment, the counted number (transferred number) corresponding to the short press, first long press, and second long press is subtracted. The subtraction process may be executed either after or before the transmission of information (message) regarding the internal number of balls held (transferred number) to be transferred to the external device.

キファヌル球の発生に䌎い、持ち球数に関する加算凊理を実行する「第持ち球数加算凊理」。具䜓的には、ファヌル球を怜出した堎合非入球通路カりントセンサにより遊技球が怜出された堎合、そのファヌル球数を珟圚の内郚持ち球数に加算する凊理であり、䞊蚘ファヌル球管理手段がその機胜郚を担う。 (K3) "First ball count addition process" which executes an addition process on the number of balls held when a foul ball is hit. Specifically, when a foul ball is detected (when a game ball is detected by the non-ball entry passage count sensor 67), the number of foul balls is added to the current internal number of balls held, and the foul ball management means described above is responsible for this function.

キ賞球の発生に䌎い、持ち球数に関する加算凊理を実行する「第持ち球数加算凊理」。具䜓的には、䞻制埡郚からの送信されおくる遊技機情報通知電文賞球数に係るカりント情報たずえば、図図等参照に含たれる賞球数情報に基づき、賞球数があれば、珟圚の持ち球数にその賞球数分を加算する凊理である。 (K4) "Second ball number addition process" which executes an addition process on the number of balls held when a prize ball is generated. Specifically, based on the prize ball number information contained in the gaming machine information notification message sent from the main control unit 20 (count information related to the number of prize balls: see, for example, Figures 50A to 50C, etc.), if there are prize balls, this process adds the number of prize balls to the current number of balls held.

なお本実斜圢態の堎合、䞊蚘キキは、枠制埡郚偎のメむンルヌプ凊理無限ルヌプ凊理にお実行されるようになっおいる。このメむンルヌプ凊理枠制埡メむンルヌプ凊理は、䞻制埡郚偎のメむンルヌプ凊理たずえば、図のステップず同じように、電源投入時の凊理を終えた埌に繰り返し実行される呚期的な凊理タむマ割り蟌み埅ちルヌプ凊理である。なお、枠制埡メむンルヌプ凊理も遊技開始条件が敎った埌に実行されるようになっおいる。 In the present embodiment, the above steps (K1) to (K4) are executed in the main loop process (infinite loop process) on the frame control unit 22 side. This main loop process (frame control main loop process) is a periodic process (timer interrupt wait loop process) that is repeatedly executed after the power-on process is completed, just like the main loop process on the main control unit 20 side (for example, steps S40 to S045 in FIG. 8B). The frame control main loop process is also executed after the game start conditions are met.

たた、䞊蚘枠制埡メむンルヌプ凊理においお、䞊蚘キキの凊理の実行順に関し、少なくずも次の構成ずなっおいる。 In addition, in the frame control main loop process, the execution order of the above processes (K1) to (K4) is at least as follows:

爆䞊蚘キの発射球に係る「第持ち球数枛算凊理」は、䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」よりも優先しお実行される。この堎合、今回のメむンルヌプ凊理においお第持ち球数枛算凊理により持ち球数が個ずなった堎合には、同メむンルヌプ凊理における第持ち球数枛算凊理を実行しないように構成するこずができる。 (B1) The "first ball number subtraction process" relating to the shot balls in (K1) above is executed in priority over the "second ball number subtraction process" relating to the counting process in (K2) above. In this case, if the number of balls held becomes 0 as a result of the first ball number subtraction process in the current main loop process, the second ball number subtraction process in the same main loop process can be configured not to be executed.

爆䞊蚘キの賞球に係る「第持ち球数加算凊理」の埌に、䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」を実行する。 (B2) After the "second ball count addition process" related to the prize balls in (K4) above, the "second ball count subtraction process" related to the counting process in (K2) above is executed.

爆䞊蚘キの発射球に係る「第持ち球数枛算凊理」および䞊蚘キのファヌル球に係る「第持ち球数加算凊理」は、䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」よりも優先しお実行される。 (B3) The "first possessed ball number subtraction process" related to the shot ball in (K1) above and the "first possessed ball number addition process" related to the foul ball in (K3) above are executed in priority over the "second possessed ball number subtraction process" related to the counting process in (K2) above.

爆䞊蚘キの発射球に係る「第持ち球数枛算凊理」および䞊蚘キの賞球に係る「第持ち球数加算凊理」は、䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」よりも優先しお実行される。 (B4) The "first possessed ball number subtraction process" relating to the shot ball in (K1) above and the "second possessed ball number addition process" relating to the prize ball in (K4) above are executed in priority over the "second possessed ball number subtraction process" relating to the counting process in (K2) above.

ここで、䞊蚘した図に瀺す所定報知「蚈数完了報知」およびたたは「カヌド取り忘れ防止に関する泚意喚起報知」に぀いおは、次のような堎合に実行可胜である。 Here, the predetermined notification shown in FIG. 108 above ("counting completion notification" and/or "caution notification to prevent forgetting to remove the IC card") can be executed in the following cases.

報䞊蚘キの発射球に係る「第持ち球数枛算凊理」により内郚持ち球数が個ずなった堎合には、所定挔出を実行せず、䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」により内郚持ち球数が個ずなった堎合に所定報知を実行する。 (Notification 1) If the internal number of balls held becomes 0 due to the "first number of balls held subtraction process" related to the fired ball in (K1) above, a specified presentation will not be executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above, a specified notification will be executed.

報今回のメむンルヌプ凊理においお、䞊蚘キのファヌル球に係る「第持ち球数加算凊理」により内郚持ち球数が増加し、同メむンルヌプ凊理における䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」により内郚持ち球数がになった堎合には、所定報知を実行する。 (Report 2) In the current main loop processing, if the internal number of balls held increases due to the "first number of balls held addition process" related to foul balls in (K3) above, and the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above in the same main loop processing, a specified notification will be executed.

報今回のメむンルヌプ凊理においお、䞊蚘キの賞球に係る「第持ち球数加算凊理」により内郚持ち球数が増加し、同メむンルヌプ凊理における䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」により内郚持ち球数が個ずなった堎合には所定報知を実行する。 (Notification 3) In the current main loop processing, if the internal number of balls held increases due to the "second number of balls held addition processing" related to the prize balls in (K4) above, and the internal number of balls held becomes 0 due to the "second number of balls held subtraction processing" related to the counting processing in (K2) above in the same main loop processing, a specified notification will be executed.

報今回のメむンルヌプ凊理においお、䞊蚘キの発射球に係る「第持ち球数枛算凊理」により内郚持ち球数がになった堎合であっおも、䞊蚘キのファヌル球に係る「第持ち球数加算凊理」を実行し、同メむンルヌプ凊理における䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」により内郚持ち球数が個ずなった堎合には、所定報知を実行する。 (Report 4) In the current main loop processing, even if the internal number of balls held becomes 0 due to the "first number of balls held subtraction processing" related to the shot ball in (K1) above, the "first number of balls held addition processing" related to the foul ball in (K3) above is executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction processing" related to the counting processing in (K2) above in the same main loop processing, a specified notification is executed.

報今回のメむンルヌプ凊理においお、䞊蚘キの発射球に係る「第持ち球数枛算凊理」により内郚持ち球数がになった堎合であっおも、䞊蚘キの賞球に係る「第持ち球数加算凊理」を実行し、メむンルヌプ凊理における䞊蚘キの蚈数凊理に係る「第持ち球数枛算凊理」により内郚持ち球数が個ずなった堎合には、所定報知を実行する。 (Report 5) In the current main loop processing, even if the internal number of balls held becomes 0 due to the "first number of balls held subtraction process" related to the fired balls in (K1) above, the "second number of balls held addition process" related to the prize balls in (K4) above is executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above in the main loop processing, a specified notification is executed.

なお、䞊蚘キの蚈数凊理に係る第持ち球数枛算凊理は、操䜜手段に察する操䜜態様が第操䜜態様たずえば、短抌しである堎合、珟圚の持ち球数から第個数たずえば、個を枛算凊理する第操䜜態様枛算凊理ず、操䜜手段に察する操䜜態様が第操䜜態様たずえば、第長抌しである堎合、珟圚の持ち球数から第個数よりも倚い第個数たずえば、個を枛算凊理する第操䜜態様枛算凊理ずが含たれる。たた、操䜜手段に察する操䜜態様が第操䜜態様たずえば、第長抌しである堎合、珟圚の持ち球数から第個数を枛算凊理する第操䜜態様枛算凊理党蚈数凊理を含むこずができる。たた第個数は、第個数ず同䞀たたは第個数よりも倚い個数ずするこずができる。 The second ball number subtraction process related to the counting process of (K2) above includes a first operation mode subtraction process that subtracts a first number (e.g., 1) from the current number of balls held when the operation mode of the operation means is a first operation mode (e.g., short press), and a second operation mode subtraction process that subtracts a second number (e.g., 250) that is greater than the first number from the current number of balls held when the operation mode of the operation means is a second operation mode (e.g., first long press). Also, it can include a third operation mode subtraction process (total counting process) that subtracts a third number from the current number of balls held when the operation mode of the operation means is a third operation mode (e.g., second long press). Also, the third number can be the same as the second number or a number greater than the second number.

なお、䞊蚘第操䜜態様枛算凊理短抌しに係る蚈数凊理の実行に䌎う蚈数報知たずえば、短抌しによる蚈数報知音は実行しないように構成するこずができる。 The device can be configured not to issue a count notification (e.g., a count notification sound due to a short press) in conjunction with the execution of the first operation mode subtraction process (counting process related to a short press).

他の報知に察する蚈数報知の報知優先順䜍に぀いお
次に、蚈数報知に関し、他の報知に察する報知優先床報知優先順䜍に぀いお説明する。
(Regarding the priority of counting notifications over other notifications)
Next, the notification priority (notification priority order) of the count notification with respect to other notifications will be described.

蚈数報知を実行する際には、他の特定報知よりも報知優先床を高くした方が奜たしいケヌスがある。蚈数凊理は、䞻に、内郚持ち球を倖郚ナニットに転送する凊理、換蚀すれば、遊技者に察しお、遊技機内郚に残存する遊技䟡倀を返华する重芁な凊理であり、蚈数䞭であるこずが䞍明確になるず遊技者に䞍信感を䞎えおしたう。このような芳点から、蚈数報知を実行する際には、他の特定報知よりも優先的に報知した方が奜たしいケヌスがある。 When executing a counting notification, there are cases where it is preferable to give the notification a higher priority than other specific notifications. The counting process is mainly a process of transferring the internal balls to the external unit SC, in other words, it is an important process of returning the game value remaining inside the gaming machine to the player, and if it is unclear that counting is in progress, it will cause the player to feel distrustful. From this perspective, when executing a counting notification, there are cases where it is preferable to give the notification a higher priority than other specific notifications.

具䜓的には、少なくずも蚈数報知音音挔出による報知音を実行する堎合には光、画像等による蚈数報知を含んでもよい、特定の遊技挔出に係る音挔出よりも報知優先床を高くするこずができる。たずえば、特定の遊技挔出の音量を蚈数報知音よりも小さい音量小音状態ずするたたは消音状態ずする。 Specifically, at least when a counting notification sound (notification sound by sound effects) is executed (which may include counting notifications by light, images, etc.), the notification priority can be higher than the sound effects related to specific game effects. For example, the volume of the specific game effect can be made lower than the counting notification sound (low volume state) or muted.

ここで䞊蚘「特定の遊技挔出」ずは、たずえば、圓り挔出䞭の特定挔出、遊技蚭定に係る挔出、特定の予告挔出特定の倉動䞭挔出などがある。「圓り䞭挔出の特定挔出」ずしおは、たずえば、「発オヌバヌ」「倧連荘䞭」などのように所定の獲埗遊技球数や所定の連荘数に達した堎合に実行される祝犏系の挔出圓り䞭祝犏挔出や、倧入賞口ぞのオヌバヌ入賞が発生した際に実行されるオヌバヌ入賞挔出オヌバヌ入賞音などが挙げられる。たた「遊技蚭定に係る挔出」ずしおは、たずえば、音量調敎や光調敎などの遊技環境を遞択たたは決定する際に発せられる音挔出などが挙げられる。特定の予告挔出ずしおは、䜎期埅床予告挔出、圓遞期埅床を瀺唆しない挔出たずえば、遊技説明に関する説明挔出などなどが挙げられる。端的に蚀えば、遊技挔出に係る音挔出には、蚈数音報知よりも倧きい音量で実行可胜な第音挔出蚈数報知の方が報知優先床が䜎いず、蚈数音報知よりも小さい音量で実行可胜な第音挔出蚈数報知の方が報知優先床が高いが含たれる。遊技䞊、蚈数報知よりも重芁床が䜎い挔出に関しおは、報知優先床を䜎く蚭定するこずが奜適である。 Here, the above-mentioned "specific game effects" include, for example, specific effects during a winning effect, effects related to game settings, and specific advance notice effects (specific effects during fluctuations). "Specific effects during winning effects" include, for example, celebration effects (celebration effects during winning) that are executed when a certain number of winning game balls or a certain number of consecutive wins is reached, such as "Over 10,000 shots!!" or "Large consecutive wins!!", and over-winning effects (over-winning sounds) that are executed when an over-winning occurs in a large winning slot. Also, "effects related to game settings" include, for example, sound effects that are issued when selecting or deciding on a game environment, such as adjusting the volume or light. Specific advance notice effects include low-expectation advance notice effects and effects that do not suggest the probability of winning (for example, explanatory effects related to game explanations). In short, the sound effects related to the game effects include a first sound effect that can be executed at a louder volume than the counting sound notification (the counting notification has a lower notification priority), and a second sound effect that can be executed at a quieter volume than the counting sound notification (the counting notification has a higher notification priority). For effects that are less important than the counting notification in terms of gameplay, it is preferable to set the notification priority low.

蚈数報知音の音量調敎
蚈数報知音の音量に぀いおは、遊技者が調敎可胜に構成するこずができる。たずえば、䞊蚘遊技環境の蚭定の䞀぀ずしお、予め定められた範囲内で、蚈数報知音の音量を調敎可胜に構成するこずができる。たずえば、音量レベル最小音量レベル最倧音量ずいった段階の音量を調敎可胜に構成するこずができる。なお、遊技環境の蚭定に぀いおは、既に説明したように、音量調敎や光量調敎が可胜であり音量調敎手段、光量調敎手段、ここでの音量調敎は、䞻に、ゲヌム䞭の挔出音音挔出に関する音量調敎であるが、蚈数報知音を含めた音量調敎が可胜な構成ずしおもよい。たた、挔出に係る挔出音ず、蚈数報知音ずは、それぞれ独立しお、音量調敎可胜に構成しおもよい。
(Adjusting the volume of the counting alarm)
The volume of the counting notification sound can be configured to be adjustable by the player. For example, as one of the settings of the gaming environment, the volume of the counting notification sound can be configured to be adjustable within a predetermined range. For example, the volume can be configured to be adjustable in five levels, such as volume level 1 (minimum volume: 75 dB) to level 5 (maximum volume: 90 dB). As already described, the gaming environment can be configured to adjust the volume and light intensity (volume adjustment means, light intensity adjustment means), and the volume adjustment here is mainly for the sound effects (sound effects) during the game, but the volume including the counting notification sound can also be adjusted. In addition, the sound effects related to the effects and the counting notification sound can be configured to be independently adjustable in volume.

なお、耇数段階の音量調敎が可胜な堎合においお、蚈数報知音に぀いおは、音量調敎の調敎段階に圱響されないように、どの調敎段階に蚭定されおいたずしおも共通の音量で出力されるように構成しおもよい。぀たり、蚈数報知音の音量は、調敎䞍可音量調敎手段の察象倖ずしおもよい。 When multiple levels of volume adjustment are possible, the counting alarm sound may be configured to be output at a common volume regardless of the volume adjustment level set so that it is not affected by the volume adjustment level. In other words, the volume of the counting alarm sound may not be adjustable (it may not be subject to the volume adjustment means).

たた、蚈数報知音の実行䞭においお、遊技挔出蚈数報知音よりも報知優先床の䜎い挔出に係る音挔出の音量を小音ずする堎合、音量調敎の段階に圱響されるこずなく、共通の音量ずなるように構成しおもよい。たずえば、遊技環境の蚭定で、音量レベル最小音量レベル最倧音量の段階の音量を調敎可胜である堎合、いずれの音量レベルであっおも、蚈数報知音が実行䞭の堎合は、共通の音量を出力するように構成するこずができる蚈数報知䞭小音制埡凊理。この堎合の小音の音量は、音量調敎における最小音量レベルの音量たずえば、䞊述の音量レベルのず同䞀か、それよりも小さい音量たずえば、ずするこずが奜たしい。なお、共通の音量ずしなくおもよく、音量調敎の調敎段階に応じお、異なる音量ずしおもよい。いずれにしおも、遊技挔出蚈数報知音よりも報知優先床の䜎い挔出に係る音挔出の音量が、蚈数報知音よりも小音量であればよい。 In addition, when the volume of the sound effects related to the game presentation (effects with a lower notification priority than the counting notification sound) is low during the execution of the counting notification sound, it may be configured to have a common volume regardless of the stage of volume adjustment. For example, when the game environment settings allow adjustment of the volume in five stages from volume level 1 (minimum volume: 75 dB) to level 5 (maximum volume: 90 dB), it is possible to configure to output a common volume when the counting notification sound is being executed regardless of the volume level (counting notification medium and small sound control processing). In this case, it is preferable that the volume of the small sound is the same as or smaller than the volume of the minimum volume level in the volume adjustment (e.g., 75 dB for the above-mentioned volume level 1). Note that it is not necessary to use a common volume, and different volumes may be used depending on the adjustment stage of the volume adjustment. In any case, it is sufficient that the volume of the sound effects related to the game presentation (effects with a lower notification priority than the counting notification sound) is low compared to the counting notification sound.

゚ラヌ報知ず蚈数報知ずの関係に぀いお
たた、蚈数報知よりも゚ラヌ報知の報知優先床を高くするこずができる。たずえば、蚈数報知音ず゚ラヌ報知音ずが重耇する堎合、蚈数報知音の音量を゚ラヌ報知音の音量よりも小さい音量小音状態たたは消音状態ずするこずができる。なお、党おの゚ラヌ報知が、蚈数報知に察しお報知優先床を高くしなくおもよく、゚ラヌ皮別に応じた報知優先床を定めるこずができる。たずえば、深刻床の高い゚ラヌたずえば、䞻基板゚ラヌ、゚ラヌなどの堎合には、蚈数報知よりも゚ラヌ報知の報知優先床を高くした方が奜たしい。
(Relationship between error notification and count notification)
Also, the notification priority of the error notification can be higher than that of the count notification. For example, when the count notification sound and the error notification sound overlap, the volume of the count notification sound can be set to a volume lower than the volume of the error notification sound (low volume state) or to a muted state. It is not necessary for all error notifications to have a higher notification priority than the count notification, and notification priorities can be determined according to the error type. For example, in the case of a highly serious error (e.g., a main board error, a RAM error, etc.), it is preferable to set the notification priority of the error notification higher than that of the count notification.

たた、蚈数報知よりも䞊蚘コンプリヌト挔出の報知優先床を高くするこずができる。たずえば、蚈数報知音ずコンプリヌト挔出に係る音挔出ずが重耇する堎合、蚈数報知音の音量をコンプリヌト挔出に係る音挔出よりも小さい音量小音状態たたは消音状態ずするこずができる。しかしこれに限らず、蚈数報知よりも䞊蚘コンプリヌト挔出の報知優先床を䜎くしおもよい。たずえば、蚈数報知音ずコンプリヌト挔出に係る音挔出ずが重耇する堎合、コンプリヌト挔出に係る音挔出を蚈数報知音の音量よりも小さい音量小音状態たたは消音状態ずするこずができる。 The notification priority of the above-mentioned complete performance can be higher than that of the counting notification. For example, if the counting notification sound and the sound effect related to the complete performance overlap, the volume of the counting notification sound can be set to a lower volume (low volume) or muted than the sound effect related to the complete performance. However, this is not limited to the above, and the notification priority of the above-mentioned complete performance can be set to a lower volume (low volume) or muted than the volume of the counting notification sound. For example, if the counting notification sound and the sound effect related to the complete performance overlap, the sound effect related to the complete performance can be set to a lower volume (low volume) or muted than the volume of the counting notification sound.

他の報知に察する蚈数完了報知の報知優先順䜍に぀いお
次に、図を参照しお、䞊蚘した蚈数完了報知に関し、他の報知に察する報知優先床報知優先順䜍に぀いお説明する。図は、蚈数完了報知の䞀䟋を瀺す。図のむハはそれぞれ、蚈数完了報知ず所定の゚ラヌずが重耇発生した堎合の液晶衚瀺装眮による衚瀺態様を瀺したものである。ここでは、蚈数完了報知の実行タむミングず、゚ラヌの発生タむミングの時系列的な先埌関係は問わない。
(Regarding the priority of counting completion notifications over other notifications)
Next, with reference to Fig. 108, the notification priority (notification priority order) of the above-mentioned counting completion notification with respect to other notifications will be described. Fig. 108 shows an example of a counting completion notification. (a) to (c) of Fig. 108 respectively show display modes of the liquid crystal display device 36 when the counting completion notification and a specified error occur at the same time. Here, the chronological relationship between the timing of execution of the counting completion notification and the timing of the occurrence of the error does not matter.

図むに瀺す報知䟋は、蚈数完了報知に係る画像衚瀺以䞋「蚈数完了報知画像」ず称するを瀺したものであり、たずえば図瀺の「蚈数が完了したした カヌドの取り忘れにご泚意䞋さい」など、カヌド取り忘れ防止泚意喚起衚瀺を含む蚈数完了報知画像泚意喚起衚瀺が、所定の゚ラヌ衚瀺ここでは、耇数の゚ラヌ衚瀺がされおいるよりも優先衚瀺される報知態様を瀺したものである。぀たり、図むの堎合は、蚈数完了報知が゚ラヌ報知よりも報知優先順䜍を高くした䟋である。 The notification example shown in FIG. 108(A) shows an image display related to the counting completion notification (hereinafter referred to as the "counting completion notification image"), and shows a notification mode in which a counting completion notification image (attention display) 501a including a warning to prevent forgetting to remove the IC card, such as "Counting is complete. Please be careful not to forget to remove your card", is displayed in priority over a specified error display 503 (here, multiple error displays are displayed). In other words, the case of FIG. 108(A) is an example in which the counting completion notification has a higher notification priority than the error notification.

図ロに瀺す報知䟋は、蚈数完了報知が゚ラヌ報知よりも報知優先順䜍が䜎くした䟋である。ここでは、蚈数完了報知画像の透過率を高くしお、背面偎にある゚ラヌ衚瀺を芋易くした報知䟋ずなっおいる。なお、゚ラヌが解陀され、゚ラヌ衚瀺が非衚瀺ずなった堎合には、蚈数完了報知画像の透過率を䜎くしお衚瀺しおもよい。なお、゚ラヌ皮別に応じお、蚈数完了報知の報知優先順䜍を倉えおもよい。たずえば、深刻床が高い゚ラヌに぀いおは図むのように、蚈数完了報知よりも゚ラヌ報知の優先床を高くし、深刻床が高い゚ラヌに぀いおは図ロのように、蚈数完了報知よりも゚ラヌ報知の優先床を䜎くするこずができる。 The example of notification shown in FIG. 108(b) is an example in which the counting completion notification has a lower notification priority than the error notification. In this example, the transparency of the counting completion notification image is increased to make the error display 503 on the back side easier to see. When the error is cleared and the error display 503 is no longer displayed, the counting completion notification image 501b may be displayed with a lower transparency. The notification priority of the counting completion notification may be changed depending on the type of error. For example, for errors with a high degree of severity, the error notification may be given a higher priority than the counting completion notification as shown in FIG. 108(a), and for errors with a high degree of severity, the error notification may be given a lower priority than the counting completion notification as shown in FIG. 108(b).

図ハに瀺す報知䟋は、蚈数完了報知画像ず、゚ラヌ衚瀺ずが重耇衚瀺されないようにする報知䟋を瀺したものである。この報知䟋では、蚈数完了報知画像ず゚ラヌ衚瀺ずが重耇衚瀺されないため、いずれの衚瀺も垞に芖認可胜であるので、奜適である。 The example of notification shown in FIG. 108(c) shows an example of notification in which the counting completion notification image 501c and the error display 992 are not displayed overlapping each other. In this example of notification, the counting completion notification image and the error display are not displayed overlapping each other, so both displays are always visible, which is preferable.

図では、蚈数完了報知ず゚ラヌ報知ずの関係に぀いお説明したが、蚈数完了報知画像ず、コンプリヌト挔出に係る画像衚瀺ずの報知優先床の関係に぀いおも同様に、図むたたはロの関係ずしおもよい。たた、図ハず同様に、蚈数完了報知画像ず、コンプリヌト挔出に係る画像衚瀺ずが重耇衚瀺されないようにしおもよい。 In FIG. 108, the relationship between the counting completion notification and the error notification is explained, but the notification priority relationship between the counting completion notification image and the image display related to the complete performance may also be as shown in FIG. 108(a) or (b). Also, as in FIG. 108(c), the counting completion notification image and the image display related to the complete performance may not be displayed overlapping each other.

䞊蚘した第第実斜圢態は、䞋蚘の構成構成ずするこずができる。なお括匧内は実斜圢態における察応芁玠を瀺すが、本発明はこれに限定されるものではない。 The second and third embodiments described above can be configured as the following configurations (D1) to (D12). Note that the corresponding elements in the embodiments are shown in parentheses, but the present invention is not limited to these.

構成
入賞手段に入球した遊技球を怜出する入賞怜出手段ず、
前蚘入賞怜出手段が怜出した怜出情報に基づく賞球数情報を管理可胜に構成され、遊技進行動䜜を叞る䞻制埡手段図䞻制埡郚ず、
前蚘䞻制埡手段からの賞球数情報に基づいお、遊技を行うために甚いる遊技球数の増枛管理凊理を実行可胜に構成された副制埡手段図枠制埡郚ずを備え、
内郚に封入された遊技球を埪環的に䜿甚しお遊技を行う遊技機図であっお、
前蚘䞻制埡手段は、
電源投入埌に開始されるメむン凊理図、図図ず、
第所定時間毎に起動され、前蚘入賞怜出手段による怜出情報を管理するための管理凊理を含み、遊技進行に関連する凊理を実行する第タむマ割蟌凊理図ず、
第所定時間毎に起動され、前蚘怜出情報に基づく賞球数情報を前蚘副制埡手段に送信する送信凊理を実行する第タむマ割蟌凊理図ずを実行可胜に構成され、
前蚘第タむマ割蟌凊理の優先順䜍が前蚘第タむマ割蟌凊理の優先順䜍よりも高く蚭定されおいる図、図、
こずを特城ずする遊技機。
<Configuration (D1)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 40) is configured to be executed, which is started at every second predetermined time and executes a transmission process to transmit the number of winning balls information based on the detection information to the sub-control means;
The priority of the first timer interrupt process is set higher than the priority of the second timer interrupt process (FIGS. 36 and 40).
A gaming machine characterized by:

構成
入賞手段に入球した遊技球を怜出する入賞怜出手段ず、
前蚘入賞怜出手段が怜出した怜出情報に基づく賞球数情報を管理可胜に構成され、遊技進行動䜜を叞る䞻制埡手段図䞻制埡郚ず、
前蚘䞻制埡手段からの賞球数情報に基づいお、遊技を行うために甚いる遊技球数の増枛管理凊理を実行可胜に構成された副制埡手段図枠制埡郚ずを備え、
内郚に封入された遊技球を埪環的に䜿甚しお遊技を行う遊技機図であっお、
前蚘䞻制埡手段は、
電源投入埌に開始されるメむン凊理図、図図ず、
第所定時間毎に起動され、前蚘入賞怜出手段による怜出情報を管理するための管理凊理を含み、遊技進行に関連する凊理を実行する第タむマ割蟌凊理図ず、
第所定時間毎に起動され、前蚘怜出情報に基づく賞球数情報を前蚘副制埡手段に送信する送信凊理を実行する第タむマ割蟌凊理図ずを実行可胜に構成され、
前蚘第タむマ割蟌凊理の優先順䜍が前蚘第タむマ割蟌凊理の優先順䜍よりも高く蚭定され、䞔぀前蚘第所定時間は前蚘第所定時間よりも短時間である図、図、
こずを特城ずする遊技機。
<Configuration (D2)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 40) is configured to be executed, which is started at every second predetermined time and executes a transmission process to transmit the number of winning balls information based on the detection information to the sub-control means;
The priority of the first timer interrupt process is set higher than the priority of the second timer interrupt process, and the first predetermined time is shorter than the second predetermined time (FIGS. 36 and 40).
A gaming machine characterized by:

構成
入賞手段に入球した遊技球を怜出する入賞怜出手段ず、
前蚘入賞怜出手段が怜出した怜出情報に基づく賞球数情報を管理可胜に構成され、遊技進行動䜜を叞る䞻制埡手段図䞻制埡郚ず、
前蚘䞻制埡手段からの賞球数情報に基づいお、遊技を行うために甚いる遊技球数の増枛管理凊理を実行可胜に構成された副制埡手段図枠制埡郚ずを備え、
内郚に封入された遊技球を埪環的に䜿甚しお遊技を行う遊技機図であっお、
前蚘副制埡手段は、
前蚘前蚘䞻制埡手段からの賞球数情報を受信した堎合、その受領結果情報を前蚘䞻制埡手段に送信するように構成され、
前蚘䞻制埡手段は、
電源投入埌に開始されるメむン凊理図、図図ず、
第所定時間毎に起動され、前蚘入賞怜出手段による怜出情報を管理するための管理凊理を含み、遊技進行に関連する凊理を実行する第タむマ割蟌凊理図ず、
第所定時間毎に起動される第タむマ割蟌凊理図ずを実行可胜に構成され、
前蚘第タむマ割蟌凊理は、
前蚘怜出情報に基づく賞球数情報を前蚘副制埡手段に送信する送信凊理図の、
前蚘副制埡手段からの前蚘受領結果を受信する受信凊理図のずを含み、
前蚘送信凊理ず前蚘受信凊理ずが前蚘第所定時間毎に亀互に実行されるように構成した図の、
こずを特城ずする遊技機。
<Configuration (D3)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The sub-control means is
When the winning ball number information is received from the main control means, the winning ball number information is transmitted to the main control means.
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 45) that is started every second predetermined time is executed.
The second timer interrupt process includes:
A transmission process (S703 in FIG. 45) for transmitting the number of winning balls information based on the detection information to the sub-control means;
A receiving process (S704 in FIG. 45) for receiving the receipt result from the sub-control means,
The transmission process and the reception process are alternately executed every second predetermined time (S702 in FIG. 45).
A gaming machine characterized by:

構成
遊技実瞟に基づく所定情報を衚瀺可胜な特定衚瀺手段性胜衚瀺噚ず、
遊技動䜜を叞る䞻制埡手段䞻制埡郚ず、
前蚘特定衚瀺手段に関する制埡を実行可胜な特定衚瀺制埡手段を含む副制埡手段枠制埡郚、図ず、を備えた遊技機であっお、
前蚘䞻制埡手段は、
耇数の遊技状態を制埡可胜な遊技状態制埡手段図ず、
珟圚の遊技状態を特定可胜な遊技状態情報を含む特定制埡情報を前蚘副制埡手段に送信可胜な制埡情報送信手段図図、図ホず、を備え、
前蚘特定衚瀺制埡手段図は、
前蚘特定制埡情報に基づいお、前蚘所定情報を蚈枬する蚈枬手段前蚘所定情報を算出する算出手段ず、
前蚘特定衚瀺手段に察しお前蚘所定情報を衚瀺制埡する所定情報衚瀺制埡手段ず、を備え、
前蚘蚈枬手段算出手段は、
前蚘遊技状態情報が前蚘耇数の遊技状態のいずれの遊技状態にも該圓しない情報である堎合、前蚘所定情報を蚈枬算出しないように構成された図のニ、
こずを特城ずする遊技機。
<Configuration (D4)>
A specific display means (performance display device 99) capable of displaying predetermined information based on game results;
A main control means (main control unit 20) that controls game operations;
A gaming machine including a sub-control means (frame control unit 22, FIG. 50G) including a specific display control means capable of executing control related to the specific display means,
The main control means
A game state control means (FIG. 36) capable of controlling a plurality of game states;
A control information transmitting means (FIG. 40 (FIG. 45), FIG. 50F (E)) capable of transmitting specific control information including game status information capable of identifying a current game status to the sub-control means;
The specific display control means (FIG. 50G)
a measuring means for measuring the predetermined information based on the specific control information (a calculating means for calculating the predetermined information);
a predetermined information display control means for controlling the display of the predetermined information on the specific display means,
The measuring means (calculating means)
When the game status information is information that does not correspond to any of the game statuses, the predetermined information is not measured (calculated) (see (IV) of FIG. 50H),
A gaming machine characterized by:

構成
遊技実瞟に基づく所定情報を衚瀺可胜な特定衚瀺手段性胜衚瀺噚ず、
遊技動䜜を叞る䞻制埡手段䞻制埡郚ず、
前蚘䞻制埡手段ず通信可胜に構成された副制埡手段枠制埡郚ず
を備えた遊技機管理遊技機であっお、
前蚘䞻制埡手段は、
耇数の遊技状態を制埡可胜な遊技状態制埡手段図ず、
珟圚の遊技状態を特定可胜な遊技状態情報を含む特定制埡情報を前蚘副制埡手段に送信可胜な制埡情報送信手段図図、図ホず、
前蚘特定衚瀺制埡手段図は、
前蚘特定制埡情報に基づいお、前蚘所定情報を蚈枬する蚈枬手段前蚘所定情報を算出する算出手段ずしおもよいず、
前蚘特定衚瀺手段に察しお前蚘所定情報を衚瀺制埡する所定情報衚瀺制埡手段ず、を備え、
前蚘蚈枬手段算出手段は、
前蚘遊技状態情報が前蚘耇数の遊技状態のいずれの遊技状態にも該圓しない情報である堎合、前蚘所定情報を蚈枬算出しないように構成された図のニ、
こずを特城ずする遊技機。
<Configuration (D5)>
A specific display means (performance display device 99) capable of displaying predetermined information based on game results;
A main control means (main control unit 20) that controls game operations;
A sub-control means (frame control unit 22) configured to be able to communicate with the main control means;
A gaming machine (control gaming machine) equipped with
The main control means
A game state control means (FIG. 36) capable of controlling a plurality of game states;
A control information transmitting means (FIG. 40 (FIG. 45), FIG. 50F (E)) capable of transmitting specific control information including game status information capable of identifying a current game status to the sub-control means;
The specific display control means (FIG. 50G)
a measuring means for measuring the predetermined information based on the specific control information (which may be a calculating means for calculating the predetermined information);
a predetermined information display control means for controlling the display of the predetermined information on the specific display means,
The measuring means (calculating means)
When the game status information is information that does not correspond to any of the game statuses, the predetermined information is not measured (calculated) (see (IV) of FIG. 50H),
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
前蚘発射手段の発射動䜜に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ずを実行可胜に構成され、
前蚘第持ち球数枛算凊理により持ち球数が個ずなった堎合には所定報知たずえば、図を実行せず、前蚘第持ち球数枛算凊理により持ち球数が個ずなった堎合には前蚘所定報知を実行する、
こずを特城ずする遊技機。
<Configuration (D6)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
The second ball count subtraction process is configured to execute a subtraction process regarding the number of balls held in association with the execution of the counting process,
When the number of balls held becomes 0 as a result of the first ball number subtraction process, a predetermined notification (for example, FIG. 108) is not executed, and when the number of balls held becomes 0 as a result of the second ball number subtraction process, the predetermined notification is executed.
A gaming machine characterized by:

なお、䞊蚘構成においお、
制「操䜜手段」には、たずえば、蚈数ボタンが含たれる。たた、操䜜手段は、耇数蚭けおもよく、たずえば、蚈数ボタン、党蚈数ボタンなどを含むこずができる。
制「操䜜態様」ずは、所定の操䜜手段に察する操䜜態様であり、たずえば、短抌し、長抌し第長抌し、第長抌しなどが含たれる。
制「倖郚装眮」ずは、遊技機の倖郚に蚭けられ、遊技機ず通信可胜に構成された所定の管理装眮であり、たずえば、倖郚ナニットである。この倖郚ナニットは遊技機ず盞互に通信可胜であり、遊技機から転送された持ち球を電磁的に管理可胜な機胜郚球貞出装眮を含んで構成されおいる。
制「所定報知所定報知挔出」には、蚈数凊理が完了した旚を報知する「蚈数完了報知」およびたたは「カヌド取り忘れ防止に関する泚意喚起報知」を含むこずができるたずえば、図。
なお、䞊述の制制に぀いおは、埌述の構成に぀いおも同様である。
In the above configuration (D6),
(Rule 1) "Operation means" includes, for example, a count button. In addition, the operation means may be provided in multiple units, and may include, for example, a count button, a total count button, etc.
(Rule 2) "Operation mode" refers to an operation mode for a predetermined operating means, and includes, for example, a short press, a long press (first long press, second long press), and the like.
(Rule 3) "External device" refers to a specific management device that is provided outside the gaming machine and is configured to be able to communicate with the gaming machine, such as an external unit SC. This external unit SC is capable of mutual communication with the gaming machine and is configured to include a functional unit (ball lending device) that can electromagnetically manage the balls transferred from the gaming machine.
(Rule 4) The "predetermined notification (predetermined notification performance)" may include a "counting completion notification" that notifies the user that the counting process has been completed and/or a "warning notification to prevent forgetting to remove the IC card" (for example, Figure 108).
The above-mentioned (Control 1) to (Control 4) also apply to the configurations (D7) to (D12) described later.

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
前蚘発射手段の発射動䜜に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ずを実行可胜であり、
前蚘第持ち球数枛算凊理よりも前蚘第持ち球数枛算凊理を優先しお実行するように構成され、
今回の呚期凊理においお前蚘第持ち球数枛算凊理により持ち球数が個ずなった堎合には、圓該呚期凊理における前蚘第持ち球数枛算凊理を実行しない、
こずを特城ずする遊技機。
<Configuration (D7)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The first ball number subtraction process is executed in priority to the second ball number subtraction process,
In the current periodic process, if the number of balls held becomes 0 as a result of the first number of balls held subtraction process, the second number of balls held subtraction process in the periodic process is not executed.
A gaming machine characterized by:

䞊蚘構成においお、
持ち球数が個ずなった堎合に所定報知を実行可胜に構成され、
前蚘第枛算凊理により持ち球数がになった堎合は前蚘所定報知を実行しない、
こずを特城ずする遊技機。
In the above configuration (D7),
A predetermined notification can be executed when the number of balls held becomes 0,
When the number of balls held becomes 0 by the first subtraction process, the predetermined notification is not executed.
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する持ち球数枛算凊理ず、
ファヌル球の発生に䌎い、持ち球数に関する加算凊理を実行する持ち球数加算凊理ずを実行可胜であり、
前蚘持ち球数加算凊理の埌に前蚘持ち球数枛算凊理を実行するように構成され、
今回の呚期凊理においお前蚘持ち球数加算凊理により持ち球数が増加し、圓該呚期凊理における前蚘持ち球数枛算凊理により持ち球数がになった堎合には、所定報知を実行する、
こずを特城ずする遊技機。
<Configuration (D8)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the execution of the counting process;
and a ball possession count addition process that performs an addition process on the number of balls possessed in response to the occurrence of a foul ball.
The ball count subtraction process is executed after the ball count addition process,
In the current periodic process, when the number of balls held is increased by the ball number addition process and the number of balls held becomes 0 by the ball number subtraction process in the periodic process, a predetermined notification is executed.
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する持ち球数枛算凊理ず、
賞球の発生に䌎い、持ち球数に関する加算凊理を実行する持ち球数加算凊理ずを実行可胜であり、
今回の呚期凊理においお、前蚘持ち球数加算凊理により持ち球数が増加し、圓該呚期凊理における前蚘持ち球数枛算凊理により持ち球数がになった堎合には、所定報知を実行する、
こずを特城ずする遊技機。
<Configuration (D9)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the execution of the counting process;
When a winning ball is generated, a ball possession count addition process is executed to add up the number of balls possessed.
In the current periodic process, when the number of balls held is increased by the ball number addition process and the number of balls held becomes 0 by the ball number subtraction process in the periodic process, a predetermined notification is executed.
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
前蚘発射手段の発射動䜜に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
ファヌル球の発生に䌎い、持ち球数に関する加算凊理を実行する持ち球数加算凊理ずを実行可胜であり、
前蚘第持ち球数枛算凊理および前蚘持ち球数加算凊理を、前蚘第持ち球数数枛算凊理よりも優先しお実行するように構成され、
今回の呚期凊理においお前蚘第持ち球数枛算凊理により持ち球数がになった堎合であっおも前蚘持ち球数加算凊理を実行し、圓該呚期凊理における前蚘第持ち球数枛算凊理により持ち球数がになった堎合には、所定報知を実行する、
こずを特城ずする遊技機。
<Configuration (D10)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
A second ball possession subtraction process for performing a subtraction process regarding the number of balls possessed in association with the execution of the counting process;
and a ball possession count addition process that performs an addition process on the number of balls possessed in response to the occurrence of a foul ball.
The first ball count subtraction process and the ball count addition process are configured to be executed in priority to the second ball count subtraction process,
Execute the possessed number of balls addition process even if the possessed number of balls becomes 0 by the possessed number subtraction process in the current periodic process, and execute a predetermined notification when the possessed number of balls becomes 0 by the possessed number subtraction process in the current periodic process.
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
前蚘発射手段の発射動䜜に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
賞球の発生に䌎い、持ち球数に関する加算凊理を実行する持ち球数加算凊理ず、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ずを実行可胜であり、
前蚘第持ち球数枛算凊理および前蚘持ち球数加算凊理を、前蚘第持ち球数枛算凊理よりも優先しお実行するように構成され、
今回の呚期凊理においお前蚘第持ち球数枛算凊理により持ち球数がになった堎合であっおも、前蚘持ち球数加算凊理を実行し、圓該呚期凊理における前蚘第持ち球数枛算凊理により持ち球数がになった堎合には所定報知を実行する、
こずを特城ずする遊技機。
<Configuration (D11)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
a ball possession count addition process that performs an addition process on the number of balls possessed when a winning ball is generated;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The first ball count subtraction process and the ball count addition process are configured to be executed in priority to the second ball count subtraction process,
Even if the number of balls held becomes 0 as a result of the first number of balls held subtraction process in the current periodic process, the number of balls held is added, and if the number of balls held becomes 0 as a result of the second number of balls held subtraction process in the current periodic process, a predetermined notification is executed.
A gaming machine characterized by:

構成
遊技者の持ち球数をデヌタ化しお管理し、所定の操䜜手段に察する操䜜態様に基づき、圓該操䜜態様に応じた持ち球数を倖郚装眮に転送するための蚈数凊理を実行可胜に構成され、発射手段により発射された遊技球を埪環的に䜿甚しお遊技を行う遊技機であっお、
所定の呚期凊理においお、
発射手段の発射動䜜に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ず、
前蚘蚈数凊理の実行に䌎い、持ち球数に関する枛算凊理を実行する第持ち球数枛算凊理ずを実行可胜であり、
前蚘第持ち球数枛算凊理は、
前蚘操䜜手段に察する操䜜態様が第操䜜態様である堎合、珟圚の持ち球数から第個数を枛算凊理する第操䜜態様枛算凊理ず、
前蚘操䜜手段に察する操䜜態様が第操䜜態様である堎合、珟圚の持ち球数から前蚘第個数よりも倚い第個数を枛算凊理する第操䜜態様枛算凊理ずを含む、
こずを特城ずする遊技機。
<Configuration (D12)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with a launch operation of the launch means;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The second ball number subtraction process is
a first operation mode subtraction process for subtracting a first number from a current number of balls held when the operation mode for the operation means is a first operation mode;
and a second operation mode subtraction process for subtracting a second number, which is greater than the first number, from the current number of balls held when the operation mode for the operation means is a second operation mode.
A gaming machine characterized by:

遊技機における離垭シヌトの止め構造に぀いお図、図
離垭シヌトの止め構造に係る実斜圢態図
本発明の他の実斜圢態ずしお、管理遊技機における離垭シヌトの止め構造に぀いお説明する。
<Regarding the stop structure of the seat for leaving the seat in the gaming machine: Fig. 109A, Fig. 109B>
(Embodiment 1 relating to the retaining structure of the seat for leaving the seat: FIG. 109A)
As another embodiment of the present invention, a structure for preventing a player from leaving the seat in a controlled gaming machine will be described.

図は、管理遊技機の䞀䟋以䞋「管理遊技機」ず称するを瀺したものであり、倖枠に察し開閉可胜に取り付けた前枠に遊技盀を装着し、その遊技領域を前枠の開口郚に臚たせた構成を有する。この遊技領域の前偎には、透明ガラスを支持したガラス枠が蚭けられおいる。 Figure 109A shows an example of a managed gaming machine (hereinafter referred to as "managed gaming machine 1001"), which has a configuration in which a gaming board is attached to a front frame 1002 that is attached to an outer frame so that it can be opened and closed, and the gaming area faces the opening of the front frame 1002. A glass frame 1006 that supports transparent glass is provided in front of this gaming area.

ガラス枠の䞋偎においお、前枠にはガラス枠の䞋蟺を圢䜜る郚分が第パネルの圢で蚭けられおいる。この第パネルは、ここでは遊技者偎に察向する平面垂盎面ず、ガラス面に察しお立盎する頂郚ずを有する薄厚の瞊板瞊パネルにより圢成されおいる。しかし、この第パネルは、䞊面がガラス面から手前偎に突き出す䞋り斜面図参照ずなるように蚭けるこずもできる。なお、䞊蚘したガラス枠は必芁に応じお開閉可胜に蚭けおもよい。 Below the glass frame 1006, the front frame 1002 has a portion forming the bottom edge of the glass frame 1006 in the form of a first panel 1007. Here, this first panel 1007 is formed from a thin vertical plate (vertical panel) having a flat surface (vertical surface) facing the player and a top portion 1017 that stands upright relative to the glass surface 1003. However, this first panel 1007 can also be provided so that its upper surface forms a downward slope 1007a (see Figure 109B) that protrudes from the glass surface 1003 toward the front. The above-mentioned glass frame 1006 may be provided so that it can be opened and closed as necessary.

前枠には、第パネルの䞋蟺から連続的に突出する平面の圢で、第パネル前面操䜜パネルが蚭けられおいる。この第パネルのパネル面䞊面には、巊右方向ほが䞭倮に、䞊面から倧きく半球状に突出する圢で抌しボタン匏の挔出ボタン第の操䜜手段が配眮されおいる。たた第パネルのパネル面䞊の巊方には、䞊䞋巊右方向に入力操䜜可胜な十字キヌ第の操䜜手段が蚭けられおいる。なお、挔出ボタン、十字キヌは、第挔出ボタン、方向キヌず同様の機胜を有する操䜜手段である。 The front frame 1002 is provided with a second panel (front operation panel) 1008 in the form of a flat surface that protrudes continuously from the bottom edge 1027 of the first panel 1007. A push-button type performance button 1013 (first operation means) is arranged on the panel surface (top surface) of this second panel 1008, approximately in the center in the left-right direction, protruding largely in a hemispherical shape from the top surface. In addition, a cross key 1075 (second operation means) that can be operated to input in the up, down, left and right directions is provided on the left side of the panel surface of the second panel 1008. The performance button 1013 and the cross key 1075 are operation means that have the same functions as the first performance button 13 and the directional key 75.

たた第パネルのパネル面䞊の巊方には、十字キヌの隣りに、䞉角圢の増枛方向付きの抌しボタンからなる音量調敎甚ボタン第の操䜜手段ず、䞉角圢の増枛方向付きの抌しボタンからなる光量調敎甚ボタン第の操䜜手段ずが蚭けられおいる。音量調敎をする堎合は、音量調敎甚ボタンの䞊䞋方向キヌを操䜜する。この䞊䞋方向キヌを操䜜するず、音量目盛の指瀺倀が䞀段階ず぀増枛し、奜みの倀に蚭定するこずができる。光量調敎をする堎合は、音量調敎甚ボタンの䞊䞋方向キヌを操䜜する。この䞊䞋方向キヌを操䜜するず光量目盛の指瀺倀が䞀段階ず぀増枛し、奜みの倀に蚭定するこずができる。 Also provided on the left side of the panel surface of the second panel 1008, next to the cross key 1075, are a volume adjustment button 2071 (third operating means) consisting of a triangular push button with an increment/decrement direction, and a light intensity adjustment button 2072 (fourth operating means) consisting of a triangular push button with an increment/decrement direction. To adjust the volume, the up and down keys of the volume adjustment button 2071 are operated. Operating these up and down keys increases or decreases the value indicated on the volume scale by one step at a time, allowing the user to set the desired value. To adjust the light intensity, the up and down keys of the volume adjustment button 2072 are operated. Operating these up and down keys increases or decreases the value indicated on the light intensity scale by one step at a time, allowing the user to set the desired value.

たた第パネルのパネル面䞊の右方には、持ち球を衚瀺可胜な遊技球数衚瀺装眮遊技球数衚瀺装眮に盞圓ず、持ち球を倖郚ナニット球貞出装眮に転送させるための蚈数ボタンずが暪䞊びに蚭けられおいる。蚈数ボタンに぀いおは既に説明した通りであり、蚈数ボタンを抌した堎合、短抌しで個毎、長抌しで個毎第長抌しの堎合は、党蚈数の内郚持ち球数が倖郚ナニット球貞出装眮に転送される。 Also, on the right side of the panel surface of the second panel 1008, there are arranged side by side a game ball count display device 1009 (corresponding to game ball count display device 77) that can display the number of balls held, and a counting button 1010 for transferring the balls held to an external unit SC (ball lending device). The counting button has been described above, and when the counting button 1010 is pressed, the internal number of balls held is transferred to the external unit SC (ball lending device) one ball at a time with a short press, or 250 balls at a long press (a second long press will count the entire number).

たた第パネルより䞋方には、前枠の右端郚偎においお、発射装眮を䜜動させるための発射操䜜ハンドルが蚭けられおいる。 Below the second panel 1008, on the right end side of the front frame 1002, there is a firing operation handle 2015 for operating the firing device.

管理遊技機は、既に説明したように、遊技台の内郚で遊技球が埪環する埪環匏の匟球遊技機であり、遊技媒䜓が内郚的なデヌタやカヌドで管理されるため、遊技球の払出が遊技球自䜓によっお行われるこずはない。したがっお、遊技球を貯留する䞊皿や䞋皿などは存圚しない。たた、埓来の遊技メダルを甚いない管理匏の回胎匏遊技機の堎合も同様であり、払い出しに遊技メダルを盎接的に䜿甚しないため䞋皿が存圚しない。 As already explained, managed gaming machines are circulating pinball gaming machines in which gaming balls circulate inside the gaming table, and because the gaming medium is managed by internal data or an IC card, the gaming balls are not paid out by the gaming balls themselves. Therefore, there are no upper or lower trays for storing the gaming balls. The same is true for conventional managed reel gaming machines that do not use gaming medals, and there is no lower tray because gaming medals are not directly used for payout.

そのため、遊技者が遊技機から䞀時的に離れる堎合や台確保を行いたい堎合、非埪環匏の遊技機䞀般的遊技機におけるこれたでのように、䞊皿や䞋皿に遊技球や遊技メダルを残しおおく、ずいう手法を採るこずができない。そこでこれに替わる手法ずしお、ホヌル偎においお台毎に離垭䞭であるこずを瀺す「離垭シヌト」を甚意し、これを遊技機の前面偎や倖郚ナニット偎の適所に蚭眮するこずで、離垭䞭の台確保を行うこずを可胜にしおいる。 Therefore, when a player wants to leave a gaming machine temporarily or reserve a machine, they cannot leave the gaming balls or medals in the upper or lower tray, as was previously done with non-circulating gaming machines (general gaming machines). As an alternative to this, the hall provides an "Away Sheet" for each machine that indicates that the player is away, and by placing this in an appropriate location on the front side of the gaming machine or on the external unit side, it is possible to reserve the machine while the player is away.

管理匏の回胎匏遊技機の堎合は、離垭シヌトに替わるものずしお、スタヌトレバヌにドアノブプレヌト状の離垭札を掛け䞋げる方法を採甚するこずができるが、管理匏の匟球遊技機の堎合は、ドアノブプレヌト状の離垭札を掛け䞋げる察象物、たずえば盎埄の小さいレバヌ状の物も存圚しない。したがっお、管理匏の匟球遊技機であるか回胎遊技機であるかを問わず、遊技機から䞀時的に離れる堎合や台確保を行いたい堎合、離垭シヌトを遊技機の前面に蚭眮するこずが有効な手段ずなる。 In the case of managed reel-type gaming machines, a doorknob-plate-shaped leaving sign can be hung on the start lever as an alternative to an leaving sheet, but in the case of managed pinball gaming machines, there is no object on which to hang a doorknob-plate-shaped leaving sign, such as a small-diameter lever-shaped object. Therefore, whether it is a managed pinball gaming machine or a reel-type gaming machine, if you want to leave the machine temporarily or secure the machine, placing an leaving sheet on the front of the machine is an effective method.

しかしながら、管理匏の匟球遊技機や回胎匏遊技機には、遊技機の特に前面偎に離垭シヌトを安定しお蚭眮できる䜙地がないため、意図せずに離垭シヌトが萜䞋するなどしお台確保ができなくなるずいった課題が生じおいる。たた、離垭シヌトはパチンコホヌルによっお圢状やサむズが様々であるため、圢状によっおは離垭シヌトを固定的に蚭眮できなかったり、サむズによっおは離垭シヌトの存圚に気付かずに別の遊技者に垭を取られおしたうずいったこずも起こり埗る。 However, managed pinball and reel-type gaming machines do not have enough space to stably install a seat, especially at the front of the machine, which causes issues such as the seat falling unintentionally and making it impossible to secure the machine. Also, seat sheets come in a variety of shapes and sizes depending on the pachinko parlor, so depending on the shape, it may not be possible to install the seat permanently, and depending on the size, it may happen that another player takes the seat without noticing the seat's presence.

そこで、この実斜圢態では、以䞋のように構成するこずにより、離垭䞭に蚭眮する離垭シヌト特にシヌトには限定されないを奜適に蚭眮するこずを可胜にする。 Therefore, in this embodiment, the following configuration makes it possible to conveniently set up an away seat (not limited to any particular seat) to be set up while away from one's seat.

遊技機遊技枠前偎に、離垭シヌトを蚭眮可胜ずするための蚭眮手段を耇数蚭ける。第蚭眮手段はガラスず遊技枠の隙間離垭シヌトを差し蟌むこずが可胜なくらいの隙間や溝等からなる凹郚である。第蚭眮手段は、離垭シヌトを立おかけるための突起郚離垭シヌト䞋郚を突起郚に圓接させお、そのたたガラス偎に寝かせた姿勢ずしたずき、離垭シヌト䞊郚がガラスに圓たっお離垭シヌトが斜めに傟斜した状態で安定に蚭眮されるこずずなる突起郚である。 The gaming machine (front of the gaming frame) is provided with multiple installation means for allowing the installation of the leaving sheet. The first installation means is a recess consisting of a gap between the glass and the gaming frame (a gap large enough for the leaving sheet to be inserted) or a groove. The second installation means is a protrusion for leaning the leaving sheet against (a protrusion that allows the leaving sheet to be stably installed in an inclined position when the lower part of the leaving sheet is abutted against the protrusion and placed on the glass side, so that the upper part of the leaving sheet abuts against the glass).

前埌関係ずしおは、第蚭眮手段隙間よりも手前偎遊技者偎に、第蚭眮手段突起郚を蚭ける。第蚭眮手段隙間は蚈数衚瀺郚又は蚈数ボタンよりも埌偎奥偎遊技者から遠い偎に䜍眮し、第蚭眮手段突起郚は蚈数衚瀺郚又は蚈数ボタンよりも前偎手前偎遊技者に近い偎に䜍眮するようにする。そしお、第蚭眮手段隙間に離垭シヌトを蚭眮した堎合は、蚈数衚瀺郚又は蚈数ボタンが離垭シヌトに隠れないが、第蚭眮手段突起郚に離垭シヌトを蚭眮した堎合は、蚈数衚瀺郚又は蚈数ボタンが離垭シヌトで隠れる少なくずも䞀郚が隠れるようにする。 In terms of the anteroposterior relationship, the second installation means (protrusion) is provided in front of the first installation means (gap) (towards the player). The first installation means (gap) is located behind the counting display unit or counting buttons (rear side: farther from the player), and the second installation means (protrusion) is located in front of the counting display unit or counting buttons (front side: closer to the player). When an away seat is installed in the first installation means (gap), the counting display unit or counting buttons are not hidden by the away seat, but when an away seat is installed in the second installation means (protrusion), the counting display unit or counting buttons are hidden (at least partially hidden) by the away seat.

図の遊技機においお具䜓的に説明するず、第蚭眮手段ずしお、第パネルの頂郚には、砎線で瀺すように、ガラス面に接する偎にガラス面に沿っお凹郚が圢成されおいる。換蚀すれば、ガラス枠の䞋蟺瞁から䞋偎に凹郚が圢成されおいる。この凹郚はガラス面に沿っお盎線的に走る溝点線でその深さ方向底郚の䜍眮を瀺すからなり、この溝に長方圢の離垭シヌトの䞋郚を差し蟌むこずができるようになっおいる。 To explain in more detail about the gaming machine in FIG. 109A, as the first installation means, a recess 2001 is formed along the glass surface 1003 on the side of the top 1017 of the first panel 1007 that contacts the glass surface 1003, as shown by the dashed line. In other words, the recess 2001 is formed downward from the lower edge of the glass frame 1006. This recess 2001 consists of a groove (the position of the bottom in the depth direction is shown by a dotted line) that runs linearly along the glass surface 1003, and the lower part of the rectangular leaving seat 2000 can be inserted into this groove.

しかし、第蚭眮手段の凹郚は、離垭シヌトの䞋郚を差し蟌むこずができればよいので、必ずしも第パネルの頂郚に圢成した溝である必芁はなく、第パネルずガラス面ずの間に自然に生たれる隙間により圢成しおも良い。第蚭眮手段の凹郚を自然に生たれる隙間により圢成した堎合、図の点線は、この隙間に離垭シヌトの䞋郚を差し蟌んだ堎合の深さ䜍眮を瀺すこずになる。 However, since the recess 2001 of the first installation means only needs to be able to insert the lower part of the leaving sheet 2000, it does not necessarily have to be a groove formed in the top 1017 of the first panel 1007, and may be formed by a gap that occurs naturally between the first panel 1007 and the glass surface 1003. If the recess 2001 of the first installation means is formed by a gap that occurs naturally, the dotted line in the figure indicates the depth position when the lower part of the leaving sheet 2000 is inserted into this gap.

離垭シヌトは、ここでは玙を透明のフィルムで挟んで圧着ラミネヌト加工した長方圢のシヌトからなり、暪の長さがガラス面のほが半分で、瞊の長さがガラス面のより長くより短い長方圢になっおいる。この離垭シヌトの正面には「離垭䞭」や「分間」等の文字が曞かれおいる。 The absence sheet 2000 is made of a rectangular sheet of paper sandwiched between transparent films and laminated, with a width that is roughly half the length of the glass surface 1003 and a length that is more than 1/3 and less than 1/2 the length of the glass surface 1003. On the front of this absence sheet 2000, words such as "Away" or "15 minutes" are written.

第パネルず、その䞋蟺から棚状に突出する第パネルずは、断面で芋おL字状をなしおおり、この第パネルのパネル面䞊面には、第蚭眮手段ずしお、第パネルの䞋蟺䞊蚘L字状の屈曲郚に近い偎においお、突起郚が蚭けられおいる。 The first panel 1007 and the second panel 1008 that protrudes like a shelf from the bottom edge 1027 of the first panel 1007 form an L-shape in cross section, and a protrusion 2002 is provided on the panel surface (upper surface) of the second panel 1008 as a second installation means, on the side closer to the bottom edge 1027 of the first panel 1007 (the bent portion of the L-shape described above).

ここで第蚭眮手段の突起郚は、第パネルの䞋蟺に沿っお暪方向に離した䜍眮にお蚭けた耇数の小突起から構成されおいる。この耇数の小突起は、離垭シヌトの䞋郚を支えるこずができる皋床の高さで、第パネルの衚面から䞊方に突出しおいる。これらの小突起は、図では断面が円圢たたは楕円圢のものずしお瀺しおいるが、断面が円圢たたは楕円圢の小突起の圢態に限らず、幅の短い線条や段差を、耇数個盎線的に配蚭した圢態のものであっおもよい。突起が䞀続きのものずしお盎線的に配眮された連続的線条連続した線状突起郚や、耇数個の線状の小突起線条片が盎線的に等間隔たたは離散的に配眮された非連続的線条非連続の線状突起郚ずしお蚭けるこずもできる。 Here, the protrusion 2002 of the second installation means is composed of a plurality of small protrusions provided at positions spaced apart in the horizontal direction along the lower edge of the first panel 1007. The plurality of small protrusions 2002 protrude upward from the surface of the second panel 1008 to a height sufficient to support the lower part of the seat 2000. Although the small protrusions 2002 are shown in the figure as having a circular or elliptical cross section, they are not limited to the form of small protrusions having a circular or elliptical cross section, and may be in the form of a plurality of short lines or steps arranged linearly. They may also be provided as continuous lines (continuous linear protrusions) in which the protrusions are arranged linearly as a continuous unit, or as discontinuous lines (discontinuous linear protrusions) in which a plurality of linear small protrusions (linear strips) are arranged linearly at equal intervals or discretely.

第蚭眮手段の凹郚は、ガラス窓の䞋蟺に沿っお暪に䌞びる第盎線仮想線䞊に圚り、第蚭眮手段の突起郚耇数の小突起は、第盎線ずは䞊䞋方向䞋偎に離間した䜍眮でガラス窓の䞋蟺に沿っお暪に䌞びる第盎線仮想線䞊に䜍眮する。぀たり、䞊䞋方向倩地の方向に芋お、第蚭眮手段の凹郚ず第蚭眮手段の突起郚耇数の小突起ずは、高さ䜍眮が異なるように蚭けられおいる。そしお第パネルは垂盎面ずなっおいお、その第パネルの䞊蟺ず䞋蟺ずが同じ垂盎面内にある。よっお、第蚭眮手段の凹郚ず第蚭眮手段の突起郚耇数の小突起ずは、䞊䞋方向の高さ䜍眮が異なっおいるだけで、ガラス面ず平行な䞀の仮想面を基準面ずしたずき、基準面から手前方向台の前埌方向に芋お、ほが同じ前埌方向䜍眮にある。
しかし、第パネルの傟き方の劂䜕によっおは、第蚭眮手段の凹郚ず第蚭眮手段の突起郚耇数の小突起は、倩地の䞊䞋方向に芋おほが同じ高さ䜍眮に来るように蚭けるこずもできる。
The recess 2001 of the first installation means is located on a first straight line (imaginary line) extending horizontally along the bottom edge of the glass window, and the protrusion (multiple small protrusions) 2002 of the second installation means is located on a second straight line (imaginary line) extending horizontally along the bottom edge of the glass window at a position spaced downward from the first straight line in the vertical direction. In other words, the recess 2001 of the first installation means and the protrusion (multiple small protrusions) 2002 of the second installation means are provided so as to have different height positions when viewed in the vertical direction (top-bottom direction). The first panel 1007 is a vertical surface, and the upper and lower edges of the first panel 1007 are in the same vertical plane. Therefore, the recess 2001 of the first installation means and the protrusion (multiple small protrusions) 2002 of the second installation means are only different in height position in the vertical direction, and are located at approximately the same front-to-back position when viewed from the reference plane in the forward direction (front-to-back direction of the stand) when one imaginary plane parallel to the glass surface is taken as the reference plane.
However, depending on how the first panel 1007 is tilted, the recess 2001 of the first installation means and the protrusion (plurality of small protrusions) 2002 of the second installation means can be arranged to be at approximately the same height when viewed in the up-down direction.

第蚭眮手段の凹郚および第蚭眮手段の突起郚を蚭ける䜍眮を、蚈数衚瀺郚、蚈数ボタンずの関係で説明するず、第蚭眮手段の凹郚は蚈数衚瀺郚および蚈数ボタンよりも埌偎奥偎遊技者から遠い偎に䜍眮し、第蚭眮手段の突起郚は蚈数衚瀺郚およびたたは蚈数ボタンよりも前偎手前偎遊技者に近い偎に䜍眮する。 The positions of the recess 2001 of the first installation means and the protrusion 2002 of the second installation means are explained in relation to the counting display unit 1009 and the counting button 1010, the recess 2001 of the first installation means is located behind the counting display unit 1009 and the counting button 1010 (the back side: the side farther from the player), and the protrusion 2002 of the second installation means is located in front of the counting display unit 1009 and/or the counting button 1010 (the near side: the side closer to the player).

このようにするず、次のような関係が埗られる。離垭シヌトを、その䞋郚を第蚭眮手段の凹郚に差し蟌む圢態で蚭眮した堎合は、蚈数衚瀺郚および蚈数ボタンが離垭シヌトに隠れない。図に鎖線で瀺すように、離垭シヌトを、その䞋郚を第蚭眮手段の突起郚で支える圢態で蚭眮した堎合は、蚈数衚瀺郚およびたたは蚈数ボタンの党郚たたは䞀郚が離垭シヌトで隠れる。そこで、離垭シヌトの䞋郚を第蚭眮手段の凹郚に差し蟌む圢態で蚭眮するかたたは第蚭眮手段の突起郚で支える圢態で蚭眮するかによっお、蚈数衚瀺郚およびたたは蚈数ボタンを離垭シヌトで隠さないで離垭するか、党郚たたは䞀郚を離垭シヌトで隠しお離垭するかの䜿い分けができる。぀たり、珟圚の持ち球を芋られたくない人や誀っお蚈数ボタンを抌されたくない人は、離垭シヌトを第蚭眮手段の突起郚に蚭眮するこずによっお、離垭シヌトで蚈数衚瀺郚およびたたは蚈数ボタンの党郚たたは䞀郚を隠した状態で、遊技台を離れるこずができる。 In this way, the following relationship is obtained. When the leaving sheet 2000 is installed in a manner in which its lower portion is inserted into the recess 2001 of the first installation means, the counting display unit 1009 and the counting button 1010 are not hidden by the leaving sheet 2000. When the leaving sheet 2000 is installed in a manner in which its lower portion is supported by the protrusion 2002 of the second installation means, as shown by the dashed line in FIG. 109A, all or part of the counting display unit 1009 and/or the counting button 1010 are hidden by the leaving sheet 2000. Therefore, depending on whether the lower part of the leaving sheet 2000 is installed in a form in which it is inserted into the recess 2001 of the first installation means or in a form in which it is supported by the protrusion 2002 of the second installation means, it is possible to leave the game machine without covering the counting display unit 1009 and/or the counting button 1010 with the leaving sheet 2000, or to leave the game machine with all or part of the counting display unit 1009 and/or the counting button 1010 covered by the leaving sheet 2000. In other words, a person who does not want others to see the balls he currently has or who does not want the counting button to be pressed by mistake can leave the game machine with all or part of the counting display unit 1009 and/or the counting button 1010 covered by the leaving sheet 2000 by installing the leaving sheet 2000 on the protrusion 2002 of the second installation means.

このように、離垭シヌトの茉眮䜍眮を第蚭眮手段の凹郚ずするか第蚭眮手段の突起郚ずするかによっお、蚈数衚瀺郚や蚈数ボタンの隠蔜状況を異ならせるこずが可胜であり、これによっお珟圚の持ち球を芋られたくない人や誀っお蚈数ボタンを抌されたくない人などの需芁に察応するこずが可胜ずなる。 In this way, depending on whether the leaving sheet 2000 is placed on the recess 2001 of the first installation means or on the protrusion 2002 of the second installation means, it is possible to change the hiding state of the counting display unit 1009 and the counting button 1010, which makes it possible to meet the needs of people who do not want others to see their current ball holdings or who do not want the counting button to be pressed by mistake.

同様に、第パネルに配蚭されおいる十字キヌ、音量調敎甚ボタン、光量調敎甚ボタンに察する䜍眮関係ずしお、離垭シヌトを第蚭眮手段の凹郚に蚭眮した堎合は、十字キヌ、音量調敎甚ボタン、光量調敎甚ボタンの党おが離垭シヌトに隠れない、しかし、図に鎖線で瀺すように、離垭シヌトを第蚭眮手段の突起郚に蚭眮した堎合は、十字キヌ、音量調敎甚ボタン、光量調敎甚ボタンからなる党䜓の少なくずも぀たたは䞀郚が離垭シヌトで隠れる、ずいう関係を䜜り出すこずができる。このため、離垭シヌトを第蚭眮手段の凹郚に蚭眮するかたたは第蚭眮手段の突起郚に蚭眮するかによっお、十字キヌ、音量調敎甚ボタン、光量調敎甚ボタンを離垭シヌトで隠さないで配眮するか、党郚たたは䞀郚を離垭シヌトで隠しお配眮するかの䜿い分けができる。 Similarly, in terms of positional relationship with the cross key 1075, the volume adjustment button 2071, and the light adjustment button 2072 arranged on the second panel 1008, when the leaving sheet 2000 is installed in the recess 2001 of the first installation means, none of the cross key 1075, the volume adjustment button 2071, and the light adjustment button 2072 are hidden by the leaving sheet; however, as shown by the dotted line in FIG. 109A, when the leaving sheet 2000 is installed in the protrusion 2002 of the second installation means, at least one or a part of the entirety consisting of the cross key 1075, the volume adjustment button 2071, and the light adjustment button 2072 are hidden by the leaving sheet 2000. Therefore, depending on whether the leaving sheet 2000 is installed in the recess 2001 of the first installation means or in the protrusion 2002 of the second installation means, the cross key 1075, the volume adjustment button 2071, and the light amount adjustment button 2072 can be arranged so as not to be hidden by the leaving sheet 2000, or can be arranged so as to be completely or partially hidden by the leaving sheet 2000.

したがっお、たずえば音量調敎甚ボタンや光量調敎甚ボタンを他人に操䜜されたくない人は、離垭シヌトを第蚭眮手段の突起郚に蚭眮するこずによっお、音量調敎甚ボタンおよび光量調敎甚ボタンの党郚たたは䞀郚を離垭シヌトで隠した状態で、遊技台を離れるこずができる。 Therefore, for example, a person who does not want others to operate the volume adjustment button 2071 or the light adjustment button 2072 can leave the gaming machine with all or part of the volume adjustment button 2071 and the light adjustment button 2072 hidden by the leaving sheet 2000 by placing the leaving sheet 2000 on the protrusion 2002 of the second installation means.

たた第パネルに蚭けられるボタン類は、その配蚭䜍眮が機皮によっお異なるので、その配眮䜍眮関係に応じ、第蚭眮手段の突起郚ず離垭シヌトずの盞察的䜍眮関係が、次のようになるように構成するこずができる。 In addition, the positions of the buttons provided on the second panel 1008 vary depending on the model, so depending on the positional relationship, the relative positional relationship between the protrusion 2002 of the second installation means and the exit seat 2000 can be configured as follows:

第蚭眮手段の凹郚に離垭シヌトを蚭眮した堎合、離垭シヌトにより音量調敎甚ボタン又は光量調敎甚ボタンが隠れない。第蚭眮手段の突起郚に離垭シヌトを蚭眮した堎合、離垭シヌトにより音量調敎甚ボタン又は光量調敎甚ボタンが隠れる。
第蚭眮手段の凹郚に離垭シヌトを蚭眮した堎合、蚈数衚瀺郚又は蚈数ボタンが離垭シヌトに隠れないが、音量調敎甚ボタン又は光量調敎甚ボタンが隠れる。第蚭眮手段の突起郚に離垭シヌトを蚭眮した堎合、蚈数衚瀺郚又は蚈数ボタンが離垭シヌトで隠れる少なくずも䞀郚が隠れるが、音量調敎甚ボタン又は光量調敎甚ボタンが隠れない。
第蚭眮手段の凹郚に離垭シヌトを蚭眮した堎合、蚈数衚瀺郚又は蚈数ボタン、音量調敎甚ボタン又は光量調敎甚ボタンは離垭シヌトに隠れない。第蚭眮手段の突起郚に離垭シヌトを蚭眮した堎合、蚈数衚瀺郚又は蚈数ボタン、音量調敎甚ボタン又は光量調敎甚ボタンが離垭シヌトで隠れる少なくずも䞀郚が隠れる。
(a) When the leaving sheet 2000 is placed in the recess 2001 of the first installation means, the leaving sheet 2000 does not hide the volume adjustment button 2071 or the light amount adjustment button 2072. When the leaving sheet is placed in the protrusion 2002 of the second installation means, the leaving sheet 2000 hides the volume adjustment button 2071 or the light amount adjustment button 2072.
(b) When the leaving sheet 2000 is placed in the recess 2001 of the first placing means, the count display unit 1009 or the count button 1010 is not hidden by the leaving sheet 2000, but the volume adjustment button 2071 or the light amount adjustment button 2072 is hidden. When the leaving sheet 2000 is placed in the protrusion 2002 of the second placing means, the count display unit 1009 or the count button 1010 is hidden (at least partially hidden) by the leaving sheet 2000, but the volume adjustment button 2071 or the light amount adjustment button 2072 is not hidden.
(c) When the leaving sheet 2000 is placed in the recess 2001 of the first placement means, the counting display unit 1009, the counting button 1010, the volume adjustment button 2071, or the light amount adjustment button 2072 are not hidden by the leaving sheet. When the leaving sheet 2000 is placed in the protrusion 2002 of the second placement means, the counting display unit 1009, the counting button 1010, the volume adjustment button 2071, or the light amount adjustment button 2072 are hidden (at least partially hidden) by the leaving sheet 2000.

ここで比范のため、第蚭眮手段の凹郚の隙間に離垭シヌトの䞋郚を差し蟌み、離垭シヌトの䞊郚䞊蟺をガラス面に接觊させる圢で斜め本䟋では、略垂盎に立お掛けた堎合を「茉眮䟋」ずし、そのガラス面ず離垭シヌトずが挟む角を傟斜角Ξずする。たた第蚭眮手段の突起郚に離垭シヌトの䞋郚䞋蟺を茉せ、離垭シヌトの䞊郚䞊蟺をガラス面に接觊させる圢で斜めに立お掛けた堎合を「茉眮䟋」ずし、ガラス面ず離垭シヌトずが挟む角を傟斜角Ξずする。 For comparison, a case where the lower part of the leaving sheet 2000 is inserted into the gap of the recess 2001 of the first installation means, and the upper part (upper edge) of the leaving sheet 2000 is placed in contact with the glass surface 1003 and leaned diagonally (almost vertically in this example) is called "Installation Example 1", and the angle between the glass surface 1003 and the leaving sheet 2000 is called the inclination angle Ξ1. Also, a case where the lower part (lower edge) of the leaving sheet 2000 is placed on the protrusion 2002 of the second installation means, and the upper part (upper edge) of the leaving sheet 2000 is placed in contact with the glass surface 1003 and leaned diagonally is called "Installation Example 2", and the angle between the glass surface 1003 and the leaving sheet 2000 is called the inclination angle Ξ2.

このようにするず、茉眮䟋における離垭シヌトの傟斜角Ξは非垞に小さいが、茉眮䟋における離垭シヌトの傟斜角Ξは離垭シヌトが倒れにくい十分な量の傟斜角Ξずなり、「傟斜角ΞΞ」の関係になる。぀たり薄手の離垭シヌトの堎合は、茉眮䟋のように、凹郚の隙間を利甚しお茉眮するこずで十分に保持し埗るが、凹郚の隙間を利甚し埗ない厚手の離垭シヌトの堎合は、茉眮䟋のように、突起郚を利甚しお茉眮するこずで、離垭シヌトを滑り萜ちないように安定的に保持するこずができる。 In this way, the inclination angle Ξ1 of the leaving sheet 2000 in the placement example 1 is very small, but the inclination angle Ξ2 of the leaving sheet 2000 in the placement example 2 is a sufficient inclination angle Ξ2 that makes it difficult for the leaving sheet 2000 to fall over, resulting in a relationship of "inclination angle Ξ1 < Ξ2." In other words, in the case of a thin leaving sheet 2000, it can be sufficiently held by placing it using the gap in the recess 2001 as in the placement example 1, but in the case of a thick leaving sheet 2000 that cannot use the gap in the recess 2001, it can be stably held so that the leaving sheet 2000 does not slip off by placing it using the protrusion 2002 as in the placement example 2.

なお同䞀サむズの離垭シヌトである堎合、ほが垂盎に眮く茉眮䟋の堎合の方が、斜めに立おかける蚭眮䟋の堎合よりも、離垭シヌトにより隠蔜されるガラス越しの遊技領域が広くなる。換蚀すれば、茉眮䟋の堎合の方が蚭眮䟋の堎合よりも離垭シヌトがガラスに近い分だけ、より広範囲の遊技領域が隠れるこずになる。よっお茉眮䟋は比范的小さいサむズの薄い離垭シヌトを扱う堎合に適する。 When the leaving sheet 2000 is the same size, the playing area hidden by the leaving sheet 2000 through the glass is wider in the case of installation example 1, where the leaving sheet 2000 is placed almost vertically, than in the case of installation example 2, where the leaving sheet 2000 is leaned against the glass at an angle. In other words, since the leaving sheet 2000 is closer to the glass in the case of installation example 1 than in the case of installation example 2, a wider playing area is hidden. Therefore, installation example 1 is suitable when handling a relatively small and thin leaving sheet 2000.

第蚭眮手段ず第蚭眮手段の䞊䞋方向の倧小関係倩地方向の高さ関係をいかに定めるかは自由であり、扱う離垭シヌトの寞法圢状厚さや圢状や倧きさ等ずの関係で、第蚭眮手段隙間の方が第蚭眮手段突起郚よりも隙間凹郚が倧きい又は深いずいう関係に定めるこずもできるし、第蚭眮手段隙間の方が第蚭眮手段突起郚よりも突出郚凞郚の突出量が倧きい又は小さい、ずいう関係に定めるこずもできる。 The vertical size relationship between the first and second installation means (height relationship in the top-bottom direction) can be freely determined, and depending on the dimensions and shape (thickness, shape, size) of the leaving seat 2000 being handled, it is possible to determine the relationship such that the first installation means (gap) has a larger or deeper gap (concave) than the second installation means (protrusion), or the first installation means (gap) has a larger or smaller protrusion amount of the protrusion (convex portion) than the second installation means (protrusion).

たた第蚭眮手段や第蚭眮手段がカバヌする巊右方向の領域蚭眮郚の範囲の倧小関係をいかに定めるかも自由である。取り扱う離垭シヌトの寞法圢状厚さや圢状や倧きさ等ずの関係で、第蚭眮手段隙間の方が第蚭眮手段突起郚よりも蚭眮領域蚭眮郚の範囲が広い、ずいう関係に定めるこずもできるし、第蚭眮手段隙間の方が第蚭眮手段突起郚よりも蚭眮領域蚭眮郚の範囲が狭い、ずいう関係に定めるこずもできる。 It is also possible to freely determine the size relationship of the left-right area (range of the installation part) covered by the first installation means and the second installation means. Depending on the dimensions (thickness, shape, size) of the seating sheet 2000 being handled, it is possible to determine the relationship such that the first installation means (gap) has a larger installation area (range of the installation part) than the second installation means (protrusion), or it is possible to determine the relationship such that the first installation means (gap) has a smaller installation area (range of the installation part) than the second installation means (protrusion).

倉圢䟋
図の堎合、第蚭眮手段は、第パネル䞊においお、第パネルの䞋蟺に近い偎、すなわち蚈数衚瀺郚、蚈数ボタンよりも奥偎に䜍眮する突起郚ずしお蚭けた。
<Modification 1>
In the case of FIG. 109A , the second installation means is provided as a protrusion 2002 located on the second panel 1008 on the side closer to the bottom edge 1027 of the first panel 1007 , i.e., on the back side of the count display unit 1009 and the count button 1010 .

しかし、この倉圢䟋は、図に点線で突起郚ずしお瀺すように、第パネル䞊においお、第蚭眮手段の突起郚を、第パネルの䞋蟺から遠い偎、すなわち蚈数衚瀺郚、蚈数ボタンが配蚭されおいる䜍眮よりも手前偎に配蚭する圢態ずしたものである。 However, in this variant example 1, as shown by the dotted line in Figure 109A as protrusion 2003, the protrusion of the second installation means is disposed on the second panel 1008 on the side farther from the bottom edge 1027 of the first panel 1007, i.e., closer to the position where the count display unit 1009 and count button 1010 are disposed.

図の堎合、十字キヌ、䞉角圢の音量調敎甚ボタン、䞉角圢の光量調敎甚ボタン等も蚭けおいるので、これらを䞭心にしお蚀うず、図の実線の突起郚はこれらのボタン類よりも奥偎に配眮する圢態であり、図の点線の突起郚はこれらのボタン類よりも手前偎に配眮する圢態である。この突起郚の堎合も、突起郚の堎合ず同様に、突起が䞀続きのものずしお盎線的に配眮された連続的線条連続した線状突起郚や、耇数個の線状の小突起線条片が盎線的に配眮された非連続的線条非連続の線状突起郚ずしお蚭けるこずもできる。 In the case of Fig. 109A, there are also provided a cross key 1075, a triangular volume adjustment button 2071, a triangular light adjustment button 2072, etc., so focusing on these, the solid line protrusion 2002 in Fig. 109A is arranged further back than these buttons, and the dotted line protrusion 2003 in Fig. 109A is arranged further forward than these buttons. In the case of this protrusion 2003, as in the case of the protrusion 2002, it can also be arranged as a continuous line (continuous linear protrusion) in which the protrusion is arranged in a straight line as a continuous piece, or as a discontinuous line (discontinuous linear protrusion) in which multiple linear small protrusions (linear pieces) are arranged in a straight line.

ここで比范のため、突起郚に離垭シヌトの䞋郚䞋蟺を茉せ、離垭シヌトの䞊郚䞊蟺をガラス面に接觊させる圢で斜めに立お掛けた堎合を「茉眮䟋」ずし、ガラス面ず離垭シヌトずが挟む角を傟斜角Ξずする。突起郚は、突起郚よりも第パネルの䞋蟺から離れた䜍眮にあるため、突起郚で離垭シヌトを支えた堎合、離垭シヌトの傟斜角Ξは、突起郚で支えお離垭シヌトを立お掛けた茉眮䟋における傟斜角Ξよりも倧きくなり、傟斜角ΞΞの関係になる。 For comparison, a case where the lower part (lower edge) of the leaving sheet 2000 is placed on the protrusion 2003 and the upper part (upper edge) of the leaving sheet 2000 is placed at an angle in contact with the glass surface 1003 is referred to as "Placement Example 3", and the angle between the glass surface 1003 and the leaving sheet 2000 is referred to as the inclination angle Ξ3. Since the protrusion 2003 is located farther from the lower edge 1027 of the first panel 1007 than the protrusion 2002, when the leaving sheet 2000 is supported by the protrusion 2003, the inclination angle Ξ3 of the leaving sheet 2000 is larger than the inclination angle Ξ2 in placement example 2 where the leaving sheet 2000 is supported by the protrusion 2002 and placed upright, and the relationship of inclination angle Ξ2<Ξ3 is established.

この結果、離垭シヌトは、茉眮䟋の堎合よりも茉眮䟋の堎合の方が、より倒れにくくなる。この反面、茉眮䟋の堎合よりも茉眮䟋の堎合の方が、離垭シヌトが正面偎から芖認しうる面積が小さくなるため、離垭シヌトに曞かれおいる文字は芋にくくなる。したがっお、茉眮䟋のごずく第蚭眮手段の突起郚を利甚する圢態は、ある皋床倧きいサむズの離垭シヌトを扱う堎合に適する。この倉圢䟋は、第パネルの䞭倮郚に䜍眮する挔出ボタンが、比范的小面積で突出量も僅かであり、ほが平らな第パネルの面ずみなし埗る状態の機皮を扱う堎合に適する。 As a result, the leaving sheet 2000 is less likely to tip over in the case of installation example 3 than in the case of installation example 2. On the other hand, the area of the leaving sheet 2000 that can be seen from the front side is smaller in the case of installation example 3 than in the case of installation example 2, so the letters written on the leaving sheet 2000 are difficult to see. Therefore, the form using the protrusion 2003 of the second installation means as in installation example 3 is suitable when handling a leaving sheet 2000 of a relatively large size. This modification example 1 is suitable when handling a model in which the performance button 1013 located in the center of the second panel 1008 has a relatively small area and a small amount of protrusion, and can be considered to be a nearly flat surface of the second panel 1008.

なお、挔出ボタンの通垞時の突出量が僅かであれば、挔出ボタンが突起郚の䞀぀ずしお機胜するように構成するこずが可胜である。その際、第蚭眮手段の突起郚の突出量は挔出ボタンの突出量ず同等に圢成しおもよく、たたは、挔出ボタンの突出量よりも小たたは倧に圢成しおもよい。 If the amount of protrusion of the effect button 1013 in normal operation is small, it is possible to configure the effect button 1013 to function as one of the protrusions 2003. In this case, the amount of protrusion of the protrusion 2003 of the second installation means may be formed to be equal to the amount of protrusion of the effect button 1013, or may be formed to be smaller or larger than the amount of protrusion of the effect button 1013.

第蚭眮手段ずしお突起郚を蚭ける堎合の問題点ずしお、近幎では、第パネルの䞭倮郚に挔出ボタンが䞊面から倧きく半球状に突出する圢で䜍眮しおいる機皮が倚い。図の遊技機も、これに該圓しおいる。そこで、図の突起郚は、挔出ボタンより奥偎においお挔出ボタンの䞡偎に䜍眮するように配蚭しおいる。この堎合も、挔出ボタン自䜓が突起郚の䞀぀ずしお機胜するように構成するこずが可胜である。 One problem with providing a protrusion 2003 as the second installation means is that in recent years, many models have the effect button 1013 located in the center of the second panel 1008, protruding largely from the top surface in a semi-spherical shape. The gaming machine in FIG. 109A falls into this category. Therefore, the protrusions 2003 in FIG. 109A are positioned on both sides of the effect button 1013, behind the effect button 1013. In this case, too, it is possible to configure the effect button 1013 itself to function as one of the protrusions 2003.

たずえば、挔出ボタンの基郚第パネルの面ず亀差する郚䜍に぀いお、その倖呚囲の䞊偎面の䞊䞋方向倩地方向の高さ䜍眮が、突起郚を蚭けた䞊䞋方向倩地方向の高さ䜍眮ず同䞀たたはほが同䞀ずなるように構成するこずにより、挔出ボタンが突起郚の䞀぀ずしお機胜させるこずができる。 For example, the base of the effect button 1013 (the portion that intersects with the surface of the second panel 1008) can be configured so that the vertical (top-bottom) height position of the upper surface of its outer periphery is the same or nearly the same as the vertical (top-bottom) height position of the protrusion 2003, thereby allowing the effect button 1013 to function as one of the protrusions 2003.

倉圢䟋
図では、突起郚を断面が円圢たたは楕円圢の小突起ずしお描いおいるが、離垭シヌトの䞋郚を支える目的ずしおは、小突起の断面のうち第パネルの䞋蟺偎の面が平らになる断面圢状で、突起郚を圢成するのが奜たしい。突起郚の小突起の党郚たたは幟぀かには、断面が䞊䞋逆字状に「返し」を぀けお、離垭シヌトが小突起の突出方向に抜け出すのを防止するようにしおもよい。たた小突起を斜め䞊りに傟斜させお、぀たり傟斜角を付けお蚭けおもよい。これらの倉圢䟋は、埌述する図の突起郚の圢態に぀いおも適甚しうる。
<Modification 2>
In Fig. 109A, the protrusion 2002 is depicted as a small protrusion with a circular or elliptical cross section, but in order to support the lower part of the seat 2000, it is preferable to form the protrusion 2002 with a cross-sectional shape in which the surface of the small protrusion on the side of the lower edge 1027 of the first panel 1007 is flat. All or some of the small protrusions of the protrusion 2002 may be provided with a "return" with an upside-down L-shaped cross section to prevent the seat 2000 from slipping out in the direction in which the small protrusions protrude. The small protrusions may also be provided with an inclination angle, that is, inclined diagonally upward. These modified examples may also be applied to the shape of the protrusion 2004 in Fig. 109B described later.

倉圢䟋
䞊蚘では第蚭眮手段ずしお突起郚たたは突起郚の䞀方が段だけ存圚する圢態に぀いお説明したが、突起郚および突起郚の双方を前埌方向に段の圢にお蚭ける圢態ずするこずができる。図の堎合、十字キヌ、音量調敎甚ボタン、光量調敎甚ボタンも蚭けおいるので、段目の突起郚はこれらよりも奥偎に、段目の突起郚はこれらよりも手前偎に䜍眮するこずになる。
<Modification 3>
In the above, the second installation means has been described as having only one stage of either the protrusion 2002 or the protrusion 2003, but it may have two stages in the front-rear direction. In the case of Fig. 109A, the cross key 1075, the volume control button 2071, and the light control button 2072 are also provided, so the first stage of the protrusion 2002 is located further back than these, and the second stage of the protrusion 2003 is located further forward than these.

たた突起郚および突起郚によっお段に構成する圢態に限らず、段以䞊の「倚段」に構成するこずもできる。すなわち、第蚭眮手段の突起郚は、耇数の小突起を第パネルの䞋蟺から手前偎に耇数段に蚭眮した圢態のものでもよい。 Furthermore, the protrusion 2002 and the protrusion 2003 are not limited to being configured in two stages, but may be configured in three or more stages, i.e., "multi-stage." In other words, the protrusion of the second installation means may be configured in such a way that multiple small protrusions are installed in multiple stages from the bottom edge 1027 of the first panel 1007 toward the front side.

このように第蚭眮手段の突起郚を段以䞊の倚段に構成する堎合、手前偎の段のものほど突起郚の突出量が倚くなる関係に定めるのが奜たしい。䞀぀の段に離垭シヌトを蚭眮しようずした際に、それより奥偎の段の突起郚が高いず離垭シヌトの容易な蚭眮の劚げになる可胜性があるためである。この倉圢䟋は、埌述する図の突起郚の圢態に぀いおも適甚するこずができる。 When the protrusions of the second installation means are configured in two or more stages in this way, it is preferable to set the relationship such that the protrusions protrude more in the stage closer to the front. This is because when attempting to install the leaving seat 2000 on one stage, if the protrusions on the stage further back are high, this may hinder easy installation of the leaving seat 2000. This modified example can also be applied to the shape of the protrusions 2004 in Figure 109B described below.

倉圢䟋
䞊蚘では第蚭眮手段ずしおガラス枠の䞋蟺瞁から䞋偎に凹郚を圢成したが、第蚭眮手段ずしお突出郚を採甚するこずもできる。たずえば、ガラス枠の䞋蟺瞁から手前偎に断面逆L字状に隆起する郚分を蚭ける。この断面逆L字状の隆起郚は、巊右方向に耇数箇所に蚭けおもよく、たた連続した領域郚ずしお蚭けるこずできる。
<Modification 4>
In the above, the recess 2001 is formed on the lower side from the lower edge of the glass frame as the first installation means, but a protrusion can also be used as the first installation means. For example, a portion that protrudes from the lower edge of the glass frame toward the front side in an inverted L-shaped cross section is provided. This protrusion with an inverted L-shaped cross section may be provided in multiple places in the left-right direction, or may be provided as a continuous area.

倉圢䟋
たた第蚭眮手段の突起郚は、離垭シヌトの䞋郚を支えるこずができる皋床の高さで、第パネルのパネル面䞊面から䞊方に突出しおいれば良く、その圢態や圢状を問わない。
たずえば、幅の短い線条を耇数個盎線的に配蚭した圢態や、連続的たたは䞍連続的に圢成した段差の圢態や、䞋蟺に沿っお芏則的間隔秩序のある同䞀間隔たたは同じ繰り返し間隔におたたは䞍芏則な間隔無秩序の離散的間隔にお蚭けた耇数個個以䞊の小突起であっおもよい。
<Modification 5>
Furthermore, the protrusion 2002 of the second installation means need only protrude upward from the panel surface (top surface) of the second panel 1008 to a height sufficient to support the lower part of the leaving seat 2000, and its form and shape are not important.
For example, it may be in the form of multiple short lines arranged in a straight line, or in the form of steps formed continuously or discontinuously, or multiple (three or more) small protrusions arranged at regular intervals (orderly identical intervals or the same repeating intervals) or irregular intervals (disorderly discrete intervals) along the lower edge 1027.

倉圢䟋
䞊蚘では第蚭眮手段を突起郚により構成したが、第蚭眮手段を隙間や凹郚によっお構成するこずもできる。
すなわち、図では、第蚭眮手段ずしお第パネルの䞋蟺に沿っお耇数の突起郚を蚭けたが、これらの突起郚の替わりに、第パネルの䞋蟺に沿っお走る溝郚を蚭け、この溝内に離垭シヌトの䞋郚を挿入しお離垭シヌトを支える構造ずするこずもできる。
<Modification 6>
In the above, the second installation means is configured by the protrusion 2002, but the second installation means may also be configured by a gap or a recess.
That is, in Figure 109A, multiple protrusions 2002 are provided along the bottom edge 1027 of the first panel 1007 as the second installation means, but instead of these protrusions 2002, a groove running along the bottom edge 1027 of the first panel 1007 can be provided, and the lower part of the leaving seat 2000 can be inserted into this groove to support the leaving seat 2000.

倉圢䟋
䞊蚘では第蚭眮手段の突起郚を巊右方向にラむン状に配眮し、これを段たたは段に配眮した構成に぀いお説明したが、第蚭眮手段の突起郚は、第パネルの面内に、耇数個の小突起を䞀定の秩序の䞋に面状に分垃させた圢態のもので構成しおもよい。
この倉圢䟋は、埌述する図の突起郚の圢態に぀いおも適甚するこずができる。
<Modification 7>
The above describes a configuration in which the protrusions 2002 of the second installation means are arranged in a line in the left-right direction and in one or two rows, but the protrusions 2002 of the second installation means may also be configured in a form in which a plurality of small protrusions are distributed in a planar manner in a certain order within the surface of the first panel 1007.
This modification can also be applied to the shape of a protrusion 2004 in FIG. 109B, which will be described later.

倉圢䟋
第蚭眮手段ず第蚭眮手段は、䞡者を同じ凹郚たたは䞡者を同じ突出郚凞郚で構成する堎合、その存圚を遊技者に分かり易く知らしめるため、互いの凹郚又は突出郚の圢状を異ならせるのが奜たしい。
第蚭眮手段の突出郚たたはに぀いおは、これを適床なサむズに圢成し、これに装食シヌルを貌付しおもよい。圓該装食シヌルには遊技者に察する泚意曞きに関する情報を含たせおおくずよい。
<Modification 8>
When the first installation means and the second installation means are both constructed with the same recess or the same protrusion (convex portion), it is preferable that the shapes of the recess or protrusion are different so that the player can easily notice their existence.
The protruding portion 2002 or 2003 of the second installation means may be formed to a suitable size and a decorative sticker may be attached thereto. The decorative sticker may include information regarding instructions for players.

離垭シヌトの止め構造に係る実斜圢態図
図は管理遊技機の他の実斜圢態実斜圢態を瀺したものであり、図の堎合ず同様に、倖枠に察し開閉可胜に取り付けた前枠に遊技盀を装着し、その遊技領域を前枠の開口郚に臚たせた構成を有し、この遊技領域の前偎には、透明ガラスを支持したガラス枠が蚭けられおいる。以䞋、図の堎合ず異なる点を䞭心に説明する。
(Embodiment 2 relating to the retaining structure of the seat for leaving the seat: FIG. 109B)
Fig. 109B shows another embodiment (embodiment 2) of the managed gaming machine 1001, and similarly to the case of Fig. 109A, the gaming board is attached to a front frame 1002 that is attached to the outer frame so as to be able to open and close, and the gaming area faces the opening of the front frame 1002, and a glass frame 1006 that supports transparent glass is provided in front of this gaming area. Below, the differences from the case of Fig. 109A will be mainly explained.

ガラス枠の䞋偎においお、前枠にはガラス枠の䞋蟺を圢䜜る郚分が、手前偎に突き出す第棚郚の圢で蚭けられおいる。この第棚郚は、その䞊面が、ガラス面から手前偎に突き出す䞋り斜面ずなっおいる。この第棚郚のパネル状斜面の右方には、持ち玉を衚瀺するための蚈数衚瀺郚持玉カりンタヌず、持ち玉を玉貞機に転送させるための蚈数ボタンずが暪䞊びに蚭けられおいる。 Below the glass frame 1006, the front frame 1002 has a portion that forms the bottom edge of the glass frame 1006 in the form of a first shelf 1007a that protrudes forward. The top surface of this first shelf 1007a forms a downward slope that protrudes forward from the glass surface 1003. To the right of the panel-like slope of this first shelf 1007a, a counting display section (held ball counter) 1009 for displaying the held balls and a counting button 1010 for transferring the held balls to the ball lending machine are provided side by side.

たた前枠には、第棚郚の䞋り斜面䞋端から氎平方向に続く圢で第棚郚操䜜棚郚が蚭けられおいる。この第棚郚は、第棚郚の䞋蟺から手前偎に突き出す平坊郚操䜜パネルず、第棚郚の䞭倮より右偎においお、平坊郚から立ち䞋がった右䞋がりの傟斜郚ず、傟斜郚の斜面䞋端から続く平坊郚ず、傟斜郚および平坊郚ずずもに操䜜空間を圢成する奥面郚ずからなる。 The front frame 1002 is also provided with a second shelf (operation shelf) 1008 that continues horizontally from the bottom end of the downward slope of the first shelf 1007a. This second shelf 1008 is made up of a flat section (operation panel) 1008a that protrudes forward from the bottom edge 1027 of the first shelf 1007a, a right-downward slope 1008b that rises from the flat section 1008a to the right of the center of the second shelf 1008, a flat section 1008c that continues from the bottom end of the slope of the slope 1008b, and a rear surface section 1008d that forms an operation space together with the slope 1008b and the flat section 1008c.

第棚郚の平坊郚には、第棚郚の䞭倮より右偎においお、䞊面から倧きく円筒状たたは半球状に突出する圢で、抌しボタン匏の挔出ボタンが配眮されおいる。たた第棚郚の平坊郚の巊方には、䞊䞋巊右方向に入力操䜜可胜な十字キヌが蚭けられおいる。たた第棚郚の平坊郚には、十字キヌの隣りに、音量調敎甚ボタンず光量調敎甚ボタンずが蚭けられおいる。 A push-button-type performance button 1013 is arranged on the flat portion 1008a of the second shelf portion 1008 to the right of the center of the second shelf portion 1008, protruding largely from the top surface in a cylindrical or semispherical shape. A cross key 1075 that can be operated to input in the up, down, left and right directions is also provided to the left of the flat portion 1008a of the second shelf portion. A volume adjustment button 2071 and a light intensity adjustment button 2072 are also provided on the flat portion 1008a of the second shelf portion 1008 next to the cross key 1075.

たた、第棚郚の傟斜郚には、発射装眮を䜜動させるための発射操䜜ハンドルが蚭けられおいる。この発射操䜜ハンドルは、傟斜郚、平坊郚および奥面郚で圢成される操䜜空間内に手を入れお握るこずにより、抵抗感なく回動操䜜可胜ずなっおいる。その理由ずしお、この発射操䜜ハンドルの回転軞の䞭心線は、右䞊がりの斜め方向に傟斜しおいる。そしお、ハンドルの回転軞の配向は、ガラス面ず平行な面内で右䞊から巊䞋に向かう傟斜軞ずしおいる。このようにハンドルの回転軞を傟斜させるず、遊技者がハンドルを操䜜する際の右手のおのひらの向きが人間のおのひらの自然な曲がり方に近づくため、ハンドル操䜜における遊技者の疲れを少なくするこずができる。 The inclined portion 1008b of the second shelf portion 1008 is provided with a firing operation handle 2015 for operating the firing device. The firing operation handle 2015 can be rotated without resistance by gripping it with a hand in the operation space formed by the inclined portion 1008b, the flat portion 1008c, and the rear surface portion 1008d. The reason for this is that the center line of the rotation axis of the firing operation handle 2015 is inclined diagonally upward to the right. The orientation of the rotation axis of the handle is an inclined axis that goes from the upper right to the lower left in a plane parallel to the glass surface. By inclining the rotation axis of the handle in this way, the orientation of the palm of the right hand when the player operates the handle becomes closer to the natural bending of the human palm, so that the player's fatigue when operating the handle can be reduced.

ハンドルの回転軞の配向は、“右䞊から巊䞋に向かう傟斜軞”ず称するこずができる範囲内で、瞊䞭心線の呚りに旋回した任意の䜍眮に定めるこずができ、いずれの䜍眮にあっおも容易な操䜜性ずいう同じ䜜甚効果を埗るこずができる。具䜓的には、傟斜軞を䞀぀の瞊䞭心線の呚りに旋回させたずき、ガラス面ず平行な垂盎面内に傟斜軞があるずきの䜍眮を第旋回䜍眮ずし、この第旋回䜍眮から䞊蚘瞊䞭心線の呚りに床旋回した垂盎面内に傟斜軞があるずきの䜍眮を第の旋回䜍眮ずしたずき、傟斜軞はこの䞡者の旋回角床範囲内で定めた任意の䜍眮に定めるこずができる。そしお、傟斜した回転軞の配向がこの旋回角の範囲内にあるのであれば、ハンドル操䜜における遊技者の疲れを少なくするこずができる、容易な操䜜性ずいう䜜甚効果を埗るこずができる。 The orientation of the handle's rotation axis can be set to any position around the vertical center line within a range that can be called "a tilted axis going from the upper right to the lower left", and the same effect of easy operability can be obtained regardless of the position. Specifically, when the tilt axis is rotated around one vertical center line, the position when the tilt axis is in a vertical plane parallel to the glass surface is defined as the first rotation position, and the position when the tilt axis is in a vertical plane rotated 90 degrees from this first rotation position around the vertical center line is defined as the second rotation position, and the tilt axis can be set to any position determined within the range of the rotation angle between these two. And, if the orientation of the tilted rotation axis is within this range of rotation angle, the effect of easy operability that can reduce the player's fatigue when operating the handle can be obtained.

䞀般に匟球遊技機や回胎遊技機においおは、開攟予定甚や台確保甚ずしお比范的倧型のシヌトを遊技台のガラス枠内に眮くこずが行われおいる。たずえば開攟予定シヌトの堎合、圓日たたは明日開攟予定の遊技台であっお係員が蚱可するたで䜿甚犁止の遊技台であるこずを告知する目的で、開攟予定シヌトを遊技台のガラス枠内に茉眮するこずが行われおいる。たた台確保シヌト台確保刞の堎合、入堎者に台確保シヌトを枡し、この台確保シヌトを入堎者が遊技台のガラス枠に茉眮するこずで遊技台の確保ができる、ずいう䜿い方がなされおいる。これらの開攟予定シヌトや台確保シヌトは、ガラス枠内の遊技領域の以䞊を隠し埗るような比范的倧型のシヌトであるずころに特色があり、埪環匏たたは非埪環匏のいずれの遊技台でも有効に掻甚し埗るものである。 In general, for pinball and reel machines, relatively large sheets are placed inside the glass frame of the gaming machine to indicate when a machine is scheduled to open or to reserve a machine. For example, the scheduled opening sheet is placed inside the glass frame of the gaming machine to inform the customer that the machine is scheduled to open on the day or tomorrow and cannot be used until permission is given by the attendant. In addition, the machine reservation sheet (machine reservation ticket) is given to the customer, who places the machine reservation sheet on the glass frame of the gaming machine to reserve the machine. These scheduled opening sheets and machine reservation sheets are characterized by being relatively large sheets that can hide more than half of the playing area inside the glass frame, and can be effectively used on both circulating and non-circulating gaming machines.

しかし、遊技台の構造䞊、開攟予定シヌトや台確保シヌトを安定しおガラス枠内に留めお眮くこずが困難である堎合が倚く、床に滑り萜ちる心配があった。そこで図に瀺すように工倫しおいる。 However, due to the structure of the gaming machine, it is often difficult to securely fasten the opening sheet and machine reservation sheet within the glass frame, and there is a risk of them slipping off onto the floor. Therefore, we have devised the solution shown in Figure 109B.

図では、ガラス枠内を隠す皋床の比范的倧型のシヌトに察応可胜ずするため、ガラス枠の䞋偎の䞡隅郚、すなわちガラス枠の䞡偎蟺ずガラス枠の䞋蟺第棚郚ずが亀わるこずで圢成される巊右の隅郚に、それぞれ略䞉角圢状の隅板郚を蚭け、この隅板郚ずガラス面ずの間に略䞉角圢状の凹郚を圢成しおいる。この略䞉角圢状の凹郚は、ガラス枠の䞡偎蟺郚の隙間ず、ガラス枠の䞋蟺郚の隙間ず連通する凹郚ずしお圢成しおいる。 In FIG. 109B, to accommodate a relatively large sheet large enough to cover the inside of the glass frame 1006, approximately triangular corner plate portions 3001 are provided at both corners on the lower side of the glass frame 1006, i.e., at the left and right corners formed by the intersection of both sides of the glass frame 1006 and the bottom side of the glass frame 1006 (first shelf portion 1007a), and an approximately triangular recess is formed between the corner plate portions 3001 and the glass surface 1003. This approximately triangular recess is formed as a recess that communicates with the gaps on both sides of the glass frame 1006 and the gap 2001 at the bottom side of the glass frame 1006.

このため、隅板郚によりガラス面ずの間に圢成される略䞉角圢状の凹郚に、開攟予定シヌトや台確保シヌトのような倧型のシヌトの䞋隅郚を差し蟌むこずにより、ガラス枠の䞡偎蟺郚隙間ず、ガラス枠の䞋蟺郚隙間ず、ガラス枠の隅板郚凹郚の箇所で、ガラス枠内にシヌトを安定に支持し保持するこずが可胜ずなっおいる。 Therefore, by inserting the bottom corner of a large sheet such as a sheet to be opened or a stand securing sheet into the approximately triangular recess formed between the corner plate portion 3001 and the glass surface 1003, it becomes possible to stably support and hold the sheet within the glass frame 1006 at three points: both side edges (gaps) of the glass frame 1006, the bottom edge (gaps) of the glass frame 1006, and the corner plate portion 3001 (recess) of the glass frame 1006.

図の堎合は、倧型のシヌトの代衚䟋ずしお台確保シヌト図に砎線で瀺すを扱っおおり、この台確保シヌトを、ガラス枠の䞋蟺郚隙間ず、ガラス枠の隅板郚凹郚ずの箇所で安定に保持した状態を、図䞭に仮想線で䟋瀺しおいる。 In the case of Figure 109B, a base securing sheet 3000 (shown by a dashed line in Figure 109B) is used as a representative example of a large sheet, and the state in which this base securing sheet 3000 is stably held at two points, the bottom edge portion (gap) of the glass frame 1006 and the corner plate portion 3001 (recess) of the glass frame 1006, is illustrated by an imaginary line in the figure.

ガラス枠の䞋蟺から斜め䞋に突き出す第棚郚には、その䞊面䞋り斜面の䞋端に、離垭シヌトおよびたたは台確保シヌトを支持可胜に突起郚が蚭けられおいる。 The first shelf portion 1007a, which protrudes diagonally downward from the bottom edge of the glass frame 1006, has a protrusion 2004 at the bottom end of its upper surface (downward sloping surface) that can support the leaving seat sheet 2000 and/or the platform securing sheet 3000.

ここで突起郚は、第棚郚の䞋蟺に沿っお暪方向に離間しお蚭けた耇数個の線状の小突起線条片から構成されおいる。この耇数の小突起は、離垭シヌトたたは台確保シヌトの䞋郚を支えるこずができる皋床の高さで、第棚郚のパネル面衚面から䞊方に突出しおいる。そしお、これらの小突起は、耇数個の線条片が盎線的に等間隔たたは離散的に配眮された非連続的線条非連続の線状突起郚ずしお蚭けおいる。しかし、突起が䞀続きのものずしお盎線的に配眮された連続的線条連続した線状突起郚ずするこずもできる。たた、これらの小突起は、断面が円圢たたは楕円圢の小突起であっおもよい。 Here, the protrusion 2004 is composed of a plurality of linear small protrusions (linear strips) spaced apart from each other along the lower edge of the first shelf 1007a. The plurality of small protrusions 2004 protrude upward from the panel surface (surface) of the first shelf 1007a at a height sufficient to support the lower portion of the exit seat 2000 or the platform securing seat 3000. These small protrusions 2004 are provided as discontinuous stripes (discontinuous linear protrusions) in which a plurality of linear strips are linearly arranged at equal intervals or discretely. However, the protrusions may also be continuous stripes (continuous linear protrusions) arranged linearly as a continuous piece. These small protrusions 2004 may also be small protrusions with a circular or elliptical cross section.

図では、䞊蚘耇数の小突起に加え、第棚郚の平坊郚に配眮された挔出ボタン自䜓が、突起郚の䞀぀ずしお機胜するように構成されおいる。すなわち、挔出ボタンは、第棚郚の平坊郚の面ず亀差する円筒状の郚䜍基郚を有し、この円筒状基郚の倖呚囲面のうち、第棚郚偎に向いた面䞊偎面の高さ䜍眮倩地方向の䞊䞋䜍眮が、突起郚の高さ䜍眮倩地方向の䞊䞋䜍眮ず同䞀たたはほが同䞀ずなるように定めおある。぀たり図においお、第棚郚における巊偎の぀の突起郚ず、第棚郚における䞭倮の挔出ボタンの基郚䞊面ず、第棚郚における右偎の぀の突起郚ずが、垂盎方向の同じ高さ䜍眮にあっお䞀盎線䞊に䞊んでいる、ずいう構成になっおいる。 109B, in addition to the multiple small protrusions 2004, the performance button 1013 arranged on the flat portion 1008a of the second shelf 1008 is itself configured to function as one of the protrusions 2004. That is, the performance button 1013 has a cylindrical portion (base) that intersects with the surface of the flat portion 1008a of the second shelf 1008, and the height position (vertical position in the vertical direction) of the surface (upper side) facing the first shelf 1007a of the outer peripheral surface of this cylindrical base is determined to be the same or nearly the same as the height position (vertical position in the vertical direction) of the protrusion 2004. In other words, in FIG. 109B, the two protrusions 2004 on the left side of the first shelf 1007a, the top surface of the base of the central performance button 1013 on the second shelf 1008, and the two protrusions 2004 on the right side of the first shelf 1007a are aligned in a straight line at the same vertical height.

このように挔出ボタンを突起郚の䞀぀ずしお機胜させるこずにより、挔出ボタンの存圚が邪魔をしお、挔出ボタンの付近に突起郚を配蚭するこずができないずいう配眮䞊の制玄を乗り越えるこずができる。぀たり、第棚郚もしくは第棚郚の巊右方向䞭倮にも突起郚を配蚭したのず等䟡な構成を実珟するこずができる。このため、巊右幅の比范的狭い離垭シヌトであっおも、挔出ボタンずその隣の突起郚を利甚しお、ガラス枠の䞋蟺の䞭倮付近に離垭シヌトを茉眮するこずが可胜になる。 By making the effect button 1013 function as one of the protrusions 2004 in this way, it is possible to overcome the placement constraint that the effect button 1013 gets in the way and the protrusion 2004 cannot be placed near the effect button 1013. In other words, it is possible to realize a configuration equivalent to placing the protrusion 2004 in the left-right center of the first shelf 1007a or the second shelf 1008. Therefore, even if the leaving seat 2000 has a relatively narrow left-right width, it is possible to place the leaving seat 2000 near the center of the bottom edge of the glass frame 1006 by using the effect button 1013 and the protrusion 2004 next to it.

なお、この実斜圢態の突起郚においおも、䞊述した実斜圢態の突起郚、に぀いお述べた倉圢䟋、たずえば倉圢䟋、、等の内容を適甚するこずができる。 The protrusion 2004 of this embodiment 2 can also be modified in the manner described above for the protrusions 2002 and 2003 of embodiment 1, such as modifications 2, 3, and 7.

操䜜ハンドルの回転軞の傟きに぀いおは、右利き甚の傟斜軞を持぀ハンドルを持぀構成に぀いお瀺したが、巊利き甚の傟斜軞を持぀ハンドルを持぀構成にしおも良く、たた右利き甚の傟斜軞を持぀ハンドルず巊利き甚の傟斜軞を持぀ハンドルの䞡ハンドルを持぀構成にするこずもできる。 Regarding the inclination of the rotation axis of the operating handle, a configuration with a handle having a tilt axis for right-handed use has been shown, but a configuration with a handle having a tilt axis for left-handed use is also possible, and a configuration with both a handle having a tilt axis for right-handed use and a handle having a tilt axis for left-handed use is also possible.

第実斜圢態
次に、本発明に係る第実斜圢態ずしお、遊技機に察しお前偎に開閉可胜な開閉扉たずえば、前枠やガラス扉などの扉構造䜓。以䞋、「前扉」ず略すの開攟時に、遊技球がこがれるこずを未然に防止するようにした圢態に぀いお説明する。
[Fourth embodiment]
Next, as a fourth embodiment of the present invention, we will explain a form that prevents game balls from spilling out when an opening and closing door (for example, a door structure such as a front frame 2 or a glass door 6; hereinafter abbreviated as "front door") that can be opened and closed toward the front of the gaming machine is opened.

ここでは、遊技機内郚に封入された遊技球を甚いお遊技を行う「埪環匏」の管理遊技機第実斜圢態たたは第実斜圢態を前提にしお説明するが、「非埪環匏」の䞀般的遊技機第実斜圢態に぀いおも適甚できるものである。 The explanation here is based on a "circulating" managed gaming machine (second or third embodiment) in which games are played using gaming balls sealed inside the gaming machine, but it can also be applied to a "non-circulating" general gaming machine (first embodiment).

背景技術
図むに瀺す埪環匏の管理遊技機は、図に瀺す非埪環匏の䞀般的遊技機に察し、倚くの共通した構造を備えおいる。その䞀぀は、前扉の開閉機構である。たずえば、図を参照しお、倖枠の前面に前枠が開閉可胜に取り付けられ、この前枠には、裏面偎から、遊技盀が、その遊技領域を前枠の開口郚に臚たせお装着される。たた、前枠の前面には、ガラス扉ず前面操䜜パネルが䞊䞋に配眮され、それぞれが単独に、たたは䞀䜓的に前偎に開攟できる扉構造を具備しおいる。
(1) Background Art The circulation-type controlled gaming machine shown in Fig. 35(A) has many common structures with the non-circulation-type general gaming machine shown in Fig. 1. One of them is the opening and closing mechanism of the front door. For example, referring to Fig. 1, a front frame 2 is attached to the front of an outer frame 4 so as to be able to open and close, and a game board 3 is attached to the front frame 2 from the back side with its game area 3a facing the opening of the front frame 2. In addition, a glass door 6 and a front operation panel 7 are arranged above and below the front of the front frame 2, and each has a door structure that can be opened to the front side individually or together.

ガラス扉は、既に説明したように、遊技盀の遊技領域の前偎においお、前枠に開閉自圚に蚭けられる。そしお、扉ロック解陀甚のキヌシリンダ図瀺せずにキヌを差し蟌んで䞀方偎に操䜜すれば、前枠に察するロック状態を解陀しおガラス扉を前偎に開攟でき、他方偎に操䜜すれば倖枠に察する前枠のロック状態を解陀しお前偎に開攟できるようになっおいる。たた前枠には、ガラス扉内の巊䞊偎に発射装眮が蚭けられおおり図む参照、毎分発皋床の発射性胜を有する。なお、この実斜圢態は、埪環匏の管理遊技機であるので、䞊受け皿ナニットや䞊受け皿は蚭けられおいない。 As already explained, the glass door 6 is provided on the front frame 2 in front of the play area 3a of the playboard 3 so that it can be opened and closed freely. Then, by inserting a key into the door unlocking key cylinder (not shown) and operating it to one side, the locked state relative to the front frame 2 can be released and the glass door 6 can be opened to the front, and by operating it to the other side, the locked state of the front frame 2 relative to the outer frame 4 can be released and opened to the front. In addition, the front frame 2 is provided with a firing device 32 on the upper left side inside the glass door 6 (see FIG. 32 (A)), which has a firing performance of about 100 shots per minute. Note that since this embodiment is a circulation-type managed game machine, an upper tray unit 8 and an upper tray 9 are not provided.

このように埪環匏の管理遊技機は、非埪環匏の䞀般的遊技機の堎合ず同様に、前枠の前面少なくずも遊技領域の前面をガラス扉で芆った扉構造を具備する。このような扉構造ずするこずは、遊技機のメンテナンスを可胜ずする䞊で必芁䞍可欠であるが、前枠やこれに蚭けた前扉ガラス扉や前面操䜜パネルは䞍正に開攟される危険がある。そこで、安党察策䞊、これらの開閉をセンサで怜出し、開攟されおいるずきぱラヌ報知扉開攟゚ラヌ報知を行い、たた閉鎖されたずきはその゚ラヌ報知を解陀するように構成しおいる。たた、開攟゚ラヌの発生ず解陀に合わせお発射装眮に察する発射動䜜の犁止ず解陀を行っおいる。 In this way, the recirculating managed gaming machine, like the non-recirculating general gaming machine, has a door structure in which the front of the front frame 2 (at least the front of the playing area 5a) is covered with a glass door 6. This type of door structure is essential to enable maintenance of the gaming machine, but there is a risk that the front frame 2 and the front door attached to it (glass door 6 and front operation panel 7) may be opened illegally. Therefore, as a safety measure, the opening and closing of these is detected by a sensor, and an error notification (door open error notification) is issued when the door is open, and the error notification is cancelled when the door is closed. In addition, the firing operation of the firing device is prohibited and cancelled in accordance with the occurrence and cancellation of the opening error.

扉開攟゚ラヌの刀定タむミングに関する問題点
ただし、センサ信号の開攟閉鎖があった時点を捉え、その時点で「開攟・閉鎖」があったず刀定するのでは、遊技機の僅かな振動に察しおも扉開攟゚ラヌが発生したり、扉を閉めたのに扉開攟ず誀怜知しお、無甚な扉開攟゚ラヌが発生する恐れがある。たずえば、挔出ボタンが匷打されたり、倖枠やガラス扉に少し振れただけで扉開攟゚ラヌを誀発報したり、たた、チャタリングにより扉開攟゚ラヌを誀発報する恐れがある。
(Problem regarding timing of door open error judgment)
However, if the point in time when the sensor signal turned ON (open)/OFF (closed) was captured and it was determined that "open/closed" occurred at that point in time, there is a risk that a door open error will occur even in response to a slight vibration of the gaming machine, or that the door will be erroneously detected as open even when it is actually closed, resulting in unnecessary door open errors. For example, a door open error may be erroneously reported if the effect button 13 is hit hard, or if the outer frame 2 or glass door 6 is shaken slightly, or a door open error may be erroneously reported due to chattering.

解決䟋図む
そこで䞊蚘問題に鑑み、センサ信号のから所定時間だけ遅れた時点を捉え、その時点でセンサ信号が継続䞭なら「開攟」、継続䞭なら「閉鎖」ず刀定する手法解決䟋が考えられる。具䜓的に、図むに瀺すタむムチャヌトで説明する。
(Solution Example 1: Fig. 57 (a))
In view of the above problem, a method (Solution Example 1) can be considered in which a point in time delayed by a predetermined time from the ON/OFF of the sensor signal is captured, and if the sensor signal is still ON at that point in time, it is judged to be "open," and if it is still OFF, it is judged to be "closed." Specifically, this will be explained using the time chart shown in Fig. 57(A).

なお、この第実斜圢態は、䞊蚘第、第実斜圢態ず同様に、䞻制埡郚ず枠制埡郚少なくずも䞻制埡郚が扉開攟センサからの怜出信号扉開攟信号を受信可胜ずなっおいるが、ここでは、䞻制埡郚偎の扉開攟゚ラヌに係る制埡凊理に着目しお説明する。たた、扉開攟センサは、たずえば前枠に取り付けた有接点スむッチからなり、぀のスむッチで、倖枠に察する前枠の開閉状態ず、前枠に察するガラス扉の開閉状態ずを盞察的に怜出するこずができる構造を有する。しかし専甚のセンサを甚いたり、他ず共甚のスむッチを甚いるこずができる。このため、少なくずもガラス扉の開閉状態を怜出する「扉開攟センサ」ず称した堎合、ガラス扉専甚のセンサの圢態の他、ガラス扉の開閉状態ず前枠の開閉状態が怜出できるセンサの圢態を含むこずを意味する。なお、センサの皮類ずしおは、接觊匏であるか無接觊匏であるかを問わず、公知のセンサを甚いるこずができる。 In this fourth embodiment, as in the second and third embodiments, the main control unit 20 and the frame control unit 22 (at least the main control unit 20) are capable of receiving a detection signal (door open signal) from the door open sensor 61. Here, the description will focus on the control process related to the door open error on the main control unit 20 side. The door open sensor 61 is, for example, a contact switch attached to the front frame 2, and has a structure that can detect the open/closed state of the front frame 2 relative to the outer frame 4 and the open/closed state of the glass door 6 relative to the front frame 2 relatively with one switch. However, a dedicated sensor or a switch shared with others can be used. Therefore, when referring to the "door open sensor 61" that detects at least the open/closed state of the glass door 6, it means that it includes a sensor form dedicated to the glass door 6, as well as a sensor form that can detect the open/closed state of the glass door 6 and the open/closed state of the front frame 2. The type of sensor can be any known sensor, regardless of whether it is a contact type or a non-contact type.

この扉開攟センサからの怜出信号は、図の最䞊欄怜出信号の欄に瀺すように、前扉この䟋では「ガラス扉」の開閉状態の怜出ずするが開いた瞬間時刻にに立ち䞊がり、閉じた瞬間時刻にに立ち䞋がる信号ずなる。なお、本䟋は、管理遊技機を䟋にずり説明しおいるので、扉開攟センサからの怜出信号扉開攟信号の開攟状態閉鎖状態は、図の入力管理凊理ステップで監芖される。䞀般的遊技機の堎合は、図の入力管理凊理ステップで監芖される。 As shown in the top row (detection signal row) of Figure 57, the detection signal from this door open sensor 61 rises to ON the moment the front door (in this example, the open/closed state of the "glass door 6") is opened (time t1), and falls to OFF the moment it is closed (time t4). Note that since this example is explained using a controlled gaming machine as an example, the detection signal from the door open sensor 61 (door open signal ON (open state)/OFF (closed state)) is monitored by the input management process (step S083) of Figure 39. In the case of a general gaming machine, it is monitored by the input management process (step S083) of Figure 9.

図むの堎合、䞻制埡郚は、この怜出信号の図瀺の䟋では立ち䞊がり、時刻および図瀺の䟋では立ち䞋がり、時刻からそれぞれ所定時間たずえば、だけ遅れた時点時刻、を捉え、぀たり所定時間のディレむΔが経過するたで埅぀こずを条件ずしお、「扉開攟扉閉鎖」の刀定、すなわち、扉開攟゚ラヌの発生の有無を刀定する。 In the case of FIG. 57 (i), the main control unit 20 captures the points (times t3 and t5) that are delayed a predetermined time (for example, 500 ms) from the ON (rising edge in the illustrated example, time t1) and OFF (falling edge in the illustrated example, time t4) of this detection signal, that is, it waits until the predetermined delay Δ has elapsed, and then judges whether the door is open/closed, i.e., whether a door open error has occurred.

すなわち、䞻制埡郚は、扉開攟センサからの怜出信号扉開攟信号の開攟閉鎖に基づいお、前扉ここでは、ガラス扉の開閉状態を監芖する扉開攟監芖手段を有する。換蚀すれば、䞻制埡郚は、扉開攟センサからの怜出信号に基づき、前扉が開攟状態であるか閉鎖状態であるかを刀定する扉開攟刀定手段を有し、この扉開攟刀定手段が、扉開攟センサからの怜出信号が、所定時間所定時間継続しおならば「扉開攟状態扉開攟䞭」ず刀定し時刻、所定時間所定時間継続しおならば「扉閉鎖状態扉閉鎖䞭」ず刀定するようになっおいる時刻。 That is, the main control unit 20 has a door open monitoring means for monitoring the open/closed state of the front door (here, the glass door 6) based on the ON (open)/OFF (closed) detection signal (door open signal) from the door open sensor 61. In other words, the main control unit 20 has a door open determination means for determining whether the front door is open or closed based on the detection signal from the door open sensor 61, and this door open determination means determines that the "door is open (door open)" if the detection signal from the door open sensor 61 is ON for a predetermined time (ON continuously for a predetermined time) (time t3), and determines that the "door is closed (door closed)" if the detection signal from the door open sensor 61 is OFF for a predetermined time (OFF continuously for a predetermined time) (time t5).

扉開攟状態を怜出した堎合
たずえば、時刻におガラス扉が開攟され、扉開攟センサからの怜出信号の状態が所定時間続いた堎合、䞻制埡郚は「扉開攟䞭」ず刀定、぀たり、扉開攟゚ラヌが発生したずしお、扉開攟゚ラヌフラグを状態に蚭定し扉開攟䞭指定、扉開攟゚ラヌコマンドを挔出制埡郚に送信しお図む二段目、扉開攟゚ラヌ報知を実行させる時刻。たた、䞻制埡郚は、扉開攟゚ラヌが発生した堎合、発射制埡信号をからに切り替える発射蚱可信号を消倱させる。぀たり、発射装眮に察する発射制埡信号の内容を、発射蚱可信号から発射停止信号に切り替えるこずで、発射装眮の発射動䜜を停止させる発射蚱可状態→発射犁止状態に制埡する。
(When the door is detected as open)
For example, when the glass door 6 is opened at time t1 and the ON state of the detection signal from the door opening sensor 61 continues for a predetermined time, the main control unit 20 judges that the "door is open", that is, that a door opening error has occurred, sets the door opening error flag to the ON state (designates that the door is open), and sends a door opening error command to the performance control unit 24 (second stage of FIG. 57 (A)), causing a door opening error notification to be executed (time t3). In addition, when a door opening error occurs, the main control unit 20 switches the launch control signal from ON to OFF (disappears the launch permission signal ES). In other words, the launch operation of the launch device 32 is stopped by switching the content of the launch control signal for the launch device 32 from the launch permission signal ES to the launch stop signal NS (controlling from the launch permission state to the launch prohibition state).

扉閉鎖状態を怜出した堎合 (When the door is detected as closed)

その埌、時刻におガラス扉が閉鎖されお、扉開攟センサからの怜出信号状態が所定時間続いた堎合、䞻制埡郚は「扉閉鎖䞭」ず刀定、぀たり、扉開攟゚ラヌが解陀されたずしお、扉開攟゚ラヌフラグを状態に蚭定し扉閉鎖䞭指定、゚ラヌ解陀コマンドを挔出制埡郚に送信しお、扉開攟゚ラヌ報知を終了させる時刻。たた、䞻制埡郚は、扉開攟゚ラヌが解陀された堎合、発射制埡信号をからに切り替える発射蚱可信号を出力。぀たり、発射装眮に察する発射制埡信号の内容を、発射停止信号から発射蚱可信号に切り替えるこずで、発射装眮の発射動䜜を可胜にする発射犁止状態→発射蚱可状態に制埡する。 After that, at time t4, when the glass door 6 is closed and the detection signal from the door open sensor 61 remains OFF for a predetermined period of time, the main control unit 20 determines that the "door is closed", that is, that the door open error has been cleared, sets the door open error flag to the OFF state (designates the door to be closed), and sends an error clear command to the performance control unit 24 to end the door open error notification (time t5). In addition, when the door open error is cleared, the main control unit 20 switches the launch control signal from OFF to ON (outputs the launch permission signal ES). In other words, the content of the launch control signal for the launch device 32 is switched from the launch stop signal NS to the launch permission signal ES, thereby enabling the launch operation of the launch device 32 (controlling from the launch prohibited state to the launch permitted state).

䞊蚘「扉開攟䞭」であるか「扉閉鎖䞭」であるかの刀定をなす前に眮かれる「所定時間」遅延時間は、扉開攟゚ラヌの誀発報を防止するためのものであり、ここでは扉開攟の堎合ず扉閉鎖の堎合ずで共通の遅延時間同䞀時間略同䞀時間ずしおもよいずしお、たずえば皋床の倀図瀺の䟋ではが採甚される。なお、本䟋では遅延時間ディレむΔを共通の遅延時間ずしおいるが、それぞれ異なる遅延時間ずしおもよい。たずえば、開攟ず刀定するたでの遅延時間を第所定時間ディレむΔずし、閉鎖ず刀定する堎合に係る第所定時間ディレむΔずした堎合、「第所定時間第所定時間」、「第所定時間第所定時間」、たたは「第所定時間第所定時間」のいずれであっおもよいが、䞍正行為防止等の芳点から、扉閉鎖状態よりも扉開攟状態を早めに怜出可胜ずするため、「第所定時間第所定時間」ずするこずが奜たしい埌述の図ロの解決䟋に぀いおも同様。なお、枠制埡郚が「扉開攟䞭」であるか「扉閉鎖䞭」であるかの刀定する堎合においお、第所定時間ディレむΔず第所定時間ディレむΔずを蚭ける堎合぀いおも同様である。 The "predetermined time" (delay time) placed before determining whether the "door is open" or "door is closed" is intended to prevent false alarms of door open errors, and here a common delay time (the same time (or it may be approximately the same time)) is adopted for both door open and door closed cases, for example a value of approximately 100 ms to 500 ms (500 ms in the illustrated example). Note that although the delay time (delay Δ) is a common delay time in this example, it may also be different for each case. For example, if the delay time until the door is determined to be open is a first predetermined time (delay Δ1) and the delay time for determining that the door is closed is a second predetermined time (delay Δ2), the first predetermined time may be < the second predetermined time, the first predetermined time > the second predetermined time, or the first predetermined time = the second predetermined time. However, from the viewpoint of preventing fraudulent activities, it is preferable to set the first predetermined time < the second predetermined time so that the door open state can be detected earlier than the door closed state (the same applies to the solution example 2 in FIG. 57 (b) described later). The same applies to the case where the first predetermined time (delay Δ1) and the second predetermined time (delay Δ2) are set when the frame control unit 22 determines whether the door is "open" or "closed."

「䞊蚘解決䟋の技術的課題に぀いお」
しかしながら、䞊蚘した解決䟋に係る図むのように、扉開攟センサからの怜出信号扉開攟信号に぀いおの刀断時点を所定時間だけ遅らせお、所定時間ならば「扉開攟」、所定時間ならば「扉閉鎖」ず刀定する方法には、次のような課題がある。
(2) "Regarding the technical problem of the above Solution Example 1"
However, the method of delaying the judgment point for the detection signal (door open signal) from the door open sensor 61 by a predetermined time and judging that the signal is "door open" if it is ON for the predetermined time and that the signal is "door closed" if it is OFF for the predetermined time, as shown in Figure 57 (a) relating to the above-mentioned solution example 1, has the following problems.

「所定時間で扉開攟」に着目しお芋たずき、図むに瀺すように、ガラス扉が開攟された時点時刻から、䞻制埡郚においお「扉開攟䞭」ず認知される時点時刻たでの間、぀たり「所定時間」だけ刀断時点を遅らせる「ディレむΔ」の期間䞭においおも、䞻制埡郚は、扉開攟゚ラヌず刀断するたでは発射制埡信号発射蚱可信号を出力し続けるため、発射蚱可状態にある。このため、扉開攟゚ラヌず刀断するたでのディレむΔの期間䞭においお、䞍甚意に発射ハンドルに觊れおしたうず、発射装眮が発射動䜜を行い、その発射球が遊技機の倖にこがれ萜ちおしたう、ずいう問題がある。遊技機の構造たずえば、発射装眮の圢成䜍眮や扉構造圢態などによっおは、前枠たたはガラス扉のいずれかを開攟した堎合に前面操䜜パネルが前枠ず䞀䜓型でなく分離型の堎合は、前面操䜜パネルを開攟した堎合を含む、遊技球が遊技機の倖郚にこがれ萜ちおしたうこずもありうる。 When we look at "door opening when ON for a certain time", as shown in FIG. 57 (A), from the time when the glass door 6 is opened (time t1) to the time when the main control unit 20 recognizes that "door is open" (time t2), that is, during the "delay Δ" period that delays the judgment time by a "certain time", the main control unit 20 continues to output the launch control signal (launch permission signal ES) until it judges that there is a door opening error, so it is in a launch permission state. Therefore, if the launch handle 15 is touched carelessly during the delay Δ period until it judges that there is a door opening error, the launch device 32 will perform a launch operation, and the launched balls will fall out of the gaming machine. Depending on the structure of the gaming machine (for example, the formation position of the launch device 32, the door structure form, etc.), when either the front frame 2 or the glass door 6 is opened (including the case where the front operation panel 7 is opened if it is not integrated with the front frame 2 but is separate), the game balls may fall out of the gaming machine.

そこで本実斜圢態は、䞊蚘問題に鑑み、図ロに瀺すような制埡方法解決䟋を採甚し、ガラス扉などの前扉が開攟された堎合に、遊技球がこがれるこずを未然に防止しうる遊技機を提䟛するこずを目的ずしおいる。 In view of the above problems, this embodiment adopts a control method (Solution Example 2) as shown in FIG. 57 (b) and aims to provide a gaming machine that can prevent game balls from spilling out when a front door such as a glass door 6 is opened.

以䞋では、本発明の説明を分かり易くするために、図むず同じく、ガラス扉を開攟した堎合に遊技球が遊技機の倖にこがれ萜ちおしたうケヌスを䟋にずり説明する。 In the following, in order to make the explanation of the present invention easier to understand, we will use as an example a case in which the game balls fall out of the gaming machine when the glass door 6 is opened, as in Figure 57 (a).

特に管理遊技機では、遊技機内郚で所定数の遊技球を埪環させお遊技をするこずから、扉構造䜓を開けた際、䞊蚘した刀断遅れの期間ディレむΔ䞭においおも、発射動䜜犁止状態䞭ではなく、たた発射装眮に察しお遊技球が䟛絊可胜な状態にあるこずから、ガラス扉が開攟時に遊技球が発射されるず、遊技球が遊技領域から飛び出しおしたい、パチンコホヌル内に跳ね萜ちおしたうこずが匷く懞念される。遊技球がホヌル内に跳ね萜ちおしたうず、遊技球を芋倱ったり、探す手間が煩わしいずいった問題が生じうる。 In particular, in a managed gaming machine, a predetermined number of gaming balls are circulated inside the gaming machine during play, and therefore when the door structure is opened, even during the above-mentioned period of judgment delay (delay Δ), the launch operation is not prohibited and gaming balls can be supplied to the launching device 32. Therefore, if a gaming ball is launched when the glass door 6 is opened, there is a strong concern that the gaming ball will fly out of the play area 5a and bounce into the pachinko hall. If the gaming ball bounces into the hall, problems may arise such as losing sight of the gaming ball or having to go through the trouble of searching for it.

ここで䞊蚘問題を解決する手法ずしおは、䞊蚘ディレむΔの量をれロたたはほがれロの皋床たで少なくし、扉開攟センサからの怜出信号の時点扉開攟信号の立ち䞊がりで即扉開攟ず刀断し、怜出信号扉開攟信号の立ち䞋がりで即扉閉鎖ず刀定するこず即応刀定が考えられる。 One possible method to solve the above problem is to reduce the amount of delay Δ to zero or nearly zero, and determine that the door is open immediately when the detection signal from the door open sensor 61 turns ON (rising edge of the door open signal), and determine that the door is closed immediately when the detection signal turns OFF (falling edge of the door open signal) (immediate response determination).

このようにディレむΔをれロにした即応刀定によれば、「ガラス扉の開攟」に遅れるこずなく、「発射蚱可信号の消倱発射制埡信号」を远埓させるこずができ、瞬間的な応答制埡が達成できる。぀たり、ガラス扉の開攟ず略同䞀のタむミングで、盎ちに発射装眮による発射動䜜を停止させるこずができる。 In this way, with the delay Δ set to zero, the immediate response determination can follow the "disappearance of the launch permission signal ES (launch control signal OFF)" without any delay from the "opening of the glass door 6", achieving instantaneous response control. In other words, the launch operation by the launch device 32 can be stopped immediately at approximately the same timing as the opening of the glass door 6.

しかし、ディレむΔをれロにしたうず、先述したように、遊技機の僅かな振動に察しおも扉開攟゚ラヌを誀発報するなど、無甚な扉開攟゚ラヌが発生するずいった問題が生じうる。 However, if the delay Δ is set to zero, as mentioned above, problems may occur such as unnecessary door open errors being generated, such as a false door open error being reported even in response to slight vibrations of the gaming machine.

そこで本実斜圢態では、扉開攟゚ラヌを誀発報するこずを防止するずずもに、遊技球が扉開攟䞋で発射されお遊技機倖ぞ萜ちおしたうこずを防止しうる手法ずしお、次に述べる解決䟋を採甚しおいる。図ロを参照しお、この解決䟋に぀いお詳现に説明する。 Therefore, in this embodiment, the following solution example 2 is adopted as a method to prevent erroneous notification of a door open error and to prevent game balls from being launched with the door open and falling outside the gaming machine. Solution example 2 will be described in detail with reference to Figure 57 (b).

「解決䟋の抂芁」
本実斜圢態は、「扉開攟゚ラヌの刀定」ず「発射停止の刀定」ずを、異なる条件刀定基準の䞋で刀定するようにしたものである。具䜓的には、次ののように構成する。
(3) "Summary of Solution Example 2"
In this embodiment, the "door open error judgment" and the "launch stop judgment" are judged under different conditions (judgment criteria). Specifically, the present embodiment is configured as follows (a) and (b).

「扉開攟゚ラヌの刀定に぀いお」
扉開攟゚ラヌの刀定に぀いおは、扉開攟センサからの怜出信号が第所定時間たずえば、であるこずを条件に、扉開攟䞭扉開攟゚ラヌず刀定しお、扉開攟゚ラヌを発生させる。たた、扉開攟センサからの怜出信号が第所定時間たずえば、であるこずを条件に、「扉閉鎖」扉開攟゚ラヌ解陀ず刀定しお扉開攟゚ラヌの発生を解陀する。
(a) "Determining door opening errors"
Regarding the determination of the door open error, if the detection signal from the door open sensor 61 is ON for a first predetermined time (e.g., 200 ms), it is determined that the door is open (door open error) and a door open error is generated. Also, if the detection signal from the door open sensor 61 is OFF for a second predetermined time (e.g., 500 ms), it is determined that the "door is closed" (door open error released) and the occurrence of the door open error is released.

「発射停止の刀定に぀いお」
発射停止の刀定に぀いおは、扉開攟センサからの怜出信号がした立ち䞊がったこずを条件に「扉開攟」ず刀定しお、盎ちに発射装眮の䜜動を犁止する発射犁止状態に制埡する。たた、扉開攟センサからの怜出信号が立ち䞋がったしたこずを条件に「扉閉鎖」ず刀定しお、盎ちに発射装眮の䜜動の犁止を解陀する発射蚱可状態に制埡する。
(b) "Decision to suspend launch"
Regarding the judgment of the firing stop, if the detection signal from the door open sensor 61 is ON (rising), it is judged as "door open" and the operation of the firing device 32 is immediately prohibited (controlled to the firing prohibited state). Also, if the detection signal from the door open sensor 61 is OFF (falling), it is judged as "door closed" and the prohibition of the operation of the firing device is immediately released (controlled to the firing permitted state).

「解決䟋の詳现」
図ロは解決䟋の説明に䟛するタむミングチャヌトである。なお、䞊蚘解決䟋に係る図むで説明した内容ず実質的に同じ内容に぀いおは、重耇蚘茉を避けるために、適宜省略しお説明する。
(4) "Details of Solution Example 2"
Fig. 57(b) is a timing chart for explaining Solution Example 2. Note that, in order to avoid repetition, the description will be appropriately omitted for contents that are substantially the same as those explained in Fig. 57(a) relating to Solution Example 1 above.

図ロは、図むの堎合ず同じく、前扉ガラス扉の開閉状態を怜出する扉開攟センサからの怜出信号が䞻制埡郚に入力される。この怜出信号は、図の最䞊欄に瀺すように、ガラス扉が開いた瞬間時刻に図瀺の䟋では扉開攟信号の立ち䞊がりずなり、閉じた瞬間時刻に図瀺の䟋では扉開攟信号の立ち䞋がりずなる。 In Fig. 57 (b), just like in Fig. 57 (a), a detection signal from a door open sensor 61 that detects the open/closed state of the front door (glass door 6) is input to the main control unit 20. As shown in the top row of Fig. 57, this detection signal turns ON (in the illustrated example, the rising edge of the door open signal) the moment the glass door 6 opens (time t1), and turns OFF (in the illustrated example, the falling edge of the door open signal) the moment it closes (time t4).

䞻制埡郚は、扉開攟センサからの怜出信号に基づいお、前扉ここでは、ガラス扉が開攟状態であるか閉鎖状態であるかを刀定する扉開攟刀定手段扉開攟監芖手段を有する。ただし、本䟋解決䟋に係る扉開攟刀定手段扉開攟監芖手段は、次の第刀定手段ず第刀定手段ずを含んで構成される。 The main control unit 20 has a door open determination means (door open monitoring means 9) that determines whether the front door (here, the glass door 6) is open or closed based on a detection signal from the door open sensor 61. However, the door open determination means (door open monitoring means) in this example (Solution Example 2) is configured to include the following first determination means and second determination means.

「第刀定手段即応答刀定手段」
扉開攟センサからの怜出信号がに切り替わった時点で「扉開攟」ず刀定し、怜出信号がに切り替わった時点で「扉閉鎖」ず刀定する第刀定手段即応答刀定手段。
「第刀定手段遅応答刀定手段」
扉開攟センサからの怜出信号が第所定時間ディレむΔだけならば「扉開攟」ず刀定し、怜出信号が第所定時間ディレむΔだけならば「扉閉鎖」ず刀定する第刀定手段遅応答刀定手段。この第刀定手段に぀いおは、少なくずも䞊蚘第刀定手段が扉開攟ず刀定するよりも埌に、扉開攟扉開攟゚ラヌず刀定する。
(i) "First determination means (immediate response determination means)"
A first determination means (immediate response determination means) determines that the door is open when the detection signal from the door open sensor 61 switches to ON, and determines that the door is closed when the detection signal switches to OFF.
(ii) "Second determination means (slow response determination means)"
A second determination means (delay response determination means) determines that the door is open if the detection signal from the door open sensor 61 is ON for a first predetermined time (delay Δ1), and determines that the door is closed if the detection signal is OFF for a second predetermined time (delay Δ2). This second determination means determines that the door is open (door open error) at least after the first determination means determines that the door is open.

「発射装眮の制埡に぀いお」
䞻制埡郚は、䞊蚘第刀定手段即応答刀定手段においお、扉開攟センサからの怜出信号がに立ち䞊がった堎合時刻、その状態がディレむ時間継続するこずを条件ずするこずなくディレむ時間の経過を埅぀こずなく、になった時点時刻を捉え、その時点で盎ちに「扉開攟䞭」ず刀定する。そしお、この「扉開攟䞭」ず刀定した堎合は、発射制埡信号をからに切り替えお発射犁止状態に制埡、発射装眮の発射動䜜を停止させる。
(a) "Regarding control of launchers"
In the first judgment means (immediate response judgment means), when the detection signal from the door open sensor 61 rises to ON (time t1), the main control unit 20 captures the time when the detection signal turns ON (time t1) without making the ON state a condition that the delay time continues (without waiting for the delay time to elapse), and immediately judges that "the door is open" at that time. Then, when it judges that "the door is open", it switches the firing control signal from ON to OFF (controls it to a firing prohibited state) and stops the firing operation of the firing device 32.

たた䞻制埡郚は、䞊蚘第刀定手段即応答刀定手段においお、扉開攟センサからの怜出信号がに立ち䞋がった堎合時刻、その状態がディレむ時間継続するこずを条件ずするこずなくディレむ時間の経過を埅぀こずなく、怜出信号がになった時点時刻を捉え、その時点で盎ちに「扉閉鎖䞭」ず刀定する。そしお「扉閉鎖䞭」ず刀定した堎合は、発射制埡信号をからに切り替えお発射蚱可状態に制埡、発射装眮の発射動䜜を蚱可し再開させる。 In addition, in the first determination means (immediate response determination means), when the detection signal from the door open sensor 61 falls to OFF (time t4), the main control unit 20 captures the point in time when the detection signal turns OFF (time t4) and immediately determines that "the door is closed" at that point, without making it a condition that the OFF state continues for the delay time (without waiting for the delay time to elapse). If it determines that "the door is closed", it switches the launch control signal from OFF to ON (controls it to a launch permitted state) to permit and resume the launch operation of the launch device 32.

なお、図䞀般的遊技機の堎合は図の入力管理凊理ステップず゚ラヌ管理凊理ステップずを、䞊蚘第刀定手段即応答刀定手段ずしお機胜させるこずができる。たずえば、図に瀺す割蟌凊理䞭における入力管理凊理ステップにお、扉開攟センサからの怜出信号を監芖しおいるので、この入力管理凊理ステップにおいお扉開攟信号を怜出した堎合に発射停止フラグを状態発射停止指定に蚭定し、同䞀割蟌凊理内における埌続の゚ラヌ管理凊理ステップにお、発射停止フラグの蚭定状態発射停止指定発射蚱可指定を刀定し、発射制埡信号停止フラグが状態の堎合には発射制埡信号をに蚭定し、発射制埡信号停止フラグが状態の堎合には発射制埡信号をに蚭定するように構成するこずができる。 The input management process (step S083) and error management process (step S089) in FIG. 39 (FIG. 9 for a general gaming machine) can function as the first judgment means (immediate response judgment means). For example, the input management process (step S083) during the 4 ms interrupt process shown in FIG. 39 monitors the detection signal from the door open sensor 61, so that if the door open signal ON is detected in this input management process (step S083), the launch stop flag is set to ON (launch stop designation), and the subsequent error management process (step S089) in the same interrupt process determines the setting state of the launch stop flag (ON (launch stop designation)/OFF (launch permission designation)), and if the launch control signal stop flag is ON, the launch control signal is set to OFF, and if the launch control signal stop flag is OFF, the launch control signal is set to ON.

ただし、制埡負担軜枛の芳点から、発射装眮の発射動䜜の犁止蚱可に関する制埡凊理に぀いおは、䞊述のような発射停止フラグを頌るこずなく、入力管理凊理ステップ䞭で枈たせるこずが奜たしい。具䜓的には、入力管理凊理ステップにお、扉開攟センサからの怜出信号を怜出した堎合に発射制埡信号をにし、扉開攟センサからの怜出信号怜出した堎合に発射制埡信号をにするずいった凊理を実行させる。この堎合は、入力管理凊理ステップだけを、第刀定手段即応答刀定手段ずしお機胜させるこずができる。 However, from the viewpoint of reducing the control burden, it is preferable to perform the control process for prohibiting/allowing the firing operation of the firing device 32 in the input management process (step S083) without relying on the firing stop flag as described above. Specifically, the input management process (step S083) executes a process in which the firing control signal is turned OFF when the detection signal ON from the door open sensor 61 is detected, and the firing control signal is turned ON when the detection signal OFF from the door open sensor 61 is detected. In this case, only the input management process (step S083) can function as the first determination means (immediate response determination means).

なお、扉開攟センサからの怜出信号に察しお誀怜出を防止するため、少なくずも回以䞊の割蟌凊理入力管理凊理における怜出結果に基づき、扉開攟センサからの怜出信号を刀定するこずが奜たしい。たずえば、前回ず今回の割蟌凊理にお扉開攟信号の怜出結果がいずれもである堎合には扉開攟センサからの怜出信号ず刀定し、前回ず今回の割蟌凊理にお扉開攟信号の怜出結果が異なる堎合には扉開攟センサからの怜出信号ず刀定するように構成する。いずれにしおも、扉開攟が怜出された堎合に、極めお短時間で発射制埡信号のの蚭定が可胜であるため、䞊蚘第刀定手段即応答刀定手段ずしおの圹割を十分に発揮するこずができる。たずえば、数回の割蟌で扉開攟センサからの怜出信号を刀定する堎合であっおも、ガラス扉を開攟しお皋床ずいう極めお短時間で発射制埡信号の出力を停止しお、遊技球の発射動䜜を停止犁止させるこずができる。発射装眮の発射性胜は毎分発皋床であるので、ガラス扉の開攟に遅れるこずなく、瞬時に発射動䜜を停止させるための刀定時間ずしおは、䜕ら問題の無い時間幅であるず考えられる。 In addition, in order to prevent erroneous detection of the detection signal from the door opening sensor 61, it is preferable to judge the ON/OFF of the detection signal from the door opening sensor 61 based on the detection results in at least two or more interrupt processes (input management processes). For example, if the detection results of the door opening signal in the previous and current interrupt processes are both ON, the detection signal from the door opening sensor 61 is judged to be ON, and if the detection results of the door opening signal in the previous and current interrupt processes are different, the detection signal from the door opening sensor 61 is judged to be OFF. In any case, when the door opening is detected, the launch control signal can be set to ON/OFF in an extremely short time, so that the role of the first judgment means (immediate response judgment means) can be fully exerted. For example, even if the detection signal ON/OFF from the door opening sensor 61 is judged by several interrupts, the output of the launch control signal can be stopped in an extremely short time of about 8 ms to 16 ms after the glass door 6 is opened, and the launch operation of the game ball can be stopped (prohibited). The firing capacity of the firing device 32 is approximately 100 shots per minute, so this is considered to be a reasonable time interval to determine whether or not the firing operation can be stopped immediately after the glass door 6 is opened.

「扉開攟゚ラヌの怜出、解陀に぀いお」
次に、本䟋解決䟋に係る扉開攟゚ラヌの怜出・解陀扉開攟゚ラヌの刀定に぀いお説明する。
(b) "Door open error detection and release"
Next, detection and release of a door open error (determination of a door open error) according to this example (Solution Example 2) will be described.

䞻制埡郚は、䞊蚘第刀定手段遅応答刀定手段においお、扉開攟センサからの怜出信号がに立ち䞊がった時点時刻から第所定時間たずえば、が継続するこずを条件ずしお、぀たり第ディレむΔが経過した時点時刻を捉え、扉開攟センサからの怜出信号が所定時間ならば「扉開攟䞭」ず刀定する時刻。そしお「扉開攟䞭」ず刀定した堎合は、扉開攟゚ラヌが発生したずしお、扉開攟゚ラヌフラグを状態に蚭定し扉開攟䞭、扉開攟゚ラヌコマンドを挔出制埡郚に送信しお、倖郚に察しお扉開攟゚ラヌ報知を実行させる時刻。 In the second judgment means (late response judgment means), the main control unit 20 detects the time when the detection signal from the door open sensor 61 continues to be ON for a first predetermined time (e.g., 200 ms) from the time when the detection signal rises to ON (time t1), that is, the time when the first delay Δ1 has elapsed (time t2), and judges that the "door is open" if the detection signal from the door open sensor 61 is ON for the predetermined time (time t2). If it judges that the "door is open", it sets the door open error flag to the ON state (door is open) as a door open error has occurred, and sends a door open error command to the performance control unit 24 to notify the outside of the door open error (time t2).

たた、䞻制埡郚は、䞊蚘第刀定手段遅応答刀定手段においお、扉開攟センサからの怜出信号がに立ち䞋がった時点時刻から第所定時間たずえばが継続するこずを条件ずしお、぀たり第ディレむΔが経過した時点時刻を捉え、扉開攟センサからの怜出信号が所定時間ならば「扉閉鎖䞭」ず刀定する時刻。そしお「扉閉鎖䞭」ず刀定した堎合は、扉開攟゚ラヌが解陀されたずしお、扉開攟゚ラヌフラグを状態に蚭定し扉閉鎖䞭、゚ラヌ解陀コマンドを挔出制埡郚に送信しお、扉開攟゚ラヌ報知を終了させる時刻。 In addition, in the second judgment means (late response judgment means), the main control unit 20 detects the point at which the detection signal from the door open sensor 61 remains OFF for a second predetermined time (e.g., 500 ms) from the point at which the detection signal falls to OFF (time t4), that is, the point at which the second delay Δ2 has elapsed (time t5), and judges that the "door is closed" if the detection signal from the door open sensor 61 remains OFF for the predetermined time (time t5). If it judges that the "door is closed", it sets the door open error flag to the OFF state (door is closed) assuming that the door open error has been cleared, and sends an error clear command to the performance control unit 24 to end the door open error notification (time t5).

䞊蚘した扉開攟゚ラヌの怜出、解陀の制埡の仕方は、扉開攟゚ラヌを刀断するための扉開攟怜知タむミングを定めるディレむΔがからず短くなっおいる点を陀き、図むの堎合ず同じである。短くしおいる理由ずしおは、ディレむΔの量が少ないほど、䞍正行為察策ずしお有効だからである。なお、図ロでは、扉閉鎖の際に、扉開攟゚ラヌ解陀を刀断するタむミングを定めるディレむΔ時刻が、図むず同じずなっおいるが、このディレむΔはよりも短い倀たたは長い倀に定めるこずもできる。 The method of controlling the detection and release of the door open error described above is the same as in Figure 57 (A), except that the delay Δ1, which determines the timing of door open detection to determine a door open error, has been shortened from 500 ms to 200 ms. The reason for shortening it is that the shorter the delay Δ1, the more effective it is as a measure against fraudulent activity. Note that in Figure 57 (B), the delay Δ2 (times t4 to t5), which determines the timing to determine whether to release the door open error when the door is closed, is 500 ms, the same as in Figure 57 (A), but this delay Δ2 can also be set to a value longer or shorter than 500 ms.

なお、扉開攟゚ラヌに係る凊理に぀いおは、図䞀般的遊技機の堎合は図の入力管理凊理ステップや゚ラヌ管理凊理ステップにおいお、既に説明した通りであり、これらの管理凊理ステップ、は、䞊蚘第刀定手段遅応答刀定手段ずしお機胜させるこずができる。 The processing related to door opening errors has already been explained in the input management processing (step S083) and error management processing (step S089) in Figure 39 (Figure 9 in the case of a general gaming machine), and these management processing (steps S083, S089) can function as the second determination means (late response determination means) mentioned above.

「解決䟋の効果」
本䟋解決䟋においお、発射装眮の制埡に関しおは、第刀定手段即応答刀定手段により、扉開攟センサからの怜出信号がに立ち䞊がった時点で。「即扉開攟」ず刀断し、発射装眮による発射動䜜を発射犁止状態に制埡する構成ずしたので、ガラス扉の開攟に遅れるこずなく発射装眮の発射動䜜を即座に止めるこずができ、発射された遊技球が遊技機倖郚にこがれ萜ちるこずをなくすこずができる。
(5) "Effects of Solution Example 2"
In this example (Solution Example 2), the first judgment means (instant response judgment means) judges that the door is immediately opened when the detection signal from the door opening sensor 61 turns ON, and controls the launching operation of the launching device 32 to a launch prohibited state. This makes it possible to immediately stop the launching operation of the launching device 32 without delaying the opening of the glass door 6, and prevents the launched game balls from spilling out of the gaming machine.

他方、扉開攟゚ラヌの報知に関しおは、第刀定手段遅応答刀定手段により扉開攟センサからの怜出信号の立ち䞊がりからディレむΔが経過した時点、およびの立ち䞋がりからディレむΔが経過した時点を捉え、「扉開攟䞭」であるか「扉閉鎖䞭」であるかの刀定する構成ずしたので、ディレむ量をれロずした堎合のように扉開攟゚ラヌが誀発報されるこずを防止するこずができる。 On the other hand, with regard to the notification of a door open error, the second determination means (delayed response determination means) is configured to detect the time when delay Δ1 has elapsed since the detection signal from the door open sensor 61 rises to ON and the time when delay Δ2 has elapsed since the detection signal falls to OFF, and to determine whether the "door is open" or "door is closed." This makes it possible to prevent a door open error from being erroneously notified, as would occur if the delay amount were set to zero.

換蚀すれば、本実斜圢態においおは、扉開攟か吊かを刀断する刀定基準を、発射装眮を停止させる堎合の第刀定基準即応刀定ず、゚ラヌ報知を発生させる堎合の第刀定基準遅応刀定の぀に分け、䞡刀定基準が盞互に圱響し合わない独立のものずし、これら぀の刀定基準の内容を目的に合わせお異ならせおいる。本実斜圢態によれば、発射装眮に぀いおは、ガラス扉の開攟に遅れるこずなく瞬時に応答しお扉開攟䞭ず刀定しお発射制埡信号を停止させる発射蚱可信号を消倱させる「即応答刀定第刀定基準」を採甚したので、ガラス扉を開攟した際、ガラス扉の開攟に遅れるこずなく発射装眮の発射動䜜を犁止しお、発射球がこがれ萜ちるこずをなくすこずができる。 In other words, in this embodiment, the criteria for determining whether the door is open or not are divided into two: a first criterion (immediate response judgment) for stopping the launcher, and a second criterion (delayed response judgment) for generating an error notification. The two criteria are independent and do not affect each other, and the contents of these two criteria are made different according to the purpose. According to this embodiment, for the launcher 32, an "immediate response judgment (first criterion)" is adopted, which instantly responds to the opening of the glass door 6 without delay, judges that the door is open, and stops the launch control signal (disappears the launch permission signal ES). Therefore, when the glass door 6 is opened, the launch operation of the launcher 32 is prohibited without delay after the glass door 6 is opened, and the launch balls can be prevented from spilling out.

たた、扉開攟゚ラヌの報知に぀いおは、ガラス扉の開攟に盎ぐには反応せず、ディレむ時間の経過を埅っおから扉開攟䞭ず刀定する「遅応答刀定第刀定基準」を採甚したので、ディレむ時間をれロずしたずきのような扉開攟゚ラヌの誀発報を防止するこずができる。 In addition, when reporting a door open error, a "delayed response judgment (second judgment criterion)" is adopted, which does not respond immediately to the opening of the glass door 6, but waits for a delay time to elapse before determining that the door is open. This makes it possible to prevent erroneous reporting of a door open error, as occurs when the delay time is set to zero.

枠制埡郚の扉開攟゚ラヌの監芖、゚ラヌ報知凊理に぀いお
なお、既に説明したように、枠制埡郚ず䞻制埡郚は、それぞれ扉開攟センサからの怜出信号を受信可胜であり、これら制埡郚、間では「扉開攟扉閉鎖」に関する情報扉開攟センサの怜出情報に関する電文のやり取りはしおおらず、それぞれ独立しお、扉開攟センサからの怜出信号に基づく所定の゚ラヌ凊理扉開攟に係る゚ラヌ凊理を実行可胜ずなっおいる。端的に蚀えば、枠制埡郚ず䞻制埡郚は、それぞれ独立しお、「扉開攟扉閉鎖」を監芖可胜扉開攟゚ラヌの発生を監芖可胜な構成であり、詳しくは、䞻制埡郚が独自で枠制埡郚ず連係するこずなく扉開攟゚ラヌを刀定可胜な「第゚ラヌ刀定手段」を有し、枠制埡郚が独自䞻制埡郚ず連係するこずなくで扉開攟゚ラヌを刀定可胜な「第゚ラヌ刀定手段」を有する構成である。
(Regarding monitoring of door opening errors by the frame control unit 22 and error notification processing)
As already explained, the frame control unit 22 and the main control unit 20 can each receive a detection signal from the door open sensor 61, and there is no exchange of information regarding "door open/door closed" (messages related to detection information from the door open sensor 61) between these control units 20, 22, and each can independently execute a predetermined error process (error process related to door open) based on the detection signal from the door open sensor 61. In short, the frame control unit 22 and the main control unit 20 are each independently configured to monitor "door open/door closed" (to monitor the occurrence of a door open error), and more specifically, the main control unit 20 has a "first error determination means" capable of independently determining a door open error (without coordinating with the frame control unit 22), and the frame control unit 22 has a "second error determination means" capable of independently determining a door open error (without coordinating with the main control unit 20).

枠制埡郚は、扉開攟゚ラヌであるず刀定した堎合に扉開攟信号、所定の倖端信号ここでは、扉開攟に係るセキュリティ信号を遊技機に接続された倖郚装眮に送信するが、扉開攟を怜出しおも発射動䜜の停止制埡を行わない。したがっお、䞻制埡郚は、「扉開攟扉閉鎖」に基づく発射動䜜の「蚱可犁止停止」に関し、枠制埡郚ず枠制埡郚間の電文の「通知応答」に芁するタむムラグが生じるこずなく、぀たり、枠制埡郚ず䞻制埡郚が連係するこずなく、䞻制埡郚偎による単独制埡にお、扉開攟センサからの怜出信号のに察しお、即応性ある発射動䜜制埡即応制埡が可胜ずなっおいる図ロ。 When the frame control unit 22 determines that there is a door open error (door open signal OFF, a predetermined outer end signal (here, a security signal related to door opening) is sent to an external device connected to the gaming machine, but does not control the stop of the firing operation even if it detects that the door is open. Therefore, the main control unit 20 can control the firing operation responsively (immediate response control) to the ON/OFF of the detection signal from the door open sensor 61 by independently controlling the main control unit 20 without any time lag required for "notification/response" of messages between the frame control unit 22 and the frame control unit 22 regarding "permission/prohibition (stop)" of the firing operation based on "door open/door close", in other words, without coordination between the frame control unit 22 and the main control unit 20 (Figure 57 (b)).

枠制埡郚おける扉開攟゚ラヌの怜出、解陀に぀いお
枠制埡郚偎における扉開攟゚ラヌに関する刀定条件は、䞻制埡郚偎における刀定条件ず異なる条件ずしおもよいが、同䞀条件ずするこずが奜たしい。その理由は、次に述べる通りである。
(Regarding detection and release of door opening errors in the frame control unit 22)
The determination conditions for a door opening error on the frame control unit 22 side may be different from the determination conditions on the main control unit 20 side, but it is preferable that they are the same conditions. The reason is as follows.

枠制埡郚偎では、扉開攟゚ラヌが生じた堎合、䞻制埡郚にその旚を通知するこずなく、所定の倖端信号扉開攟に係るセキュリティ信号を倖郚接続端子基板を介しお倖郚装眮たずえば、ホヌルコンピュヌタや遊技機情報センタなどに送信し、扉開攟゚ラヌが発生した旚を倖郚に報知する。他方、䞻制埡郚偎では、扉開攟゚ラヌが生じた堎合、扉開攟゚ラヌコマンドを挔出制埡郚に送信しお、扉開攟゚ラヌが発生した旚を倖郚に報知挔出手段による゚ラヌ報知する。このように、枠制埡郚ず䞻制埡郚ずは、それぞれ独立しお扉開攟゚ラヌ報知に係る凊理を行うが、扉開攟゚ラヌの報知タむミングがバラバラであるず、たずえば、倖郚装眮偎が扉開攟゚ラヌを怜出しおいるにもかかわらず、遊技機偎からは扉開攟゚ラヌ報知がされおいない、ずいう状況が発生しうるため、䞍正行為監芖等の芳点から奜たしくない。たた、扉開攟゚ラヌが解陀された堎合も、その解陀タむミング゚ラヌ報知終了タむミングがバラバラであるのは、同様の理由により奜たしくない。そこで、枠制埡郚においおも、䞻制埡郚ず同じ扉開攟゚ラヌに関する刀定条件たずえば、図ロ参照を採甚するこずが奜適である。ここでいう「扉開攟゚ラヌに関する刀定条件」ずは、少なくずも扉開攟゚ラヌの発生を刀定する゚ラヌ刀定条件であり、奜たしくは、圓該゚ラヌ刀定条件および扉開攟゚ラヌの解陀を刀定する゚ラヌ解陀条件である。 When a door opening error occurs, the frame control unit 22 transmits a predetermined outer end signal (a security signal related to door opening) to an external device (such as a hall computer HC or a gaming machine information center) via the external connection terminal board 85 without notifying the main control unit 20, and notifies the outside that a door opening error has occurred. On the other hand, when a door opening error occurs, the main control unit 20 transmits a door opening error command to the performance control unit 24 to notify the outside that a door opening error has occurred (error notification by the performance means). In this way, the frame control unit 22 and the main control unit 20 each independently perform processing related to the door opening error notification, but if the notification timing of the door opening error is different, for example, a situation may occur in which the external device detects a door opening error but the gaming machine 1 does not notify the door opening error, which is undesirable from the perspective of fraud monitoring, etc. Also, even if the door opening error is released, it is undesirable for the release timing (error notification end timing) to be different for the same reason. Therefore, it is preferable for the frame control unit 22 to adopt the same door opening error judgment conditions (for example, see FIG. 57 (b)) as the main control unit 20. The "door opening error judgment conditions" here are at least error judgment conditions that judge the occurrence of a door opening error, and preferably error release conditions that judge the error judgment conditions and the release of the door opening error.

いずれにしおも扉が開攟された堎合は、扉開攟゚ラヌず刀定されるよりも前に、発射装眮の発射動䜜が停止され時刻、その埌、扉開攟゚ラヌず刀定された堎合にディレむΔ経過埌の時刻、扉開攟に係るセキュリティ信号の出力送信や、挔出手段による扉開攟゚ラヌ報知が実行される。たた、扉開攟゚ラヌ䞭においお扉が閉鎖された堎合は、扉開攟゚ラヌ解陀ず刀定されるよりも前に発射動䜜が再開され時刻、その埌ディレむΔ経過埌の時刻、発生䞭の扉開攟゚ラヌが解陀される。 In either case, if the door is opened, the firing operation of the firing device 32 is stopped (time t1) before a door opening error is determined, and then, if a door opening error is determined (time t2 after delay Δ1 has elapsed), a security signal related to the door opening is output (transmitted) and a door opening error is notified by the performance means. Also, if the door is closed during a door opening error, the firing operation is resumed (time 4) before it is determined that the door opening error has been cleared, and then (time t5 after delay Δ2 has elapsed), the currently occurring door opening error is cleared.

倉圢䟋
䞊蚘「解決䟋図のロ」では、䞻制埡郚は、䞊蚘第刀定手段即応答刀定手段においお、扉開攟を怜出した堎合には盎ちに発射装眮の発射動䜜を停止し時刻、扉閉鎖を怜出した堎合には停止䞭の発射動䜜を盎ちに再開させる時刻圢態に぀いお説明した。しかし、扉閉鎖を怜出した堎合には停止䞭の発射動䜜を、所定時間ディレむΔ経過するのを埅っおから再開しおもよい。たずえば、䞊蚘第刀定手段遅応答刀定手段により扉開攟゚ラヌが解陀されたず刀定された堎合時刻、発射装眮の発射動䜜を蚱可し再開させおもよい。遊技球が倖郚にこがれるのは、䞻に、扉構造䜓の開攟時であるため、扉開攟を怜出した堎合には盎ちに発射装眮の発射動䜜を停止させるこずが効果的であるが、発射動䜜の再開は、扉開攟゚ラヌの解陀を埅っおから行っおも、特に問題がないからである。
(Variation 1)
In the above "Solution Example 2 ((B) of FIG. 57)," the main control unit 20 has been described as stopping the firing operation of the launching device 32 immediately when the first determination means (immediate response determination means) detects door opening (time t1), and immediately restarting the stopped firing operation when the door is closed (time t4). However, when the door is closed, the stopped firing operation may be restarted after waiting for a predetermined time (delay Δ3) to elapse. For example, when the second determination means (late response determination means) determines that the door open error has been released (time t5), the firing operation of the launching device 32 may be permitted and restarted. Since the game balls spill out mainly when the door structure is opened, it is effective to immediately stop the firing operation of the launching device 32 when the door is opened, but there is no particular problem in restarting the firing operation after waiting for the door open error to be released.

なお、本䟋に係る䞊蚘「所定時間ディレむΔ」は、䞊蚘第刀定手段遅応答刀定手段が、扉開攟゚ラヌが解陀されたず刀定するために芁する「第所定時間ディレむΔ」ず異なる時間ディレむΔ≠ディレむΔずするこずができる。ただし、「所定時間ディレむΔ」は、「第所定時間ディレむΔ」よりも短時間であるかディレむΔディレむΔ、同䞀略同䞀時間ディレむΔディレむΔ、たたはディレむΔ≒ディレむΔであるこずが奜たしい。ディレむΔをディレむΔよりも長時間ディレむΔディレむΔずしおしたうず、扉開攟゚ラヌが解陀されおいるにもかかわらず、発射動䜜の再開がされない遅延しおしたうずいう問題が生じおしたい、奜たしくない。本䟋では、扉が開攟された堎合は䞊蚘「解決䟋」ず同じく、扉開攟゚ラヌず刀定されるよりも前に発射装眮の発射動䜜が停止され時刻、その埌、扉開攟゚ラヌず刀定された堎合にディレむΔ経過埌の時刻、扉開攟に係るセキュリティ信号の出力送信や、挔出手段による扉開攟゚ラヌ報知が実行される。䞀方、扉開攟゚ラヌ䞭においお扉が閉鎖された堎合は䞊蚘「解決䟋」ずは異なり、所定時間ディレむΔの経過を埅っお発射動䜜が再開される。なお、発射動䜜の再開は、扉開攟゚ラヌ解陀ず刀定されるよりも前であっおもよいし「ディレむΔディレむΔ」のケヌス図の䟋の堎合、時刻時刻の間で再開する、扉開攟゚ラヌ解陀ず刀定された堎合「ディレむΔディレむΔ」のケヌス図の䟋の堎合、時刻で再開するであっおもよい。 In addition, the above-mentioned "predetermined time (delay Δ3)" in this example can be a time different from the "second predetermined time (delay Δ2)" required for the second judgment means (late response judgment means) to judge that the door opening error has been released (delay Δ3 ≠ delay Δ2). However, it is preferable that the "predetermined time (delay Δ3)" is shorter than the "second predetermined time (delay Δ2)" (delay Δ3 < delay Δ2) or is the same (almost the same) time (delay Δ3 = delay Δ2, or delay Δ3 ≒ delay Δ2). If the delay Δ3 is longer than the delay Δ2 (delay Δ3 > delay Δ2), a problem occurs in which the firing operation is not resumed (is delayed) even though the door opening error has been released, which is not preferable. In this example, when the door is opened, the firing operation of the firing device 32 is stopped (time t1) before it is determined that a door opening error has occurred, as in the above "Solution Example 2". After that, when it is determined that a door opening error has occurred (time t2 after the delay Δ1 has elapsed), a security signal related to the door opening is output (transmitted) and a door opening error is notified by the performance means. On the other hand, when the door is closed during the door opening error, unlike the above "Solution Example 2", the firing operation is resumed after a predetermined time (delay Δ3) has elapsed. Note that the firing operation may be resumed before it is determined that the door opening error has been released (in the case of "delay Δ3<delay Δ2": in the example of FIG. 57, it is resumed between time t4<time t5) or when it is determined that the door opening error has been released (in the case of "delay Δ3=delay Δ2": in the example of FIG. 57, it is resumed at time t5).

倉圢䟋
第実斜圢態では、前扉ずしおガラス扉を䟋にしお説明したが、前枠やガラス扉、その他の扉構造の぀たたは以䞊に察しお適甚するこずが可胜である。前枠に察しおも適甚できるずしたのは、前枠を開攟した際に遊技球の発射誘導路が遮断される構造を備えおいる堎合、即応刀定を採甚すれば、前枠の開攟ず同時に発射装眮が停止するため、誘導路の遮断箇所から遊技球が前枠の裏面偎にこがれ萜ちるこずを防止できるからである。たずえば前枠の閉鎖時に、倖枠に配眮された研磚装眮の入口が前枠に蚭けられた䜿甚球回収路ず結合するずずもに、倖枠に配眮された研磚装眮の出口が前枠に蚭けられた発射誘導路ず結合しお連続した球誘導通路を圢成するよう構成される遊技機がある特開。このように構成された遊技機においおは、前枠の開閉状態を怜出するセンサ機胜を扉開攟センサに持たせ、図ロで説明した実斜圢態解決䟋を適甚するこずで、同様の䜜甚効果を埗るこずができる。
(Variation 2)
In the fourth embodiment, the glass door 6 is used as the front door, but the present invention can be applied to one or more of the front frame 2, the glass door 6, and other door structures. The reason why the present invention can be applied to the front frame 2 is that if the front frame 2 is opened and the launch guideway of the game ball is blocked, the launch device stops at the same time as the front frame 2 is opened, and the game balls can be prevented from spilling out from the blocked part of the guideway to the back side of the front frame 2 by adopting the immediate response judgment. For example, when the front frame 2 is closed, the inlet of the grinding device arranged in the outer frame 4 is connected to the used ball recovery path provided in the front frame 2, and the outlet of the grinding device arranged in the outer frame 4 is connected to the launch guideway provided in the front frame 2 to form a continuous ball guideway (Patent Publication No. 2013-183925). In the game machine configured in this way, the door opening sensor 61 has a sensor function for detecting the open/closed state of the front frame 2, and the embodiment (Solution Example 2) described in FIG. 57 (B) is applied, and the same effect can be obtained.

倉圢䟋
第実斜圢態では、遊技機内郚に封入された遊技球を甚いお遊技を行う「管理遊技機」を前提にしお説明したが、ガラス扉や倖枠などのように、開攟するず゚ラヌ報知が発生する扉構造を有し、か぀扉を開攟すれば発射球がこがれ萜ちる可胜性がある遊技機であれば、「埪環匏」の遊技機であるか、「非埪環匏」の遊技機であるかを問うこずなく、いずれの遊技機に察しおも適甚するこずができる。
(Variation 3)
In the fourth embodiment, the explanation has been given on the premise of a "controlled gaming machine" in which games are played using gaming balls sealed inside the gaming machine, but the present invention can be applied to any gaming machine, regardless of whether it is a "circulating" gaming machine or a "non-circulating" gaming machine, as long as the gaming machine has a door structure, such as a glass door 6 or an outer frame 2, that generates an error notification when opened and in which there is a possibility that the released balls will spill out when the door is opened.

たずえば、図に瀺す非埪環匏の䞀般的遊技機は、埪環匏の管理遊技機ず同様に、前枠やガラス扉などの扉構造有しおいる。すなわち、倖枠の巊右方向の䞀偎にヒンゞを介しお瞊軞廻りに開閉自圚に前枠が装着されおいる。前枠は遊技盀装着枠ず前面操䜜パネル支持板ずを䞊䞋に備え、その遊技盀装着枠に遊技盀が裏偎から着脱自圚に装着され、たた前面操䜜パネルの前面に発射操䜜ハンドルが、裏面に発射装眮がそれぞれ装着されおいる。これらの前枠やガラス扉は、第実斜圢態にお既に説明した通り、いずれも開攟されるず゚ラヌ報知が発生する扉であり、そしお、これらの扉を䞍甚意に開攟させるず発射装眮から遊技球が発射されお遊技機の倖にこがれ萜ちおしたう、ずいう問題を抱えおいる。よっお、これらの扉構造のいずれに察しおも、図ロで説明した実斜圢態解決䟋を適甚するこずで、同様の䜜甚効果を埗るこずができる。 For example, the non-circulating general game machine shown in FIG. 1 has a door structure such as a front frame 2 and a glass door 6, similar to the circulating managed game machine. That is, the front frame 2 is attached to one side of the outer frame 4 in the left-right direction via a hinge so that it can be opened and closed freely around a vertical axis. The front frame 2 has a game board mounting frame and a front operation panel 7 (support plate) on the top and bottom, and the game board 3 is attached to the game board mounting frame so that it can be attached and detached freely from the back side. The launch operation handle 15 is attached to the front of the front operation panel 7, and the launch device 32 is attached to the back side. As already explained in the first embodiment, these front frame 2 and glass door 6 are doors that generate an error notification when opened, and have the problem that if these doors are opened carelessly, game balls are launched from the launch device 32 and fall out of the game machine. Therefore, by applying the embodiment (Solution Example 2) explained in FIG. 57 (B) to any of these door structures, a similar effect can be obtained.

倉圢䟋扉開攟状態ず玉抜き状態ずの関係に぀いお
ずころで、遊技䞭に玉詰たり等、䜕らの事情により、玉抜きナニットを䜜動させお玉抜き状態にする、遊技球の党郚たたは䞀郚を䞀旊抜き取りたい堎合もありうる。玉抜きナニットを䜜動させるためには、前枠を開攟しお、遊技機内郚に蚭けられた玉抜きスむッチを操䜜する必芁があるが、本実斜圢態の堎合、扉開攟䞭は玉抜き状態であるか吊かを問わず、発射犁止状態に制埡されるようになっおいる。しかし、発射装眮内に䟛絊された発射埅ちの遊技球も取り出したいケヌスもあるため、この点を考慮し、扉開攟䞭の玉抜き状態扉開攟䞭か぀玉抜き状態である堎合は、発射動䜜を犁止しない発射動䜜を蚱可する構成ずしおもよい。たた、ガラス扉の開攟閉鎖状態ず、前枠の開攟閉鎖状態を別々に怜出可胜に構成し、前枠の開攟時には発射動䜜を犁止せず、ガラス扉の開攟時には発射動䜜を犁止する、ずいった構成ずしおもよい。
(Modification 4: Relationship between the door open state and the ball removal state)
However, there may be cases where, due to ball jamming or other reasons, it is desired to operate the ball removal unit 72 (to put the machine into a ball removal state) and remove all or some of the game balls. In order to operate the ball removal unit 72, it is necessary to open the front frame 2 and operate the ball removal switch 62 provided inside the gaming machine. In the present embodiment, the machine is controlled to a release prohibition state regardless of whether the machine is in a ball removal state or not while the door is open. However, since there may be cases where game balls that are supplied to the launching device 32 and are waiting to be released are also desired to be removed, in consideration of this point, the launching operation may not be prohibited (the launching operation may be permitted) when the machine is in a ball removal state while the door is open (the door is open and the ball removal state). In addition, the open/closed state of the glass door 6 and the open/closed state of the front frame 2 may be separately detected, and the launching operation may not be prohibited when the front frame 2 is open, and the launching operation may be prohibited when the glass door 6 is open.

倉圢䟋扉開攟状態ず性胜情報ずの関係に぀いお
扉開攟䞭は発射動䜜が停止されるが、圓該発射動䜜停止䞭であっおも、その停止盎前に発射された遊技球が、入賞球たたはアりト球ずしお怜出される可胜性を考慮し、性胜情報に係る凊理性胜情報の算出に甚いる蚈数倀の蚈数凊理、性胜情報の算出凊理、性胜情報の衚瀺凊理、性胜情報の倖郚出力凊理倖端信号による倖郚装眮ぞの出力凊理などのうちの党郚たたは䞀郚の凊理を実行可胜に構成しおもよい。この堎合、発射動䜜停止盎前に発射された遊技球に察しおも性胜情報に反映させるこずができる。ただし、扉開攟の発射球は、遊技者が通垞の遊技䞭に発射した遊技球ずは蚀い難く、むしろ、扉開攟盎前にホヌル店員等が発射操䜜ハンドルに偶々觊れおしたった結果の発射球の可胜性が高いず考えられる。そこで、扉開攟による発射動䜜停止䞭は、䞊蚘性胜情報に係る凊理を実行しない構成ずしおもよい。「性胜情報に係る凊理」ずは、具䜓的には、性胜情報の算出に甚いる蚈数倀の蚈数凊理、性胜情報の算出凊理、性胜情報の衚瀺凊理、および性胜情報の倖郚出力凊理倖郚装眮に察する倖端信号の出力凊理などが該圓し、扉開攟による発射動䜜停止䞭は、これらの凊理の少なくずも぀の凊理を実行しない構成ずするこずができる。
(Modification 5: Relationship between Door Open State and Performance Information)
The launching operation is stopped while the door is open, but even when the launching operation is stopped, the game ball launched just before the stop may be detected as a winning ball or an out ball, so the device may be configured to be able to execute processing related to the performance information (all or part of the processing including the counting processing of the count value used to calculate the performance information, the processing of calculating the performance information, the processing of displaying the performance information, and the processing of outputting the performance information to an external device (output processing to an external device by an outer end signal)). In this case, the performance information may also reflect the game ball launched just before the launching operation is stopped. However, it is difficult to say that the ball launched when the door is opened is a game ball launched by a player during normal play, and it is more likely that the ball was launched as a result of a hall employee or the like accidentally touching the launch operation handle 15 just before the door is opened. Therefore, the processing related to the performance information may not be executed while the launching operation is stopped due to the door being opened. Specifically, "processing related to performance information" refers to counting processing of the counter values used to calculate the performance information, calculation processing of the performance information, display processing of the performance information, and external output processing of the performance information (output processing of an outer end signal to an external device), and the configuration can be such that at least one of these processes is not executed while the firing operation is stopped due to the door being open.

䞊蚘した第実斜圢態は、䞋蚘の構成ずするこずができる。なお括匧内は実斜圢態における察応芁玠を瀺すが、本発明はこれに限定されるものではない。 The fourth embodiment described above can have the following configurations (E1) to (E7). Note that the elements in parentheses correspond to the corresponding elements in the embodiment, but the present invention is not limited to these.

構成
これは前扉ガラス扉に察しお適甚する構成䟋である。
倖枠倖枠に開閉可胜に取り付けられた前枠前枠ず、
前蚘前枠に装着された遊技盀遊技盀ず、
遊技領域内に遊技球を発射可胜な発射手段発射装眮ず、
前蚘発射手段による遊技球の発射動䜜を制埡する発射制埡手段䞻制埡郚、発射制埡基板ず、
前蚘前枠の前面に開閉可胜に蚭けられた前扉ガラス扉ず、
少なくずも前蚘前扉の開閉状態に応答し、前蚘前扉の開攟状態閉鎖状態を瀺す怜出信号を出力可胜な扉開攟怜出手段扉開攟センサず、
所定の゚ラヌ報知を実行可胜な゚ラヌ報知実行手段䞻制埡郚、挔出制埡郚、挔出手段ず、備える遊技機であっお、
前蚘発射制埡手段は、
前蚘開攟状態を瀺す怜出信号を怜出した堎合、盎ちに前蚘発射手段の発射動䜜を犁止制限する犁止制限状態に制埡し図ロの時刻、前蚘犁止状態䞭に前蚘閉鎖状態を瀺す怜出信号を怜出した堎合、盎ちに圓該犁止状態を解陀しお前蚘発射手段の発射動䜜を蚱可する蚱可状態に制埡し、図ロの時刻、
前蚘゚ラヌ報知実行手段は、
前蚘開攟状態を瀺す怜出信号を第所定時間継続しお怜出した堎合図の時刻、前蚘゚ラヌ報知扉開攟゚ラヌ報知を実行し図ロの時刻、圓該゚ラヌ報知䞭に前蚘閉鎖状態を瀺す怜出信号を第所定時間継続しお怜出した堎合図の時刻、圓該゚ラヌ報知を終了する図ロの時刻、
こずを特城ずする遊技機。
<Configuration (E1)>
This is a configuration example applied to the front door (glass door 6).
A front frame (front frame 2) attached to an outer frame (outer frame 4) so as to be openable and closable;
A game board (game board 3) attached to the front frame;
A launching means (launching device 32) capable of launching game balls into a game area;
A launch control means (main control unit 20, launch control board 28) for controlling the launching operation of the game ball by the launch means;
A front door (glass door 6) provided on the front surface of the front frame in an openable and closable manner;
a door open detection means (door open sensor 61) capable of outputting a detection signal indicating an open/closed state of the front door in response to at least an open/closed state of the front door;
A gaming machine including an error notification execution means (main control unit 20, presentation control unit 24, presentation means) capable of executing a predetermined error notification,
The launch control means includes:
When a detection signal indicating the open state is detected, the control is immediately made to a prohibited (restricted) state in which the firing operation of the firing means is prohibited (restricted) (time t1 in FIG. 57(b)), and when a detection signal indicating the closed state is detected during the prohibited state, the control is immediately made to a permitted state in which the prohibited state is released and the firing operation of the firing means is permitted (time t4 in FIG. 57(b)).
The error notification execution means includes:
When a detection signal indicating the open state is continuously detected for a first predetermined time (time t1 to t2 in FIG. 57), the error notification (door open error notification) is executed (time t2 in FIG. 57(B)). When a detection signal indicating the closed state is continuously detected for a second predetermined time during the error notification (time t4 to t5 in FIG. 57), the error notification is terminated (time t5 in FIG. 57(B)).
A gaming machine characterized by:

構成
倖枠倖枠に開閉可胜に取り付けられた前枠前枠ず、
前蚘前枠に装着された遊技盀遊技盀ず、
遊技領域内に遊技球を発射可胜な発射手段発射装眮ず、
前蚘発射手段による遊技球の発射動䜜を制埡する発射制埡手段䞻制埡郚、発射制埡基板ず、
前蚘前枠の前面に開閉可胜に蚭けられた前扉ガラス扉ず、
少なくずも前蚘前扉の開閉状態に応答し、前蚘前扉の開攟状態閉鎖状態を瀺す怜出信号を出力可胜な扉開攟怜出手段扉開攟センサず、
前蚘扉開攟怜出手段からの怜出信号に基づいお、前蚘前扉の開攟状態であるか閉鎖状態であるかを刀定する扉開攟刀定手段䞻制埡郚ず、
所定の゚ラヌ報知を実行可胜な゚ラヌ報知実行手段䞻制埡郚、挔出制埡郚、挔出手段ず、
を備える遊技機であっお、
前蚘扉開攟刀定手段は、
前蚘開攟状態を瀺す怜出信号を受信した時点扉開攟信号がになった時点図ロの時刻で前蚘開攟状態ず刀定し、前蚘閉鎖状態を瀺す怜出信号を受信した時点扉開攟信号がになった時点図ロの時刻で前蚘閉鎖状態ず刀定する第刀定手段即応刀定手段ず、
前蚘開攟状態を瀺す怜出信号を第所定時間継続しお受信した堎合に前蚘開攟状態ず刀定し図ロの時刻、前蚘閉鎖状態を瀺す怜出信号を第所定時間継続しお受信した堎合に前蚘閉鎖状態ず刀定する図ロの時刻第刀定手段遅応刀定手段ずを含み、
前蚘発射制埡手段は、
前蚘第刀定手段により前蚘開攟状態ず刀定された堎合、前蚘発射手段の発射動䜜を犁止する犁止状態に制埡し図ロの時刻、前蚘第刀定手段により前蚘閉鎖状態であるであるず刀定された堎合、前蚘発射手段の発射動䜜を蚱可する蚱可状態に制埡し図ロの時刻、
前蚘゚ラヌ報知実行手段は、
前蚘第刀定手段により前蚘開攟状態ず刀定された堎合、前蚘゚ラヌ報知扉開攟゚ラヌ報知を実行し図ロの時刻、圓該゚ラヌ報知䞭においお前蚘第刀定手段により前蚘閉鎖状態であるず刀定された堎合、圓該゚ラヌ報知を終了する図ロの時刻、
こずを特城ずする遊技機。
<Configuration (E2)>
A front frame (front frame 2) attached to an outer frame (outer frame 4) so as to be openable and closable;
A game board (game board 3) attached to the front frame;
A launching means (launching device 32) capable of launching game balls into a game area;
A launch control means (main control unit 20, launch control board 28) for controlling the launching operation of the game ball by the launch means;
A front door (glass door 6) provided on the front surface of the front frame in an openable and closable manner;
a door open detection means (door open sensor 61) capable of outputting a detection signal indicating an open/closed state of the front door in response to at least an open/closed state of the front door;
a door open determination means (main control unit 20) for determining whether the front door is open or closed based on a detection signal from the door open detection means;
An error notification execution means (main control unit 20, performance control unit 24, performance means) capable of executing a predetermined error notification;
A gaming machine comprising:
The door opening determination means
a first determination means (immediate response determination means) for determining the open state when a detection signal indicating the open state is received (when the door open signal turns ON: time t1 in FIG. 57(B)), and for determining the closed state when a detection signal indicating the closed state is received (when the door open signal turns OFF: time t4 in FIG. 57(B));
A second determination means (delayed response determination means) that determines the open state when a detection signal indicating the open state is received continuously for a first predetermined time (times t1 to t2 in FIG. 57(B)) and determines the closed state when a detection signal indicating the closed state is received continuously for a second predetermined time (times t4 to t5 in FIG. 57(B)),
The launch control means includes:
When the first determination means determines that the state is the open state, the firing means is controlled to a prohibited state in which the firing operation is prohibited (time t1 in FIG. 57(b)). When the first determination means determines that the state is the closed state, the firing means is controlled to an permitted state in which the firing operation is permitted (time t4 in FIG. 57(b)).
The error notification execution means includes:
When the second determination means determines that the door is in the open state, the error notification (door open error notification) is executed (time t2 in FIG. 57(B)). When the second determination means determines that the door is in the closed state during the error notification, the error notification is terminated (time t5 in FIG. 57(B)).
A gaming machine characterized by:

なお、䞊蚘「構成開」たたは「構成開」においお、前扉がガラス扉であるずする圢態では、「前蚘前枠の前面に開閉可胜に蚭けられた前扉ず、」を「前蚘前枠に開閉可胜に、前蚘遊技盀の遊技領域を芆うように蚭けられた前扉ず、」ずするこずができる。たた、第所定時間ず第所定時間の関係は、「第所定時間第所定時間」、「第所定時間第所定時間」、「第所定時間第所定時間」のいずれであっおもよい。 In the above "Configuration (Open 1)" or "Configuration (Open 2)," in a configuration in which the front door is a glass door 6, "a front door provided on the front surface of the front frame so as to be able to open and close" can be changed to "a front door provided on the front frame 2 so as to be able to open and close and cover the playing area of the playing board." In addition, the relationship between the first and second predetermined times may be any of "first predetermined time < second predetermined time," "first predetermined time > second predetermined time," and "first predetermined time = second predetermined time."

構成
遊技球を発射可胜な発射手段発射装眮ず、
前蚘発射手段の発射動䜜を制埡する発射制埡手段䞻制埡郚、発射制埡基板ず、
遊技機本䜓に開閉可胜に配眮された開攟扉前枠やガラス扉などの扉構造䜓の開攟状態閉鎖状態を怜出可胜な扉開攟怜出手段扉開攟センサず、
前蚘扉開攟怜出手段からの怜出信号に基づき、扉開攟゚ラヌであるか吊かを刀定する゚ラヌ刀定手段䞻制埡郚ず、
前蚘扉開攟゚ラヌに係る゚ラヌ報知を実行可胜な゚ラヌ報知実行手段䞻制埡郚、挔出制埡郚、挔出手段ず、
を備える遊技機であっお、
前蚘゚ラヌ刀定手段は、
前蚘開攟状態を瀺す怜出信号が所定時間継続しお怜出された堎合図ロの時刻、前蚘扉開攟゚ラヌであるず刀定し図ロの時刻、
前蚘発射制埡手段は、
前蚘開攟状態を瀺す怜出信号が怜出された堎合、前蚘゚ラヌ刀定手段により前蚘扉開攟゚ラヌであるず刀定される前に図ロの時刻よりも前、前蚘発射手段の発射動䜜を停止させる図ロの時刻、
こずを特城する遊技機。
<Configuration (E3)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (main control unit 20, firing control board 28) for controlling the firing operation of the firing means;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an open door (a door structure such as a front frame 2 or a glass door) arranged in an openable/closable manner on the gaming machine body;
An error determination means (main control unit 20) for determining whether or not a door open error has occurred based on a detection signal from the door open detection means;
An error notification execution means (main control unit 20, performance control unit 24, performance means) capable of executing an error notification related to the door opening error;
A gaming machine comprising:
The error determination means
When the detection signal indicating the open state is continuously detected for a predetermined time (time t1 to t2 in FIG. 57(B)), it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped (time t1 in FIG. 57(B)) before the error determination means determines that a door open error has occurred (before time t2 in FIG. 57(B)).
The gaming machine is characterized by the above.

構成
遊技球を発射可胜な発射手段発射装眮ず、
前蚘発射手段の発射動䜜を制埡する発射制埡手段䞻制埡郚、発射制埡基板ず、
遊技機本䜓に開閉可胜に配眮された開閉扉前枠やガラス扉などの扉構造䜓の開攟状態閉鎖状態を怜出可胜な扉開攟怜出手段扉開攟センサず、
前蚘開攟状態を瀺す怜出信号が怜出されたこずに基づき、遊技機の倖郚に蚭けられた倖郚装眮たずえば、ホヌルコンピュヌタ、デヌタカりンタ、遊技機情報センタなどに察しお所定信号扉開攟゚ラヌに係る倖端信号を出力可胜な倖郚信号出力手段枠制埡郚、倖郚接続端子基板ず、
を備える遊技機であっお、
前蚘発射制埡手段は、前蚘倖郚信号出力手段により前蚘所定信号が出力される前に、前蚘発射手段の発射動䜜を停止させる「枠制埡郚おける扉開攟゚ラヌの怜出、解陀に぀いお」参照
こずを特城する遊技機。
<Configuration (E4)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (main control unit 20, firing control board 28) for controlling the firing operation of the firing means;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a front frame 2 or a glass door) arranged in an openable/closable manner on the gaming machine body;
an external signal output means (frame control unit 22, external connection terminal board 85) capable of outputting a predetermined signal (an outer end signal relating to a door open error) to an external device (e.g., a hall computer HC, a data counter DT, a gaming machine information center, etc.) provided outside the gaming machine based on the detection of the detection signal indicating the open state;
A gaming machine comprising:
The launch control means stops the launch operation of the launch means before the external signal output means outputs the predetermined signal (see "Detection and release of door opening error in the frame control unit 22").
The gaming machine is characterized by the above.

構成
遊技球を発射可胜な発射手段発射装眮ず、
前蚘発射手段の発射動䜜を制埡する発射制埡手段䞻制埡郚、発射制埡基板ず、
遊技機本䜓に開閉可胜に配眮された開閉扉前枠やガラス扉などの扉構造䜓の開攟状態閉鎖状態を怜出可胜な扉開攟怜出手段扉開攟センサず、
前蚘扉開攟怜出手段からの怜出信号に基づき、扉開攟゚ラヌを刀定可胜な゚ラヌ刀定手段枠制埡郚ず、
遊技機の倖郚に蚭けられた倖郚装眮たずえば、ホヌルコンピュヌタ、デヌタカりンタ、遊技機情報センタなどに察しお、所定信号扉開攟゚ラヌに係る倖端信号を出力可胜な倖郚信号出力手段枠制埡郚、倖郚接続端子基板ず、を備える遊技機であっお、
前蚘゚ラヌ刀定手段は、
前蚘開攟状態を瀺す怜出信号を所定時間継続しお怜出した堎合、前蚘扉開攟゚ラヌであるず刀定し図の時刻、
前蚘倖郚信号出力手段は、
前蚘゚ラヌ刀定手段により前蚘扉開攟゚ラヌであるず刀定された堎合、前蚘所定信号を出力し「枠制埡郚おける扉開攟゚ラヌの怜出、解陀に぀いお」参照、
前蚘発射制埡手段は、
前蚘開攟状態を瀺す怜出信号が怜出された堎合、前蚘゚ラヌ刀定手段により前蚘扉開攟゚ラヌであるず刀定される前に前蚘発射手段の発射動䜜を停止させる図ロの時刻、「枠制埡郚おける扉開攟゚ラヌの怜出、解陀に぀いお」参照、
こずを特城する遊技機。
<Configuration (E5)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (main control unit 20, firing control board 28) for controlling the firing operation of the firing means;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a front frame 2 or a glass door) arranged in an openable/closable manner on the gaming machine body;
An error determination means (frame control unit 22) capable of determining a door opening error based on a detection signal from the door opening detection means;
A gaming machine comprising: an external signal output means (a frame control unit 22, an external connection terminal board 85) capable of outputting a predetermined signal (an outer end signal relating to a door opening error) to an external device (e.g., a hall computer HC, a data counter DT, a gaming machine information center, etc.) provided outside the gaming machine;
The error determination means
When the detection signal indicating the open state is continuously detected for a predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57).
The external signal output means is
When the error determination means determines that a door opening error has occurred, the predetermined signal is output (see "Detection and release of door opening error in the frame control unit 22").
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped before the error determination means determines that there is a door open error (see time t1 in Figure 57 (b) "Regarding detection and release of door open error in frame control unit 22").
The gaming machine is characterized by the above.

構成
遊技球を発射可胜な発射手段発射装眮ず、
遊技機本䜓に開閉可胜に配眮された開閉扉前枠やガラス扉などの扉構造䜓の開攟状態閉鎖状態を怜出可胜な扉開攟怜出手段扉開攟センサず、
入賞手段に入球した遊技球を怜出する入賞怜出手段各皮入賞怜出センサず、
前蚘入賞怜出手段が怜出した怜出情報に基づく賞球数情報を管理可胜に構成され、遊技動䜜を叞る䞻制埡手段䞻制埡郚ず、
前蚘䞻制埡手段からの賞球数情報に基づいお、遊技を行うために甚いる遊技球数の増枛管理凊理を実行可胜に構成された副制埡手段枠制埡郚ず、を備え、
内郚に封入された遊技球を埪環的に䜿甚しお遊技を行う管理遊技機であっお、
前蚘䞻制埡手段および前蚘副制埡手段に察しお前蚘扉開攟怜出手段からの怜出信号が入力されるように構成され図、
前蚘䞻制埡手段は、
前蚘扉開攟怜出手段からの怜出信号に基づき、扉開攟゚ラヌを刀定可胜な第゚ラヌ刀定手段ず、
前蚘発射手段の発射動䜜を制埡可胜な発射制埡手段ず、を備え、
前蚘副制埡手段は、
前蚘扉開攟怜出手段からの怜出信号に基づき、扉開攟゚ラヌを刀定可胜な第゚ラヌ刀定手段ず、
前蚘第゚ラヌ刀定手段による刀定結果に基づき、遊技機の倖郚に蚭けられた倖郚装眮たずえば、ホヌルコンピュヌタ、デヌタカりンタ、遊技機情報センタなどに察しお所定信号扉開攟゚ラヌに係る倖端信号を出力可胜な倖郚信号出力手段ず、備え、
前蚘第゚ラヌ刀定手段は、
前蚘開攟状態を瀺す怜出信号が第所定時間継続しお怜出された堎合、前蚘扉開攟゚ラヌであるず刀定し図ロの時刻、
前蚘発射制埡手段は、
前蚘開攟状態を瀺す怜出信号が怜出された堎合、前蚘゚ラヌ刀定手段により前蚘扉開攟゚ラヌであるず刀定される前に前蚘発射手段の発射動䜜を停止させ図ロの時刻、
前蚘第゚ラヌ刀定手段は、
前蚘開攟状態を瀺す怜出信号が第所定時間継続しお怜出された堎合、前蚘扉開攟゚ラヌであるず刀定し図ロの時刻、
前蚘倖郚信号出力手段は、
前蚘第゚ラヌ刀定手段により扉開攟゚ラヌであるず刀定された堎合、前蚘所定信号を出力する、
こずを特城する遊技機。なお、本構成においお、第所定時間ず第所定時間ずを同䞀たたは略同䞀時間ずするこずができる。
<Configuration (E6)>
A launching means (launching device 32) capable of launching game balls;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a front frame 2 or a glass door) arranged in an openable/closable manner on the gaming machine body;
A winning detection means (various winning detection sensors) for detecting a gaming ball that has entered the winning means;
A main control unit (main control unit 20) configured to be able to manage winning ball number information based on the detection information detected by the winning detection unit and controlling the game operation;
A sub-control means (frame control unit 22) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means,
A controlled gaming machine in which a game is played by circulating game balls enclosed therein,
A detection signal from the door opening detection means is input to the main control means and the sub-control means (FIG. 32).
The main control means
a first error determination means for determining a door open error based on a detection signal from the door open detection means;
A firing control means capable of controlling the firing operation of the firing means,
The sub-control means is
A second error determination means capable of determining a door open error based on a detection signal from the door open detection means;
an external signal output means for outputting a predetermined signal (an external end signal relating to a door opening error) to an external device (e.g., a hall computer HC, a data counter DT, a gaming machine information center, etc.) provided outside the gaming machine based on a result of the determination by the second error determination means;
The first error determination means
When the detection signal indicating the open state is continuously detected for a first predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped before the error determination means determines that a door open error has occurred (time t1 in FIG. 57(B)).
The second error determination means
If the detection signal indicating the open state is continuously detected for a second predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The external signal output means is
When the second error determination means determines that a door opening error has occurred, the predetermined signal is output.
In the present configuration, the first predetermined time and the second predetermined time may be the same or substantially the same.

構成
遊技球を発射可胜な発射手段ず、
遊技機本䜓に開閉可胜に配眮された開閉扉前枠やガラス扉などの扉構造䜓の開攟状態閉鎖状態を怜出可胜な扉開攟怜出手段扉開攟センサず、
扉開攟゚ラヌ報知を実行可胜な゚ラヌ報知手段挔出手段ず、
遊技動䜜を叞る第制埡手段䞻制埡郚ず、
前蚘第制埡手段ず通信可胜な第制埡手段枠制埡郚ず、
を備える遊技機であっお、
前蚘第制埡手段は、
前蚘開閉扉が開攟状態である堎合に、前蚘扉開攟゚ラヌを刀定可胜な゚ラヌ刀定手段ず図ロ、
前蚘゚ラヌ刀定手段により前蚘扉開攟゚ラヌであるず刀定された堎合、前蚘扉開攟゚ラヌ報知に係る゚ラヌ凊理を実行する゚ラヌ凊理実行手段図のず、
前蚘開閉扉が開攟状態である堎合に、前蚘発射手段の発射動䜜を停止させる発射停止手段図ロず、を備え、
前蚘第制埡手段は、
前蚘開閉扉が開攟状態である堎合に、遊技機の倖郚に蚭けられた倖郚装眮に察しお所定信号を出力可胜な倖郚信号出力手段「枠制埡郚おける扉開攟゚ラヌの怜出、解陀に぀いお」参照を備える、
こずを特城ずする遊技機。なお、䞊蚘構成においお、前蚘第制埡手段および前蚘第制埡手段のそれぞれに察しお前蚘扉開攟怜出手段からの怜出信号が入力可胜な構成である。
<Configuration (E7)>
A launching means capable of launching a game ball;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a front frame 2 or a glass door) arranged in an openable/closable manner on the gaming machine body;
An error notification means (performance means) capable of executing a door opening error notification;
A first control means (main control unit 20) that controls game operations;
A second control means (frame control unit 22) capable of communicating with the first control means;
A gaming machine comprising:
The first control means is
an error determination means capable of determining a door open error when the opening and closing door is in an open state (FIG. 57(b));
an error processing execution means (S089 in FIG. 36) for executing an error processing related to the door opening error notification when the error determination means determines that the door opening error has occurred;
and a firing stop means (FIG. 57(b)) for stopping the firing operation of the firing means when the opening and closing door is in an open state.
The second control means is
An external signal output means capable of outputting a predetermined signal to an external device provided outside the gaming machine when the opening and closing door is in an open state (see "Detection and release of door opening error in the frame control unit 22");
In the above configuration (E7), a detection signal from the door opening detection means can be input to each of the first control means and the second control means.

状態別の時短状態、埮時短状態の移行䜜動圢態に぀いお
なお、遊技状態に応じた時短状態、埮時短状態の移行圢態に぀いおは、䞋蚘のように構成するこずができる。ここでは、本発明ず係りの深い、時短状態や埮時短状態などの時短系の遊技状態に係る䜜動圢態を䞭心に説明する。
(Regarding the transition (operation) form of time-saving state and minute time-saving state by state)
The transition form of the time-saving state and the minute time-saving state according to the game state can be configured as follows. Here, the operation form related to the time-saving game state such as the time-saving state and the minute time-saving state, which are closely related to the present invention, will be mainly described.

以䞋、説明の䟿宜䞊、遊技に関する所定事象を䞋蚘称称のように称する。 For ease of explanation, the following predetermined events related to gaming will be referred to as (Name 1) to (Name 4).

称「時短」
倧圓り圓遞小圓り圓遞による圓りを含むを契機に移行される時短系の遊技状態を「時短」ず称する。具䜓的には、倧圓り遊技圓り遊技を含むの終了埌、぀たり、圹物連続䜜動装眮䜜動終了埌に移行される時短系の遊技状態を「時短」ず称する。以䞋、「倧圓り」ず称する堎合は「圓り」も含たれうる。
(Name 1) "A-hour reduction"
The time-saving game state that is transitioned to upon winning a jackpot (including a V-hit due to a small jackpot) is called "A time-saving". Specifically, the time-saving game state that is transitioned to after the end of a jackpot game (including a V-hit game), that is, after the operation of the continuous operation device of the role is completed, is called "A time-saving". Hereinafter, when referring to a "jackpot", "V-hit" may also be included.

称「時短」
倩井到達倩井ゲヌム数到達を契機に移行される時短状態倩井機胜発動による時短状態倩井時短を「時短」ず称する。
(Name 2) "B-hour shortening"
The time-saving state to which the player is transitioned when the ceiling is reached (the ceiling number of games is reached) (the time-saving state due to activation of the ceiling function (ceiling time-saving)) is called "B time-saving."

称「時短」
特殊時短圓遞を契機に移行される時短系の遊技状態を「時短」ず称する。
(Name 3) "C-hour reduction"
The time-saving game state that is entered upon winning the special time-saving lottery is called "C time-saving."

称なお、時短回数たたは埮時短回数に぀いおは、特に必芁の無い限り、いずれも「時短回数」ず称する。 (Name 4) In addition, the number of times time was reduced or the number of times that time was slightly reduced will be referred to as the "number of times time was reduced" unless otherwise necessary.

次に、䞊蚘の時短、時短、および時短に関する移行圢態に぀いお説明する。 Next, we will explain the transition patterns for the above-mentioned A time reduction, B time reduction, and C time reduction.

時短の移行圢態に぀いお
通垞状態䞭䜎確率か぀電サポ無し状態の堎合は、倧圓り圓遞を契機に時短に移行可胜。
時短䞭の堎合は、倧圓り圓遞を契機に時短に移行可胜。
時短䞭の堎合は、倧圓り圓遞を契機に時短に移行可胜。
時短䞭の堎合は、倧圓り圓遞を契機に時短に移行可胜。
高確率䞭確倉状態たたは朜確状態の堎合は、倧圓り圓遞を契機に時短に移行可胜。
時短に移行可胜の堎合、「圓遞時の遊技状態」およびたたは「圓遞した倧圓り皮別圓りの堎合は、小圓り皮別」に応じお、有利床が異なる時短系の遊技状態たずえば、時短回数が異なる時短状態に移行可胜。
<About the transition form of A-hours reduction>
(A1) During normal play (low probability and no electric support), a jackpot win can trigger a transition to time-saving mode A.
(A2) If the game is in the A-time shortened mode, a jackpot win will trigger a transition to the A-time shortened mode.
(A3) If the game is in the B time-saving mode, a jackpot win will trigger a transition to the A time-saving mode.
(A4) If you are in the C time-saving mode, you can transition to the A time-saving mode if you win a jackpot.
(A5) In the case of a high probability state (high probability state or potential high probability state), a transition to A time-saving mode is possible upon winning a jackpot.
(A6) When it is possible to transition to time-saving A, it is possible to transition to a time-saving game state with a different degree of advantage (for example, a time-saving state with a different number of time-saving times) depending on the "game state at the time of winning" and/or the "type of jackpot won (in the case of a V-win, the type of small jackpot)".

時短倩井時短の移行圢態に぀いお
通垞状態䞭の堎合は、倩井到達を契機に時短に移行可胜。
時短䞭の堎合は、倩井到達を契機に時短に移行可胜。
時短䞭の堎合は、倩井到達を契機に時短に移行䞍可時短連続発動䞍可。具䜓的には、時短䞭倩井時短䞭においお、倧圓り圹物連続䜜動装眮の䜜動を経由するこずなく、新たな時短には移行䞍可である「時短→時短」の連続発動は䞍可。たた、時短終了埌、倧圓りを経由するこずなく、新たな時短にも移行䞍可である。たずえば、時短䞭に、倧圓りに圓遞するこずなく、倩井ゲヌム数に到達しおも、新たな時短には移行せず、たた、時短終了埌、倧圓りを経由するこずなく、新たな時短には移行しない。
時短䞭の堎合は、倩井到達を契機に時短に移行可胜。時短䞭に倩井到達の堎合は、時短に切り替える時短から時短に制埡するこずができる。
高確率䞭の堎合は、倩井到達を契機に時短に移行䞍可。
なお、時短に移行可胜の堎合、倩井ゲヌム本実斜圢態では、回転目到達時の遊技状態に応じお、時短回数が異なる時短有利床が異なる時短に移行させおもよい。
<About the transition form of B time reduction (ceiling time reduction)>
(B1) When in normal mode, you can transition to time-saving mode B when you reach the ceiling.
(B2) When in the A time-saving mode, you can transition to the B time-saving mode upon reaching the ceiling.
(B3) In the case of B time reduction, when the ceiling is reached, it is not possible to transition to B time reduction (B time reduction cannot be activated continuously). Specifically, during B time reduction (ceiling time reduction), it is not possible to transition to a new B time reduction without going through a jackpot (activation of the continuous operation device of the role), (continuous activation of "B time reduction → B time reduction" is not possible). In addition, after the B time reduction ends, it is not possible to transition to a new B time reduction without going through a jackpot. For example, even if the ceiling game number is reached during B time reduction without winning a jackpot, it is not possible to transition to a new B time reduction, and after the B time reduction ends, it is not possible to transition to a new B time reduction without going through a jackpot.
(B4) In the case of C time reduction, when the ceiling is reached, it is possible to shift to B time reduction. If the ceiling is reached during C time reduction, it is possible to switch to B time reduction (control from C time reduction to B time reduction).
(B5) When the high probability is reached, it is not possible to transition to B time-saving mode upon reaching the ceiling.
(B6) In addition, when transition to the B time reduction is possible, transition to the B time reduction with a different number of time reductions (B time reduction with a different degree of advantage) may be made depending on the game state when the ceiling game (in this embodiment, the 751st spin) is reached.

時短の移行圢態に぀いお
通垞状態䞭の堎合は、特殊時短圓遞を契機に時短に移行可胜。
時短䞭の堎合は、特殊時短圓遞を契機に時短に移行可胜。
時短䞭の堎合は、特殊時短圓遞を契機に時短に移行可胜。
時短䞭の堎合は、特殊時短圓遞を契機に時短に移行可胜。なお、時短䞭に特殊時短に圓遞した堎合は、新たな時短に切り替えおもよい圓遞した特殊時短皮別に応じた時短状態時短回数に曎新可胜。
高確率䞭の堎合は、特殊時短圓遞を契機に時短に移行䞍可。
時短に移行可胜の堎合、「圓遞時の遊技状態」およびたたは「圓遞した特殊時短皮別」に応じお、有利床が異なる時短系の遊技状態たずえば、時短回数が異なる時短状態に移行可胜。
なお、本実斜圢態の堎合、時短状態および埮時短状態は特殊時短圓遞を無効扱い特殊時短発動犁止、぀たり、時短䞭および時短䞭のいずれも、時短には移行䞍可ずしおいるが、䞊述のやのように、時短に移行可胜に構成しおもよい。
<About the transition form for C-type reduced working hours>
(C1) During normal play, you can transition to C time reduction by winning the special time reduction option.
(C2) If you are in the A time-saving period, you can transition to the C time-saving period by winning the special time-saving period.
(C3) If you are in the B time-saving period, you can transition to C time-saving period by winning the special time-saving period.
(C4) If you are in the C time-saving mode, you can switch to the C time-saving mode when you win a special time-saving mode. If you win a special time-saving mode during the C time-saving mode, you can switch to a new C time-saving mode (you can update to the time-saving mode (number of time-saving modes) according to the type of special time-saving mode you won).
(C5) In the case of a high probability, it is not possible to transition to C time reduction even if a special time reduction is won.
(C6) If transition to C time-saving is possible, transition to a time-saving game state with a different degree of advantage (for example, a time-saving state with a different number of time-saving times) is possible depending on the “game state at the time of winning” and/or the “type of special time-saving that has been won.”
(C7) In the case of this embodiment, the time-saving state and the micro-time-saving state invalidate the special time-saving win (prohibits activation of special time-saving), in other words, during both the A time-saving state and the C time-saving state, transition to the C time-saving state is not possible; however, it may be configured so as to be able to transition to the C time-saving state as in the above-mentioned (C2) and (C4).

第実斜圢態
次に、倧圓りによる遊技状態の移行制埡圢態に぀いお説明する。この実斜圢態は、䞊蚘第実斜圢態の移行制埡圢態の倉圢䟋に盞圓するものである。
[Fifth embodiment]
Next, a control form for transition of the game state due to a big win will be described. This embodiment corresponds to a modified example of the control form for transition of the game state in the first embodiment.

既に説明した通り、倧圓り小圓りに圓遞しお圓りが発生した堎合を含むに圓遞した堎合、その「圓遞時の遊技状態」およびたたは「圓遞した圓り皮別」に応じお、その圓り遊技埌の移行先の遊技状態が決定されるたずえば、図、図、図等参照。ここでは䞊蚘第実斜圢態の移行制埡圢態の倉圢䟋ずしお、時短の䜜動契機ずなりうる倧圓りず、その倧圓りによる遊技状態の移行制埡圢態を䞭心に説明する。 As already explained, when a big win (including a small win resulting in a V hit) occurs, the game state to which the player transitions after the winning game is determined according to the "game state at the time of the win" and/or the "type of win" (see, for example, Figures 4A, 4B, 6, etc.). Here, as a modified example of the transition control form of the first embodiment, we will focus on the big win that can trigger the A time reduction and the transition control form of the game state due to that big win.

「時短の䜜動契機ずなりうる倧圓り」ずは、少なくずも時短系の遊技状態ぞの移行可胜な倧圓り以䞋「時短系倧圓り」ずも称するである。この時短系倧圓りには、䞋蚘倧および倧の倧圓りが含たれる。 "A jackpot that can trigger the A time-saving feature" refers to a jackpot that can transition to a time-saving gaming state (hereafter referred to as a "time-saving jackpot"). This time-saving jackpot includes the following (Big 1) and (Big 2) jackpots.

倧時短系の遊技状態にのみ移行させる倧圓り。具䜓的には、圓遞時の遊技状態によらず、時短状態たたは埮時短状態に移行させる倧圓りである。たずえば、図に瀺す「倧圓り」が該圓する。 (Big 1) A jackpot that transitions only to a time-saving game state. Specifically, it is a jackpot that transitions to a time-saving or micro-time-saving game state, regardless of the game state at the time of winning. For example, "jackpot D" shown in Figure 4A applies.

倧圓遞時の遊技状態が第遊技状態の堎合は、時短系の遊技状態に移行させ、第遊技状態ず異なる第遊技状態の堎合は、時短系以倖の遊技状態に移行させる倧圓り。時短系以倖の遊技状態通垞状態、確倉状態、および朜確状態のいずれかに移行させる倧圓り。たずえば、図に瀺す「倧圓り」たたは「倧圓り」などが該圓する。なお、倧圓りは、圓遞時の遊技状態よらず、通垞状態時短系の遊技状態以倖に移行させる倧圓りであり、このような倧圓りは、時短系倧圓り時短の䜜動契機ずなりうる倧圓りから陀倖される。 (Big 2) A jackpot that transitions to a time-saving game state if the game state at the time of winning is the first game state, and transitions to a game state other than the time-saving game state if the game state is a second game state different from the first game state. A jackpot that transitions to a game state other than the time-saving game state (either the normal state, the special state, or the potential state). For example, this includes "jackpot A" or "jackpot B" shown in Figure 4A. Note that jackpot C is a jackpot that transitions to the normal state (a game state other than the time-saving game state) regardless of the game state at the time of winning, and such a jackpot is excluded from time-saving jackpots (jackpots that can trigger the activation of the A time-saving game).

なお、本実斜圢態では「時短系倧圓り」を䞭心に説明するが、「圓遞時の遊技状態」およびたたは「圓遞した倧圓り皮別」に応じお、時短状態以倖通垞状態、確倉状態、朜確状態などに移行可胜な倧圓り皮別をたたは耇数蚭けるこずができる。たずえば、圓遞時の遊技状態によらず、通垞状態のみ移行する倧圓り通垞系倧圓り、確倉状態たたは朜確状態のみ移行する倧圓り確倉系倧圓りなどを蚭けるこずができる。 In this embodiment, the explanation will be centered on "time-saving jackpots," but it is possible to provide one or more jackpot types that can transition to a state other than the time-saving state (normal state, special probability state, potential probability state, etc.) depending on the "game state at the time of winning" and/or the "type of jackpot won." For example, it is possible to provide jackpots that only transition to the normal state (normal jackpots), jackpots that only transition to the special probability state or potential probability state (special probability jackpots), etc., regardless of the game state at the time of winning.

先ず、本実斜圢態の理解を容易なものずするために、図を参照しお、䞊蚘第実斜圢態に係る倧圓りに぀いお説明しおおく。 First, to facilitate understanding of this embodiment, we will explain the jackpot in the first embodiment with reference to Figure 4A.

第実斜圢態に係る時短系倧圓り倧圓り、倧圓りおよび倧圓りが該圓するの堎合、図に瀺す通り、圓遞時の遊技状態が、「通垞状態」、「埮時短状態埮時短および埮時短」、「時短状態時短時短」のいずれであるかに応じお移行先の遊技状態が決定されるようになっおいる。しかし第実斜圢態の堎合は、「圓遞時の遊技状態」に関し、埮時短状態が時短状態に属するものずしお、埮時短状態埮時短および埮時短ず時短状態時短時短ずを同列の遊技状態ずしお扱っおいるため、「圓遞時の遊技状態」が「通垞状態、時短状態埮時短状態」の皮類のみずなっおいる。したがっお、時短状態䞭に圓遞した堎合であっおも、埮時短状態䞭に圓遞した堎合であっおも、移行先の遊技状態は共通である。たずえば、図に瀺すように、圓遞時の遊技状態が時短状態および埮時短状態のいずれであっおも、倧圓りであれば「埮時短」に移行され、倧圓りの堎合は「埮時短」に移行され、倧圓りの堎合は「時短」に移行されるようになっおいる図の倧圓り、、の欄参照。 In the case of the time-saving jackpot in the first embodiment (which includes jackpot A, jackpot B, and jackpot D), as shown in FIG. 4A, the destination game state is determined depending on whether the game state at the time of winning is "normal state", "micro-time-saving state (micro-time-saving A and micro-time-saving B)", or "time-saving state (time-saving A to time-saving C)". However, in the case of the first embodiment, the micro-time-saving state belongs to the time-saving state, and the micro-time-saving state (micro-time-saving A and micro-time-saving B) and the time-saving state (time-saving A to time-saving C) are treated as game states of the same order, so there are only two types of "game state at the time of winning", "normal state, time-saving state (micro-time-saving state)". Therefore, whether the game is won during the time-saving state or during the micro-time-saving state, the destination game state is the same. For example, as shown in FIG. 4A, regardless of whether the game state at the time of winning is the time-saving state or the slight time-saving state, if it is a jackpot A, it will transition to "Slight time-saving A", if it is a jackpot B, it will transition to "Slight time-saving B", and if it is a jackpot D, it will transition to "Time-saving A" (see the jackpot A, B, and D columns in FIG. 4A).

第実斜圢態のような移行圢態ずしおしたうず、「圓遞時の遊技状態」が「通垞状態、時短状態埮時短状態」の最倧皮類しか蚭けるこずができず、倧圓りのバリ゚ヌションに欠け、圓り䞭挔出の自由床や遊技性の自由床が制限されおしたう。 If the transition format were to be as in the first embodiment, the "game state at the time of winning" would be limited to a maximum of two types: "normal state" and "time-saving state (slight time-saving state)". This would result in a lack of variety in jackpots and would limit the freedom of presentation during a win and the freedom of playability.

たずえば、「圓遞時の遊技状態」が「通垞状態、時短状態埮時短状態」の皮類圓遞時の遊技状態数、「移行先の遊技状態」が「通垞状態、埮時短、埮時短、時短、時短、時短」の皮類移行先の遊技状態数のケヌスでは、性栌が異なる倧圓り皮別の組合せ䟋圓遞時の遊技状態に応じお、移行先の遊技状態が異なる倧圓りの皮類は、皮類圓遞時の遊技状態が皮類、それぞれの移行先の遊技状態が皮類の皮類皮類数ずなる。したがっお、時短系倧圓りは、通垞状態にのみ移行する倧圓りを陀く皮類のうちから定めるこずが可胜である。 For example, in the case where the "game state at the time of winning" is two types, "normal state, time-saving state (slight time-saving state)" (number of game states at the time of winning S = 2), and the "destination game state" is six types, "normal state, slight time-saving A, slight time-saving B, time-saving A, time-saving B, time-saving C" (number of destination game states T = 6), the combination examples of jackpot types with different characteristics (types of jackpots with different destination game states depending on the game state at the time of winning) are 36 types (two game states at the time of winning, six destination game states, totaling 36 types: number of types N = TS = 62). Therefore, time-saving jackpots can be determined from 35 types excluding jackpots that transition only to the normal state.

しかし、第実斜圢態のように「或る倧圓りに圓遞し、その圓遞時の遊技状態が時短系の遊技状態であれば共通の遊技状態しか移行できない」ずいった移行圢態では、倧圓りのバリ゚ヌションに欠け、遊技性の自由床が制限されおしたう。぀たり、移行先の遊技状態に぀いおは、その遊技機が制埡しうる遊技状態のうちから遊技性に応じお適宜定めるこずが可胜であるが、その範囲は固定的であるため、倧圓りのバリ゚ヌションを増やすためには、「圓遞時の遊技状態」を倚様化させる必芁がある。 However, in a transition format like the first embodiment, where "if a certain jackpot is won and the game state at the time of the winning is a time-saving game state, only a common game state can be transitioned to," there is a lack of variety in jackpots, and the freedom of playability is limited. In other words, the game state to which the player transitions can be appropriately determined from among the game states that the gaming machine can control according to the playability, but since the range is fixed, in order to increase the variety of jackpots, it is necessary to diversify the "game state at the time of winning."

たずえば、図の堎合倧圓りにより時短には移行されない䟋、「圓遞時の遊技状態」が「通垞状態、時短状態埮時短状態」の皮類、「移行先の遊技状態」が「通垞状態、埮時短、埮時短、時短、時短」の皮類であり、性栌が異なる倧圓り皮別の組合せ䟋は、図に瀺す通りであり、その皮類数は倧圓りの党皮類皮類数ずなる。このうち、時短系倧圓りは、通垞状態にのみ移行する「倧圓り」を陀いた皮類にずどたる。なお、図における「倧圓り」、「倧圓り」、「倧圓り」、「倧圓り」は、それぞれ図に瀺す「倧圓り」、「倧圓り」、「倧圓り」、「倧圓り」に盞圓する。 For example, in the case of Figure 4A (an example where the game does not transition to time-saving C due to a jackpot), there are two types of "game state at the time of winning": "normal state, time-saving state (slight time-saving state)", and five types of "game state to transition to": "normal state, slight time-saving A, slight time-saving B, time-saving A, time-saving B". Example combinations of jackpot types with different characteristics are shown in Figure 58, and there are a total of 25 types (number of types N = 52) from jackpot 1 to 25. Of these, there are only 24 types of time-saving jackpots, excluding "jackpot 1", which transitions only to the normal state. Note that "jackpot 1", "jackpot 2", "jackpot 3", and "jackpot 24" in Figure 58 correspond to "jackpot C", "jackpot A", "jackpot B", and "jackpot D" shown in Figure 4A, respectively.

そこで、本実斜圢態では「圓遞時の遊技状態」を倚様化するこずにより、倧圓りのバリ゚ヌションの幅を広げ、遊技性の自由床を向䞊させるようになっおいる。以䞋、図および図を甚いお、この圓遞時の遊技状態の蚭定䟋、倧圓り皮別䟋に぀いお詳述する。 In this embodiment, the "game state when a win is won" is diversified to increase the variety of jackpots and improve the freedom of play. Below, examples of the game state when a win is won and examples of jackpot types are described in detail using Figures 59 and 60.

なお、説明を簡易なものずするために、倧圓り皮別圓遞時の遊技状態に応じお、移行先の遊技状態が異なる倧圓りの皮類を衚珟する堎合、次のように衚珟する。
・「圓遞時の遊技状態皮別」「移行先の遊技状態皮別」
たずえば、䞊述の第実斜圢態の堎合であれば、“「通垞状態時短状態」「通垞状態埮時短埮時短時短時短時短」”のように衚珟し、その組合せにより、倧圓りの圓遞時の遊技状態に応じお移行先ずなる遊技状態の組合せを衚珟する。
In order to simplify the explanation, when expressing the type of jackpot (the type of jackpot that transitions to different game states depending on the game state at the time of winning), it will be expressed as follows.
・"Game status type at the time of winning"&"Game status type to transition to"
For example, in the case of the first embodiment described above, it is expressed as "normal state/time-saving state"&"normal state/slight time-saving A/slight time-saving B/time-saving A/time-saving B/time-saving C," and this combination expresses the combination of game states to which the player will transition depending on the game state at the time of winning the jackpot.

なお、本実斜圢態ず第実斜圢態ずを比范し易いように、移行先の遊技状態に぀いおは、「通垞状態、埮時短、埮時短、時短、時短」の皮類があるものずしお説明する。第実斜圢態の䟋であれば、倧圓り皮別を「通垞状態時短状態」「通垞状態埮時短埮時短時短時短」の組合せで衚珟する。 In order to make it easier to compare this embodiment with the first embodiment, the game states to which the player can transition will be described as having five types: "normal state, micro-time-saving A, micro-time-saving B, time-saving A, and time-saving B." In the example of the first embodiment, the jackpot types are expressed as combinations of "normal state/time-saving state" and "normal state/micro-time-saving A/micro-time-saving B/time-saving A/time-saving B."

圓遞時の遊技状態の区分䟋図
本実斜圢態に係る圓遞時の遊技状態に぀いおは、䞋蚘の実斜䟋のように定めるこずができる。以䞋、図を甚いお、これらの実斜䟋に぀いお説明する。
(Example of classification of game status when winning: FIG. 59)
The game state at the time of winning according to this embodiment can be determined as in the following Examples 1 to 7. These Examples will be described below with reference to FIG.

実斜䟋図む
内郚遊技状態別に定めるこずができる実斜䟋。本䟋の堎合、図むに瀺すように、圓遞時の遊技状態を「埮時短状態」ず「時短状態」ずに区別しお扱うこずができる。この点、時短状態ず埮時短状態ずを同列に扱っおいる䞊蚘第実斜圢態ずは異なる。本䟋では、「通垞状態埮時短状態時短状態」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である。したがっお、䞊蚘第実斜圢態よりも、倚くの倧圓り皮別を遞択可胜であり、倧圓りのバリ゚ヌションの幅を広げ、遊技性の自由床を向䞊させるこずができる埌述の実斜䟋も同様。
(Example 1: FIG. 59(a))
It can be determined by the internal game state (YJ) (Example 1). In this example, as shown in FIG. 59 (A), the game state at the time of winning can be distinguished into "slight time-saving state (YJ = 01H)" and "time-saving state (YJ = 02H)". In this respect, it is different from the above-mentioned first embodiment in which the time-saving state and the slight time-saving state are treated on the same level. In this example, it is possible to adopt the jackpot type of "normal state / slight time-saving state / time-saving state"&"normal state / slight time-saving A / slight time-saving B / time-saving A / time-saving B" (3 types of game states at the time of winning, 5 types of game states to be transferred to: number of types N = 53). Therefore, more jackpot types can be selected than in the first embodiment, the range of jackpot variations can be expanded, and the degree of freedom of playability can be improved (similar to Examples 2 to 5 described later).

実斜䟋図ロ
遊技モヌド別に定めるこずができる実斜䟋。本䟋の堎合、図ロに瀺すように、圓遞時の遊技状態を遊技モヌド別に扱うこずができるので、内郚遊技状態をさらに现分化された圓遞時の遊技状態を定めるこずが可胜になる。本䟋では、「通垞モヌド地獄モヌド地獄モヌド連荘モヌド連荘モヌド連荘モヌド」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である。
(Example 2: FIG. 59 (b))
It can be determined by game mode (Tcode) (Example 2). In this example, as shown in FIG. 59 (B), since the game state at the time of winning can be handled by game mode, it is possible to determine the game state at the time of winning that is further subdivided into the internal game state YJ. In this example, the jackpot types of "normal mode/hell mode A/hell mode B/consecutive game mode A/consecutive game mode B/consecutive game mode C" and "normal state/slight time reduction A/slight time reduction B/time reduction A/time reduction B" (6 types of game states at the time of winning, 5 types of game states to transition to: number of types N=56) can be adopted.

実斜䟋図ハ
或る内郚遊技状態に属する耇数の遊技状態がある堎合、その耇数の遊技状態の少なくずも぀の遊技状態ず、その他の遊技状態ずを区別しお扱うこずができる実斜䟋。たずえば、時短状態に属する「時短、時短、時短」の皮類の時短状態がある堎合、圓遞時の遊技状態ずしお、「時短時短時短」、「時短時短および時短」、「時短および時短時短」、「時短および時短時短」などずするこずができる。
(Example 3: FIG. 59(C))
When there are a plurality of game states belonging to a certain internal game state (YJ), at least one of the game states can be treated separately from the other game states (Example 3). For example, when there are three types of time-saving states, namely, "time-saving A, time-saving B, and time-saving C," belonging to the time-saving state (YJ), the game states at the time of winning can be "time-saving A/time-saving B/time-saving C,""time-saving A/time-saving B and time-saving C,""time-saving A and time-saving B/time-saving C,""time-saving A and time-saving C/time-saving B," and the like.

なお、耇数の遊技状態を闇雲に区別するのではなく、䞀定の芏則に基づいお区別するこずが奜たしい。たずえば、遊技状態に係る有利床の関係に着目しお区別し、これを圓遞時の遊技状態ずしお扱う。たずえば、埮時短状態であれば「埮時短有利床高、埮時短有利床䜎」、時短状態であれば「時短α時短有利床高、時短β時短および時短有利床䜎」ずいった具合に区別し、これを圓遞時の遊技状態ずしお扱う。このケヌスでは、図ハに瀺すように、「通垞状態埮時短埮時短高埮時短埮時短䜎時短α時短高時短β時短䜎」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である。なお、図䞭の「埮時短高」や「時短高」のように末尟に「高」が付しおあるものは有利床が盞察的に高い偎を瀺し、「埮時短䜎」や「時短䜎」のように末尟に「䜎」が付しおあるものは有利床が盞察的に䜎い偎を瀺しおいる埌述の図ホトに぀いおも同様。 It is preferable to distinguish between multiple game states based on a certain rule, rather than distinguishing between them randomly. For example, distinguish between them based on the relationship of the advantageous degree of the game states, and treat this as the game state at the time of winning. For example, in the case of the micro-time-saving state, distinguish between "micro-time-saving A (high advantageous degree), micro-time-saving B (low advantageous degree)", and in the case of the time-saving state, distinguish between "time-saving α (time-saving B: high advantageous degree), time-saving β (time-saving A and time-saving C: low advantageous degree)", and treat this as the game state at the time of winning. In this case, as shown in FIG. 59 (C), it is possible to adopt the jackpot type of "normal state/micro-time-saving A (high micro-time-saving)/micro-time-saving B (low micro-time-saving)/time-saving α (high time-saving)/time-saving β (low time-saving)" & "normal state/micro-time-saving A/micro-time-saving B/time-saving A/time-saving B" (5 types of game states at the time of winning, 5 types of game states to transition to: number of types N = 55). In addition, in the figure, "high" at the end, such as "slightly high time saving" and "high time saving", indicates the relatively more advantageous side, while "low" at the end, such as "slightly low time saving" and "low time saving", indicates the relatively less advantageous side (the same applies to Figure 59 (e) to (g) described below).

遊技状態間の有利床の関係に぀いお
なお、遊技状態に係る有利床の関係に぀いおは、基本的には、次の有有のように定めるこずができる。
(Regarding the relationship between the degrees of advantage between game states)
In addition, the relationship between the degrees of advantage related to the game state can basically be determined as follows: (1) to (5).

有同じ時短状態同士を比范した堎合、時短回数が倚いほど、有利床が高い。本実斜圢態の堎合、「時短時短回数回時短時短回数回時短時短回数回」の関係である。なお、確倉状態や朜確状態も同様に、その回数が倚いほど、有利床が高い。 (Ex. 1) When comparing the same time-saving states, the more times the time-saving has occurred, the higher the advantage. In the case of this embodiment, the relationship is "Time-saving C (time-saving 1 time) < Time-saving A (time-saving 7 times) < Time-saving B (time-saving 100 times)." Similarly, the more times the probability and potential probability states are in play, the higher the advantage.

有同じ埮時短状態同士を比范した堎合、埮時短回数が少ないほど、有利床が高い。たずえば、本実斜圢態の堎合、図に瀺す通り、埮時短回数が少ないほど仮倩井ゲヌム数が少なくなり、通垞状態倩囜モヌドに移行し易くなる。この点で、同じ埮時短状態同士を比范した堎合には、埮時短回数が少ないほど、有利床が高くなる。本実斜圢態の堎合、「埮時短埮時短回数回埮時短埮時短回数回」の関係である。 (Ex. 2) When comparing two micro-time-saving states of the same type, the fewer the number of micro-time-saving times, the greater the advantage. For example, in the case of this embodiment, as shown in FIG. 7, the fewer the number of micro-time-saving times, the fewer the number of games that reach the temporary ceiling, making it easier to transition to the normal state (heaven mode). In this respect, when comparing two micro-time-saving states of the same type, the fewer the number of micro-time-saving times, the greater the advantage. In the case of this embodiment, the relationship is "Micro-time-saving B (250 micro-time-saving times) < Micro-time-saving A (150 micro-time-saving times)."

有時短状態ず埮時短状態ずを比范した堎合、埮時短状態よりも時短状態の方が、有利床が高い。埮時短状態は、既に説明した通り、時短状態よりも䞍利に䜜甚する遊技状態だからである。本実斜圢態の堎合、「埮時短埮時短回数回埮時短埮時短回数回時短時短回数回時短時短回数回時短時短回数回」の関係である。 (3) When comparing the time-saving state and the slight time-saving state, the time-saving state is more advantageous than the slight time-saving state. This is because, as already explained, the slight time-saving state is a game state that has a more unfavorable effect than the time-saving state. In the case of this embodiment, the relationship is "Slight time-saving B (250 slight time-saving times) < Slight time-saving A (150 slight time-saving times) < Time-saving C (1 time) < Time-saving A (7 times) < Time-saving B (100 times)."

有確倉状態電サポ有りず朜確状態電サポ無しずを比范した堎合、朜確状態よりも確倉状態の方が、有利床が高い。 (Yes 4) When comparing the sure-win state (with electric support) and the potential win state (without electric support), the sure-win state is more advantageous than the potential win state.

有埮時短状態、時短状態、朜確状態および確倉状態の有利床の関係は、基本的には「埮時短状態時短状態朜確状態確倉状態」である。 (Yes 5) The relationship between the advantages of the micro-time-saving state, the time-saving state, the potential state, and the probability of a bonus state is basically "micro-time-saving state < time-saving state < potential state < probability of a bonus state."

なお、䞊蚘有利床の関係に぀いおは、遊技機の遊技性に応じお、必ずしも䞊蚘有有の関係が成立するずは限らない。したがっお、有利床の関係に぀いおは、耇数の遊技状態を比范した堎合に、いずれの遊技状態が遊技者にずり有利床利益状態、出玉率、ベヌス倀などが盞察的に高いか、あるいは䜎いかに応じお、各遊技状態の有利床の関係を定めるこずが奜適である。たずえば仮に、䞀の埮時短状態ず他の埮時短状態ずを比范した堎合、埮時短回数が倚いほど遊技者の利益が高くなるような遊技性である堎合は、本実斜圢態ずは逆に、埮時短回数が倚いほど有利床が高くなりうる。たたたずえば、いわゆる「小圓りラッシュ搭茉機」のように、朜確状態が確倉状態よりも有利床が高い遊技状態ずしお䜜甚する遊技性の堎合は、朜確状態の方が確倉状態よりも有利床が高くなりうる。 The above advantageous relationship does not necessarily have the above relationships (Yes 1) to (Yes 5) depending on the game characteristics of the gaming machine. Therefore, when comparing multiple game conditions, it is preferable to determine the advantageous relationship of each game condition depending on which game condition is relatively more advantageous (profit state, payout rate, base value, etc.) for the player. For example, when comparing one micro-time-saving state with another micro-time-saving state, if the game characteristics are such that the more micro-time-saving times the player has, the more advantageous the gamer will be, as opposed to this embodiment, the more micro-time-saving times there are. Also, for example, in the case of a game characteristics in which the potential state acts as a more advantageous state than the probability state, such as a so-called "small hit rush equipped machine," the potential state may be more advantageous than the probability state.

実斜䟋図ニ
「時短」ず「時短」別に定めるこずができる実斜䟋。぀たり、圓遞時の遊技状態が、劂䜕なる圓遞契機に基づく遊技状態であるかずいう点に着目しお、圓遞時の遊技状態を定めるこずができる。この点、䞊蚘実斜䟋のように、遊技状態それ自䜓に着目しお、圓遞時の遊技状態を定める圢態ずは、倧きく異なる。本䟋では、図ニに瀺すように、「時短」ず「時短」ずを区別しお扱う。
(Example 4: FIG. 59 (D))
The "C time reduction" and the "A time reduction" can be separately determined (Example 4). In other words, the game state at the time of winning can be determined by focusing on what winning opportunity the game state at the time of winning is based on. In this respect, it is significantly different from the above-mentioned Examples 1 to 3, in which the game state at the time of winning is determined by focusing on the game state itself. In this example, as shown in FIG. 59 (D), the "A time reduction" and the "C time reduction" are treated separately.

なお、本実斜圢態の堎合、時短皮別ず時短皮別には、䞋蚘の遊技状態が含たれる。
「時短皮別」
「埮時短第時短、埮時短第時短、時短第時短、時短第時短」の皮類の時短皮別図参照。
「時短皮別」
「埮時短第時短、埮時短第時短、時短第時短」の皮類の時短皮別図参照。
In this embodiment, the A time-saving type and the C time-saving type include the following game states.
(1) "A type of shortened working hours"
There are four types of A time saving types: "micro time saving A (1st A time saving), micro time saving B (2nd A time saving), time saving A (3rd A time saving), and time saving B (4th A time saving)" (see Figure 4A).
(2) "C type of reduced working hours"
There are three types of C time saving types: "micro time saving A (first C time saving), "micro time saving B (second C time saving), and "time saving C (third C time saving)" (see Figure 4C).

したがっお本䟋の堎合は、「通垞状態時短時短」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である。 Therefore, in this example, the following jackpot types can be used: "Normal state/C time-saving/A time-saving" & "Normal state/slight time-saving A/slight time-saving B/time-saving A/time-saving B" (3 types of game states at the time of winning, 5 types of game states to transition to: number of types N=53).

この実斜䟋の䜜甚効果は、次の点にある。圓遞時の遊技状態が「時短」であるか、「時短」であるかに応じお、移行先の遊技状態を定めるこずができるため、圓遞時の遊技状態の遊技状態自䜓が同䞀であっおも、異なる遊技状態に移行させるこずが可胜ずなる。たずえば、或る倧圓りたずえば、倧圓りに圓遞した堎合、その圓遞時の遊技状態が「時短に係る埮時短倧圓りによっお移行した埮時短」の堎合は「時短時短回数回」に移行させ、「時短に係る埮時短特殊時短によっお移行した埮時短」の堎合は「時短時短回数回」に移行させる、ずいった移行制埡が可胜になる。この䟋では、「埮時短時短→倧圓り圓遞」ずいう圓遞契機を蟿った堎合は有利床の高い「時短状態時短」に移行し、「埮時短時短→倧圓り圓遞」ずいう圓遞契機を蟿った堎合は有利床が䜎い「時短状態時短」に移行する、ずいった遊技性を䜜り出すこずができる。この点、埓来にはない斬新性がある。 The effect of the fourth embodiment is as follows. Since the game state to be transitioned to can be determined depending on whether the game state at the time of winning is "A time reduction" or "C time reduction", it is possible to transition to a different game state even if the game state itself at the time of winning is the same. For example, when a certain jackpot (for example, jackpot 1) is won, if the game state at the time of the winning is "micro-time reduction B related to A time reduction (micro-time reduction B transitioned by the jackpot)", it transitions to "time reduction A (time reduction number 7 times)", and if it is "micro-time reduction B related to C time reduction (micro-time reduction B transitioned by special time reduction)", it transitions to "time reduction C (time reduction number 1)". In this example, if the winning opportunity of "micro time-saving B (A time-saving) → 1 big win" is followed, the game will transition to the highly advantageous "time-saving state (time-saving A)," and if the winning opportunity of "micro time-saving B (C time-saving) → 1 big win" is followed, the game will transition to the less advantageous "time-saving state (time-saving C)." This is an innovative feature that has never been seen before.

なお、「時短皮別」およびたたは「時短皮別」を有利床の関係に着目しお区別しなくおもよい。たずえば、時短皮別に耇数の時短たずえば、第時短第α時短≊αが含たれる堎合には、圓該耇数の時短のうち、少なくずも぀の時短ず、残りの他の時短ずを区別しお扱うこずができる。たた、時短皮別も同様に、時短皮別に耇数の時短たずえば、第時短第α時短≊αが含たれる堎合には、圓該耇数の時短のうち、少なくずも぀の時短ず、残りの他の時短ずを区別しお扱うこずができる。 It is not necessary to distinguish between "A time-saving type" and/or "C time-saving type" based on the relationship of advantageous degree. For example, if the A time-saving type includes multiple A time-saving types (e.g., the first A time-saving type to the αA time-saving type (2≊α)), at least one A time-saving type among the multiple A time-saving types can be treated separately from the remaining other A time-saving types. Similarly, if the C time-saving type includes multiple C time-saving types (e.g., the first C time-saving type to the αC time-saving type (2≊α)), at least one C time-saving type among the multiple C time-saving types can be treated separately from the remaining other C time-saving types.

本実斜圢態の堎合、既に説明したように、時短皮別には「埮時短第時短、埮時短第時短、時短第時短、時短第時短」の耇数の時短皮別が含たれるので、たずえば、圓遞時の遊技状態を「埮時短埮時短時短時短」各時短で区別するずしたり、「埮時短および埮時短時短および時短」埮時短同士、時短同士で纏めお区別するずしたり、「埮時短および時短埮時短および時短」特定の埮時短ず特定の時短同士で纏めお区別するずしたりするこずができる。なお、時短皮別に぀いおも、䞊述の時短皮別の区別手法ず同じように、圓遞時の遊技状態を区別するこずができる。 In the case of this embodiment, as already explained, the A time-saving type includes multiple A time-saving types, namely "micro time-saving A (first A time-saving), micro time-saving B (second A time-saving), time-saving A (third A time-saving), and time-saving B (fourth A time-saving)." For example, the game state at the time of winning can be "micro time-saving A/micro time-saving B/time-saving A/time-saving B" (distinguishing between each A time-saving), "micro time-saving A and micro time-saving B/time-saving A and time-saving B" (distinguishing between micro time-saving types and between time-saving types), or "micro time-saving A and time-saving B/micro time-saving B and time-saving A" (distinguishing between specific micro time-saving types and specific time-saving types). It should be noted that the game state at the time of winning can also be distinguished for the C time-saving type in the same manner as the above-mentioned method of distinguishing between the A time-saving types.

実斜䟋実斜䟋の倉圢䟋図ホト
しかし、時短皮別ず時短皮別を闇雲に区別するのではなく、䞊蚘実斜䟋ず同じように、これらの有利床に着目しお、圓遞時の遊技状態を区別するこずが奜たしい実斜䟋の倉圢䟋。たずえば、䞋蚘の実斜䟋実斜䟋の倉圢䟋のように構成するこずができる。
<Examples 5 to 7 (Modifications 1 to 3 of Example 4): Figs. 59(e) to (g)>
However, rather than simply distinguishing between the A time-saving type and the C time-saving type, it is preferable to distinguish the game state at the time of winning by focusing on the advantageous degree of these, as in the above-mentioned Example 3 (a modified example of Example 4). For example, it can be configured as in the following Examples 5 to 7 (modified examples 1 to 3 of Example 4).

実斜䟋時短有利床区分図ホ
時短に係る遊技状態を、有利床に応じお区別しお扱うこずができる実斜䟋。たずえば、時短に係る䞊蚘「埮時短、埮時短、時短」の皮類の時短を、「時短有利床高、埮時短および埮時短有利床䜎」のように、区別しお扱うこずができる実斜䟋。本䟋の堎合、「通垞状態時短高時短時短䜎埮時短および埮時短時短」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である図ホの「時短」の欄参照。
を採甚可胜である。
(Example 5 (C time-saving advantage category): Figure 59 (E))
The game state related to the C time reduction can be handled differently according to the degree of advantage (Example 5). For example, the three types of C time reductions, "micro time reduction A, micro time reduction B, and time reduction C," related to the C time reduction can be handled differently, such as "time reduction C (high advantage), micro time reduction A and micro time reduction B (low advantage)" (Example 5). In this example, the jackpot types of "normal state/high C time reduction (time reduction C)/low C time reduction (micro time reduction A and micro time reduction B)/A time reduction" and "normal state/micro time reduction A/micro time reduction B/time reduction A/time reduction B" (four types of game states at the time of winning, five types of game states to which the game is transferred: number of types N=54) can be adopted (see the "C time reduction" column in FIG. 59 (E)).
can be adopted.

実斜䟋時短有利床区分図ヘ
䞊蚘実斜䟋ず同じ手法により、時短に係る遊技状態を、有利床に応じお区別しお扱うこずができる実斜䟋。たずえば、時短に係る䞊蚘「埮時短、埮時短、時短、時短」の皮類の時短を、「時短および時短時短高、埮時短および埮時短時短䜎」のように、区別しお扱うこずができる実斜䟋。本䟋の堎合、「通垞状態時短時短高時短䜎」「通垞状態埮時短埮時短時短時短」圓遞時の遊技状態が皮類、移行先の遊技状態が皮類皮類数の倧圓り皮別を採甚可胜である図ヘの「時短」の欄参照。
(Example 6 (A time-saving advantage category): Figure 59 (F))
By the same method as in the above-mentioned Example 4, the game state related to the A time reduction can be handled in a differentiated manner according to the degree of advantage (Example 7). For example, the four types of A time reduction, namely, "micro time reduction A, micro time reduction B, time reduction A, and time reduction B" related to the A time reduction can be handled in a differentiated manner, such as "time reduction A and time reduction B (A time reduction high), micro time reduction A and micro time reduction B (A time reduction low)" (Example 6). In this example, the jackpot types of "normal state/C time reduction/A time reduction high/A time reduction low" and "normal state/micro time reduction A/micro time reduction B/time reduction A/time reduction B" (four types of game states at the time of winning, five types of game states to which the game is transferred: number of types N=54) can be adopted (see the "A time reduction" column in FIG. 59 (F)).

実斜䟋時短・時短有利床区分図ト
たた、図トに瀺すように、䞊蚘実斜䟋時短区分および実斜䟋時短区分を組合せた圢態を採甚するこずができる実斜䟋。
(Example 7 (A time reduction/C time reduction advantage classification): FIG. 59 (G))
Furthermore, as shown in FIG. 59 (G), a configuration in which the above-mentioned Example 5 (time-saving category C) and Example 6 (time-saving category A) are combined can be adopted (Example 7).

䞊蚘した実斜䟋実斜䟋、に぀いおは図瀺を省略しおあるに぀いお、その䞀䟋を図に瀺す。図瀺では、説明の䟿宜䞊、代衚的に倧圓りの皮類のみを瀺しおいる。図から分かるように、図に瀺す第実斜圢態のケヌスずは異なり、埮時短状態や時短状態などの時短系の遊技状態が耇数の遊技状態に区別され、倧圓りのバリ゚ヌションが増加しおいるこずが分かる。これにより、遊技性の自由床が著しく向䞊させるこずができる。本実斜圢態では、内郚遊技状態皮別別、遊技モヌド皮別別、時短状態皮別、埮時短状態皮別、時短皮別、時短皮別、遊技状態に応じた有利床別などに応じお、皮々の遊技状態に移行させるこずができる。たた、圓遞時の遊技状態およびたたは移行先の遊技状態には、時短系の遊技状態に限らず、確倉状態、朜確状態のいずれも採甚するこずができる。たた、確倉状態、朜確状態に぀いおも、図に瀺す実斜䟋ず同様に、圓遞時の遊技状態を区分しお扱うこずができる。たた、は移行先の遊技状態も適宜定めるこずができる。たずえば、或る倧圓りに圓遞した堎合、圓遞時の遊技状態が時短高有利床高であれば「確倉状態たずえば、確倉回数が回の確倉状態」に移行させ、圓遞時の遊技状態が時短䜎有利床䜎であれば「確倉状態たずえば、確倉回数が回の確倉状態」に移行させる、などである。 For the above-mentioned Examples 3 to 7 (Examples 1 and 2 are omitted), examples are shown in Figures 60 (A) to (E). In the figures, for convenience of explanation, only three types of jackpots 1 to 3 are shown as representatives. As can be seen from Figure 60, unlike the case of the first embodiment shown in Figure 58, the time-saving game states such as the micro-time-saving state and the time-saving state are divided into multiple game states, and the variation of jackpots is increased. This significantly improves the freedom of playability. In this embodiment, various game states can be transitioned according to the internal game state type (by YJ), game mode type (by Tcode), time-saving state type, micro-time-saving state type, A time-saving type, C time-saving type, and advantage degree according to the game state. In addition, the game state at the time of winning and/or the game state to which it is transitioned can be not only a time-saving game state, but also any of the probability state and the potential state. In addition, for the probability change state and the potential probability change state, the game state at the time of winning can be classified and handled in the same way as in the embodiment shown in FIG. 59. The game state to which the player transitions can be determined as appropriate. For example, when a certain jackpot is won, if the game state at the time of winning is A high time reduction (high degree of advantage), the player transitions to "probability change state A (for example, a probability change state with 100 probability changes)," and if the game state at the time of winning is A low time reduction (low degree of advantage), the player transitions to "probability change state B (for example, a probability change state with 50 probability changes)."

なお、この第実斜圢態で説明した各実斜䟋、各実斜䟋に含たれる倧圓り皮別の䜕れも、本明现曞に蚘茉された䜕れの実斜圢態にも適甚可胜である。 Note that each of the examples described in this fifth embodiment and the jackpot types included in each example can be applied to any of the embodiments described in this specification.

第実斜圢態
次に、本発明に係る䞀実斜圢態第実斜圢態ずしお、䞊蚘「モヌニング状態モヌニング機胜」に関連する挔出態様に぀いお説明する。
Sixth Embodiment
Next, as an embodiment (sixth embodiment) of the present invention, a presentation aspect related to the above-mentioned "morning state (morning function)" will be described.

本実斜圢態の理解を容易なものずするために、先ず、「モヌニング状態」および「非モヌニング状態クリアせずに電断埩垰された堎合に関連する遊技遷移挔出珟出圢態、遊技状態移行圢態に぀いお觊れおおく。以䞋では、本実斜圢態に係る遊技機ずしお、䞊蚘第実斜圢態で説明した「モヌニング状態秘匿化圢態」を採甚した遊技機、具䜓的には、少なくずも通垞状態ず埮時短状態ずで、共通たたは実質同䞀の挔出をなす挔出モヌド以䞋「通垞埮時短挔出モヌド」ず称するを採甚した遊技機を代衚䟋にずり説明する。たた、バックアップ埩垰の堎合クリアせずに電断埩垰した堎合の遊技状態に関しおは、本発明ず関連の深い遊技状態ずしお「埮時短状態地獄モヌド」で埩垰するものずしお説明する。バックアップ埩垰時に通垞状態で埩垰する堎合は、基本的には、モヌニング状態ず同じ遊技遷移を蟿る。 To facilitate understanding of this embodiment, first, the game transitions (presentation appearance form, game state transition form) related to the "morning state" and "non-morning state (when power is restored without clearing the RAM)" will be described. In the following, as a representative example of the gaming machine 1 according to this embodiment, a gaming machine that employs the "morning state concealment form" described in the first embodiment above, specifically, a gaming machine that employs a presentation mode (hereinafter referred to as "normal/shortened presentation mode") that provides common or substantially identical presentations at least in the normal state and the short-time-saving state, will be described. In addition, with regard to the game state in the case of backup recovery (when power is restored without clearing the RAM), it will be described as returning to the "shortened time state (hell mode)" as a game state closely related to the present invention. If the normal state is restored when the backup is restored, the game basically follows the same game transition as in the morning state.

クリアの有無に応じた遊技䞊の挙動朝䞀の遊技䞊の挙動
クリア埌図䞭のラむン参照の遊技遷移モヌニング状態時ず、バックアップ埩垰埌の遊技遷移非モヌニング状態時に぀いおは、倧別しお、䞋蚘のものがある。
<Game behavior depending on whether RAM is cleared or not (game behavior first thing in the morning)>
The game transitions after the RAM is cleared (see line M1 in FIG. 6) (in the morning state) and the game transitions after the backup is restored (in the non-morning state) can be broadly categorized as follows:

クリアをした堎合内郚遊技状態通垞状態、遊技モヌド倩囜モヌド、挔出モヌド通垞埮時短挔出モヌド
モヌニング状態の堎合クリア時ず同様の通垞状態でのバックアップ埩垰を含む、䞻に、圓遞契機に応じお次のような遊技遷移ずなる。なお、「特殊時短」は時短移行契機の特殊時短、「特殊時短、」は埮時短移行契機の特殊時短である図参照。
(1. When the RAM is cleared (internal game state = normal state, game mode = heaven mode, presentation mode = normal / micro-time saving presentation mode))
In the morning state (including the return to the normal state similar to when the RAM is cleared), the game transition will be as follows mainly depending on the winning trigger. Note that "Special time-saving C" is a special time-saving trigger for time-saving transition, and "Special time-saving A, B" are special time-saving triggers for minute time-saving transition (see FIG. 4C).

「特殊時短圓遞時通垞䞭」
特殊時短に圓遞した堎合は、その圓遞ゲヌム特殊時短圓遞倉動の倉動䞭挔出ずしお、埌述の「チャンス挔出」図図参照が珟出される。詳现は埌述するが、チャンス挔出は、䞊蚘「状態移行予告挔出」時短移行予告挔出に属するものであり、時短状態連荘モヌドに移行するか吊か時短移行時短非移行の期埅感を煜り、挔出結果ずしお、時短移行時短非移行を報知可胜な挔出態様ずなっおいる。特殊時短に圓遞した堎合は、このチャンス挔出䞭に時短移行が報知される真のチャンス挔出埌述の図参照。そしお、圓遞ゲヌム終了埌は、時短状態連荘モヌドに移行される図䞭のラむン参照。
(Ra) "When special time-saving C is won: Normal"
When the special time-saving C is won, the "chance effect" (see Figs. 61 to 63) described later appears as an effect during the change of the winning game (the special time-saving winning change). Although details will be described later, the chance effect belongs to the above-mentioned "state transition notice effect" (time-saving transition notice effect), and is an effect mode that can notify the transition to the time-saving state (consecutive mode) or not (time-saving transition/non-time-saving transition) as a result of the effect. When the special time-saving C is won, the transition to the time-saving state is notified during this chance effect (true chance effect (see Fig. 61 (F1) described later). Then, after the winning game ends, the state is transitioned to the time-saving state (consecutive mode) (see line L4 in Fig. 6).

「特殊時短たたは特殊時短圓遞時通垞䞭」
特殊時短たたは特殊時短に圓遞した堎合は、特殊時短が圓遞した堎合ず同じく、埌述の「チャンス挔出」が珟出される。ただし、ここでのチャンス挔出は、時短非移行を報知する「停ガセのチャンス挔出埌述の図参照」が珟出される。そしお、圓遞ゲヌム終了埌は、埮時短状態地獄モヌドに移行される図䞭のラむン参照。
(Rb) "When special time-saving A or special time-saving B is won: Normal"
If the special time-saving A or B is won, the "chance effect" described below will be displayed, just as if the special time-saving C was won. However, the chance effect here is a "fake chance effect (see FIG. 61 (F2) described below)" that notifies the player that the time-saving effect will not be activated. After the winning game ends, the game will be switched to a slight time-saving state (hell mode) (see line L1 in FIG. 6).

「倧圓り圓遞時通垞䞭」
倧圓りここでは、モヌニング状態であるので、特図偎の倧圓りが抜遞察象に圓遞した堎合、チャンス挔出は珟出されず、リヌチ挔出が珟出される。倧圓りに圓遞した堎合は、その圓遞時の遊技状態ず倧圓り皮別ずに応じた遊技状態に移行する。モヌニング状態通垞状態䞭の倧圓りは、倧圓り遊技を経お、通垞状態倩囜モヌドに移行される図、図䞭のラむン、参照。
(Rc) "When you win the jackpot: normal"
If a jackpot is won (in this case, since it is the morning state, jackpots A to C on the special chart 1 side are the subject of the lottery), the chance effect will not be displayed, but the reach effect will be displayed. If a jackpot is won, the game state will change according to the game state at the time of the win and the type of jackpot. If a jackpot is won in the morning state (normal state), the game state will change to the normal state (heaven mode) after the jackpot game (see lines L8 and L9 in Figure 4A and Figure 6).

「ハズレ圓遞時通垞䞭」
ハズレハズレに圓遞した堎合、「通垞埮時短挔出モヌド」䞋における各皮の倉動䞭挔出が珟出される。なお、ハズレ時特定のハズレ時であっおもよいの倉動䞭挔出は、リヌチ挔出やハズレ挔出の他、埌述の「チャンス煜り挔出」チャンス挔出が珟出されるか吊かを煜る予告挔出を珟出可胜ずなっおいる。ただし、ハズレの堎合は、チャンス煜り挔出だけにずどたり、チャンス挔出は珟出されないようになっおいる。たた、ハズレの堎合、リヌチ挔出を実行しない構成ずしおもよく、この堎合は、リヌチ挔出発生時点で、倧圓り圓遞確定が報知される。
(Rd) "When you win the lottery: Normal"
In the case of a miss (miss A to C), various in-fluctuating effects in the "normal/micro-time-saving effect mode" are displayed. In addition to reach effects and miss effects, the in-fluctuating effects during a miss (which may be a specific miss) can also be "chance teasing effects" (preview effects that tease whether or not a chance effect will appear) described below. However, in the case of a miss, only the chance teasing effects are displayed, and the chance effects are not displayed. In addition, in the case of a miss, the reach effect may not be executed, in which case the confirmation of a jackpot win is announced at the time the reach effect occurs.

バックアップ埩垰した堎合埮時短状態で埩垰のケヌス
クリアせずに電断埩垰した堎合は、䞻に、次のような遊技遷移ずなる。
(2. When the backup is restored (when the device is restored in a short time-saving state)
If power is restored without clearing the RAM, the game transition will mainly be as follows:

「倧圓り、ハズレ圓遞時埮時短䞭特殊時短発動犁止」
圓遞皮別特殊時短は圓遞無効扱いに応じた「通垞埮時短挔出モヌド」䞋における各皮の倉動䞭挔出が珟出され、圓遞皮別に応じた遊技状態に移行される図、図、図の地獄モヌド埮時短の囲み枠等参照。なお、バックアップ埩垰の堎合ここでは、埮時短状態での埩垰、遊技者に察しおモヌニング状態の期埅感を䞎えるため、電断埩垰埌のたたは耇数ゲヌム数たで、チャンス煜り挔出を珟出可胜である。
(Ba) "When you win a jackpot or miss a prize: during a slight time-saving period (special time-saving period cannot be activated)"
Various types of variable effects are displayed under the "normal/slight time-saving effect mode" according to the type of winning (special time-saving effects are treated as invalid), and the game state is changed to according to the type of winning (see the box of hell mode (slight time-saving) in Fig. 4A, Fig. 4C, Fig. 6, etc.). In the case of a backup return (here, a return in the slight time-saving state), chance-inducing effects can be displayed for one or more games after the power failure return in order to give the player a sense of expectation for the morning state.

「埮時短回数消化による埮時短状態が終了した堎合」
埮時短回数消化による埮時短状態地獄モヌド終了埌は、通垞状態倩囜モヌドに移行される図䞭のラむン参照。通垞状態䞭は、䞊蚘ず同様の遊技遷移を蟿る。
(Bb) "When the micro-time saving state due to the micro-time saving count consumption ends"
After the micro-time-saving state (Hell mode) ends due to consumption of the micro-time-saving number of times, the game moves to the normal state (Heaven mode) (see line L2 in FIG. 6). During the normal state, the game moves in the same manner as (Ra) to (Rd) above.

なお、倩井機胜を有する堎合は、クリア時およびバックアップ埩垰時のいずれも、倩井ゲヌム数に到達した堎合には時短状態時短に移行される図の備考参照。 If the game has a ceiling function, it will transition to the time-saving state (time-saving C) when the ceiling number of games is reached, either when the RAM is cleared or when the game is restored from a backup (see notes in Figure 6).

以䞊のように、クリアした堎合モヌニング状態およびバックアップ埩垰した堎合非モヌニング状態における遊技遷移に぀いお説明した。次に、䞊述した「チャンス挔出」に぀いお、図図を甚いお説明する。図図は、チャンス挔出の内容を説明するために䟛する説明図であり、図ず図䞭のは、チャンス挔出の時系列的な挔出内容挔出シナリオの掚移を瀺したものである。 As mentioned above, the game transition when the RAM is cleared (morning state) and when the backup is restored (non-morning state) has been explained. Next, the above-mentioned "chance performance" will be explained using Figures 61 to 62. Figures 61 to 62 are explanatory diagrams provided to explain the contents of the chance performance, and (G) to (H) in Figures 61 and 62 show the chronological progression of the performance contents (performance scenario) of the chance performance.

チャンス挔出の具䜓䟋図および図
本実斜圢態に係る「チャンス挔出」は、䞊蚘状態移行予告挔出時短移行予告挔出ずしお利甚される。チャンス挔出には、時短移行を確定的に報せる「真のチャンス挔出」ず、時短非移行を確定的に報せる「ガセのチャンス挔出」ずが含たれる。
<Specific examples of chance effects: Figures 61 and 62>
The "chance effect" according to the present embodiment is used as the state transition notice effect (time-saving transition notice effect). The chance effect includes a "true chance effect" that definitely notifies the time-saving transition and a "false chance effect" that definitely notifies the time-saving non-transition.

チャンス挔出の開始突入挔出図
図は、チャンス挔出が開始された状態を瀺しおいる。チャンス挔出が開始されるず、倉動䞭の装食図柄が画面巊隅郚の退避衚瀺領域に、装食図柄ずしお小さく衚瀺退避衚瀺されるずずもに、チャンス挔出開始を瀺す「突入挔出」が珟出される。この突入挔出は、所定の背景衚瀺䞍図瀺ず、今回の予告挔出がチャンス挔出であるこずを瀺唆する「タむトル」所定のメッセヌゞ衚瀺ず、異星人の宇宙船を衚珟した「円盀」所定のキャラクタ衚瀺ずを含む挔出内容ずなっおいる。
(Start of chance performance (entry performance): FIG. 61(A))
61(A) shows a state where the chance performance has started. When the chance performance starts, the decorative pattern 801 being changed is displayed small (evacuated display) as a decorative pattern 801a in the evacuated display area in the left corner of the screen, and a "entry performance 701" indicating the start of the chance performance appears. The entry performance 701 includes a predetermined background display (not shown), a "title 902" (predetermined message display) indicating that the current preview performance is a chance performance, and a "disk 901" (predetermined character display) representing an alien spaceship.

チャンス煜り挔出真の突入挔出、ガセの突入挔出図
䞊蚘の突入挔出は、チャンス挔出シナリオの䞀環ずしお珟出されるものであるが、本実斜圢態では、突入挔出の珟出の有無を利甚しお、チャンス挔出に発展するか吊かの期埅感を煜る「チャンス煜り挔出」を珟出可胜ずなっおいる。換蚀すれば、チャンス煜り挔出は、チャンス挔出の導入的な挔出導入挔出ずしお機胜しうる。先ず、このチャンス煜り挔出に぀いお、図を甚いお説明しおおく。
<Chance-inducing effects (real entry effects, false entry effects): Figure 63>
The above-mentioned entry effect 701 appears as part of a chance effect scenario, but in this embodiment, it is possible to use the appearance or non-appearance of the entry effect 701 to produce a "chance prompting effect" that stimulates anticipation as to whether or not the effect will develop into a chance effect. In other words, the chance prompting effect can function as an introductory effect (introductory effect) to the chance effect. First, this chance prompting effect will be explained using FIG. 63.

図に、チャンス煜り挔出の䞀䟋を瀺す。 Figure 63 shows an example of a chance-inducing effect.

図は、図柄倉動衚瀺の開始を契機に、チャンス煜り挔出が開始された状態を瀺しおいる。チャンス煜り挔出が開始されるず、たず、装食図柄が画面巊隅郚に退避衚瀺されるずずもに、画面䞭倮郚に、閃光を衚珟した背景衚瀺ずずもに、突入挔出を小サむズにデフォルメ化した「突入挔出」が珟出される。その埌、挔出時間の経過に埓い、図に瀺す劂く、突入挔出が「小サむズ→䞭サむズ→倧サむズ」突入挔出→突入挔出→突入挔出ずいった具合に、その倧きさを埐々に巚倧化させながら、画面䞭倮に向かっおフェヌドむン衚瀺されるフェヌドむン挔出。 Figure 63 (A1) shows the state where the chance teaser effect has started in response to the start of the symbol variation display. When the chance teaser effect starts, first, the decorative symbol is withdrawn and displayed in the left corner of the screen, and the "DF entry effect 701a", which is a small version of the entry effect 701, appears in the center of the screen along with a background display 906a that represents a flash of light. Then, as the effect time progresses, the DF entry effect 701a is gradually enlarged in size as shown in Figures 63 (A1) to (A3), fading in toward the center of the screen (fade-in effect), as in "small size → medium size → large size" (DF entry effect 701a → DF entry effect 701b → DF entry effect 701c).

そしお、挔出シナリオが進み、フェヌドむン衚瀺の最終段階では、チャンス煜り挔出の結果挔出ずしお、「真の突入挔出図」たたは「ガセの突入挔出図」のいずれかが珟出される。 Then, as the presentation scenario progresses, in the final stage of the fade-in display, either a "true entry presentation (Fig. 64 (A4)" or a "false entry presentation (Fig. 64 (A5)" appears as a result of the chance-teasing presentation.

真の突入挔出であれば、図に瀺す通り、最終的に図ず同様の突入挔出が珟出され、以埌、チャンス挔出が展開されおいくこずになる。すなわち、真の突入挔出の堎合には、今回のチャンス煜り挔出がチャンス挔出シナリオの䞀環ずしお珟出されたものであり真のチャンス煜り挔出、今回のゲヌム結果が特殊時短圓遞特定圓遞皮別であったこずが、実質的に報知されるこずになる。ただしこの段階では、特殊時短のいずれに圓遞したのか、すなわち、時短状態に移行するか吊か時短移行時短非移行に぀いお未だ䞍明な状態である。最終的な結果は、埌続のチャンス挔出にお、報知される。 If it is a true entry effect, as shown in FIG. 63 (A4), finally, the entry effect 701 similar to that in FIG. 61 (A) will appear, and thereafter, the chance effect will unfold. In other words, in the case of a true entry effect, the current chance prompting effect has appeared as part of the chance effect scenario (true chance prompting effect), and the current game result is essentially a notification that a special time-saving win (specific win type) has been won. However, at this stage, it is still unknown which of the special time-saving effects A to C has been won, in other words, whether or not there will be a transition to the time-saving state (time-saving transition/no time-saving transition). The final result will be announced in the subsequent chance effect.

䞀方、ガセの突入挔出であれば、突入挔出がフェヌドアりトしながら、最終的に画面䞊から消倱する「フェヌドアりト挔出図」が珟出され、チャンス挔出に発展するこずなく、今回のチャンス煜り挔出ガセのチャンス煜り挔出が終了される。すなわち、ガセの突入挔出の堎合には、今回のゲヌム結果がハズレ圓りおよび特殊時短に非圓遞であったこずが報知されるこずになる。すなわち、図の挔出段階がチャンス煜り挔出における「結果前挔出」ずしお機胜し、図たたはの挔出段階がチャンス煜り挔出における「結果挔出」ずしお機胜する。 On the other hand, if it is a false entry effect, the DF entry effect 701c fades out and eventually disappears from the screen, resulting in a "fade-out effect 702 (FIG. 63 (A5))" appearing, and the chance teasing effect (fake chance teasing effect) ends without progressing to a chance effect. In other words, in the case of a false entry effect, it is announced that the result of the current game was a miss (no win or special time-saving). In other words, the performance stages of FIG. 63 (A1) to (A3) function as the "pre-result performance" in the chance teasing effect, and the performance stages of FIG. 63 (A4) or (A5) function as the "result performance" in the chance teasing effect.

なお、たたは耇数の特定の特殊時短圓遞時は、チャンス煜り挔出を経由するこずなくチャンス煜り挔出を珟出させない、チャンス挔出を珟出させおもよい。特定の特殊時短ずしおは、たずえば、「特殊時短」たたは「特殊時短および」など、有利床が盞察的に高い特殊時短である。たた、チャンス煜り挔出自䜓を蚭けなくおもよい。 When one or more specific special time-saving effects are won, the chance effect may be displayed without going through the chance teasing effect (without displaying the chance teasing effect). A specific special time-saving effect is, for example, a special time-saving effect with a relatively high degree of advantage, such as "special time-saving effect C" or "special time-saving effect A and C." Also, the chance teasing effect itself does not have to be provided.

チャンス挔出甚ボタン操䜜挔出遊技者参加型挔出図
図のチャンス挔出の説明に戻る。
<Chance effect button operation effect (player participation effect): Fig. 61 (B) to (F)>
Returning to the explanation of the chance presentation in FIG.

図に瀺す突入挔出が終了するず、次いで、図に瀺すボタン操䜜挔出遊技者参加型挔出が珟出される。ここでのボタン操䜜挔出は、遊技者にミッション䜜戊を提瀺しお、遊技者に察しおボタン操䜜を促すずいった、いわゆる「指什型挔出」ずなっおおり、その挔出結果ずしお、今回のゲヌム結果倧圓り抜遞結果に関する情報を報せる「結果挔出」が珟出される、ずいう物語性を有する挔出シナリオずなっおいる。本実斜圢態では、提瀺されたミッションが成功すれば「時短移行確定特殊時短圓遞」が報知され、ミッションが倱敗すれば「時短非移行確定特殊時短たたは圓遞」が報知されるようになっおいる埌述の図。 When the entry effect 701 shown in FIG. 61(A) ends, the button operation effect (player participation effect) shown in FIG. 61(B)-(F) appears. The button operation effect here is a so-called "command type effect" in which a mission (strategy) is presented to the player and the player is prompted to operate the button, and as a result of this effect, a "result effect" is presented that reports information about the current game result (jackpot lottery result), creating a narrative effect scenario. In this embodiment, if the presented mission is successful, "time-saving transition confirmed (special time-saving C win)" is announced, and if the mission is unsuccessful, "time-saving non-transition confirmed (special time-saving A or B win)" is announced (see FIG. 61(E)-(F) below).

操䜜前挔出図
ボタン操䜜挔出が開始されるず、たず図に瀺すように、「゚むリアンから地球を守れ」ずいうミッションを指瀺するメッセヌゞが衚瀺され、荷電粒子砲自機キャラ ず、円盀敵キャラずが察峙する様を衚珟した「䜜戊指瀺挔出」が珟出される操䜜前挔出前半シナリオ。このミッションの堎合、円盀を撃砎しお゚むリアンから地球を守れれば「ミッション成功」、円盀を撃砎できなければ「ミッション倱敗」ずいう挔出内容ずなっおいる。
(Pre-operation performance: Fig. 61 (B) to (C))
When the button operation performance starts, as shown in Fig. 61 (B), a message 905 instructing the mission "Protect the Earth from Aliens!!" is displayed, and the "Operation Instruction Performance 703" appears, depicting a confrontation between a charged particle cannon 903 (own EM-gun character) and a flying saucer 901 (enemy character: Enemy) (first half scenario of the pre-operation performance). In this mission, if the flying saucer is destroyed and the Earth is protected from the aliens, the "Mission Success" is achieved, and if the flying saucer is not destroyed, the "Mission Failed" is achieved.

䜜戊指瀺挔出が終了するず、次いで、挔出シナリオは図に進み、攻撃目暙の円盀に察しお、荷電粒子砲の照準を合わせおいく様を衚珟したロックオン挔出、ボタン操䜜有効期間操䜜受付有効期間を瀺唆するレベルメヌタ゚ネルギヌ充填状態、挔出ボタン操䜜手段の操䜜を促す操䜜指瀺挔出などを含む「攻撃準備挔出」が珟出される操䜜前挔出埌半シナリオ。 When the strategy instruction performance 703 ends, the performance scenario then proceeds to Figure 61 (C), where an "attack preparation performance 705" appears, including a lock-on performance 925 depicting the aiming of the charged particle cannon 903 at the target of attack, the disk 901, a level meter 921 (energy charged state) indicating the button operation valid period (operation acceptance valid period), and an operation instruction performance 923 encouraging the operation of the performance button 13 (operation means) (second half of the pre-operation performance scenario).

操䜜埌挔出図
そしお、遊技者が操䜜指瀺挔出に応えお挔出ボタンを操䜜するか、たたはボタン操䜜有効期間が経過するず、荷電粒子砲自機キャラが匷力なビヌムを発射しお、円盀敵キャラを攻撃する様を衚珟した「攻撃挔出操䜜埌挔出」が珟出される図。なお、レベルメヌタは、ボタン操䜜有効期間を終えお、ボタン操䜜無効期間操䜜受付無効期間を報知する挔出内容゚ネルギヌ攟出状態を瀺しおいる。なお、ビヌムは、図瀺はしおいないが、匷ビヌム、䞭ビヌム、匱ビヌムが甚意されおおり、いずれのビヌムが発射されるかにより、ミッション成功の期埅床、぀たり、今回のゲヌム結果に察する期埅床時短移行時短非移行を瀺唆可胜ずなっおいる。ここでは、「匱ビヌム、䞭ビヌム、および匷ビヌム」のこの順に、ミッション成功の期埅床が高くなるように、その出珟率を定めおある。
(Post-operation effect: FIG. 61(D))
Then, when the player operates the effect button 13 in response to the operation instruction effect 923, or when the button operation effective period has elapsed, the "attack effect 707 (post-operation effect)" appears, which expresses the charged particle cannon 903 (own character) firing a powerful beam 903a to attack the disk 901 (enemy character) (FIG. 61(D)). The level meter 921 indicates the effect content (energy emission state) that notifies the end of the button operation effective period and the button operation invalid period (operation reception invalid period). Although not shown, the beam 903a is prepared as a strong beam, a medium beam, and a weak beam, and depending on which beam is fired, it is possible to suggest the expectation of the mission success, that is, the expectation of the current game result (time-saving transition/non-time-saving transition). Here, the appearance rates of the "weak beam, medium beam, and strong beam" are determined so that the expectation of the mission success increases in this order.

この攻撃挔出は、挔出時間の経過挔出シナリオの進行に埓い、発射されたビヌムが陀々に円盀に近づいおいき、ビヌムが円盀に到達する盎前で終了する、ずいった挔出内容ずなっおいる。攻撃挔出は、今回のゲヌム結果が導出される前段階の結果前挔出ずしお、ミッション成功期埅床を瀺唆予告可胜な煜り挔出ずしお働く。したがっお、この段階では、円盀を撃砎したか吊かは報知されず、攻撃挔出が終了するたで図柄倉動開始攻撃挔出終了たで、今回のゲヌム結果時短移行時短非移行に぀いお、未だ䞍明な状態䞋に眮かれる。この点で、この攻撃挔出たでの挔出過皋が最終結果を導く䞊での導入挔出ずもいえる。 In this attack effect 707, the emitted beam 903a gradually approaches the disk 901 as the effect time passes (the progress of the effect scenario), and ends just before the beam 903a reaches the disk 901. The attack effect 707 acts as a pre-result effect before the current game result is derived, and acts as a teasing effect that can suggest (preview) the expected probability of mission success. Therefore, at this stage, it is not announced whether the disk 901 has been destroyed, and until the attack effect 707 ends (from the start of the pattern change to the end of the attack effect 707), the current game result (time-saving transition/no time-saving transition) remains unknown. In this respect, the effect process up to this attack effect 707 can be said to be an introductory effect that leads to the final result.

なお、本実斜圢態のチャンス挔出は、特殊時短圓遞時に珟出されるこずから、チャンス挔出真の突入挔出図および図参照が発生した時点で、特殊時短圓遞は刀明するが、攻撃挔出が終了するたでは、いずれの特殊時短に圓遞したか、぀たり、少なくずも時短移行か吊かに぀いおは䞍明な状態にある。今回のゲヌム結果に関する情報は、次に述べる「結果挔出」成吊挔出最終結果挔出図図においお報知される。 In addition, since the chance effect in this embodiment appears when the special time-saving feature is won, it is clear that the special time-saving feature has been won when the chance effect (true entry effect: see Figures 61 (A) and 63 (A4)) occurs, but until the attack effect 707 ends, it is unclear which special time-saving feature has been won, that is, at least whether or not there will be a transition to time-saving. Information regarding the outcome of this game is announced in the "result effects" (success/failure effects - final result effects: Figures 61 (E) - 61 (F)) described below.

結果挔出成功挔出図、倱敗挔出図たたは
攻撃挔出が終了するず、結果挔出ずしお、図に瀺す「成吊挔出第結果挔出」が珟出される。なお、図の埌の挔出が分岐しおいるずころは、圓遞した特殊時短皮別に応じお、異なる成吊挔出が珟出されるこずを瀺しおおり、圓遞皮別に応じお、ミッション成功を瀺す「成功挔出図」か、ミッション倱敗を瀺す「倱敗挔出図」のいずれかの成吊挔出が珟出されるかを瀺しおいる。今回のゲヌム結果に぀いおは、この成吊挔出を経お、図に瀺す「最終結果挔出第結果挔出」で報知される。成吊挔出は、ゲヌム結果を間接的に瀺唆する挔出内容ずなっおおり、この段階でもゲヌム結果を掚枬できるが、ゲヌム結果の盎接的確定的な報知は「最終結果挔出」に委ねられる。本実斜圢態の堎合、特殊時短非圓遞であれば、「倱敗挔出回避挔出」が、特殊時短圓遞であれば、「成功挔出撃砎挔出」が珟出される。
<Results: Successful (FIG. 61 (E1)), Failed (FIG. 61 (E2) or (E3))>
When the attack effect 707 ends, the "success/fail effect 709 (first result effect)" shown in FIG. 61 (E1) to (E3) appears as a result effect. The branching of the effects after FIG. 61 (D) indicates that different success/fail effects 709 appear depending on the type of special time-saving that has been won, and indicates whether a "success effect (FIG. 61 (E1))" indicating a mission success or a "failure effect (FIG. 61 (E2) (E3))" indicating a mission failure will appear depending on the type of win. The result of this game is notified by the "final result effect (second result effect)" shown in FIG. 61 (F) after this success/fail effect. The success/fail effect 709 is an effect content that indirectly suggests the game result, and the game result can be guessed even at this stage, but the direct (definite) notification of the game result is left to the "final result effect". In the case of this embodiment, if the special time-saving C is not won, a "failure effect (avoidance effect)" is displayed, and if the special time-saving C is won, a "success effect (defeat effect)" is displayed.

特殊時短、圓遞の堎合時短非移行図たたは→
先ず、図を参照しお、成吊挔出に係る䞊蚘「倱敗挔出回避挔出」に぀いお説明する。
(In the case of winning the special time-saving A or B (time-saving non-transition): Fig. 61 (E2) or (E3) → (F2))
First, with reference to Figures 61 (E2) and (E3), the above-mentioned "failure effect (avoidance effect)" related to success/failure effect 709 will be described.

成吊挔出においお、発射されたビヌムを円盀が回避する様を衚珟した「倱敗挔出回避挔出」が発生した堎合図たたは、その埌の最終結果挔出第結果挔出ずしお、図に瀺す「残念挔出」が珟出される。この残念挔出により、時短非移行が確定的であるこず埮時短地獄モヌド移行が確定的であるこず、換蚀すれば、今回のゲヌム結果が特殊時短非圓遞特殊時短たたはに圓遞であるこずが報知されるこずになる。 If a "failure effect (avoidance effect)" occurs in the success/failure effect 709, depicting the disk 901 avoiding the emitted beam 903a (FIG. 61 (E1) or (E2)), then the "disappointment effect 713" shown in FIG. 61 (F2) appears as the final result effect (second result effect). This disappointment effect 713 notifies the player that there will definitely be no transition to the time-saving mode (that there will definitely be a transition to the micro-time-saving mode (hell mode)), in other words, that the current game result is that the special time-saving mode C was not won (that the special time-saving mode A or B was won).

ただし、残念挔出においお、特殊時短、のいずれに圓遞したのかたでは、報知されない。本実斜圢態では、残念挔出の前段階の䞊蚘倱敗挔出図においお、圓遞皮別特殊時短、に応じお、その出珟率および挔出態様が異なる「回避挔出」ず、「回避挔出」の耇数の倱敗挔出、が甚意されおおり、いずれの倱敗挔出が発生するかにより、チャンス挔出埌の移行先の遊技状態埮時短たたは埮時短に぀いおは、遊技者に掚枬芁玠を䞎えるだけにずどめおある。有利床が最も䜎い遊技状態移行埮時短移行が刀明しおしたうず、遊技者が遊技を即止めする恐れが有りチャンス挔出埌の即止め、遊技機の皌働率䜎䞋を招来するからである。 However, in the disappointment effect 713, it is not announced which of the special time-saving effects A or B has been won. In this embodiment, in the failure effect (FIG. 61 (E1) (E2)) preceding the disappointment effect 713, multiple failure effects 1 and 2, namely "avoidance A effect" and "avoidance B effect", which have different appearance rates and presentation modes depending on the type of win (special time-saving A or B), are prepared, and depending on which failure effect occurs, the player is only given an element of guessing as to the game state (micro-time-saving A or micro-time-saving B) to which the game will transition after the chance effect. This is because if the game state transition with the lowest advantage (micro-time-saving B transition) becomes clear, there is a risk that the player will immediately stop playing (immediate stop after the chance effect), which will lead to a decrease in the operating rate of the gaming machine.

なお、回避挔出倱敗挔出ず回避挔出倱敗挔出の出珟率の関係は、次のようになっおいる。
α特殊時短に圓遞した堎合、「回避挔出回避挔出」回避挔出が出珟し易い
β特殊時短に圓遞した堎合、「回避挔出回避挔出」回避挔出が出珟し易い
たずえば、回避挔出が出珟すれば、特殊時短に圓遞した可胜性が高い、ず掚枬可胜である。
The relationship between the occurrence rates of avoidance A effect (failure effect 1) and avoidance B effect (failure effect 2) is as follows:
(α) When you win the special time-saving A, "Avoidance B performance < Avoidance A performance" (Avoidance A performance is likely to appear)
(β) When you win the special time-saving B, "Avoidance A performance < Avoidance B performance" (Avoidance B performance is more likely to appear)
For example, if the Avoidance A effect appears, it can be inferred that there is a high possibility that the special time-saving A has been won.

䞊蚘残念挔出は、最終的にミッションが倱敗に終わったこずを報知する挔出内容ずなっおおり、ここでは、図瀺のように、円盀が地球䞊の生物を連れ去る様を衚珟したアブダクション挔出が珟出される。そしお、残念挔出の終了ずずもに、圓遞した特殊時短皮別特殊時短、に察応する装食図柄が停止衚瀺確定衚瀺される図瀺の装食図柄。これにより、今回のチャンス挔出時短非移行時のチャンス挔出が終了される。 The disappointment effect 713 is intended to notify players that the mission has ultimately ended in failure, and as shown in the figure, an abduction effect is displayed, depicting the disk 903 abducting living things on Earth. Then, as the disappointment effect 713 ends, the decorative pattern corresponding to the special time-saving type that was selected (special time-saving A, B) is displayed as a stopped symbol (confirmed display) (decorative pattern 801f in the figure). This ends the current chance effect (chance effect when no time-saving transition occurs).

なお、特殊時短たたは特殊時短に圓遞した堎合、その圓遞に察応する装食停止図柄図の装食図柄に぀いおは、異なる装食停止図柄ずしおもよいが、この堎合は、䞊蚘した耇数の倱敗挔出回避挔出、回避挔出を蚭けた意矩が薄れおしたうため、特殊時短、のいずれに圓遞したかを挔出䞊から秘匿するべく、共通の図柄衚瀺態様ずするこずが奜たしい。なお、共通の装食停止図柄ずした堎合であっおも、特別停止図柄に぀いおは、圓遞した特殊時短皮別に応じた図柄を停止衚瀺させるこずができる。たた、特殊時短皮別で共通の装食停止図柄ずしおもよいが、特殊時短は時短状態移行契機の圓遞皮別であるため、少なくずも特殊時短に぀いおは、特殊時短および特殊時短ずは異なる装食停止図柄ずするこずが奜たしい。 When the special time-saving A or special time-saving B is won, the decorative stop pattern (decorative pattern 801f in FIG. 61 (F2)) corresponding to the winning may be a different decorative stop pattern. In this case, the significance of providing the above-mentioned multiple failure effects (avoidance A effect, avoidance B effect) is diminished, so it is preferable to use a common pattern display mode in order to conceal from the performance whether the special time-saving A or B has been won. Even if a common decorative stop pattern is used, the special stop pattern can be displayed as a stop pattern corresponding to the special time-saving type that has been won. Also, the decorative stop pattern may be common to the special time-saving type, but since the special time-saving C is the winning type that triggers the transition to the time-saving state, it is preferable to use a decorative stop pattern different from the special time-saving A and special time-saving B for at least the special time-saving C.

逆転挔出逆転挔出図
なお、残念挔出が珟出された堎合であっおも、必ずしも時短連荘モヌド非移行が確定的に報知されるわけではなく、内郚的に特殊時短に圓遞しおいる堎合は、所定の確率で、逆転挔出埩掻挔出図が珟出されるようになっおいる。逆転挔出が珟出された堎合は、最終結果挔出ずしお、埌述の図に瀺す祝犏挔出が珟出され、時短移行が確定的であるこずが報知される。
(Reverse performance (reverse performance): FIG. 61 (F3))
In addition, even if the regretful effect 713 appears, it does not necessarily mean that the transition to the time-saving mode (consecutive win mode) will definitely not occur, and if the special time-saving mode C is internally won, the reversal effect (revival effect) 714 (FIG. 61 (F3)) will appear with a certain probability. When the reversal effect 714 appears, the congratulatory effect 710 shown in FIG. 61 (F1) described later will appear as the final result effect, and it will be announced that the transition to the time-saving mode will definitely occur.

特殊時短圓遞時短移行の堎合図→
次に、図を参照しお、成吊挔出に係る䞊蚘「成功挔出撃砎挔出」に぀いお説明する。
(In the case of winning the special time-saving C (time-saving transition): Fig. 61 (E1) → (F1))
Next, with reference to FIG. 61 (E1), the above-mentioned "success effect (defeat effect)" related to the success/failure effect 709 will be described.

成吊挔出においお、発射されたビヌムが円盀に呜䞭し撃砎する様を衚珟した「成功挔出撃砎挔出」が発生した堎合図、その埌の最終結果挔出第結果挔出ずしお、図に瀺す「祝犏挔出」が珟出される。祝犏挔出は、最終的にミッションが成功したこずを報知する挔出内容ずなっおおり、ここでは、図瀺のように、「 」の文字や特別なキャラクタ藀䞞くんなどが衚瀺され、掟手目の挔出により遊技者を祝犏する挔出内容ずなっおいる。この祝犏挔出により、時短連荘モヌド移行が確定的であるこず、換蚀すれば、今回のゲヌム結果が「特殊時短圓遞」であるこずが報知されるこずになる。なお、祝犏挔出が珟出された埌は、埌述の「特定状態移行前挔出図」が珟出されるため、装食図柄に぀いおは、図瀺の通り、未だ倉動䞭の状態を瀺しおある装食図柄参照。ただし、祝犏挔出にお今回のゲヌム結果が刀明するため、祝犏挔出の珟出ずずもに、たたはその珟出䞭の所定のタむミングにお、特殊時短圓遞察応の装食図柄を仮停止衚瀺揺れ倉動させおもよい。 In the success/failure performance 709, when a "success performance (destruction performance)" occurs, which shows the emitted beam hitting and destroying the disk 901 (FIG. 61 (E1)), the "congratulatory performance 711" shown in FIG. 61 (F1) appears as the final result performance (second result performance). The congratulatory performance 711 is a performance content that notifies the player that the mission has finally been successful, and here, as shown in the figure, the words "Mission Complete" and a special character (Fujimaru-kun) are displayed, and the performance content is a flashy performance that congratulates the player. This congratulatory performance 711 notifies the player that the time-saving (consecutive mode) transition is definite, in other words, that the game result this time is "a special time-saving C win". After the congratulatory performance 711 appears, the "specific state transition pre-performance (FIG. 62)" described later appears, so the decorative pattern is still in a changing state as shown in the figure (see decorative pattern 801e). However, since the result of this game is revealed in the congratulatory effect 711, the decorative pattern corresponding to the special time-saving C winning may be temporarily stopped (shaking and fluctuating) when the congratulatory effect 711 appears or at a specified timing during its appearance.

なお、特殊時短圓遞ゲヌムの倉動䞭挔出チャンス挔出ず、倧圓り圓遞ゲヌムの倉動䞭挔出リヌチ挔出ずで、可動䜓挔出を珟出可胜に構成する堎合、特殊時短圓遞時ず倧圓り圓遞時ずで、異なる可動䜓挔出動䜜パタヌンが異なるを珟出させおもよい。たた、特殊時短圓遞時では可動䜓挔出を珟出せず、倧圓り圓遞時にのみ可動䜓挔出を珟出させおもよい。たた、モヌニング状態での特殊時短圓遞時ず、埌述の再移行通垞状態での特殊時短圓遞時ずで、共通の可動䜓挔出たたは異なる可動䜓挔出を珟出させおもよい。 When the moving body effect can be made to appear during the fluctuation effect (chance effect) of the special time-saving C winning game and during the fluctuation effect (reach effect) of the jackpot winning game, different moving body effects (different movement patterns) may be made to appear when the special time-saving C is won and when a jackpot is won. Also, the moving body effect may not be made to appear when the special time-saving C is won, and may be made to appear only when a jackpot is won. Also, the same moving body effect or different moving body effects may be made to appear when the special time-saving C is won in the morning state and when the special time-saving C is won in the normal re-transition state described below.

たた、特殊時短圓遞時には、倧圓り圓遞時に珟出される「圓確挔出倧圓り圓遞報知挔出」ず共通の挔出を珟出させおもよい。しかし圓遞皮別を区別しお報知するために、圓確挔出は珟出させないこずが奜たしい。たずえば、保留倉化予告であれば、プレミアム保留の虹色保留は珟出させないプレミアム保留を実行しない遊技機の堎合は、倧圓り圓遞時における最高圓遞期埅床の保留倉化予告を珟出させない、倉動䞭の予告挔出であれば、圓確画像特定のキャラクタやアむテム、レむンボヌ衚瀺をするなど、圓確報知音爆発音など、圓確光挔出挔出甚をレむンボヌ色に発光させるなどを珟出させない、ずいった構成ずするこずができる。換蚀すれば、特殊時短が圓遞した堎合、少なくずも倧圓り圓遞時における最高期埅床を瀺す高期埅床予告挔出を陀く、高期埅床予告挔出を珟出させるこずができる。 When the special time-saving C is won, the same effect as the "winning effect (winning notification effect)" that appears when a jackpot is won may be displayed. However, in order to distinguish between different winning types, it is preferable not to display the winning effect. For example, if it is a hold change notice, the rainbow-colored hold of the premium hold is not displayed (in the case of a gaming machine that does not execute premium holds, the hold change notice with the highest winning expectation level when a jackpot is won is not displayed), and if it is a changing notice effect, a winning image (such as a specific character or item, rainbow display), a winning notification sound (such as an explosion sound), or a winning light effect (such as making the LED for the effect light up in rainbow colors) is not displayed. In other words, when the special time-saving C is won, at least a high expectation notice effect can be displayed, except for the high expectation notice effect that indicates the highest expectation level when a jackpot is won.

たた、特殊時短圓遞時に、䞊蚘「圓確挔出倧圓り圓遞報知挔出」ず共通の挔出を珟出させる堎合には、特殊時短圓遞時ず倧圓り圓遞時ずで圓該挔出の挔出時間幅を異ならせるこずが奜たしい。たずえば、䞊蚘圓確光挔出レむンボヌ発光の堎合、その挔出時間の長短の関係に぀いお、「特殊時短圓遞時たずえば挔出時間秒倧圓り圓遞時たずえば挔出時間秒」たたは「特殊時短圓遞時たずえば挔出時間秒倧圓り圓遞時たずえば挔出時間秒」の関係ずする。 In addition, when the special time-saving C is won, if an effect that is the same as the above-mentioned "winning effect (jackpot winning notification effect)" is to be displayed, it is preferable to make the duration of the effect different when the special time-saving C is won and when a jackpot is won. For example, in the case of the above-mentioned winning light effect (rainbow light emission), the relationship of the length of the effect is "when the special time-saving C is won (for example, 10 seconds of effect time) < when a jackpot is won (for example, 15 seconds of effect time)" or "when the special time-saving C is won (for example, 15 seconds of effect time) > when a jackpot is won (for example, 10 seconds of effect time)."

特定状態移行前挔出チャンス挔出甚゚ンディング挔出図
祝犏挔出が珟出された堎合は、祝犏挔出が終了しおもチャンス挔出は終了せず、挔出シナリオが図に進み、次いで、特定状態移行前挔出図が珟出されるようになっおいる。この特定状態移行前挔出は、チャンス挔出における゚ンディング挔出ずしお機胜する。この点、最終挔出結果ずしお、残念挔出が珟出された堎合ずは倧きく異なる。
<Pre-transition effect for specific state (ending effect for chance effect): FIG. 62>
When the congratulatory effect 711 appears, the chance effect does not end even if the congratulatory effect 711 ends, and the effect scenario proceeds to Fig. 62, and then the effect before transition to a specific state (Fig. 62 (K)) appears. This effect before transition to a specific state functions as an ending effect in the chance effect. In this respect, it is significantly different from the case where the disappointing effect 711 appears as the final effect result.

以䞋、図を参照しお、本実斜圢態に係る特定状態移行前挔出に぀いお説明する。特定状態移行前挔出は、次の特定情報報知挔出図ず、移行先関連情報報知挔出図が含たれる。 Below, the specific state pre-transition performance according to this embodiment will be described with reference to FIG. 62. The specific state pre-transition performance includes the next specific information notification performance (FIG. 62 (G)) and the destination related information notification performance (FIG. 62 (H)).

「特定情報報知挔出図」
特定情報報知挔出ずは、遊技進行に盎接的には関係の無い情報であるが、たずえば、補造メヌカや遊技機業界の宣䌝的広告的機胜を有する特定情報を報知するための挔出である。特定情報の代衚䟋ずしおは、䌁業ロゎ衚瀺や、遊技に察する泚意喚起衚瀺䞍図瀺などが挙げられる。特定情報報知挔出は、斯様な特定情報を報知する点で、圓り䞭挔出の゚ンディング挔出ず同様の圹割を果たす。
(1) "Specific information notification performance (FIG. 62(G))"
The specific information notification effect is information that is not directly related to the progress of the game, but is, for example, an effect for notifying specific information having a promotional or advertising function of the manufacturer or the gaming machine industry. Representative examples of specific information include a company logo display 931 and a warning display for the game (not shown). The specific information notification effect plays a similar role to the ending effect of the winning effect in that it notifies such specific information.

なお、泚意喚起衚瀺には、めり蟌み防止に関する泚意喚起衚瀺第泚意喚起衚瀺およびたたはカヌドたずえば、プリペむドカヌド取り忘れ防止に関する泚意喚起衚瀺第泚意喚起衚瀺が含たれる。䌁業ロゎ衚瀺ず泚意喚起衚瀺の双方を行う堎合は、これらの重耇衚瀺同時衚瀺を避けるために、䌁業ロゎ衚瀺ず泚意喚起衚瀺ずは、別々のタむミングで衚瀺非同時に衚瀺するさせる。たずえば、䌁業ロゎ衚瀺䞭は、泚意喚起衚瀺を衚瀺せず、䌁業ロゎ衚瀺が終了した埌、泚意喚起衚瀺を行うなどである。 Note that the warning display includes a warning display regarding prevention of sinking (first warning display) and/or a warning display regarding prevention of forgetting to remove an IC card (e.g., a prepaid card) (second warning display). When both the company logo display and the warning display are displayed, the company logo display and the warning display are displayed at different times (non-simultaneously) to avoid overlapping display (simultaneous display). For example, the warning display is not displayed while the company logo is displayed, and is displayed after the company logo display has ended.

「移行先関連情報報知挔出図」
移行先関連情報報知挔出ずは、今回のゲヌム終了埌や圓り遊技埌に移行予定の制埡状態以䞋「移行先の制埡状態」ず称するに関する情報を報知するための挔出である。「移行先の制埡状態」ずは、「移行先の遊技状態遊技モヌド、内郚遊技状態」およびたたは「移行先の挔出モヌド圓該挔出モヌドに属する挔出ステヌゞでもよい」を意味する。ここでは、チャンス挔出終了埌に移行予定の時短状態や時短挔出モヌドなどが「移行先の制埡状態」に該圓し、これに関する情報ずは、たずえば「時短突入」「連荘モヌド突入」などの時短移行を瀺唆するメッセヌゞ衚瀺や、時短挔出モヌド時短挔出モヌドに係る挔出ステヌゞを瀺唆する時短瀺唆画像などがある。䞊蚘時短瀺唆画像を甚いた挔出䟋ずしお代衚的なものには、操䜜手段を甚いお、移行先の挔出ステヌゞを遊技者に事前遞択させるような「挔出ステヌゞ遞択挔出」などがある。
(2) "Destination related information notification performance (FIG. 62 (H))"
The destination-related information notification effect is an effect for notifying information about a control state (hereinafter referred to as a "destination control state") to be transitioned to after the end of the current game or after a winning game. The "destination control state" means a "destination game state (game mode, internal game state)" and/or a "destination presentation mode (which may be a presentation stage belonging to the presentation mode)". Here, the time-saving state or time-saving presentation mode to be transitioned to after the chance presentation ends corresponds to the "destination control state", and information related thereto includes, for example, a message display suggesting a time-saving transition such as "Entering time-saving mode!" or "Entering consecutive win mode!", and a time-saving suggestion image suggesting a time-saving presentation mode (a presentation stage related to the time-saving presentation mode). A typical example of a presentation using the above-mentioned time-saving suggestion image is a "presentation stage selection presentation" that allows a player to select a destination presentation stage in advance using an operating means.

斯様な移行先関連情報報知挔出は、移行先の制埡状態に関する情報を報知するだけでなく、移行先の制埡状態が間もなく開始されるこずを、適切なタむミングで遊技者に報知可胜点で、䞊蚘特定情報報知挔出ず同じように、圓り䞭挔出の゚ンディング挔出ず同様の圹割を果たす。本実斜圢態では、移行先関連情報報知挔出ずしお、䞊蚘挔出ステヌゞ遞択挔出を採甚しおいる。以䞋、図を甚いお、本実斜圢態に係る挔出ステヌゞ遞択挔出に぀いお説明する。 Such a destination-related information notification effect not only notifies information about the control state of the destination, but also plays a role similar to the ending effect of the winning effect, just like the specific information notification effect described above, at a point where it is possible to notify the player at an appropriate time that the control state of the destination will soon begin. In this embodiment, the above-mentioned performance stage selection effect is used as the destination-related information notification effect. Below, the performance stage selection effect related to this embodiment will be explained using Figure 62.

挔出ステヌゞ遞択挔出図
図に、本実斜圢態に係る挔出ステヌゞ遞択挔出を瀺す。
(Stage selection: FIG. 62(H))
Figure 62 (H) shows the performance stage selection performance according to this embodiment.

挔出ステヌゞ遞択挔出が開始されるず、たず、図に瀺す「遞択挔出」が珟出される。遞択挔出では、時短挔出モヌドに係る挔出ステヌゞ以䞋「時短甚挔出ステヌゞ」ず称するを衚珟した耇数のアむコン画像が衚瀺されるずずもに、遊技者に察しお遞択操䜜を促すメッセヌゞが衚瀺され、ボタン操䜜有効期間内においお、操䜜手段方向キヌ、挔出ボタンを甚いた遞択操䜜により、奜みの挔出ステヌゞを遞択可胜ずなっおいる。 When the performance stage selection performance 970 starts, the "selection performance 971" shown in FIG. 62 (H1) appears first. In the selection performance 971, multiple icon images 971a-971c representing performance stages related to the time-saving performance mode (hereinafter referred to as "time-saving performance stages") are displayed, along with a message 972 prompting the player to perform a selection operation, allowing the player to select a desired performance stage by performing a selection operation using the operating means (directional key 75, performance button 13) during the button operation valid period.

本実斜圢態では、時短甚挔出ステヌゞずしお、「藀䞞くんステヌゞ」、「藀銙ちゃんステヌゞ」、「宇宙人襲来ステヌゞ」の぀のステヌゞが甚意されおおり、遞択挔出では、それぞれの挔出ステヌゞに察応するアむコン画像䞊蚘時短瀺唆画像ずしお、藀䞞くん画像、藀銙ちゃん画像、宇宙人画像が衚瀺される。 In this embodiment, three time-saving stages are provided: the "Fujimaru-kun stage," the "Fujika-chan stage," and the "Alien invasion stage." In the selection effect 971, a Fujimaru-kun image 971a, a Fujika-chan image 971b, and an alien image 971c are displayed as icon images (the time-saving suggestion images) corresponding to the respective effect stages.

遞択挔出䞭に遊技者が方向キヌを操䜜するず、各アむコン画像がスクロヌル衚瀺され、遞択䞭のアむコン画像が画面䞭倮に倧きく衚瀺される。たずえば、図」は、藀䞞くん画像が遞択䞭、図は、藀銙ちゃん画像が遞択䞭を瀺す。 When the player operates the directional key 75 during the selection performance 971, each icon image is scrolled, and the selected icon image is displayed large in the center of the screen. For example, FIG. 62 (H1) shows that the Fujimaru-kun image 971a is selected, and FIG. 62 (H2) shows that the Fujika-chan image 971b is selected.

そしお、遊技者が奜みのアむコン画像を遞択しお決定操䜜した堎合たずえば、挔出ボタンを抌䞋した堎合たたはボタン操䜜有効期間を経過した堎合、決定されたアむコン画像が匷調衚瀺される「決定挔出」が珟出され図、そのアむコン画像に察応した挔出ステヌゞが、チャンス挔出終了埌に移行される挔出ステヌゞずしお決定される。ここでは、図瀺では、藀銙ちゃん画像に決定された䟋を瀺しおいる。 Then, when the player selects a preferred icon image and performs a confirmation operation (for example, by pressing the effect button 13), or when the button operation valid period has elapsed, a "confirmation effect 973" appears in which the confirmed icon image is highlighted (Figure 62 (H2)), and the effect stage corresponding to that icon image is determined as the effect stage to which the player will be transferred after the chance effect ends. Here, the figure shows an example in which Fujika-chan image 971b has been confirmed.

そしお、決定挔出が終了されるず、倉動䞭の装食図柄が、特殊時短圓遞に察応する図柄衚瀺態様で停止衚瀺確定衚瀺される図瀺の装食図柄。これにより、今回のチャンス挔出が終了される。ここでは、特殊時短に圓遞した堎合のチャンス挔出終了埌であるので、移行先の「遊技状態遊技モヌド、挔出モヌド、および挔出ステヌゞ」は、それぞれ「時短連荘モヌド、時短挔出モヌド、藀銙ちゃんステヌゞ挔出ステヌゞ遞択挔出で決定された挔出ステヌゞ」に移行される。以埌、挔出ステヌゞに応じた挔出背景挔出、装食図柄、保留アむコン、発射誘導報知挔出右打ち指瀺挔出、倉動䞭挔出、先読み予告などが珟出される。なお、特定状態移行前挔出䞭は、倉動䞭の装食図柄を非衚瀺ずしおいるが、既に祝犏挔出にお今回のゲヌム結果が刀明しおいるため、特殊時短圓遞察応の装食図柄を仮停止衚瀺揺れ倉動させおいおもよい。 Then, when the decision effect 973 ends, the decorative pattern that is changing is displayed as stopped (confirmed) in a pattern display mode corresponding to the special time-saving C win (decorative pattern 801g in the figure). This ends the current chance effect. Here, since this is the end of the chance effect when the special time-saving C is won, the transition destination "game state (game mode), presentation mode, and presentation stage" are respectively transitioned to "time-saving C (consecutive mode C), time-saving presentation mode, and Fujika-chan stage (presentation stage determined in the presentation stage selection effect 970)". After that, presentations according to the presentation stage (background presentation, decorative pattern, hold icon, launch induction notification presentation (right hit instruction presentation), during-change presentation, pre-reading notice, etc.) are displayed. Note that during the presentation before the transition to the specific state, the decorative pattern that is changing is not displayed, but since the game result of this time has already been determined in the congratulatory presentation 711, the decorative pattern corresponding to the special time-saving C win may be displayed as temporarily stopped (shaking and changing).

たた、チャンス挔出が終了しお、時短状態時短挔出モヌドに移行されるず、右打ち有利な遊技状態であるこずを報知すべく、図に瀺すように、「右打ち」のメッセヌゞ付きの右打ち指瀺画像右打ち指瀺挔出が、画面䞭倮郚に倧きく衚瀺される。ただし、図は、装食図柄が停止衚瀺䞭の状態チャンス挔出終了時の䜜動保留球がであった状態を瀺しおいる。なお、右打ち指瀺挔出は、倧サむズが故に長期間衚瀺されおいるわけではなく、所定の終了条件を満たすず非衚瀺ずなり、その替わりに、小サむズの右打ち指瀺挔出が、他の挔出衚瀺を邪魔しない䜍眮に衚瀺されるようになっおいる図。倧サむズの右打ち指瀺挔出の終了条件は、たずえば、所定時間の経過たずえば、秒、所定ゲヌム数が実行たずえば、ゲヌムたで、特定の予告挔出たずえば、リヌチ挔出の実行、などを採甚するこずができる。 When the chance performance ends and the game moves to the time-saving state (time-saving performance mode), a right-hit instruction image (right-hit instruction performance 991) with a message "right hit" is displayed large in the center of the screen as shown in FIG. 62 (X1) to inform the player that the game is in a state favorable to right-hitting. However, FIG. 62 (X1) shows the state in which the decorative pattern is stopped (the number of balls in operation reserve at the end of the chance performance was 0). Note that the right-hit instruction performance 991 is not displayed for a long period of time because of its large size, but becomes invisible when a certain end condition is met, and instead, a small-sized right-hit instruction performance 992 is displayed in a position that does not interfere with the display of other performances (FIG. 62 (X2)). The end condition of the large-sized right-hit instruction performance 991 can be, for example, the passage of a certain time (e.g., 30 seconds), the execution of a certain number of games (e.g., up to 4 games), the execution of a specific advance notice performance (e.g., reach performance), etc.

なお、本実斜圢態に係る特定状態移行前挔出には、特定情報報知挔出図ず、移行先関連情報報知挔出図ずが含たれるものずしお説明したが、特定状態移行前挔出は、特定情報報知挔出およびたたは移行先関連情報報知挔出ずするこずができる他の実斜圢態倉圢䟋を含むに぀いおも同様。たた、特定情報報知挔出や移行先関連情報報知挔出に限らず、別途、たたは耇数の挔出を含んでもよい。 Note that, although the specific state pre-transition performance in this embodiment has been described as including a specific information notification performance (FIG. 62 (G)) and a destination related information notification performance (FIG. 62 (H)), the specific state pre-transition performance can be a specific information notification performance and/or a destination related information notification performance (the same applies to other embodiments (including modified examples)). Furthermore, it may not be limited to a specific information notification performance or a destination related information notification performance, but may also include one or more additional performances.

特定状態移行前挔出ず、圓り䞭挔出の関係に぀いお
ずころで、チャンス挔出における特定状態移行前挔出は、以䞋に述べるような特城的な挔出系を有する。
(Regarding the relationship between the performance before a specific state transition and the performance during a win)
Incidentally, the effect before transition to a specific state in the chance effect has a characteristic effect system as described below.

既に説明したように、チャンス挔出における特定状態移行前挔出では、䌁業ロゎ衚瀺や、移行先関連情報報知挔出チャンス挔出埌に移行される制埡状態関連情報を報知が珟出され、チャンス挔出における゚ンディング挔出的な圹割を果たす。たた既に説明したように、倧圓り圓りを含むにおける圓り䞭挔出は、オヌプニング挔出、ラりンド䞭挔出、ラりンド間挔出、゚ンディング挔出等を含んで構成され、特に、゚ンディング挔出では、チャンス挔出ず同様に、䌁業ロゎ衚瀺や移行先関連情報報知挔出圓り遊技埌に移行される制埡状態関連情報を報知が珟出される。 As already explained, in the pre-specific state transition performance in the chance performance, the company logo is displayed and the transition destination related information notification performance (notifying the control state related information to be transitioned to after the chance performance) appears, playing a role similar to the ending performance in the chance performance. Also, as already explained, the hit performance in the jackpot (including V hit) is composed of the opening performance, the round performance, the inter-round INT performance, the ending performance, etc., and in particular, in the ending performance, like the chance performance, the company logo is displayed and the transition destination related information notification performance (notifying the control state related information to be transitioned to after the hit play) appears.

したがっお、チャンス挔出ず圓り䞭挔出ずは、次のような共通点がある。
第に、特定情報およびたたは移行先関連情報を報知する点、
第に、特定情報およびたたは移行先関連情報が遊技状態の移行前に珟出される点、
第に、特定状態移行前挔出が、圓り䞭挔出における゚ンディング挔出ず同様の圹割を果たす点。
Therefore, chance effects and winning effects have the following in common:
First, it notifies specific information and/or migration destination related information;
Second, specific information and/or transition destination related information appears before the transition of the game state;
Thirdly, the performance before transition to a specific state plays a role similar to the ending performance during a winning performance.

そこで本実斜圢態では、䞊蚘共通点に着目し、チャンス挔出ず圓り䞭挔出ずの少なくずも䞀郚の挔出を共通化しおいる。具䜓的には、チャンス挔出における特定状態移行前挔出ず、圓り䞭挔出における゚ンディング挔出ずの少なくずも䞀郚を共通の挔出ずしおいる。斯様な挔出の共通化により、制埡負担を軜枛できるずずもに、「特殊時短」ず「倧圓り圓りを含む」ずいう性栌が顕著に異なる圓遞皮別においお、移行先の遊技状態情報を適切なタむミングで遊技者に報知するこずが可胜になる。 In this embodiment, therefore, by focusing on the above commonalities, at least some of the effects between the chance effects and the winning effects are made common. Specifically, at least some of the effects before the transition to a specific state in the chance effects and the ending effects in the winning effects are made common. By making the effects common in this way, it is possible to reduce the control burden, and in the case of the winning types "special time-saving" and "jackpot (including V-hit)," which have significantly different characteristics, it becomes possible to notify the player of the game state information of the transition destination at the appropriate time.

以䞋、チャンス挔出における特定状態移行前挔出ず、圓り䞭挔出の゚ンディング挔出以䞋「圓り䞭゚ンディング挔出」ず略すずの間で、共通化した挔出を「共通化゚ンディング挔出」ず称する。たずえば、チャンス挔出の䌁業ロゎ衚瀺ず挔出ステヌゞ遞択挔出のうち、䌁業ロゎ衚瀺のみが、圓り䞭゚ンディング挔出においおも珟出される堎合、その䌁業ロゎが共通化゚ンディング挔出に該圓し、挔出ステヌゞ遞択挔出は共通化゚ンディング挔出に該圓しない非共通化゚ンディング挔出。 Hereinafter, a common effect between the effect before transition to a specific state in a chance effect and the ending effect of a winning effect (hereinafter abbreviated as "winning ending effect") will be referred to as a "common ending effect." For example, if only the company logo display 931 of the chance effect's company logo display 931 and the effect stage selection effect 970 appears in the winning ending effect, the company logo 931 corresponds to a common ending effect, and the effect stage selection effect 970 does not correspond to a common ending effect (non-common ending effect).

なお、共通化゚ンディング挔出に぀いおは、必ずしも共通同䞀の挔出態様でなくおもよく、その挔出が発揮しうる機胜特定情報や移行先関連情報を報知する、ずいった機胜が同じであれば、異なる挔出態様も「共通化゚ンディング挔出」の抂念に含たれる。たずえば、圓り䞭゚ンディング挔出における䌁業ロゎの文字色ず、特定状態移行前挔出における䌁業ロゎ衚瀺の文字色ずが異なる堎合も、本発明の「共通化゚ンディング挔出」の抂念に含たれる。ただし、共通化ずいう芳点からは、略同䞀の挔出態様であるこずが奜たしい。たずえば、文字色が異なる、衚瀺サむズが倚少異なる、背景衚瀺のみが異なるなどである。 The common ending performance does not necessarily have to be a common (identical) performance style, and as long as the function that the performance can perform (such as notifying specific information or transition-related information) is the same, different performance styles are also included in the concept of "common ending performance". For example, if the text color of the company logo in the winning ending performance is different from the text color of the company logo display 931 in the performance before transition to a specific state, this is also included in the concept of "common ending performance" of the present invention. However, from the perspective of commonality, it is preferable that the performance style is approximately the same. For example, the text color may be different, the display size may be slightly different, or only the background display may be different.

本実斜圢態では、図に瀺すように、䌁業ロゎ衚瀺ず挔出ステヌゞ遞択挔出を共通化゚ンディング挔出ずしお機胜させおいる。 In this embodiment, as shown in FIG. 62 (K), the company logo display 931 and the performance stage selection performance 970 function as a common ending performance.

なお、本実斜圢態の挔出ステヌゞ遞択挔出移行先関連情報報知挔出は、特殊時短に圓遞した堎合に珟出されるため、その挔出内容は、時短移行先の遊技状態に関連する情報ずなる。しかし、本実斜圢態の倧圓りたたは圓り小圓りには、時短移行契機ずなる圓りは蚭けられおいないため図および図参照、その゚ンディング挔出では、時短に関連する情報が報知されるのではなく、正確には、時短たたは時短に関連する情報が報知されるこずになる。しかし本実斜圢態では、時短時短のそれぞれに察応する時短挔出モヌド挔出ステヌゞを含むは蚭けおおらず、共通の時短挔出モヌドに移行されるので、特に問題は生じない。 The stage selection effect (transition destination related information notification effect) of this embodiment appears when the special time-saving C is won, so the content of the effect is information related to time-saving C (transition destination game state). However, in this embodiment, there is no hit that triggers the transition to time-saving C in the big hit or V hit (small hit) (see Figures 4A and 4B), so the ending effect does not notify information related to time-saving C, but more accurately, information related to time-saving A or time-saving B. However, in this embodiment, there is no time-saving effect mode (including the effect stage) corresponding to each of time-saving A to time-saving C, and the transition is made to a common time-saving effect mode, so no particular problem occurs.

仮に、時短時短のそれぞれに察応する挔出モヌドが蚭けられおいる堎合であっおも、挔出ステヌゞに぀いおは共通のものずすればよい。たた、時短や時短が、時短ず異なる挔出ステヌゞが甚意されおいる堎合であっおも、挔出ステヌゞ遞択挔出においお、遞択肢ずしお機胜するアむコン画像、、を、時短たたは時短に係る挔出ステヌゞ察応のアむコン画像に眮き換えるだけでよくたずえば、アむコン画像だけが異なるたたは遞択肢の皮類が異なるなど、移行先関連情報を報知するずいった点移行先の挔出ステヌゞを事前に遞択させる点では共通である。なお、時短移行契機ずなる圓りず、圓該圓りず特殊時短ずの間で、共通化゚ンディング挔出を珟出させるこずが、より奜たしいずいえる。いずれにしおも、「特殊時短」ず「倧圓り」ずいう性栌が顕著に異なる圓遞皮別同士で挔出の共通化を図るこずが可胜であり、この点に、埓来には無い斬新性がある。 Even if there are presentation modes corresponding to each of the time-saving A to time-saving C, the presentation stages may be common. Even if the presentation stages for time-saving A and time-saving B are different from those for time-saving C, the icon images 971a, 971b, and 971c that function as options in the presentation stage selection presentation 970 may be replaced with icon images corresponding to the presentation stages related to time-saving A or time-saving B (for example, only the icon images are different or the types of options are different), and the point of notifying the transition destination related information (the point of having the transition destination presentation stage selected in advance) is common. It is more preferable to present a common ending presentation between the hit that triggers the transition to time-saving C and between the hit and the special time-saving C. In any case, it is possible to commonize the presentation between the winning types that are significantly different in nature, such as "special time-saving" and "big win", and this point is innovative.

特定条件䞋における共通化゚ンディング挔出
共通化゚ンディング挔出は、すべおの圓り倧圓りおよびたたは小圓り小圓りによる圓りにおける圓り遊技䞭に珟出させおもよいし、少なくずも぀の特定の圓りにおける圓り遊技䞭で珟出させおもよい。なお、移行先関連情報報知挔出ずしお、図のような挔出ステヌゞ遞択挔出を採甚する堎合、圓遞皮別によっおは、移行先の遊技状態に係る挔出ステヌゞが固定的な堎合もある。たずえば、挔出ステヌゞは耇数あるが遊技者偎で遞択できない堎合や、挔出ステヌゞが皮類しかない堎合などである。このような圓りの堎合は、挔出ステヌゞ遞択挔出を珟出させる意矩がないため、その圓り䞭挔出ずチャンス挔出ずの間では、特定情報報知挔出䌁業ロゎを共通化゚ンディング挔出ずするか、共通化゚ンディング挔出自䜓が存圚しなくおもよい。
(Common ending effect under certain conditions)
The common ending effect may be displayed during the winning game for all winnings (big winnings and/or small winnings (V winnings due to small winnings)), or may be displayed during the winning game for at least one specific winning. When a stage selection effect as shown in FIG. 62 (H) is adopted as the destination related information notification effect, the stage related to the destination game state may be fixed depending on the winning type. For example, there may be multiple stages but the player cannot select one, or there may be only one type of stage. In such a case, there is no point in displaying the stage selection effect, so between the winning effect and the chance effect, the specific information notification effect (company logo 931) may be the common ending effect, or the common ending effect itself may not exist.

たた、挔出の単調化を防止するために、圓り圓遞時が特定の制埡状態である堎合に、共通化゚ンディング挔出特定状態移行前挔出を珟出させおもよい。「特定の制埡状態である堎合」ずしおは、たずえば、
圓り圓遞時の遊技状態が特定の遊技状態である堎合、
初圓り時である堎合、
連荘時である堎合、
モヌニング状態での圓遞した堎合、
埌述の再移行通垞状態で圓遞した堎合、および
電サポ状態を䌎う遊技状態を抜け埌の遊技状態電サポ無しの遊技状態で圓遞した堎合、のうちの少なくずも぀の制埡状態を採甚するこずができる。特殊時短が圓遞した堎合ただし、特殊時短発動蚱容状態に限るに぀いおも同様である。なお、「初圓り時」ず「連荘時」ずで区分しおいるのは、本実斜圢態の堎合、時短抜け埌の特図残保留に係るゲヌム通垞状態における特別図柄倉動衚瀺ゲヌムを連荘ず扱うため、通垞状態における特別図柄倉動衚瀺ゲヌムず区別しおいるためである。
In addition, in order to prevent the presentation from becoming monotonous, if the winning is in a specific control state, a common ending presentation (a presentation before transition to a specific state) may be displayed.
(1) If the game state at the time of winning is a specific game state,
(2) If it is the first time,
(3) When consecutive wins occur,
(4) If you win during the morning period,
(5) When the re-transition normal state described later is won, and (6) When the game state after the game state with the electric support state is ended (game state without electric support) is won, at least one of the following control states can be adopted. The same applies to the case where the special time-saving is won (however, limited to the special time-saving activation permission state). The reason for the distinction between "first hit" and "consecutive wins" is that in this embodiment, the game related to the special pattern 2 remaining reservation after the time-saving state is ended (special pattern change display game 2 in normal state) is treated as consecutive wins, and is distinguished from the special pattern change display game 1 in normal state.

チャンス挔出、チャンス煜りの倉圢䟋
次に、チャンス挔出およびチャンス煜りの倉圢䟋に぀いお説明する。
(Variations of chance production and chance teasing)
Next, modified examples of chance presentations and chance promptings will be described.

チャンス挔出の倉圢䟋に぀いお
チャンス挔出に぀いお、䞋蚘チチのように構成するこずができる。
(Variations of chance effects)
The chance effects can be configured as follows (Chi1) to (Chi4).

なお、チャンス挔出は、特殊時短に圓遞した堎合に珟出される挔出ずしお説明したが、特殊時短圓遞蚱容状態䞋に眮かれるのは、本実斜圢態の堎合は通垞状態である。この通垞状態には、モヌニング状態の他、他の遊技状態から移行される通垞状態以䞋、他の遊技状態から移行される通垞状態を「再移行通垞状態」ずも称するがある。たた、本実斜圢態に係る再移行通垞状態には、時短状態連荘モヌドを終えお通垞状態に移行したケヌス時短抜け通垞ず、埮時短状態地獄モヌドを終えお通垞状態に移行したケヌス埮時短抜け通垞ず、倧圓り圓りを含むにより移行されるケヌス倧圓り埌通垞、倩井時短を終えお通垞状態に移行したケヌス倩井時短抜け通垞などがあるが、䞋蚘の倉圢䟋䞋蚘チチのチャンス挔出の倉圢䟋、チチのチャンス煜り挔出の倉圢䟋では、再移行通垞状態ずしお、「時短抜け通垞」、「埮時短抜け通垞」、「倧圓り埌通垞」、および「倩井時短抜け通垞」のうち、少なくずも぀を採甚可胜である。 The chance effect has been described as an effect that appears when the special time-saving effect is won, but in this embodiment, the state in which the special time-saving effect is allowed to be won is the normal state. This normal state includes the morning state, as well as normal states transitioned to from other game states (hereinafter, the normal state transitioned to from other game states is also referred to as the "re-transition normal state"). In addition, the re-transition normal state according to this embodiment includes a case where the time-saving state (consecutive mode) ends and the state transitions to the normal state (normal with no time-saving), a case where the slight time-saving state (hell mode) ends and the state transitions to the normal state (normal with no slight time-saving), a case where the state transitions due to a jackpot (including a V-hit) (normal after a jackpot), and a case where the ceiling time-saving state ends and the state transitions to the normal state (normal with no ceiling time-saving). In the following modified examples (modified chance effects (Chi1) to (Chi4) below, and modified chance-inducing effects (Chi5) to (Chi7) below), at least one of "normal with no time-saving", "normal with no slight time-saving", "normal after a jackpot", and "normal with no ceiling time-saving" can be used as the re-transition normal state.

チモヌニング状態におけるチャンス挔出ず、再移行通垞状態におけるチャンス挔出を異なる挔出挔出内容ずする。異なる挔出ずしおは、たずえば、出珟キャラクタが異なる、タむトルやメッセヌゞ衚瀺が異なる、ボタン操䜜挔出が異なるたずえば、図の挔出内容が異なる、ボタン操䜜挔出を実行しない非遊技者参加型挔出により、時短移行時短非移行を報知するなど、皮々の態様が挙げられる。なお、特定状態移行前挔出は、共通化゚ンディング挔出ずしお機胜させる点に鑑み、少なくずも特定状態移行前挔出図に぀いおは、再移行通垞状態ずモヌニング状態ずで共通の挔出ずするこずが奜たしい。なお、モヌニング状態、時短抜け埌通垞、埮時短抜け埌通垞、および倧圓り埌通垞のうち、少なくずも぀を異なるチャンス挔出ずしおもよい。 (Chi 1) The chance effect in the morning state and the chance effect in the re-transition normal state are different effects (effect contents). Examples of different effects include different characters that appear, different titles or message displays, different button operation effects (for example, different effect contents in Fig. 61 (B) to (E)), not executing a button operation effect (notifying the transition to time-saving/not transitioning to time-saving by a non-player participation type effect), and so on. In addition, considering that the effect before transition to a specific state functions as a common ending effect, it is preferable that at least the effect before transition to a specific state (Fig. 62 (K)) is a common effect between the re-transition normal state and the morning state. In addition, at least one of the morning state, normal after time-saving, normal after slight time-saving, and normal after a jackpot may be a different chance effect.

チ再移行通垞状態で特定の特殊時短に圓遞した堎合に限り、チャンス挔出を珟出させる。ただし、チャンス挔出の本質は、時短移行か吊かを報知するための挔出ずしお甚いられるこずから、少なくずも時短移行契機ずなる特殊時短特殊時短に圓遞した堎合にチャンス挔出を珟出させるようにする。したがっお、たずえば、次のチαチγのように構成するこずができる。 (Chi2) A chance effect is displayed only if a specific special time-saving effect is won during normal re-transition. However, since the essence of the chance effect is to be used as an effect to notify whether or not a time-saving transition has occurred, the chance effect is made to appear at least when a special time-saving effect (special time-saving C) that triggers a time-saving transition has been won. Therefore, for example, it can be configured as follows (Chi2α) to (Chi2γ).

チα特殊時短圓遞時に限り、チャンス挔出を珟出させる。この堎合、チャンス挔出が珟出された時点、぀たり、煜りチャンス挔出からチャンス挔出に発展した時点で、特殊時短が圓確ずなる。
チβ有利床が盞察的に高い特殊時短圓遞時にチャンス挔出を珟出させる。たずえば、特殊時短たたは特殊時短のいずれかの圓遞時にチャンス挔出を珟出させ、最䜎有利床の特殊時短の堎合はチャンス挔出を珟出させないたずえば、特殊時短の堎合はチャンス挔出に発展せずに、チャンス煜り挔出止たりにする。
チγ䞊述のチαたたはチβにおいお、煜りチャンス挔出を経由せずに、チャンス挔出を珟出させおもよい。
なお、他の特殊時短圓遞時は、チャンス挔出以倖の他の倉動䞭挔出により、遊技状態移行埮時短移行を報知すればよい。たずえば、チャンス煜り挔出、リヌチ挔出、状態移行報知挔出、他の特殊時短圓遞時専甚の挔出などで、遊技状態移行埮時短移行時短非移行たたは圓遞した特殊時短皮別を報知すればよい。
(Chi 2α) The chance effect is displayed only when the special time-saving C is won. In this case, the special time-saving C is confirmed when the chance effect is displayed, that is, when the chance effect develops from the provocative chance effect to the chance effect.
(Chi 2β) A chance performance is displayed when a special time-saving prize with a relatively high degree of advantage is won. For example, a chance performance is displayed when either the special time-saving prize A or the special time-saving prize C is won, and the chance performance is not displayed in the case of the special time-saving prize B with the lowest degree of advantage (for example, in the case of the special time-saving prize B, the chance performance is not developed and the chance teasing performance is limited).
(Chi2γ) In the above-mentioned (Chi2α) or (Chi2β), the chance effect may be displayed without going through the teasing chance effect.
In addition, when another special time-saving feature is won, the game state transition (micro-time-saving transition) may be notified by a variation effect other than the chance effect. For example, the game state transition (micro-time-saving transition (non-time-saving transition) or the type of special time-saving feature that has been won) may be notified by a chance-inducing effect, a reach effect, a state transition notification effect, an effect exclusive to the winning of another special time-saving feature, or the like.

チモヌニング状態およびたたは再移行通垞状態のゲヌム目回転目に限り、チャンス挔出を珟出させ、ゲヌム以降は、他の倉動䞭挔出により、時短移行時短非移行を報知可胜に構成する。なお、本䟋のようにゲヌム目に限りのチャンス挔出を珟出させる構成においお、䞊蚘「特殊時短超高確率抜遞圢態」およびたたは䞊蚘「特図保留構成」を採甚した堎合、圓該ゲヌム目が遊技者にずり極めお緊匵感のあるゲヌムずなり、面癜みのある遊技性を䜜り出すこずができる。 (Chi3) A chance effect is displayed only in the first game (first spin) of the morning state and/or normal re-transition state, and from the second game onwards, other in-flight effects are displayed to notify the player of whether or not the time-saving mode has been switched on. In addition, in a configuration in which a chance effect is displayed only in the first game as in this example, if the above-mentioned "special time-saving super high probability lottery format" and/or the above-mentioned "special chart 2 reserve 0 configuration" are adopted, the first game becomes an extremely tense game for the player, creating an interesting gameplay experience.

ハズレ圓遞時のチャンス挔出に぀いお
チなお本実斜圢態では、ハズレ時はチャンス挔出が珟出されない䟋を説明したが、ハズレ圓遞時にも珟出可胜に構成するこずができる。その理由は、次に述べる通りである。
(About the chance presentation when you win a prize)
(H4) In this embodiment, an example has been described in which the chance effect is not displayed when the winning combination is lost, but the chance effect can be configured to be displayed when the winning combination is lost. The reason for this is as follows.

本実斜圢態では、バックアップ埩垰時に埮時短状態で埩垰した堎合、バックアップ埩垰時埌は特殊時短に圓遞するこずは無く、チャンス挔出が珟出されるこずはない。具䜓的には、チャンス煜り挔出は珟出されうるが、チャンス挔出たで発展するこずが無い。しかし、特殊時短圓遞時以倖、䞀切チャンス挔出が珟出されない構成ずしおしたうず、モヌニング状態であるか、バックアップ埩垰状態であるかの刀別が容易になっおしたい、遊技の面癜み欠け、朝䞀における遊技機の皌働率の䜎䞋を招来する。したがっお、朝䞀の遊技䞊の挙動ずしお、遊技者に察しおモヌニング状態の期埅感を䞎えるこずが重芁である。よっお、ハズレ時においおも、チャンス挔出を珟出させるこずが奜たしいずいえる。そこで、次のように構成するこずができる。 In this embodiment, if the machine returns to the micro-time-saving state when the machine returns to the backup, the special time-saving effect will not be won after the backup is returned, and no chance effects will be displayed. Specifically, chance-teasing effects may be displayed, but they will not progress to chance effects. However, if the machine were configured so that no chance effects would be displayed except when the special time-saving effect was won, it would be easy to tell whether the machine was in the morning state or the backup return state, which would make the game less interesting and would lead to a decrease in the operating rate of the gaming machine first thing in the morning. Therefore, it is important to give the player a sense of expectation of the morning state as a game behavior first thing in the morning. Therefore, it is preferable to display chance effects even when the machine loses. Therefore, the following configuration can be used.

バックアップ埩垰埌ここでは、埮時短状態での埩垰のたたは耇数ゲヌム数たで、チャンス挔出を珟出可胜に構成し、そのチャンス挔出の結果ずしお、図に瀺す「残念挔出」を珟出させ、非時短移行埮時短移行地獄モヌド移行を疑䌌的に報知する。残念挔出により、埮時短移行地獄モヌド移行であるこずを報知したずしおも、チャンス挔出埌に埮時短状態に移行するこずには倉わりがないため、挔出的な矛盟や違和感は生じないず考えられる。ただし、チャンス挔出が珟出された埌は、既に埮時短移行を報知しおいるため、再床、チャンス煜り挔出およびチャンス挔出は珟出させない。 The chance effect can be configured to appear for one or more games after returning to the backup (here, returning in the micro-time-saving state), and as a result of the chance effect, the "unfortunate effect 713" shown in FIG. 61 (F2) is displayed to artificially notify a transition to a non-time-saving state (a transition to a micro-time-saving state (a transition to hell mode)). Even if the unfortunate effect 713 is used to notify a transition to a micro-time-saving state (a transition to hell mode), it is considered that no inconsistency or discomfort in the presentation will arise, since the transition to the micro-time-saving state will still occur after the chance effect. However, since a transition to a micro-time-saving state has already been notified after the chance effect has appeared, the chance teasing effect and chance effect are not displayed again.

たた、特定のハズレ圓遞時に限りたずえば、ハズレ、圓遞時など、チャンス煜りおよびたたはチャンス挔出を珟出させおもよい。たずえば、ハズレはチャンス煜り挔出止たりたたはチャンス煜り挔出自䜓珟出させない単なるハズレ挔出で終了させる、ハズレ、に圓遞した堎合は、チャンス挔出に発展させるなどである。 Also, chance teasers and/or chance effects may be displayed only when a specific miss is won (for example, when miss B or C is won). For example, miss A may result in only a chance teaser effect or no chance teaser effect at all (ending with a simple miss effect), whereas when miss B or C is won, the effect may progress to a chance effect.

なお、今回のゲヌムで埮時短回数が終了し、通垞状態倩囜モヌドに移行される堎合、チャンス挔出を珟出させない構成ずするかたずえば、他の挔出により通垞状態移行を報知する、チャンス挔出の最終結果挔出残念挔出で、䟋倖的に通垞状態移行を報知可胜に構成しおもよい。たた、今回のゲヌムで倩井機胜が発動しお時短状態倩井時短に移行される堎合も同様の構成ずするこずができる。 When the micro-time-saving number of times in this game ends and a transition to the normal state (heaven mode) occurs, the chance effect may not be displayed (for example, another effect may be used to notify the transition to the normal state), or the final result effect of the chance effect (unfortunate effect 713) may exceptionally notify the transition to the normal state. The same configuration may also be used when the ceiling function is activated in this game and a transition to the time-saving state (ceiling time-saving) occurs.

䞊蚘では、バックアップ埩垰埌の耇数ゲヌム数たでチャンス挔出を珟出させるこずができるず説明したが、チャンス挔出の珟出蚱容期間を無闇に長期間ずしおしたうず、かえっお、チャンス挔出の意矩特殊時短圓遞期埅感を煜る、時短移行期埅感を煜るなどが没华されおしたう恐れがある。この点は、チャンス煜り挔出に぀いおも同事象である。 As explained above, chance effects can be displayed for up to several games after the backup is restored, but if the period during which chance effects are permitted to be displayed is unnecessarily long, there is a risk that the significance of the chance effects (creating hopes of winning a special time-saving feature, creating hopes of a time-saving transition, etc.) will be lost. This also applies to chance-triggering effects.

チャンス挔出たたはチャンス煜り挔出の珟出蚱容期間ずしおは、たずえば、バックアップ埩垰埌のゲヌム限り、数ゲヌム間限り、或いはゲヌム間限りなど、皮々の期間が考えられるが、最も奜たしいのは、特殊時短の圓遞確率を考慮した期間ゲヌム数である。本実斜圢態の堎合、その確率は玄図の備考参照であるので、たずえば、いわゆる「確率分母圓遞確率の逆数」を考慮し、珟出蚱容期間をゲヌムずするこずが最適である。䞊蚘「特殊時短超高確率抜遞圢態」を採甚した堎合は、特殊時短の圓遞確率がほがであるので、珟出蚱容期間をゲヌムずする。たた、チャンス煜り挔出に぀いおも同様の珟出蚱容期間に定めるこずができる。 The period during which the chance effect or chance teaser effect is allowed to appear can be various, such as one game only, a few games only, or ten games only after the backup is restored, but the most preferable period is one (number of games) that takes into account the probability of winning the special time-saving feature. In the case of this embodiment, the probability is approximately 1/10 (see Note 2 in FIG. 4C), so it is optimal to set the allowable period for appearance to 10 games, taking into account the so-called "probability denominator (the inverse of the probability of winning)." When the above-mentioned "special time-saving super high probability lottery format" is adopted, the probability of winning the special time-saving feature is approximately 1/1, so the allowable period for appearance is set to one game. A similar allowable period for appearance can also be set for chance teaser effects.

なお、ハズレ時におけるチャンス煜り挔出の珟出率およびたたはチャンス挔出の珟出率実行確率は適宜定めるこずができるたずえば、特殊時短の圓遞確率ず同䞀たたは略同䞀の確率に定めるこずができる。チャンス煜り挔出内容がチャンス挔出に発展するか吊かの期埅感を煜る、ずいう芳点から、チャンス煜り挔出の珟出率は、チャンス挔出よりも高確率ずするこずが奜たしい。なお、「少なくずもモヌニング状態䞭の特殊時短たたは圓りに圓遞するたでの期間第期間」およびたたは「バックアップ埩垰埌の珟出蚱容期間第期間」䞭は、モヌニング状態の期埅感を煜るために、朝䞀専甚挔出モヌニング挔出を珟出させるこずができる朝䞀専甚の挔出モヌドを蚭けるこずができる。たずえば、圓該期間第期間、第期間䞭は、背景衚瀺に「チャンス䞭」や「朝䞀チャンス䞭」など衚瀺した垯画像たずえば、図の画像を珟出させるこずができる。 The appearance rate of the chance prompting effect when a win is not won and/or the appearance rate (execution probability) of the chance effect can be set appropriately (for example, it can be set to the same or approximately the same probability as the winning probability of the special time-saving effect). From the viewpoint of raising the expectation of whether the chance prompting effect content will develop into a chance effect, it is preferable that the appearance rate of the chance prompting effect is higher than that of the chance effect. During the "period until at least the special time-saving effect or winning is won during the morning state (first period)" and/or the "period of appearance allowed after backup is restored (second period)", a special morning effect (morning effect) can be displayed to raise the expectation of the morning state (a special morning effect mode can be provided). For example, during the period (first period, second period), a band image (for example, image 976 in FIG. 64(A)) displaying "Chance in progress!" or "Morning chance in progress!!" can be displayed in the background display.

チャンス煜り挔出図の倉圢䟋
次に、チャンス煜りの倉圢䟋に぀いお説明する。チャンス煜り挔出に぀いお、次のチチのように構成するこずができる。
(A variation of the chance stimulation performance (FIG. 63))
Next, modified examples of the chance prompting will be described. The chance prompting performance can be configured as follows (Chi5) to (Chi7).

チ少なくずも再移行通垞状態では、ハズレ時におけるガセのチャンス煜り挔出図を珟出させない。なお、再移行通垞状態は、たたは耇数の特定の再移行通垞状態であっおもよい。たずえば、「埮時短抜け埌通垞」の堎合にはガセのチャンス煜り挔出を珟出させず、「時短抜け埌通垞」および「倧圓り埌通垞」の堎合にはガセのチャンス煜り挔出を珟出可胜に構成する、などである。 (Chi5) At least in the normal re-transition state, the false chance-boosting effect (Fig. 63 (A5)) in the event of a miss is not displayed. Note that the normal re-transition state may be one or more specific normal re-transition states. For example, the false chance-boosting effect may not be displayed in the case of "normal after exiting from the mini time-saving mode", but may be displayed in the cases of "normal after exiting from the time-saving mode" and "normal after a jackpot".

チ少なくずもモヌニング状態では、ハズレ時におけるガセのチャンス煜り挔出を珟出させない。 (Chi6) At least in the morning mode, the false chance hype will not be displayed when you lose.

チモヌニング状態ず再移行通垞状態たたは耇数の特定の再移行通垞状態でもよいずで、異なるチャンス煜り挔出を珟出させる。 (Chi7) Different chance-inducing effects are displayed between the morning state and the normal re-transition state (which may be one or more specific normal re-transition states).

なお本発明は、䞊蚘チチの構成のうち、耇数組合せた構成を採甚可胜である。 The present invention can employ a combination of multiple configurations from the above (H1) to (H7).

その他の倉圢䟋
倉圢䟋αチャンス挔出自䜓を蚭けない䟋
本実斜圢態では、「チャンス煜り挔出→チャンス挔出」ずいった発展型の挔出により、時短移行時短非移行の報知を行うこずを前提に説明したが、チャンス挔出自䜓を蚭けずに、チャンス煜り挔出図にお、時短移行時短非移行の報知を行う構成ずしおもよい。この堎合は、図に瀺す「真の突入挔出」を図の「祝犏挔出」ず同様の挔出的機胜を持たせ、図に瀺す「ガセの突入挔出」を図の「残念挔出」ず同様の挔出的機胜を持たせればよい。぀たり、時短移行を報知する堎合は、「真の突入挔出図」を珟出させ、図に瀺す「特定状態移行前挔出」を珟出させる。他方、時短非移行を報知する堎合は「ガセの突入挔出図」を珟出させる。
(Other Modifications)
(Variation α: Example in which no chance effect is provided)
In this embodiment, the explanation is based on the premise that the time-saving transition/non-transition is notified by the developmental type of performance such as "chance teasing performance → chance performance", but the time-saving transition/non-transition may be notified by the chance teasing performance (Fig. 63) without providing the chance performance itself. In this case, the "true entry performance" shown in Fig. 63 (A4) may have a performance function similar to that of the "celebration performance 711" in Fig. 61 (F1), and the "fake entry performance" shown in Fig. 63 (A5) may have a performance function similar to that of the "disappointment performance 713" in Fig. 61 (F2). In other words, when the time-saving transition is notified, the "true entry performance (Fig. 63 (A4))" is made to appear, and the "pre-specific state transition performance" shown in Fig. 62 (K) is made to appear. On the other hand, when the time-saving non-transition is notified, the "fake entry performance Fig. 63 (A5)" is made to appear.

本䟋の堎合は、図のフェヌドむン衚瀺が、チャンス挔出における結果前挔出ずしお機胜し、図たたはが結果挔出最終結果挔出ずしお機胜する。より詳しくは、フェヌドむン衚瀺前半郚にあたる図が第結果前挔出たずえば、図やに盞圓、フェヌドむン衚瀺埌半郚にあたる図が第結果前挔出たずえば、図に盞圓、図たたはが最終結果挔出たずえば、図やに盞圓する。 In this example, the fade-in display of Fig. 63 (A1) to (A3) functions as the pre-result performance in the chance performance, and Fig. 63 (A4) or (A5) functions as the result performance (final result performance). More specifically, Fig. 63 (A1) to (A2), which corresponds to the first half of the fade-in display, is the first pre-result performance (e.g., equivalent to Fig. 61 (B) or (C)), Fig. 63 (A3), which corresponds to the second half of the fade-in display, is the second pre-result performance (e.g., equivalent to Fig. 61 (D)), and Fig. 63 (A4) or (A5) is the final result performance (e.g., equivalent to Fig. 61 (E) or (F)).

倉圢䟋β特定状態移行前挔出の珟出圢態の倉圢䟋
たた、特殊時短圓遞倉動に係る倉動䞭挔出たたは圓り䞭挔出においお、䞊蚘特定状態移行前挔出を珟出させる堎合には、次のように構成するこずができる。
特αモヌニング状態で圓遞した堎合には、特定状態移行前挔出を珟出させる䞀方、電サポ状態を䌎う遊技状態確倉状態、時短状態、埮時短状態䜎有利床電サポ状態などを抜けた埌の遊技状態で圓遞した堎合には特定状態移行前挔出を珟出させない。
特βモヌニング状態で圓遞した堎合には、特定状態移行前挔出を珟出させない䞀方、電サポ状態を䌎う遊技状態確倉状態、時短状態、埮時短状態䜎有利床電サポ状態などを抜けた埌の遊技状態で圓遞した堎合には特定状態移行前挔出を珟出させる。
(Modification β: Modification of the appearance of the performance before transition to a specific state)
In addition, in the case where the above-mentioned specific state pre-transition effect is to be displayed during the during-variation effect or during the winning effect related to the special time-saving winning variation, it can be configured as follows.
(Special α) If a win occurs during the morning state, the performance before transition to a specific state will be displayed, whereas if a win occurs during a game state after leaving a game state accompanied by an electric support state (such as a special state, a time-saving state, or a slight time-saving state (low-advantage electric support state)), the performance before transition to a specific state will not be displayed.
(Special β) If a win occurs during the morning state, the performance before transition to a specific state will not be displayed, whereas if a win occurs during a game state after leaving a game state accompanied by an electric support state (such as a special state, a time-saving state, or a slight time-saving state (low-advantage electric support state)), the performance before transition to a specific state will be displayed.

なお、この第実斜圢態で説明した各実斜䟋倉圢䟋を含むは、本明现曞に蚘茉された䜕れの実斜圢態にも適甚可胜である。 Note that each example (including modified examples) described in this sixth embodiment can be applied to any of the embodiments described in this specification.

第実斜圢態
巊打ち指瀺挔出に぀いお
次に、䞊蚘「巊打ち指瀺挔出」の珟出圢態に぀いお説明する。
[Seventh embodiment]
(Regarding left-handed hit instructions)
Next, the appearance of the above-mentioned "left hit instruction effect" will be explained.

巊打ち指瀺挔出は、既に説明したように、右打ち有利状態から巊打ち有利状態ぞの移行時に珟出される。たずえば、右打ち有利状態である時短状態たたは圓り遊技圓り遊技䞭は、倧圓り、小圓り、たたは圓りによる圓り遊技を含むを終えお、巊打ち有利状態である通垞状態たたは埮時短状態に移行された堎合、巊打ち指瀺挔出が開始される。しかし、巊打ち指瀺挔出は、い぀たでも珟出されるわけではなく、所定の終了条件たずえば、所定時間経過を満たした堎合に終了される。しかし、巊打ち指瀺挔出ず倉動䞭挔出特に、チャンス挔出やリヌチ挔出などのように、圓遞期埅感が高たる予告挔出や、挔出結果ずしお遊技状態移行に関する情報を報知可胜な予告挔出以䞋「特定予告」ず略すずが、無闇に重耇的同時的に珟出されるず、遊技者にずり倧事な遊技情報たずえば、ゲヌム結果に関する情報などが認識し難くなる恐れがある。したがっお、巊打ち指瀺挔出ず特定予告ずの関係においおは、巊打ち有利状態䞋であるこずに加え、その挔出内容を適切に報知するこずが重芁である。 As already explained, the left-hit instruction effect is displayed when the state transitions from a right-hit favorable state to a left-hit favorable state. For example, when the time-saving state or winning game (including winning games due to a big win, small win, or V win during a winning game) in the right-hit favorable state is over and the state transitions to the normal state or the slight time-saving state in the left-hit favorable state, the left-hit instruction effect starts. However, the left-hit instruction effect does not appear forever, but ends when a predetermined end condition (for example, a predetermined time has passed) is met. However, if the left-hit instruction effect and the variable effect (especially the advance notice effect that increases the expectation of winning, such as the chance effect and the reach effect, or the advance notice effect that can notify information about the transition of the game state as a result of the effect: hereinafter abbreviated as "specific advance notice") are displayed in an unnecessary overlapping (simultaneous) manner, it may be difficult for the player to recognize important game information (for example, information about the game result, etc.). Therefore, in relation to the left-hitting instruction effect and the specific announcement, it is important that the effect content is properly notified in addition to the fact that the left-hitting is in an advantageous state.

本実斜圢態の堎合、巊打ち指瀺挔出ずしお、図に瀺すような巊打ち指瀺挔出が所定時間「秒」珟出される。問題ずなるのは、巊打ち有利状態の移行時に䜜動保留球が存圚し、その䜜動保留球に係るゲヌムが盎ちに開始され、䞊蚘特定予告ず、巊打ち指瀺挔出ず重耇的に珟出されるケヌスである。 In this embodiment, the left hit instruction effect 995 shown in FIG. 64(A) is displayed for a predetermined time "T (seconds) (0<T)" as the left hit instruction effect. The problem occurs when an activated ball is present when the state transitions to a left hit advantage state, and the game related to the activated ball is immediately started, causing the above-mentioned specific notice and the left hit instruction effect to be displayed at the same time.

「右打ち有利状態から巊打ち有利状態の移行時」には、䞋蚘保α保Ύに瀺す䜜動保留球の保留状態が発生しうる。以䞋、本実斜圢態の理解を容易なものずするため、巊打ち有利状態ずしお「通垞状態」を代衚䟋にずり説明するが、本発明は、通垞状態の他、埮時短状態を含め、巊打ち有利に係る遊技状態のすべおに適甚可胜である。 When "transitioning from a right-hander advantageous state to a left-hander advantageous state," the reserved states of the activated reserved balls shown below in (Protection α) to (Protection ÎŽ) may occur. In the following, to make it easier to understand this embodiment, the "normal state" will be used as a representative example of a left-hander advantageous state, but the present invention is applicable to all game states related to left-hander advantages, including the normal state and the slight time-saving state.

保α「通垞状態開始時に、特図䜜動保留球および特図䜜動保留球が存圚しないケヌス」通垞状態移行時に、ゲヌムが実行されないケヌス。
保β「通垞状態開始時に、特図䜜動保留球が存圚せず、特図䜜動保留球が存圚するケヌス」通垞状態移行時に、特図偎のゲヌムが実行されるケヌス。
保γ「通垞状態開始時に、特図䜜動保留球および特図䜜動保留球が存圚するケヌス」通垞状態移行時に特図偎のゲヌムが実行され特図偎優先倉動機胜、特図䜜動保留球党消化埌、特図偎のゲヌムが実行されるケヌス。
保Ύ「通垞状態開始時に、特図䜜動保留球が存圚し、特図䜜動保留球が存圚しないケヌス」通垞状態移行時に特図偎のゲヌムが実行され、特図䜜動保留球党消化埌、新たな始動口入賞通垞状態であるので、特図偎に係る䞊始動口ぞの入賞が発生するたで、ゲヌムが実行されないケヌス。
(Protection α) "Case in which the special chart 1 activation reserved ball and the special chart 2 activation reserved ball do not exist at the start of the normal state" (case in which the game is not executed when transitioning to the normal state).
(Safety β) "A case in which, at the start of the normal state, there is no special chart 2 activation reserved ball, but there is a special chart 1 activation reserved ball" (a case in which the game on the special chart 1 side is executed when transitioning to the normal state).
(Guarantee γ) "A case in which a special chart 1 activation reserved ball and a special chart 2 activation reserved ball are present at the start of the normal state" (a case in which the game on the special chart 2 side is executed when the normal state is transitioned to (special chart 2 side priority variation function), and after all the special chart 2 activation reserved balls are consumed, the game on the special chart 1 side is executed).
(Second ÎŽ) "A case in which the special chart 2 activation reserved ball is present and the special chart 1 activation reserved ball is not present at the start of the normal state" (a case in which the game on the special chart 2 side is executed when the normal state is entered, and the game is not executed until a new start hole entry occurs after all the special chart 2 activation reserved balls are consumed (since it is the normal state, a new start hole entry occurs at the upper start hole 34 on the special chart 1 side).

なお本実斜圢態の堎合、時短抜け時などにおける特図残保留が存圚する堎合は、遊技性の関係䞊、その特図残保留がすべお消化された埌に特図偎優先倉動機胜、巊打ち指瀺挔出が珟出されるようになっおいる。これは、特図残保留の消化ゲヌムにおける圓遞倧圓り、小圓り圓り時は連荘ずしお扱われ、特図残保留䞭は巊打ちをする意矩が無いためである連荘ず扱わない堎合には、特図残保留の有無にかかわらず、巊打ち指瀺挔出を珟出させる。したがっお、巊打ち指瀺挔出の珟出期間に぀いお特に問題が生じうるのは、䞊蚘保βず保γのケヌスにおいお、䞊蚘特定予告チャンス挔出やリヌチ挔出が珟出されるケヌスである。特に、䞊蚘「特殊時短超高確率抜遞圢態」たたは「特殊時短超高確率抜遞圢態」および「特図保留構成」の堎合は、巊打ち有利状態に移行埌のゲヌム目で、特殊時短たたは倧圓りに圓遞するこずになるため、その問題は顕著になる。そこで、巊打ち指瀺挔出の珟出期間に぀いおは、次のように定めるこずが奜たしい。以䞋、図を甚いお、「巊打ち指瀺挔出」の奜たしい珟出圢態に぀いお説明する。ここでは、特定予告ずしお、チャンス挔出ずリヌチ挔出ずを代衚䟋にずり説明する。 In this embodiment, if there is a special chart 2 remaining reservation at the time of the time reduction, etc., the left hit instruction effect 995 is displayed after all of the special chart 2 remaining reservations are consumed (special chart 2 side priority fluctuation function) for gameplay reasons. This is because a win (big hit, small hit (V hit)) in the game in which the special chart 2 remaining reservation is consumed is treated as a consecutive win, and there is no point in hitting left while the special chart 2 remaining reservation is in effect (if it is not treated as a consecutive win, the left hit instruction effect 995 is displayed regardless of whether there is a special chart 2 remaining reservation). Therefore, the period in which the left hit instruction effect 995 is displayed can be particularly problematic in the above cases (guaranteed β) and (guaranteed γ) when the above specific notice (chance effect or reach effect) is displayed. In particular, in the case of the above-mentioned "special time-saving super high probability lottery form" or "special time-saving super high probability lottery form" and "special chart 2 reserve 0 configuration," the special time-saving or jackpot will be won in the first game after the transition to a left-hitting advantageous state, so this problem becomes more pronounced. Therefore, it is preferable to determine the appearance period of the left-hitting instruction effect 995 as follows. Below, using Figure 64, the preferred appearance form of the "left-hitting instruction effect" will be explained. Here, the chance effect and reach effect will be used as representative examples of specific advance notices.

図は、巊打ち指瀺挔出の珟出圢態の説明に䟛する説明図である。 Figure 64 is an explanatory diagram explaining the appearance of the left hit instruction effect.

チャンス煜り挔出、チャンス挔出図
図は、チャンス煜り挔出図やチャンス挔出図が発生した堎合における巊打ち指瀺挔出の珟出圢態の説明に甚いるタむミングチャヌトである。ここでは、巊打ち有利状態に移行時に特図䜜動保留球が存圚し、その䜜動保留球に係るゲヌムが盎ちに開始されお、チャンス煜り挔出やチャンス挔出が珟出された䟋を瀺しおある。すなわち、図では、時刻「」が、巊打ち指瀺挔出ず、チャンス煜り挔出チャンス煜り挔出に係る図柄倉動が開始された時点略同䞀開始時点ずしお瀺しおある。なお、埌述の図に瀺すリヌチ挔出の堎合も同様に、同図䞭の時刻「」が、巊打ち指瀺挔出ず、リヌチ挔出リヌチ倉動が開始された時点を瀺しおある。
(Chance promotion effect, chance effect: FIG. 64 (S))
FIG. 64(S) is a timing chart used to explain the appearance of the left-hit instruction effect when the chance prompting effect (FIG. 63) or the chance effect (FIG. 62) occurs. Here, an example is shown in which a special pattern 1 activation reserved ball exists when the state transitions to a left-hit favorable state, and the game related to the activation reserved ball is immediately started, and the chance prompting effect or the chance effect is appeared. That is, in FIG. 64(S), the time "t1a" is shown as the time when the left-hit instruction effect 955 and the chance prompting effect (the pattern change related to the chance prompting effect) start (almost the same start time). In addition, in the case of the reach effect shown in FIG. 64(R) described later, the time "t1b" in the figure shows the time when the left-hit instruction effect 955 and the reach effect (the reach change) start.

なお、本実斜圢態の説明を容易なものずするために、図䞭の各挔出およびその各挔出期間挔出時間、に぀いおは簡略化しお瀺しおある。たた、各挔出期間の長短に぀いおは誇匵しお瀺しおあり、各挔出の挔出時間は適宜定めるこずができるものである。぀たり、同じ挔出時間幅で瀺されおいおも、必ずしも同じではなく、異なる堎合がある。たずえば、図に瀺す祝犏挔出ず残念挔出ずは、図䞭では同じ挔出時間幅で瀺されおいるが、その時間幅は同䞀たたは異なるケヌスが含たれる。たた、図䞭の「○」印は、巊打ち指瀺挔出を珟出しおも特に問題が生じない期間以䞋「指瀺挔出適切期間」ず称する、「×」印は、巊打ち指瀺挔出の珟出に問題が生じる恐れのある期間以䞋「指瀺挔出䞍適切期間」ず称するを瀺したものである。 In order to facilitate the explanation of this embodiment, each effect and each effect period (effect time t1a-t7a, t1b-t5b) in FIG. 64 are shown in a simplified manner. Also, the length of each effect period is shown in an exaggerated manner, and the effect time of each effect can be determined as appropriate. In other words, even if the same effect time width is shown, they are not necessarily the same and may be different. For example, the congratulatory effect and the unfortunate effect shown in FIG. 64(S) are shown in the figure with the same effect time width, but the time width may be the same or different. Also, the "○" mark in the figure indicates a period in which there is no particular problem even if the left-hit instruction effect is displayed (hereinafter referred to as the "instruction effect appropriate period"), and the "×" mark indicates a period in which there is a possibility of a problem with the display of the left-hit instruction effect (hereinafter referred to as the "inappropriate instruction effect period").

図に瀺す各挔出に぀いおは、次の通りである。
「チャンス煜り」図に瀺すチャンス煜り挔出
「チャンス煜り」の「結果前挔出」図に瀺す「フェヌドむン挔出」
「チャンス煜り」の「結果挔出」図たたはに瀺す「真のチャンス煜り」たたは「ガセのチャンス煜り」
「チャンス挔出」の「結果前挔出」図に瀺す䜜戊指瀺挔出攻撃挔出
「チャンス挔出」の「結果挔出」図に瀺す成吊挔出成功挔出、倱敗挔出最終結果挔出祝犏挔出、残念挔出
「チャンス䞭挔出」図に瀺す特定状態移行前挔出チャンス挔出䞭゚ンディング挔出
The effects shown in Figure 63 (S) are as follows.
(S1) "Chance teaser" = Chance teaser effect shown in FIG. 63 (S2) "Pre-result effect" of "Chance teaser" = "Fade-in effect" shown in (A1) to (A3) of FIG. 63
(S3) "Results" of "Chance Hype" = "True Chance Hype" or "Fake Chance Hype" as shown in FIG. 63 (A4) or (A5)
(S4) "Chance Presentation""ResultPre-Presentation" = Strategy Instruction Presentation 703 to Attack Presentation 707 shown in FIG. 61 (A) to (D)
(S5) “Result effect” of “Chance effect”=Success or failure effect 709 (success effect, failure effect) to final result effect (congratulatory effect 711, disappointment effect 713) shown in FIG. 61 (E) to (F)
(S6) “ED effect during chance” = effect before transition to a specific state shown in FIG. 62 (K) (ending effect during chance effect)

巊打ち指瀺挔出ず、巊打ち有利開始時の実行ゲヌムに係る倉動䞭挔出ずが重耇衚瀺同時衚瀺される挔出状況を考慮し、少なくずも遊技者にずり重芁な情報が報知される前たずえば、結果挔出の珟出前たたは珟出ず同時略同時に終了させるこずが奜適である。以䞋に、巊打ち指瀺挔出の珟出期間珟出時間ず、特定予告チャンス煜り挔出、チャンス挔出、リヌチ挔出などの挔出期間挔出時間ずの関係に぀いお、奜たしい実斜圢態に぀いお説明する。なお、本実斜圢態においお埌述の具䜓䟋、「珟出前」ず称する堎合は、珟出ず同時略同時の抂念も含たれる。たた、䞍等匏「≊」ず衚珟する堎合は、「≊」、「」たたは「≒」のいずれも採甚可胜である。 Considering the situation where the left hit instruction effect 995 and the variable effect related to the game being executed at the start of the left hit advantage are displayed overlappingly (simultaneously), it is preferable to end it at least before important information for the player is notified (for example, before the result effect appears or at the same time (almost at the same time) as the effect appears). Below, a preferred embodiment is described regarding the relationship between the appearance period (appearance time) T of the left hit instruction effect 995 and the appearance period (appearance time) of a specific notice (chance teasing effect, chance effect, reach effect, etc.). In this embodiment (specific examples 1 to 7 described below), when it is referred to as "before appearance", the concept of simultaneous (almost at the same time) with the appearance is also included. In addition, when expressing the inequality "T≩t", any of "T≩t", "T<t", or "T≒t" can be used.

チャンス煜り挔出、チャンス挔出のケヌス
具䜓䟋
図を参照しお、チャンス煜り挔出を考慮するケヌスでは、その結果挔出の珟出前に、巊打ち指瀺挔出を終了させるこずが奜たしいずいえる。すなわち、チャンス煜り挔出の結果前挔出を「指瀺挔出適切期間」ずし、それ以降は「指瀺挔出䞍適切期間」ずする図䞭のの「○」、の「×」印を参照。具䜓的には、䞋蚘匏を満たす巊打ち指瀺挔出の珟出時間を定める。
(Cases of opportunity-inducing and opportunity-creating)
(Specific Example 1)
With reference to Fig. 64 (S), in the case where the chance prompting effect is taken into consideration, it is preferable to end the left hit instruction effect 995 before the result effect appears. In other words, the effect before the result of the chance prompting effect is the "instruction effect appropriate period", and thereafter it is the "instruction effect inappropriate period" (see the "○" marks from t1a to t2a and the "(x)" marks from t2a to t3a in the figure). Specifically, the appearance time T of the left hit instruction effect 995 that satisfies the following (Equation 10) is determined.

「巊打ち指瀺挔出の珟出時間≊」・・・匏
たずえば、チャンス煜り挔出の開始から結果挔出開始たでが秒秒であれば、巊打ち指瀺挔出の珟出時間を「≊秒」ずすればよい。この具䜓䟋の堎合、チャンス煜り挔出からチャンス挔出に発展した堎合であっおも、チャンス挔出䞭においお、巊打ち指瀺挔出が重耇衚瀺されるこずはない。しかし、チャンス煜り挔出自䜓は、チャンス挔出ぞの発展前の煜り挔出䞊蚘導入挔出ずしお機胜しうる点においお、埌段階で珟出されるチャンス挔出の挔出結果の方が、遊技者にずり重芁な情報ずもいえる。このような芳点から、チャンス煜り挔出䞭を指瀺挔出適切期間ずしおもよい。たずえば、次に述べる具䜓䟋の匏、具䜓䟋の匏を満たす関係ずするこずができる。
"Appearance time T of left hit instruction effect 995 ≩ t2a" ... (Equation 10)
For example, if the time from the start of the chance prompting effect to the start of the result effect is 4 seconds (t1a to t2a = 4 seconds), the time T for the left hit instruction effect 995 to appear may be set to "T ≩ 4 seconds". In the case of this specific example 1, even if the chance prompting effect develops into the chance effect, the left hit instruction effect 995 will not be displayed overlappingly during the chance effect. However, since the chance prompting effect itself can function as a prompting effect (the above-mentioned introductory effect) before the development into the chance effect, the performance result of the chance effect that appears at a later stage can be said to be more important information for the player. From this perspective, the time during the chance prompting effect may be set as the appropriate period for the instruction effect. For example, the relationship may be set to satisfy (Equation 11) of the following specific example 2 and (Equation 12) of the following specific example 3.

具䜓䟋
「巊打ち指瀺挔出の珟出時間≊」・・・匏
この具䜓䟋は、チャンス煜り挔出䞭を指瀺挔出適切期間ずした䟋である。たずえば、チャンス煜り挔出の挔出時間が秒秒であれば、巊打ち指瀺挔出の珟出時間を「≊秒」ずすればよい。
(Specific Example 2)
"Appearance time T of left hit instruction performance 995 ≩ t3a" ... (Equation 11)
In this specific example 2, the appropriate instruction effect period is set to be during the chance provocation effect. For example, if the performance time of the chance provocation effect is 7 seconds (t1a to t3a = 7 seconds), the appearance time T of the left hit instruction effect 995 may be set to "T ≩ 7 seconds."

具䜓䟋
「巊打ち指瀺挔出の珟出時間≊「」・・・匏
この具䜓䟋は、チャンス煜り挔出からチャンス挔出に発展したケヌスを考慮したものであり、チャンス挔出の結果挔出成吊挔出最終結果挔出の珟出前を指瀺挔出適切期間ずし、それ以降を指瀺挔出䞍適切期間ずした䟋である図䞭のの「○」、以降の「×」印参照。たずえば、チャンス煜り挔出の開始からチャンス挔出の結果挔出たでが秒秒であれば、巊打ち指瀺挔出の珟出時間を「≊秒」ずすればよい。
(Specific Example 3)
"Appearance time T of left hit instruction effect 995 ≩ "t4a" ... (Equation 12)
This specific example 3 considers a case where a chance prompting effect develops into a chance effect, and is an example in which the period before the appearance of the result effect of the chance effect (success/failure effect 709 to final result effect) is set as an appropriate instruction effect period, and the period thereafter is set as an inappropriate instruction effect period (see the "○" marks from t1a to t4a in the figure, and the "X" marks from t4a onwards). For example, if the time from the start of the chance prompting effect to the result effect of the chance effect is 12 seconds (t1a to t4a = 15 seconds), the appearance time T of the left hit instruction effect 995 may be set to "T ≩ 12 seconds".

具䜓䟋
なお、チャンス挔出の結果挔出には、既に説明した通り、第結果挔出である「成吊挔出成功挔出、倱敗挔出」ず、その埌の第結果挔出である「最終結果挔出祝犏挔出、残念挔出ずが含たれる。チャンス挔出の最終的な挔出結果時短移行時短非移行を報知するのは、最終結果挔出である。したがっお、この最終挔出結果が遊技者のずり重芁な情報であるずもいえる。この堎合は、チャンス挔出の最終結果挔出第結果挔出の珟出前の期間を指瀺挔出適切期間ずし、それ以降を指瀺挔出䞍適切期間ず定めるこずができる図の備考参照。具䜓的には、䞋蚘匏を満たす関係ずしおもよい。
「巊打ち指瀺挔出の珟出時間≊「」・・・匏
(Specific Example 4)
As already explained, the result presentation of the chance presentation includes the first result presentation, "Success/Failure presentation 709 (Success presentation, Failure presentation)," and the subsequent second result presentation, "Final result presentation (Congratulations presentation 711, Disappointment presentation 713)." It is the final result presentation that notifies the player of the final presentation result (time-saving transition/no time-saving transition) of the chance presentation. Therefore, it can be said that this final presentation result is important information for the player. In this case, the period before the appearance of the final result presentation (second result presentation) of the chance presentation is defined as the appropriate instruction presentation period, and the period thereafter as the inappropriate instruction presentation period (see Note 2 in Figure 64). Specifically, the relationship may satisfy the following (Equation 13).
"Appearance time T of left hit instruction effect 995 ≩ "t5a" ... (Equation 13)

以䞊、具䜓䟋を纏めるず、チャンス煜り挔出からチャンス挔出に段階的に発展し、最終的な挔出結果今回のゲヌム結果は、最終段階のチャンス挔出に委ねられる、ずいう発展型の予告挔出の堎合は、少なくずもチャンス挔出の挔出結果の珟出前に、巊打ち指瀺挔出が終了可胜な珟出時間を定めるこずが奜たしいたずえば、具䜓䟋たたは具䜓䟋。なお、チャンス煜り挔出自䜓が無いようなチャンス挔出態様の堎合も同様であるチャンス挔出の挔出結果第結果およびたたは第結果の珟出前に、巊打ち指瀺挔出を終了させる。 To summarise specific examples 1 to 4, in the case of an evolving preview effect in which the chance teasing effect develops in stages to a chance effect, with the final performance result (the current game result) being left to the chance effect in the final stage, it is preferable to determine the appearance time T during which the left hit instruction effect can end at least before the appearance of the performance result of the chance effect (for example, specific example 3 or specific example 4). The same applies to chance performance modes in which there is no chance teasing effect (the left hit instruction effect is ended before the performance result of the chance effect (the first result and/or the second result) appears).

たた、チャンス煜り挔出の挔出結果を重芁芖するケヌスたずえば、埌段階のチャンス挔出に発展すれば、特定の圓遞皮別の信頌床が飛躍的に高たるような挔出内容のケヌス、少なくずもチャンス煜り挔出の挔出結果図、の珟出前に、巊打ち指瀺挔出が終了可胜な珟出時間を定めるこずが奜たしいたずえば、具䜓䟋。いずれにしおも、巊打ち指瀺挔出に぀いおは、少なくずも特定予告に係る挔出結果の珟出前に、巊打ち指瀺挔出を終了させるこずが奜適である。 In addition, in cases where the result of the chance prompting effect is important (for example, a case where the effect content is such that if it progresses to a later chance effect, the reliability of a specific winning type will increase dramatically), it is preferable to determine the appearance time T during which the left hit instruction effect can end at least before the appearance of the chance prompting effect result (Figures 63 (A4) and (A5)) (for example, specific example 1). In any case, with regard to the left hit instruction effect, it is preferable to end the left hit instruction effect at least before the appearance of the effect result related to the specific notice.

たた、䞊蚘倉圢䟋αチャンス挔出自䜓を蚭けない䟋であれば、少なくずもチャンス煜り挔出の挔出結果図、の珟出前に巊打ち指瀺挔出が終了可胜な珟出時間を定めるこずができる。たずえば、第結果前挔出のフェヌドむン衚瀺前半郚図の珟出前、第結果前挔出のフェヌドむン衚瀺埌半郚図の珟出前、たたは結果挔出図たたはの珟出前、などにおいお、巊打ち指瀺挔出を終了させるこずができる。 Also, in the case of the above modified example α (an example in which the chance effect itself is not provided), it is possible to determine a presentation time T during which the left hit instruction effect can end at least before the presentation result of the chance teasing effect (Fig. 63 (A4), (A5)) appears. For example, the left hit instruction effect can end before the first half of the fade-in display of the first pre-result effect (Fig. 63 (A1)-(A2)) appears, before the second half of the fade-in display of the second pre-result effect (Fig. 63 (A3)) appears, or before the result effect (Fig. 63 (A4) or (A5)) appears, etc.

リヌチ挔出のケヌス
次に図を参照しお、リヌチ挔出を考慮したケヌスに぀いお説明する。なお、リヌチ挔出の堎合も、珟出時間を定める手法は、䞊蚘図のケヌスず同様である。
(Case of reach performance)
Next, a case in which reach effects are taken into consideration will be described with reference to Fig. 64(R). In the case of reach effects, the method of determining the appearance time T is the same as in the case of Fig. 64(S).

リヌチ挔出は、既に説明したように、「リヌチ前テンパむ前、テンパむ煜り䞭」、「リヌチ䞭テンパむ䞭、圓吊煜り䞭」、「リヌチ埌結果挔出最終的にゲヌム結果を報知する期間」などを含む挔出シナリオずなっおいる。「リヌチ前リヌチ状態圢成前のテンパむ煜りは、チャンス煜り挔出に盞圓し、「リヌチ䞭」は、チャンス挔出における結果前挔出に盞圓し、「リヌチ埌」はチャンス挔出の結果挔出最終結果挔出に盞圓する挔出区間である。 As already explained, the reach performance is a performance scenario that includes "before reach (before ready-win, during ready-win teasing)", "during reach (during ready-win, during hit/miss teasing)", and "after reach (result performance; period during which the game result is finally announced)". "Before reach (tempty-win teasing before the reach state is formed)" corresponds to the chance teasing performance, "during reach" corresponds to the pre-result performance in the chance performance, and "after reach" is the performance section that corresponds to the result performance (final result performance) of the chance performance.

詳述すれば、「リヌチ前」では、リヌチテンパむ成立か吊かを煜るような挔出テンパむ煜りが珟出され、その挔出結果ずしお、リヌチ成立リヌチ非成立が報知される。リヌチが成立すれば、その埌のリヌチ挔出シナリオ以降の挔出シナリオが展開されおいき、リヌチが非成立であれば、単なる通垞倉動で終えるこずになる。挔出結果に応じお、埌段階の挔出に発展しおいく点は、チャンス煜り挔出ず同じである。テンパむ成立埌の「リヌチ䞭」では、たずえば、圓りぞの圓遞期埅感を煜る挔出が展開される。圓遞期埅感を煜る点は、チャンス挔出の結果前挔出図ず同じである。そしお、「リヌチ埌」では、リヌチ挔出結果ずしお、今回のゲヌム結果に関する情報が圓遞挔出たたは非圓遞挔出により報知される。そしお、今回のリヌチ挔出が終了される。このゲヌム結果情報を報知しうる点は、チャンス挔出の結果挔出最終結果挔出ず同じである。なお、「圓遞挔出」ずは、圓り圓遞を報知する挔出であり、祝犏挔出に属する挔出である。たた「非圓遞挔出」ずは、圓り非圓遞ハズレを報知する挔出であり、残念挔出に属する挔出である。 In more detail, before the reach, a presentation (tenpai teasing) is displayed to inspire whether or not a reach (tenpai) will be established, and as a result of this presentation, the reach is established/not established. If the reach is established, the subsequent reach presentation scenario (presentation scenario from t2b onwards) unfolds, and if the reach is not established, it ends with a simple normal fluctuation. The point that the presentation progresses to a later stage depending on the presentation result is the same as the chance teasing presentation. During the reach after the tenpai is established, for example, a presentation that stimulates the expectation of a win is developed. The point that the expectation of a win is stimulated is the same as the pre-result presentation of the chance presentation (FIGS. 61(A) to (D)). Then, after the reach, as a result of the reach presentation, information on the current game result is announced by a winning presentation or a non-winning presentation. Then, the reach presentation ends. The point that this game result information can be announced is the same as the result presentation of the chance presentation (final result presentation). A "winning effect" is an effect that notifies a winner and belongs to the category of congratulatory effects. A "non-winning effect" is an effect that notifies a winner and belongs to the category of disappointment effects.

具䜓䟋
「巊打ち指瀺挔出の珟出時間≊」・・・匏
この具䜓䟋は、テンパむ煜りの結果挔出、぀たり、リヌチ成立が吊かの結果が導出される前たでを指瀺挔出適切期間ずし、それ以降は指瀺挔出䞍適切期間ずした䟋である図䞭のの「○」、以降の「×」印を参照。
(Specific Example 5)
"Appearance time T of left hit instruction effect 995 ≩ t2b" ... (Equation 14)
This specific example 5 is an example in which the period up until the result of the tenpai teasing, that is, before the result of whether or not a reach will be established, is determined as an appropriate period for the instruction performance, and thereafter, the period in which the instruction performance is inappropriate (see the ``○'' marks from t1b to t2b in the figure, and the ``(X)'' marks from t2b onwards).

具䜓䟋
「巊打ち指瀺挔出の珟出時間≊」・・・匏
この具䜓䟋は、リヌチ挔出結果の珟出前を指瀺挔出適切期間ずし、それ以降を指瀺挔出䞍適切期間ず定めた䟋である図瀺のの「○」、以降の「×」印を参照。
(Specific Example 6)
"Appearance time T of left hit instruction effect 995 ≩ t3b" ... (Equation 15)
This specific example 6 is an example in which the period before the appearance of the reach performance result is defined as an appropriate period for instruction performance, and the period thereafter is defined as an inappropriate period for instruction performance (see the "○" marks from t1b to t3b in the figure, and the "X" marks from t3b onwards).

ただし、リヌチ挔出に぀いおは、倉動時間が盞察的に短いリヌチ、奜たしくは最短倉動時間を定めたリヌチを採甚するこずが奜たしい。リヌチ系は、倉動時間が比范的長時間であり、リヌチ系特に、「リヌチリヌチ」を、巊打ち指瀺挔出の珟出時間を考慮する際の挔出ずしお遞んでしたうず、その珟出時間が無闇に長時間珟出時間が分単䜍ずなりうるずなっおしたうからである。なお、既に説明したように、リヌチの倉動時間は秒、「リヌチリヌチ」の倉動時間は秒ほどである。たた、巊打ち指瀺挔出の珟出時間を定めるに際し、チャンス挔出やリヌチ挔出、その他の予告挔出のいずれを考慮するかは、遊技性やその挔出内容などに応じお適宜決定するこずができるが、巊打ち有利状態䞭ここでは、通垞状態においお、出珟し易い予告挔出たずえば、出珟率が最も高い予告挔出を考慮するこずが奜適である。 However, for the reach effect, it is preferable to adopt a reach with a relatively short change time, preferably the shortest change time (N reach). The SP reach system has a relatively long change time, and if the SP reach system (particularly "SP reach + SPSP reach") is selected as the effect when considering the appearance time T of the left hit instruction effect, the appearance time T will be unnecessarily long (the appearance time can be in minutes). As already explained, the change time of the N reach is 20 to 25 seconds, and the change time of the "SP reach + SPSP reach" is about 180 to 260 seconds. In addition, whether to consider the chance effect, reach effect, or other advance notice effect when determining the appearance time of the left hit instruction effect can be appropriately determined according to the gameplay and the contents of the effect, but it is preferable to consider the advance notice effect that is likely to appear during the left hit advantageous state (here, the normal state) (for example, the advance notice effect with the highest appearance rate).

具䜓䟋
なお、巊打ち状態移行時に、圓遞皮別に応じお、異なる特定予告が珟出されるケヌスを考慮し、巊打ち指瀺挔出の珟出時間を定めるこずができる。たずえば、チャンス煜り挔出の結果挔出の珟出タむミングたずえば、具䜓䟋、匏ず、リヌチ挔出の結果前挔出の珟出タむミングたずえば、具䜓䟋、匏ずを考慮し、䞊蚘匏か぀䞊蚘匏を満たす珟出時間を定めるこずができる。
(Specific Example 7)
In addition, when the left-hit state is shifted, the appearance time T of the left-hit instruction effect can be determined in consideration of cases in which different specific notices appear depending on the type of winning. For example, the appearance time T that satisfies both (Equation 10) and (Equation 14) can be determined in consideration of the appearance timing of the result effect of the chance stimulation effect (for example, Specific Example 1, Formula (10)) and the appearance timing of the pre-result effect of the reach effect (for example, Specific Example 5, Formula (14)).

仮に、チャンス煜り挔出開始からその結果前挔出が終了するたでの挔出時間が秒、リヌチ挔出のテンパむ煜り図瀺の「リヌチ前」の期間が終了するたでの挔出時間が秒である堎合図の秒、図の秒の堎合は、「巊打ち指瀺挔出の珟出時間を「≊秒」ずする。このようにすれば、耇数の予告挔出ここでは、チャンス煜り挔出、リヌチ挔出のいずれが珟出された堎合であっおも、巊打ち指瀺挔出を適切に終了するこずが可胜である。 If the duration from the start of the chance prompting effect to the end of the pre-reach effect is 4 seconds, and the duration from the end of the tenpai prompting of the reach effect (the "before reach" period shown in the figure) to the end of the reach effect is 5 seconds (t1a to t2a = 4 seconds in (S) and t1b to t2b = 5 seconds in (R)), then the appearance time T of the left hit instruction effect 995 is set to "T <= 4 seconds". In this way, it is possible to end the left hit instruction effect appropriately regardless of which of the multiple advance notice effects (here, the chance prompting effect or the reach effect) appears.

なお、本実斜圢態では、巊打ち指瀺挔出ずしお、図の倧サむズの巊打ち指瀺挔出を甚いた䟋に぀いお説明したが、倧サむズの巊打ち指瀺挔出を第所定時間衚瀺した埌、図に瀺す小サむズの巊打ち指瀺挔出退避衚瀺的な巊打ち指瀺挔出を第所定時間衚瀺しおもよい。 In this embodiment, an example has been described in which the large-sized left-hit instruction display 995 in FIG. 64(A) is used as the left-hit instruction display, but after the large-sized left-hit instruction display 995 is displayed for a first predetermined period of time, the small-sized left-hit instruction display 997 shown in FIG. 64(B) (a left-hit instruction display similar to an evacuation display) may be displayed for a second predetermined period of time.

以䞊のように、巊打ち指瀺挔出に぀いおは、特定予告に係る挔出結果の珟出前に、巊打ち指瀺挔出を終了させるこずが奜適である。たた、「チャンス煜り挔出を経由しおチャンス挔出が実行される挔出シナリオや、リヌチ挔出などのように、段階的に挔出結果を報知し、その結果に応じお挔出シナリオが進行しおいくような特定予告の堎合、少なくずも最終結果挔出今回のゲヌム結果に関する情報およびたたは移行先の制埡状態に関する情報を確定的に報知する挔出の珟出前に、巊打ち指瀺挔出を終了させる。たずえば、第挔出結果たずえば、チャンス煜り挔出結果、第挔出結果たずえば、成吊挔出結果、第挔出結果最終結果挔出のような挔出シナリオの堎合は、第第挔出結果のうち、いずれかの挔出結果の珟出前に巊打ち指瀺挔出を終了させるこずができる。なお、この第実斜圢態は、本明现曞に蚘茉された䜕れの実斜圢態にも採甚可胜であるのは勿論のこず、巊打ち指瀺挔出を珟出可胜な遊技機であれば、適宜採甚可胜である。 As described above, it is preferable to end the left hit instruction effect before the appearance of the effect result related to the specific notice. In addition, in the case of a specific notice (such as a performance scenario in which a chance effect is executed via a chance prompting effect, or a reach effect, in which the performance result is notified in stages and the performance scenario progresses according to the result), the left hit instruction effect is ended at least before the appearance of the final result effect (a performance that definitively notifies information about the current game result and/or information about the control state of the transition destination). For example, in the case of a performance scenario such as the first performance result (e.g., chance prompting effect result), the second performance result (e.g., success/failure performance result), and the third performance result (final result performance), the left hit instruction effect can be ended before the appearance of any of the first to third performance results. Note that this seventh embodiment can of course be adopted in any of the embodiments described in this specification, and can be adopted appropriately as long as it is a gaming machine that can present a left hit instruction effect.

第実斜圢態
なお、モヌニング状態においお、ホヌル店員に察しお、有利な遊技状態に移行するか吊か時短移行時短非移行を事前報知可胜に構成するこずができる第実斜圢態。この実斜圢態における圓該報知は、遊技者に察しおではなく、専ら、ホヌル店員に察しお報知するための構成である。以䞋、詳述する。
[Eighth embodiment]
In addition, in the morning state, it is possible to configure the hall staff to be notified in advance whether or not the game state will be shifted to an advantageous game state (time-saving shift/no time-saving shift) (Eighth embodiment). The notification in this embodiment is configured to notify not only the player but also the hall staff. This will be described in detail below.

既に説明したように、朝䞀番の特兞ずしお、クリア操䜜をしおモヌニング状態を生起させる吊かは、パチンコホヌルの営業戊略に基づき行われる。しかし、営業戊略䞊、クリア操䜜した堎合であっおも、非モヌニング状態ここでは、埮時短状態ずするからゲヌムを開始させたい堎合もある。たずえば、営業終了時にクリアをしなければ解陀䞍胜な特定の゚ラヌが発生䞭の堎合や、遊技者が䜕らかの事情により時短状態や圓り遊技を消化せずに遊技をやめおしたった堎合には、クリアをする必芁があり、そのたた䜕もせずに、次回営業の際に電源を立ち䞊げおしたうず、電断埩垰埌は、デフォルトの通垞状態モヌニング状態から開始されおしたい、パチンコホヌル偎が意図しないモヌニング状態が生起しおしたうこずもありうる。 As already explained, whether or not to perform a RAM clear operation to create a morning state as a special first thing in the morning is decided based on the business strategy of the pachinko parlor. However, even if the RAM clear operation is performed, there may be cases where business strategies require the game to start in a non-morning state (here, a slight time-saving state). For example, if a specific error occurs that cannot be resolved unless the RAM is cleared at the end of business hours, or if a player quits playing without completing the time-saving state or winning game for some reason, it is necessary to clear the RAM. If nothing is done and the power is turned on the next time business hours are held, the game will start in the default normal state (morning state) after power is restored, and a morning state unintended by the pachinko parlor may occur.

そこで、モヌニング状態を効率的に解陀する方法が望たれる。本実斜圢態の目的は、モヌニング状態においお、有利な遊技状態に移行するか吊かここでは、時短移行時短非移行を事前報知可胜に構成ゲヌム結果導出たでに報知可胜に構成するした遊技機を提䟛する。ここでは、遊技者に報知するこずを目的ずしおいないため、䞋蚘のような特殊な報知圢態を採甚するこずができる。 Therefore, a method for efficiently canceling the morning state is desired. The purpose of this embodiment is to provide a gaming machine that is configured to be able to notify in advance (configured to be able to notify before the game result is derived) whether or not the game will transition to a more advantageous gaming state (here, transition to time-saving/not transition to time-saving) in the morning state. Since the purpose here is not to notify the player, a special notification form such as the one described below can be adopted.

たずえば、クリア報知挔出䞭に、始動口に入賞させ、埮時短移行契機圓遞皮別たずえば、特殊時短、に係る圓遞倉動埮時短圓遞ゲヌムである堎合には、実行䞭のクリア報知挔出を特別な挔出態様以䞋「専甚クリア報知」ず略すに倉曎する。䞀方、時短移行契機圓遞皮別たずえば、特殊時短圓遞倉動たたはハズレの圓遞に係る倉動である堎合には通垞の挔出態様以䞋「通垞クリア報知」ず略すのたたずする。すなわち、圓遞皮別に応じお、異なるクリア報知挔出を珟出させる構成である特定圓遞皮別事前報知圢態。なお、斯様なクリア報知は、倉動䞭挔出を珟出する堎合ず同じく、ゲヌム開始時に実行可胜である。 For example, if a winning entry is made into the starting hole during a RAM clear notification effect, and the winning variation (micro-time-saving winning game) is related to a winning type that triggers a micro-time-saving transition (for example, special time-saving A or B), the RAM clear notification effect being executed is changed to a special presentation mode (hereinafter abbreviated as "dedicated RAM clear notification"). On the other hand, if the variation is related to a winning type that triggers a time-saving transition (for example, special time-saving C winning variation) or a losing win, the normal presentation mode (hereinafter abbreviated as "normal RAM clear notification") remains. In other words, the configuration is such that different RAM clear notification effects are displayed depending on the winning type (specific winning type advance notification form). Note that such RAM clear notifications can be executed at the start of the game, just like when a variation-in-progression effect is displayed.

既に説明したように、クリア報知挔出では、たずえば、装食ランプを赀色党点灯させ通垞発光色、スピヌカからのクリア時の譊報音通垞譊報音を出力させ、液晶衚瀺装眮に「クリア䞭です」等の挔出画像通垞挔出画像を衚瀺させるが、特定の圓遞皮別の堎合たずえば、埮時短圓遞ゲヌムである堎合、装食ランプを虹色点灯させ専甚発光色、専甚譊報音、液晶衚瀺装眮に「圓遞䞭」等の専甚挔出画像を衚瀺させる。 As already explained, in the RAM clear notification effect, for example, the decorative lamp 45 is lit in full red (normal light color), an alarm sound (normal alarm sound) is output from the speaker 16 when the RAM is cleared, and an effect image (normal effect image) such as "RAM is being cleared" is displayed on the liquid crystal display 36. However, in the case of a specific type of win (for example, in the case of a micro-time-saving win game), the decorative lamp 45 is lit in rainbow colors (special light color), a special alarm sound is sounded, and a special effect image such as "Winning!!" is displayed on the liquid crystal display 36.

このようにすれば、䞀々、ゲヌム終了たで埅たずずも、埮時短圓遞ゲヌムであるか吊かが事前に刀明するので、時間的に効率よく、非モヌニング状態に蚭定するこずができる。なお、埮時短圓遞ゲヌムの堎合に通垞のクリア報知挔出、埮時短非圓遞ゲヌム時短圓遞倉動たたはハズレ倉動の堎合に専甚クリア報知挔出ずしおも、所期の目的を達成するこずができる。 In this way, it is possible to determine in advance whether or not a game is a micro-time-saving winning game without having to wait until the game ends, and the game can be set to the non-morning state in a time-efficient manner. The intended purpose can also be achieved by using the normal RAM clear notification effect in the case of a micro-time-saving winning game, and a special RAM clear notification effect in the case of a micro-time-saving non-winning game (a winning variation or a losing variation in the time-saving winning game).

なお䞊蚘では、埮時短圓遞ゲヌムず、埮時短非圓遞ゲヌム時短圓遞倉動たたはハズレ倉動で異なるクリア報知挔出ずしたが、少なくずも埮時短圓遞ゲヌム、時短圓遞ゲヌム時短圓遞倉動、およびハズレゲヌムのそれぞれで、異なるクリア報知挔出を珟出させおもよい。たずえば、埮時短圓遞ゲヌムの堎合は「第専甚クリア報知挔出」、時短圓遞ゲヌムの堎合は第専甚クリア報知挔出ずは異なる「第専甚クリア報知挔出」、ハズレの堎合は「通垞クリア報知挔出」ずするこずができる。この堎合は、時短圓遞ゲヌムであるこずも識別可胜であるので、時短圓遞ゲヌムが刀明すれば、そのゲヌム䞭に、さっさずクリア操䜜をしおしたい、非モヌニング状態の生起に、効率よく再チャレンゞするこずができる。 In the above, different RAM clear notification effects are used for the micro-time-saving winning game and the micro-time-saving non-winning game (time-saving winning change or loss change), but different RAM clear notification effects may be displayed at least for the micro-time-saving winning game, the time-saving winning game (time-saving winning change), and the loss game. For example, a "first dedicated RAM clear notification effect" may be displayed for the micro-time-saving winning game, a "second dedicated RAM clear notification effect" different from the first dedicated RAM clear notification effect may be displayed for the time-saving winning game, and a "normal RAM clear notification effect" may be displayed for the loss. In this case, it is possible to identify the time-saving winning game, so if it is determined that the time-saving winning game is a winning game, the RAM clear operation can be performed quickly during that game, allowing for an efficient re-challenge to occur in the non-morning state.

本実斜圢態は、特に䞊蚘特殊時短超高確率抜遞圢態の堎合に奜適である。䞊蚘特殊時短超高確率抜遞圢態の堎合には、ハズレ倉動がほが遞択されない、たたは遞択されないので、圓遞皮別に応じおクリア報知挔出を異ならせるこずにより、埮時短圓遞ゲヌムであるのか、時短圓遞ゲヌムであるのかを、今回のゲヌム終了前に事前刀別可胜である。 This embodiment is particularly suitable for the special time-saving ultra-high probability lottery format described above. In the case of the special time-saving ultra-high probability lottery format described above, a losing variation is almost never selected, or is not selected at all, so by varying the RAM clear notification presentation depending on the type of winning, it is possible to determine in advance before the end of the current game whether it is a slight time-saving winning game or a time-saving winning game.

事前報知の倉圢䟋
なお、クリア報知は比范的短期間本実斜圢態では秒で終了しおしたうため、所定の報知手段挔出手段を甚いお、特定の圓遞皮別を事前報知可胜に構成しおもよい。たずえば、挔出甚挔出ボタン内蔵の、遊技盀偎たたは枠偎の特定の装食ランプなどや可動䜓圹物を甚い、特定の圓遞皮別の堎合には、を特別な態様で発光させたり、可動䜓圹物を特別な動䜜パタヌンたずえば、むニシャラむズ動䜜ずは異なる動䜜パタヌンなどで動䜜させる。この堎合、クリア報知秒よりも長い時間たずえば、分、非モヌニング生起に係る事前報知蚱容状態䞋に制埡するこずが可胜である。
(Variation 1 of advance notification)
In addition, since the RAM clear notification is completed in a relatively short period of time (30 seconds in this embodiment), a specific winning type may be notified in advance using a specific notification means (presentation means). For example, a presentation LED (such as an LED built into the presentation button 13, or a specific decorative lamp 45 on the game board or frame side) or a movable device may be used, and in the case of a specific winning type, the LED may be made to emit light in a special manner or the movable device may be made to operate in a special operation pattern (such as an operation pattern different from the initialization operation). In this case, it is possible to control the state to allow advance notification for non-morning occurrence for a time longer than the RAM clear notification (30 seconds) (for example, 5 minutes).

たた、バックアップ埩垰時が通垞状態である堎合も、モヌニング状態ず実質的には同じ状態からスタヌトするこずになるが、この堎合においおも、パチンコホヌルの営業戊略䞊、非モヌニング状態に倉曎したい堎合がある。そこで、バックアップ埩垰時が通垞状態であるこずを報知可胜に構成しおもよい。たずえば、バックアップ埩垰時の挔出䞊蚘埩垰時挔出などを利甚しお、液晶画面に「通垞状態䞭です」などを所定時間衚瀺させ、通垞状態であるか吊かを埓業員が識別可胜に構成するこずができる。この堎合も、䞊述の「事前報知の倉圢䟋」ず同じく、所定の報知手段挔出手段を甚いお、所定時間、非モヌニング生起に係る事前報知蚱容状態䞋に制埡するこずができる。 Even if the state is normal when the machine returns to the backup, it will start in a state that is essentially the same as the morning state, but even in this case, the pachinko parlor may wish to change to a non-morning state for business reasons. Therefore, the system may be configured to notify the user that the state is normal when the machine returns to the backup. For example, the system may be configured to use the effects when the machine returns to the backup (such as the effects when the machine returns to the backup) to display "Normal state" or the like for a specified period of time so that employees can tell whether the state is normal or not. In this case, as in the above-mentioned "Variation 1 of advance notification," a specified notification means (presentation means) can be used to control the state to a state in which advance notification is permitted for the occurrence of a non-morning state for a specified period of time.

䞊蚘した事前報知は、いずれもゲヌム開始時図柄倉動開始時に実行可胜である。したがっお、事前報知蚱容状態䞭の圓遞の有無に぀いおは、少なくずも通垞の遊技進行䞭の遊技状態事前報知蚱容状態終了埌の遊技状態たたは再移行通垞状態などよりも、特殊時短に察する圓遞情報を早期に報知可胜な点で、パチンコホヌル埓業員が効率よく、モヌニング状態バックアップ埩垰時の通垞状態を含むを解陀するこずができる。なお、少なくずもモヌニング状態クリア埌の通垞状態においおは事前報知蚱容状態の期間を蚭けなくおもよい。このようにしおも、遊技者には特に䞍利益を䞎えるこずがないからである。 All of the above advance notifications can be performed when the game starts (when the patterns start to change). Therefore, regarding the presence or absence of a win during the advance notification permission state, the winning information for the special time-saving feature can be notified earlier than in at least the normal game state during which play is in progress (such as the game state after the advance notification permission state ends or the re-transition to the normal state), allowing pachinko hall employees to efficiently cancel the morning state (including the normal state when the backup is restored). It should be noted that at least in the morning state (the normal state after the RAM is cleared), there is no need to set a period of the advance notification permission state. This is because doing so does not cause any particular disadvantage to the player.

ただし、射幞性を高めおしたうずいう芳点から、モヌニング状態を容易に解陀可胜に構成するこずが奜たしくないケヌスもある。このようなケヌスを想定しお、パチンコホヌル偎がモヌニング状態を解陀しにくいように構成しおもよい。この堎合は、䞊蚘したようなモヌニング状態の事前報知をしない構成ずするこずが考えられるが、モヌニング状態の解陀により手間暇が掛かるように、少なくずもモヌニング状態においおは、モヌニング状態以倖バックアップ埩垰時の通垞状態や再移行通垞状態のずきよりも、時短圓遞ゲヌムであるか埮時短圓遞ゲヌムであるかの圓遞報知が遅くなるように、倉動䞭挔出の挔出尺を蚭定しおもよい。たずえば、モヌニング状態のチャンス挔出では、倉動開始から秒で最終結果挔出が珟出され、モヌニング状態以倖のチャンス挔出では秒で最終結果挔出が珟出されるようにしたり、モヌニング状態専甚のチャンス挔出を蚭け、圓該挔出の最終結果圓吊結果が秒埌に珟出されるようにする、などである。 However, from the viewpoint of increasing the risk of gambling, there are cases where it is not desirable to configure the morning state to be easily released. In anticipation of such cases, the pachinko parlor may be configured to make it difficult to release the morning state. In this case, it is possible to configure the system so that there is no advance notification of the morning state as described above, but in order to make it more time-consuming to release the morning state, the duration of the performance during the fluctuation may be set so that at least in the morning state, the notification of whether the game is a time-saving winning game or a micro-time-saving winning game is delayed compared to other than the morning state (normal state when backing up or re-transitioning to normal state). For example, in the chance performance in the morning state, the final result performance is displayed 20 seconds after the start of the fluctuation, and in the chance performance outside the morning state, the final result performance is displayed 10 seconds, or a chance performance dedicated to the morning state is provided, and the final result of the performance (win or lose result) is displayed 120 seconds later.

なお、この第実斜圢態で説明した各実斜䟋倉圢䟋を含むは、本明现曞に蚘茉された䜕れの実斜圢態にも適甚可胜である。 Note that each example (including variations) described in this eighth embodiment can be applied to any of the embodiments described in this specification.

本発明は、䞋蚘の構成ずするこずができる。なお括匧内は実斜圢態における察応芁玠を瀺すが、本発明はこれに限定されるものではない。 The present invention can have the following configurations (G1) to (G4). Note that the elements in parentheses correspond to the embodiments, but the present invention is not limited to these.

構成
圓りに関する抜遞を実行する抜遞手段ず、
前蚘圓りに圓遞した堎合、圓り遊技を実行する圓り遊技実行手段ず、
時短状態を含む耇数の遊技状態を制埡可胜な遊技制埡手段ず、
を備える遊技機であっお、
前蚘時短状態は、第時短状態ず、前蚘第時短状態ずは異なる第時短状態ずを少なくずも含み、
前蚘遊技状態制埡手段は、
前蚘圓りが圓遞したずきの遊技状態が、前蚘第時短状態である堎合ず前蚘第時短状態である堎合ずで、それぞれ異なる遊技状態に移行させる、
こずを特城する遊技機。
<Configuration (G1)>
A lottery means for executing a lottery regarding a winning prize;
A winning game execution means for executing a winning game when the winning is won;
A game control means capable of controlling a plurality of game states including a time-saving state;
A gaming machine comprising:
The time-saving state includes at least a first time-saving state and a second time-saving state different from the first time-saving state,
The game state control means includes:
When the game state at the time of the winning is the first time-saving state or the second time-saving state, the game state is shifted to a different game state.
The gaming machine is characterized by the above.

構成
圓りに関する抜遞を実行する抜遞手段ず、
前蚘圓りに圓遞した堎合、圓り遊技を実行する圓り遊技実行手段ず、
時短状態を含む耇数の遊技状態を制埡可胜な遊技制埡手段ず、
を備える遊技機であっお、
前蚘時短状態は、第時短状態ず、前蚘第時短状態ずは異なる第時短状態ずを少なくずも含み、
前蚘遊技状態制埡手段は、
前蚘圓りが圓遞したずきの遊技状態が、前蚘第時短状態である堎合ず前蚘第時短状態である堎合ずで、異なる時短回数の遊技状態に移行させる、
こずを特城する遊技機。
䞊蚘構成たたは構成においお、第時短状態たたは第時短状態は、少なくずも時短機胜が䜜動する遊技状態であり、埮時短状態、時短状態が含たれるたずえば、時短、埮時短など。構成の「それぞれ異なる遊技状態に移行させる」に぀いお、移行先の遊技状態は、遊技機が制埡可胜な遊技状態であれば、通垞、確倉、朜確、時短、埮時短のいずれの遊技状態も採甚可胜である。たずえば、図図に瀺す倧圓りがその䞀䟋である。たた、構成の「異なる時短回数の遊技状態に移行させる」における時短回数ずは、少なくずも時短機胜が䜜動する遊技状態が終了される芏定回数であり、䞻に、時短回数、埮時短回数が該圓するが、確倉回数も採甚するこずもできる。
<Configuration (G2)>
A lottery means for executing a lottery regarding a winning prize;
A winning game execution means for executing a winning game when the winning is won;
A game control means capable of controlling a plurality of game states including a time-saving state;
A gaming machine comprising:
The time-saving state includes at least a first time-saving state and a second time-saving state different from the first time-saving state,
The game state control means includes:
When the game state at the time of winning is the first time-saving state and when the game state is the second time-saving state, the game state is shifted to a game state with a different number of time-saving times.
The gaming machine is characterized by the above.
In the above configuration G1 or G2, the first time-saving state or the second time-saving state is a game state in which at least the time-saving function is activated, and includes a minute time-saving state and a time-saving state (for example, time-saving A to C, minute time-saving A to B, etc.). Regarding "transition to a different game state" in configuration G1, the game state to be transitioned to can be any of the game states of normal, probability, potential probability, time-saving, and minute time-saving, as long as it is a game state in which the gaming machine can be controlled. For example, the jackpot shown in Figures 58 to 60 is an example. Also, the number of time-saving times in "transition to a game state with a different number of time-saving times" in configuration G2 is a specified number of times at which at least the game state in which the time-saving function is activated is terminated, and mainly corresponds to the number of time-saving times and the number of minute time-saving times, but the number of probability can also be adopted.

構成
抜遞を実行する抜遞手段ず、
図柄の倉動衚瀺を行い、圓該図柄の停止衚瀺態様により前蚘抜遞手段による抜遞結果を衚瀺可胜な図柄衚瀺手段ず、
挔出を実行可胜な挔出実行手段ず、を備え、
前蚘図柄衚瀺手段に特定の図柄衚瀺態様が停止衚瀺された堎合、圓り遊技を実行可胜に構成された遊技機であっお、
前蚘抜遞手段による抜遞の察象には、
前蚘圓り遊技の実行契機ずなる圓りず、前蚘圓り遊技を経由するこずなく時短状態ぞの移行契機ずなる特殊時短ずが含たれ、
前蚘圓り遊技における圓り䞭挔出においお特定情報衚瀺が可胜であり、
前蚘特殊時短の圓遞した堎合、圓該圓遞に係る図柄倉動䞭の挔出たずえば、図図のチャンス挔出においお前蚘特定情報衚瀺が可胜であり、
前蚘特定情報衚瀺は、遊技に関する泚意喚起衚瀺のめり蟌み防止に関する衚瀺、カヌドの取り忘れに関する衚瀺などおよびたたは䌁業ロゎ衚瀺たずえば、図の䌁業ロゎ衚瀺である、
こずを特城ずする遊技機。
<Configuration (G3)>
A lottery means for executing a lottery;
A symbol display means for displaying a variable number of symbols and displaying a result of the lottery by the lottery means according to a stop display mode of the symbols;
A performance execution means capable of executing a performance,
A gaming machine configured to be able to execute a winning game when a specific symbol display mode is stopped and displayed on the symbol display means,
The objects to be selected by the lottery means include:
The system includes a win that is a trigger for executing the winning game, and a special time-saving that is a trigger for transitioning to a time-saving state without going through the winning game,
Specific information can be displayed during the winning performance in the winning game,
When the special time-saving is won, the specific information can be displayed during the pattern change related to the winning (for example, the chance display in FIG. 61 to FIG. 62).
The specific information display is a warning display regarding the game (such as a display regarding prevention of addiction, a display regarding forgetting to take out an IC card, etc.) and/or a company logo display (for example, the company logo display 931 in FIG. 62(G)).
A gaming machine characterized by:

構成
抜遞を実行する抜遞手段ず、
図柄の倉動衚瀺を行い、圓該図柄の停止衚瀺態様により前蚘抜遞手段による抜遞結果を衚瀺可胜な図柄衚瀺手段ず、
遊技状態を制埡可胜な遊技制埡手段ず、
挔出を実行可胜な挔出実行手段ず、を備え、
遊技領域が第流䞋経路ず第流䞋経路に打ち分け可胜に構成された遊技機であっお、
前蚘遊技状態には、前蚘第流䞋経路偎たずえば、巊流䞋経路に遊技球を発射するこずが掚奚される第遊技状態たずえば、通垞状態、埮時短状態、朜確状態など電サポ無し状態実質的に電サポ無し状態を含むを䌎う遊技状態ず、前蚘第流䞋経路偎たずえば、右流䞋経路に遊技球を発射するこずが掚奚される第遊技状態たずえば、確倉状態、時短状態など電サポ有り状態を䌎う遊技状態ずが含たれ、
前蚘第遊技状態から前蚘第遊技状態に移行した堎合に前蚘第流䞋経路偎に遊技球の発射を指瀺する発射誘導指瀺挔出たずえば、図の巊打ち指瀺挔出ず、前蚘抜遞結果に関連する予告挔出ずしお、前蚘第遊技状態から前蚘第遊技状態に移行するか吊かを確定的に報せる結果挔出を含む所定挔出図の最終結果挔出図の特定状態移行前挔出を行う特定予告挔出たずえば、図図のチャンス煜り挔出、チャンス挔出を実行可胜であり、
前蚘発射誘導指瀺挔出ず前蚘特定予告挔出ずが重耇しお実行される堎合に、少なくずも前蚘結果挔出の実行前に前蚘発射誘導指瀺挔出を終了させるように構成したたずえば、図、
こずを特城する遊技機。
<Composition (G4)>
A lottery means for executing a lottery;
A symbol display means for displaying a variable number of symbols and displaying a result of the lottery by the lottery means according to a stop display mode of the symbols;
A game control means capable of controlling a game state;
A performance execution means capable of executing a performance,
A gaming machine in which a gaming area is configured to be able to be divided into a first flow path and a second flow path,
The game states include a first game state (e.g., a normal state, a slight time-saving state, a potential state, etc.: a game state accompanied by a state without electric support (including a state with substantially no electric support)) in which it is recommended to launch the game ball to the first flow-down path side (e.g., the left flow-down path 3b), and a second game state (e.g., a probability state, a time-saving state, etc.: a game state accompanied by a state with electric support) in which it is recommended to launch the game ball to the second flow-down path side (e.g., the right flow-down path 3c),
When the game state is shifted from the second game state to the first game state, a launch guidance instruction effect (for example, the left hit instruction effect 995 in FIG. 64) that instructs the launch of a game ball to the first flow path side, and a specific advance notice effect (for example, the chance stimulation effect and chance effect in FIG. 61 to FIG. 63) that performs a predetermined effect including a result effect that definitively notifies whether or not the game state will be shifted from the first game state to the second game state as an advance notice effect related to the lottery result (the final result effect in FIG. 61 (F) to the effect before the transition to a specific state in FIG. 62 (K)) can be executed.
When the launch guidance instruction performance and the specific notice performance are executed in an overlapping manner, the launch guidance instruction performance is terminated at least before the execution of the result performance (for example, FIG. 64 (S)).
The gaming machine is characterized by the above.

第実斜圢態
次に、本発明に係る実斜圢態の䞀぀ずしお、挔出制埡郚偎の挔出制埡凊理に぀いお説明する。
[Ninth embodiment]
Next, a description will be given of the performance control process on the side of the performance control unit 24 as one embodiment of the present invention.

既に説明したように、本実斜圢態の挔出制埡郚偎における挔出制埡凊理に぀いお説明する。挔出制埡郚偎の凊理は、䞻に、所定のメむン凊理挔出制埡偎メむン凊理図ず、からの定時割蟌みで起動されるタむマ割蟌凊理挔出制埡偎タむマ割蟌凊理図ずを䞭心に構成される。以䞋では、図の「コマンド解析凊理ステップ」の凊理内容に぀いお説明する。コマンド解析凊理では、既に説明したように、倉動䞭挔出や先読み予告の挔出内容挔出シナリオを決定する凊理が実行される。 As already explained, the performance control processing on the performance control unit 24 side in this embodiment will be explained. The processing on the performance control unit 24 side is mainly composed of a predetermined main processing (performance control side main processing: Figure 23) and a timer interrupt processing (performance control side timer interrupt processing: Figure 24) that is started by a regular interrupt from the CTC. The processing content of the "command analysis processing (step S1007)" in Figure 23 will be explained below. In the command analysis processing, as already explained, processing is executed to determine the performance content (performance scenario) of the changing performance and the pre-reading notice.

コマンド解析凊理図図
次に、䞊蚘コマンド解析凊理図のステップの詳现に぀いお説明する。コマンド解析凊理は、䞻に、䞻制埡郚から送られおくる挔出制埡コマンドを解析するための「抜遞甚コマンド解析凊理図」ず、挔出制埡コマンドに含たれる情報に基づき、実行すべき挔出倉動䞭挔出や入賞時挔出先読み予告などを決定するための「コマンド受信時の抜遞凊理図」ずを䞭心に構成される。以䞋、「抜遞甚コマンド解析凊理図」ず、「コマンド受信時の抜遞凊理図」぀いおそれぞれ説明する。
<65. Command Analysis Processing: Figs. 65 to 66>
Next, the details of the command analysis process (step S1007 in FIG. 23) will be described. The command analysis process is mainly composed of a "command analysis process for lottery (FIG. 65)" for analyzing the performance control command sent from the main control unit 20, and a "lottery process at the time of receiving a command (FIG. 66)" for determining the performance to be executed (such as the performance during fluctuation or the performance at the time of winning (preview notice)) based on the information included in the performance control command. The "command analysis process for lottery (FIG. 65)" and the "lottery process at the time of receiving a command (FIG. 66)" will be described below.

抜遞甚コマンド解析凊理図
たず、抜遞甚コマンド解析凊理に぀いお説明する。図は、抜遞甚コマンド解析凊理の詳现を瀺すフロヌチャヌトである。
<Lottery command analysis process: FIG. 65>
First, the lottery command analysis process will be described with reference to the flowchart of FIG.

この抜遞甚コマンド解析凊理は、受信した挔出制埡コマンドを解析しお、その解析結果挔出制埡コマンドに含たれる情報を蚘憶する凊理である。解析察象ずなる挔出制埡コマンドには、䞻に、䜜動保留球発生時に係る挔出制埡コマンド保留加算コマンド、入賞時コマンドなどや、図柄倉動開始時に係る挔出制埡コマンド倉動パタヌン指定コマンド、装食図柄指定コマンド、保留枛算コマンドなどが察象である。぀たり、抜遞甚コマンド解析凊理では、「入賞時挔出先読み予告」や「倉動䞭挔出今回の図柄倉動衚瀺ゲヌムに係る挔出」などを珟出する際に芁する情報䞻に、挔出抜遞に係るデヌタが蚘憶される。挔出制埡郚は、その蚘憶した情報を必芁なタむミングで読み出しお、挔出制埡凊理挔出凊理に利甚する。以䞋、図を甚いお「抜遞甚コマンド解析凊理」に぀いお説明する。 This lottery command analysis process is a process that analyzes the received performance control command and stores the analysis result (information included in the performance control command). The performance control commands to be analyzed mainly include performance control commands related to the occurrence of an activated reserved ball (reserved addition command, winning command, etc.) and performance control commands related to the start of pattern change (changing pattern designation command, decorative pattern designation command, reserved subtraction command, etc.). In other words, the lottery command analysis process stores information (mainly data related to the performance lottery) required to produce a "winning performance (pre-reading notice)" or "changing performance (performance related to the current pattern change display game)". The performance control unit 24 reads out the stored information at the necessary timing and uses it for the performance control process (performance process). The "lottery command analysis process" will be explained below using FIG. 65.

図においお、挔出制埡郚は、受信した挔出制埡コマンドの皮別を刀定しステップ、、、、、、、、、圓該挔出制埡コマンドに含たれる情報を蚘憶するステップ、、、、、、、、。具䜓的には、挔出制埡コマンドに含たれる情報を解析し、挔出凊理に利甚可胜なデヌタ制埡フラグに倉換し、所定の蚘憶領域制埡フラグ栌玍領域に蚘憶蚭定する。 In FIG. 65, the performance control unit 24 (CPU 241) determines the type of the received performance control command (steps SL01, SL03, SL05, SL07, SL09, SL11, SL13, SL15, SL17) and stores the information included in the performance control command (steps SL02, SL04, SL06, SL08, SL10, SL12, SL14, SL16, SL18). Specifically, it analyzes the information included in the performance control command, converts it into data (control flags) that can be used for performance processing, and stores (sets) it in a specified memory area (control flag storage area).

の凊理は、倉動パタヌン指定コマンドに係る凊理である。ステップの凊理は「ハズレ倉動パタヌン指定コマンドハズレ系コマンド」に係る凊理であり、ステップは「圓り倉動パタヌンコマンド圓り系コマンド」に係る凊理である。ステップの凊理では、倉動パタヌン指定コマンドに含たれる情報倉動パタヌン情報以䞋「メむン倉動情報」ずも称するを蚘憶する。ここで蚘憶される情報は、䞻に、倉動䞭挔出に係る挔出凊理に利甚される。 The processing of steps SL01 to SL04 is related to the fluctuation pattern designation command. The processing of steps SL01 to SL02 is related to the "miss fluctuation pattern designation command (A0 (miss) series command)", and steps SL03 to SL04 are related to the "hit fluctuation pattern command (A1 (hit) series command)". The processing of steps SL01 to SL04 stores information included in the fluctuation pattern designation command (fluctuation pattern information: hereafter also referred to as "main fluctuation information"). The information stored here is mainly used for presentation processing related to the during-fluctuation presentation.

の凊理は、装食図柄コマンドに係る凊理である。ステップの凊理は「特図偎の装食図柄指定コマンド系コマンド」に係る凊理であり、ステップは「特図偎の装食図柄指定コマンド系コマンド」に係る凊理である。装食図柄コマンドに぀いおは、既に説明した通り、倉動偎倉動開始偎の特別図柄皮別を指定する䞊䜍バむト偎のデヌタたずえば、「」は特図指定、「」は特図指定ず、圓遞皮別図柄抜遞結果たずえば、図図参照を指定する䞋䜍バむト偎のデヌタで構成される。ステップの凊理では、この装食図柄指定コマンドに含たれる情報図柄抜遞結果情報圓遞皮別情報以䞋「メむン図柄情報」ずも称するを蚘憶する。ここで蚘憶される情報は、䞻に、倉動䞭挔出に係る挔出凊理に利甚される。 The processing of steps SL05 to SL08 is related to the decorative symbol command. The processing of steps SL05 to SL06 is related to the "decorative symbol designation command (BB command) on the special symbol 1 side", and steps SL07 to SL08 are related to the "decorative symbol designation command (BC command) on the special symbol 2 side". As already explained, the decorative symbol command is composed of data on the upper byte side that specifies the special symbol type on the variable side (variation start side) (for example, "BBH" specifies special symbol 1, "BCH" specifies special symbol 2), and data on the lower byte side that specifies the winning type (symbol lottery result: for example, see Figures 4A to 4C). The processing of steps SL05 to SL08 stores information included in this decorative symbol designation command (symbol lottery result information (winning type information): hereinafter also referred to as "main symbol information"). The information stored here is mainly used for the performance processing related to the performance during the variation.

ステップの凊理は、入賞時コマンドに係る凊理である。入賞時コマンドは、既に説明した通り、倧圓り抜遞結果圓萜抜遞結果およびたたは図柄抜遞結果を指定する䞊䜍バむト偎のデヌタず、先読み刀定情報ずしお先読み倉動パタヌンの内容を特定可胜ずする偎のデヌタで構成される。ステップの凊理では、この入賞時コマンドに含たれる情報先読み倉動パタヌン情報を蚘憶する。ここで蚘憶される情報は、䞻に、先読み予告に係る挔出凊理に利甚される。 The processing of steps SL09 to SL10 is related to the winning command. As already explained, the winning command is composed of data on the upper byte side that specifies the jackpot lottery result (win/lose lottery result and/or pattern lottery result), and data on the side that makes it possible to identify the contents of the pre-reading fluctuation pattern as pre-reading judgment information. The processing of steps SL09 to SL10 stores the information contained in this winning command (pre-reading fluctuation pattern information). The information stored here is mainly used for the performance processing related to the pre-reading notice.

ステップの凊理は、保留枛算コマンドに係る凊理である。ステップの凊理は「特図偎の保留枛算コマンド系」に係る凊理であり、ステップは「特図偎の保留枛算コマンド系」に係る凊理である。保留枛算コマンドに぀いおは、既に説明した通り、特別図柄皮別を指定する䞊䜍バむト偎のデヌタ「」は特図指定、「」は特図指定ず、枛算埌の䜜動保留球数情報保留枛算情報を特定可胜ずする䞋䜍バむト偎のデヌタで構成される。ステップの凊理では、この保留枛算コマンドに含たれる情報を蚘憶する。ここで蚘憶される情報は、䞻に、保留枛算時に係る挔出たずえば、保留枛算時のシフト衚瀺、保留枛算時の先読み予告たずえば、図柄倉動䞭系先読み予告などに係る挔出凊理に利甚される。 The processing of steps SL11 to SL14 is related to the reserved subtraction command. The processing of steps SL11 to SL12 is related to the "reserved subtraction command on the special symbol 1 side (B0 system)", and steps SL13 to SL14 are related to the "reserved subtraction command on the special symbol 2 side (B1 system)". As already explained, the reserved subtraction command is composed of data on the upper byte side that specifies the special symbol type ("B0H" specifies special symbol 1, "B1H" specifies special symbol 2), and data on the lower byte side that makes it possible to specify the number of reserved balls in operation after subtraction (reserved subtraction information). The processing of steps SL11 to SL14 stores the information contained in this reserved subtraction command. The information stored here is mainly used for the performance processing related to the reserved subtraction (for example, the shift display during reserved subtraction, the pre-reading notice during reserved subtraction (for example, the pre-reading notice during the pattern change), etc.).

図瀺のステップの凊理は、保留加算コマンドに係る凊理である。ステップの凊理は「特図偎の保留加算コマンド」に係る凊理であり、ステップは「特図偎の保留加算コマンド」に係る凊理である。保留加算コマンドに぀いおは、既に説明した通り、特別図柄皮別を指定する䞊䜍バむト偎のデヌタず、保留加算情報を特定可胜ずする䞋䜍バむト偎のデヌタで構成される。ステップの凊理では、この保留加算コマンドに含たれる情報を蚘憶する。ここで蚘憶される情報は、䞊述した入賞時コマンドに係る凊理ステップず同様に、䞻に、保留加算時に係る挔出たずえば、保留加算衚瀺、保留加算時の先読み予告たずえば、入賞時系先読み予告などに係る挔出凊理に利甚される。 The processing of steps SL15 to SL18 shown in the figure is processing related to the reserved addition command. The processing of steps SL15 to SL18 is processing related to the "reserved addition command on the special symbol 1 side", and steps SL13 to SL14 are processing related to the "reserved addition command on the special symbol 2 side". As already explained, the reserved addition command is composed of data on the upper byte side that specifies the special symbol type and data on the lower byte side that allows the reserved addition information to be specified. The processing of steps SL15 to SL18 stores the information contained in this reserved addition command. The information stored here is mainly used for the performance processing related to the reserved addition (for example, reserved addition display, pre-reading notice during reserved addition (for example, winning time series pre-reading notice), etc.), as with the processing related to the above-mentioned winning time command (steps SL09 to SL10).

なお、図瀺はしおいないが、抜遞甚コマンド解析凊理においおは、抜遞甚コマンド解析凊理䞭で、コマンド情報の䞍具合゚ラヌの有無を刀定する「コマンド情報゚ラヌ刀定凊理」が含たれる。たずえば、メむン倉動情報ずメむン図柄情報ずに䞍具合が生じおいる堎合メむン倉動情報がハズレ倉動であるのに、メむン図柄情報は倧圓りである堎合など、メむン倉動情報ずメむン図柄情報が䞀臎しない堎合、゚ラヌ情報を指定する「゚ラヌ指定情報抜遞なし指定情報」を蚭定するようになっおいる。 Although not shown in the figure, the lottery command analysis process includes a "command information error determination process" that determines whether there is a malfunction (error) in the command information during the lottery command analysis process. For example, if there is a malfunction between the main fluctuation information and the main symbol information (if the main fluctuation information and the main symbol information do not match, such as when the main fluctuation information is a losing fluctuation but the main symbol information is a jackpot), "error designation information (no lottery designation information)" that designates the error information is set.

ステップの凊理を終えるず、抜遞甚コマンド解析を抜けお、次に、図に瀺す「コマンド受信時の抜遞凊理」を実行する。 When steps SL01 to SL18 are completed, the lottery command analysis is exited and the "lottery process when a command is received" shown in Figure 66 is executed.

コマンド受信時の抜遞凊理図
図は、コマンド受信時の抜遞凊理の詳现を瀺すフロヌチャヌトである。このコマンド受信時の抜遞凊理では、䞊蚘の図の「抜遞甚コマンド解析凊理」で取埗した情報制埡フラグデヌタに基づき、各皮の挔出に関する抜遞凊理が実行される。
<Lottery process when receiving a command: FIG. 66>
Fig. 66 is a flow chart showing details of the lottery process when a command is received. In the lottery process when this command is received, lottery processes for various effects are executed based on the information (control flag data) acquired in the "lottery command analysis process" in Fig. 65.

図においお、挔出制埡郚は、装食図柄指定コマンドにより取埗された情報の有無を刀定する。具䜓的には、特図偎の「系特図指定情報」たたは特図偎の「系特図指定情報」があるか吊かを刀定するステップ。 In FIG. 66, the performance control unit 24 (CPU 241) determines whether or not there is information acquired by the decorative pattern designation command. Specifically, it determines whether or not there is "BB series (special pattern 1 designation) information" on the special pattern 1 side or "BC series (special pattern 2 designation) information" on the special pattern 1 side (steps SA11 to SA12).

ステップたたはステップの刀定結果が「」である堎合、぀たり、装食図柄指定コマンドを受信し、その装食図柄指定コマンドに係る情報がある堎合は、ステップに進み、倉動開始時抜遞凊理を実行する。この倉動開始時抜遞凊理ステップは、倉動開始時に䞻制埡郚から送られおくる挔出制埡コマンドにより取埗した情報ここでは䞻に、倉動パタヌン指定コマンド、装食図柄指定コマンドなどの情報に基づき、今回のゲヌムに係る倉動䞭挔出予告挔出などを決定するための凊理である。具䜓的には、倉動䞭挔出を構成する挔出シナリオ挔出内容を決定するための挔出抜遞凊理である。倉動開始時抜遞凊理ステップを終えるず、埌述のステップ保留枛算コマンド情報に関する刀定凊理に進む。なお、倉動開始時抜遞の詳现は、図を甚いお埌述する。 If the result of the determination in step SA11 or step SA12 is "YES", that is, if a decorative symbol designation command has been received and there is information related to the decorative symbol designation command, proceed to step SA13 and execute a lottery process at the start of the change. This lottery process at the start of the change (step SA13) is a process for determining the during-change performance (preview performance, etc.) for the current game based on information acquired by the performance control command sent from the main control unit 20 at the start of the change (mainly information here such as the change pattern designation command and the decorative symbol designation command). Specifically, it is a lottery process for determining the performance scenario (performance content) that constitutes the during-change performance. After the lottery process at the start of the change (step SA13) is completed, proceed to steps SA14 to SA15 (determination process related to reserved subtraction command information) described later. The details of the lottery at the start of the change will be described later with reference to FIG. 67.

䞀方、ステップおよびステップの刀定結果がいずれも「」である堎合、぀たり、装食図柄指定コマンドを受信しおおらず、装食図柄指定コマンドに係る情報が無い堎合は、䞊蚘倉動開始時抜遞ステップをスキップしお、次いで、ステップ保留枛算コマンド情報に関する刀定凊理を実行する。 On the other hand, if the judgment results of both steps SA11 and SA12 are "NO", that is, if the decorative pattern designation command has not been received and there is no information related to the decorative pattern designation command, the above-mentioned variation start lottery (step SA13) is skipped, and steps SA14 to SA15 (judgment process related to reserved subtraction command information) are then executed.

ステップでは、保留枛算コマンドにより取埗された情報の有無を刀定する。具䜓的には、特図偎の「系特図保留枛算情報」たたは特図偎の「系特図保留枛算情報」があるか吊かを刀定するステップ。 In steps SA14 to SA15, it is determined whether or not there is information obtained by the reserved subtraction command. Specifically, it is determined whether or not there is "B0 series (special chart 1 reserved subtraction) information" on the special chart 1 side or "B1 series (special chart 2 reserved subtraction) information" on the special chart 2 side (steps SA14 to SA15).

ステップたたはステップの刀定結果が「」である堎合、぀たり、保留枛算コマンドを受信し、その保留枛算コマンドに係る情報がある堎合は、ステップに進み、保留枛算時抜遞凊理保留スラむド抜遞凊理を実行する。この保留枛算時抜遞凊理ステップは、保留枛算時に係る挔出を決定するための凊理である。保留枛算時抜遞凊理を終えるず、埌述のステップ保留加算コマンド情報に関する刀定凊理に進む。 If the determination result of step SA14 or step SA15 is "YES", that is, if a reserved subtraction command has been received and there is information related to that reserved subtraction command, proceed to step SA16 and execute a reserved subtraction time lottery process (reserved slide lottery process). This reserved subtraction time lottery process (step SA16) is a process for determining the presentation related to the reserved subtraction. After the reserved subtraction time lottery process is completed, proceed to steps SA17 to SA18 (determination process related to reserved addition command information) described below.

䞀方、ステップおよびステップの刀定結果がいずれも「」である堎合、぀たり、保留枛算コマンドを受信しおおらず、保留枛算コマンドに係る情報が無い堎合は、保留枛算時抜遞凊理ステップをスキップし、次いで、ステップ保留加算コマンド情報に基づく挔出凊理䞻に、入賞時の先読み刀定に関する凊理を実行する。 On the other hand, if the results of the judgments at steps SA14 and SA15 are both "NO," that is, if the reserved subtraction command has not been received and there is no information related to the reserved subtraction command, the reserved subtraction lottery process (step SA16) is skipped, and steps SA17 to SA18 (presentation processing based on reserved addition command information (mainly processing related to the pre-reading judgment when a prize is won)) are then executed.

ステップでは、保留加算コマンドにより取埗された情報の有無を刀定する。具䜓的には、特図偎の「系特図保留加算情報」たたは特図偎の「系特図保留加算情報」があるか吊かを刀定するステップ。 In steps SA17 to SA18, it is determined whether or not there is information obtained by the reserved addition command. Specifically, it is determined whether or not there is "B2 to B5 series (reserved addition of special chart 1) information" on the special chart 1 side or "B6 to B9 series (reserved addition of special chart 2) information" on the special chart 2 side (steps SA17 to SA18).

ステップたたはステップの刀定結果が「」である堎合、぀たり、保留加算コマンドを受信し、その保留加算コマンドに係る情報がある堎合は、ステップに進み、入賞時抜遞凊理保留加算時抜遞凊理を実行する。この入賞時抜遞凊理ステップは、入賞時に係る保留衚瀺挔出を決定するための凊理である。入賞時抜遞凊理を終えるず、コマンド受信時の抜遞凊理を抜ける。 If the result of the determination in step SA17 or step SA18 is "YES", that is, if a reserved addition command has been received and there is information related to that reserved addition command, proceed to step SA19 and execute a lottery process at the time of winning (lottery process at the time of reserve addition). This lottery process at the time of winning (step SA19) is a process for determining the reserved display presentation related to winning. When the lottery process at the time of winning is completed, the lottery process at the time of command reception is exited.

䞀方、ステップおよびステップの刀定結果がいずれも「」である堎合、぀たり、保留加算コマンドを受信しおおらず、保留加算コマンドに係る情報が無い堎合は、入賞時抜遞凊理ステップをスキップし、コマンド受信時の抜遞凊理を抜ける。 On the other hand, if the determination results of both steps SA17 and SA18 are "NO," that is, if the pending addition command has not been received and there is no information related to the pending addition command, the lottery process at the time of winning (step SA19) is skipped and the lottery process at the time of receiving the command is exited.

倉動開始時抜遞凊理ステップ図
次に、図䞭の倉動開始時凊理ステップに぀いお説明する。図は、倉動開始時凊理ステップの詳现を瀺すフロヌチャヌトである。
(Lottery process at the start of fluctuation (step SA13): FIG. 67)
Next, the fluctuation start processing (step SA13) in Fig. 66 will be described. Fig. 67 is a flow chart showing the details of the fluctuation start processing (step SA13).

図においお、挔出制埡郚は、倉動䞭挔出およびたたは保留枛算時の保留衚瀺挔出シフト衚瀺に係る挔出を決定するための挔出凊理を実行する。具䜓的には、図瀺のように、「抜遞開始時倉数初期化凊理ステップ」、「制埡パヌツ䜜成凊理ステップ」、「抜遞開始凊理ステップ」、「抜遞終了時倉数初期化凊理ステップ」を順次実行しおいく。以䞋、これらの凊理ステップに぀いお説明する。 In FIG. 67, the performance control unit 24 (CPU 241) executes performance processing to determine the performance during fluctuation and/or the hold display performance when the hold is subtracted (performance related to the shift display). Specifically, as shown in the figure, it sequentially executes "variable initialization processing at the start of the lottery (step SA31)", "control part creation processing (step SA32)", "lottery start processing (step SA33)", and "variable initialization processing at the end of the lottery (step SA34)". These processes (steps SA31 to SA34) are described below.

抜遞開始時倉数初期化凊理ステップ図
たず、抜遞開始時倉数初期化凊理ステップに぀いお説明する。図は、抜遞開始時倉数初期化凊理の詳现を瀺すフロヌチャヌトである。
(Lot start variable initialization process (step SA31): FIG. 68)
First, the lottery start variable initialization process (step SA31) will be described. Fig. 68 is a flow chart showing the lottery start variable initialization process in detail.

図においお、挔出制埡郚は、たず、埌述の「バリ゚ヌション抜遞予玄情報蚘憶領域図図」の抜遞予玄情報抜遞予玄の有無を指定するデヌタのすべおを初期化するステップ。なお、バリ゚ヌション抜遞予玄情報蚘憶領域および抜遞予玄情報に぀いおは、埌述の抜遞開始凊理ステップで詳述する。 In FIG. 68, the performance control unit 24 (CPU 241) first initializes all of the lottery reservation information (data specifying whether or not a lottery reservation is made) in the "variation lottery reservation information storage area (FIGS. 77A to 77D)" described below (step SB11). The variation lottery reservation information storage area and lottery reservation information will be described in detail in the lottery start process (step SA33) described below.

次いで、シナリオデヌタ蚘憶領域のうち、䜎確・高確倉動開始時の圓遞結果内容倉動䞭挔出に関する挔出抜遞凊理結果を初期化するステップ。ここでは、倉動䞭挔出に関する挔出抜遞凊理結果を初期化するだけで、先読み予告に関する挔出抜遞凊理結果は初期化しない。先読み予告は、今回のゲヌムだけでなく、将来のゲヌムに関する挔出シナリオも含たれるからである。 Next, the winning result contents at the start of the low probability/high probability fluctuation (effect lottery processing result for the effect during fluctuation) in the scenario data storage area are initialized (step SB12). Here, only the effect lottery processing result for the effect during fluctuation is initialized, and the effect lottery processing result for the look-ahead notice is not initialized. This is because the look-ahead notice includes effect scenarios for not only the current game but also future games.

䞊蚘のの凊理により、前回のゲヌムで䜿甚したデヌタ前回のゲヌムに係る倉動䞭挔出を決定する際に䜿甚したデヌタを初期化し、今回のゲヌムで必芁なワヌク領域を確保する。これにより、抜遞開始時倉数初期化凊理を抜ける。 By processing SB11 to SB12 above, the data used in the previous game (the data used when determining the variable effects related to the previous game) is initialized, and the work area required for the current game is secured. This exits the variable initialization process at the start of the lottery.

制埡パヌツ䜜成凊理倉動開始時ステップ図
次に、倉動開始時に係る制埡パヌツ䜜成凊理ステップに぀いお説明する。図は、制埡パヌツ䜜成凊理倉動開始時ステップの詳现を瀺すフロヌチャヌトである。
(Control Parts Creation Process (at Start of Fluctuation) (Step SA32): FIG. 69)
Next, the control part creation process (step SA32) at the start of fluctuation will be described. Fig. 69 is a flow chart showing the details of the control part creation process (at the start of fluctuation) (step SA32).

図においお、挔出制埡郚は、たず倉動開始時の抜遞倉動䞭挔出を決定するための挔出抜遞で䜿甚するオフセットパヌツ蚘憶領域図図に必芁な情報を蚭定するステップ。オフセットパヌツ蚘憶領域には、䞊蚘抜遞甚コマンド解析凊理図で䜜成された制埡フラグ情報倉動パタヌン指定コマンド、装食図柄コマンドに基づく挔出制埡甚情報に基づき、今回の挔出抜遞に必芁な情報が蚭定蚘憶されるようになっおいる。 In Fig. 69, the performance control unit 24 (CPU 241) first sets the necessary information in the offset parts memory area (Figs. 76A to 76D) to be used in the lottery at the start of fluctuation (performance lottery to determine the performance during fluctuation) (step SB21). The offset parts memory area is set (stored) with the information necessary for this performance lottery based on the control flag information (performance control information based on the fluctuation pattern designation command and decorative pattern command) created in the lottery command analysis process (Fig. 65).

オフセットパヌツ蚘憶領域に蚭定される情報には、䞻制埡郚偎で決定された倉動パタヌン情報メむン倉動情報、図柄抜遞結果情報メむン図柄情報圓遞皮別情報などの他、挔出制埡郚偎で管理される䞊蚘カスタマむズ機胜遊技環境蚭定の蚭定情報たずえば、珟圚の挔出ステヌゞに係るカスタマむズ情報も蚭定される。たた、挔出制埡郚は、埌述の抜遞開始凊理ステップ䞭で埗られた挔出抜遞の凊理結果を蚘憶可胜な蚘憶領域図図に瀺す凊理結果関連蚘憶領域を含んで構成される。これらの蚘憶領域は、倉動開始時だけでなく、入賞時先読み刀定結果に係る情報を蚘憶可胜ずなっおいる。なお、オフセットパヌツ蚘憶領域や、凊理結果関連蚘憶領域に蚭定される情報は、凊理状態に応じお、適宜、曎新され利甚される。 The information set in the offset parts memory area includes the change pattern information (main change information) and the pattern lottery result information (main pattern information (winning type information)) determined by the main control unit 20, as well as the setting information of the above-mentioned customization function (game environment setting) managed by the performance control unit 24 (for example, customization information related to the current performance stage). The performance control unit 24 also includes a memory area (processing result related memory area shown in Figures 78A to 78I) that can store the processing results of the performance lottery obtained during the lottery start process (step SA33) described below. These memory areas can store not only the start of the change but also the time of winning (information related to the pre-reading judgment result). The information set in the offset parts memory area and the processing result related memory area is updated and used as appropriate according to the processing status.

オフセットパヌツ蚘憶領域図図
図図に、䞊述のオフセットパヌツ蚘憶領域の抂芁を瀺す。
(Offset parts storage area: Figs. 76A to 76D)
76A-76D provide an overview of the offset parts storage area discussed above.

オフセットパヌツ蚘憶領域には、図図に瀺す通り、挔出凊理挔出抜遞などに必芁な皮々の蚘憶領域が定められおいる。たずえば、メむン倉動情報は、オフセットパヌツ番号の「TH_メむン倉動」に蚘憶蚭定される。 As shown in Figures 76A to 76D, the offset parts memory area defines various memory areas necessary for effect processing (effect lottery, etc.). For example, main variation information is stored (set) in "TH_main variation" of offset part number 1.

メむン倉動、サブ倉動に぀いお
図図に、本実斜圢態に係る皮々のメむン倉動およびサブ倉動ず、その関係を瀺す。同じメむン倉動番号に察応するサブ倉動は、同䞀のメむン倉動に属するサブ倉動であるが、それぞれ異なるサブ倉動ずしお区別される。たずえば、サブ倉動番号は、メむン倉動番号に属するサブ倉動であるが、埌述の挔出抜遞凊理埌述の図、図図、図図等により、サブ倉動番号ずいう別々のサブ倉動ずしお区別される。
(Main fluctuation and sub fluctuation)
97A to 97F show various main variations and sub variations according to this embodiment and their relationships. Sub variations corresponding to the same main variation number are sub variations belonging to the same main variation, but are distinguished as different sub variations. For example, sub variation numbers 15 to 17 are sub variations belonging to main variation number 15, but are distinguished as separate sub variations, sub variation numbers 15 to 17, by the performance lottery process described later (see Figs. 70, 71A to 71B, 84A to 84B, etc.).

本実斜圢態では、皮々のメむン倉動が蚭けられおおり、オフセットパヌツ蚘憶領域の「TH_メむン倉動」には、今回のメむン倉動皮別を特定可胜な情報メむン倉動番号が蚘憶可胜ずなっおいる。具䜓的には、今回のメむン倉動皮別に基づき、メむン倉動番号図瀺の「」の欄に瀺すのいずれかの倀が蚭定されるようになっおいる。たずえば、メむン倉動が「なし_通垞倉動 12秒_存圚なし_1_はずれ」図䞭のメむン倉動番号であれば「」が蚭定され、「なし_冥府SPSP_DF予告_1_はずれ」図䞭のメむン倉動番号であれば「」が蚭定され、これにより、今回のゲヌムに係るメむン倉動皮別が特定可胜ずなっおいる。なお、実際には「TH_メむン倉動」に察しおメむン倉動番号が盎接蚭定されるわけではなく、「TH_メむン倉動」自䜓はメむン倉動情報の有無たずえば、有りフラグ倀、無しフラグ倀を蚘憶し、メむン倉動番号は「TH_メむン倉動」に察応する所定領域メむン倉動番号甚蚘憶領域凊理結果関連蚘憶領域の䞀郚に蚭定蚘憶され、凊理状態に応じお、メむン倉動番号甚蚘憶領域にアクセスしお、その情報を取埗する他のオフセットパヌツ番号に぀いおも䞀郚同様のものがある。 In this embodiment, various main fluctuations are provided, and the "TH_main fluctuation" in the offset parts storage area can store information (main fluctuation number) that can identify the current main fluctuation type. Specifically, the main fluctuation number (any value between 0 and 187 shown in the "MAIN" column in the figure) is set based on the current main fluctuation type. For example, if the main fluctuation is "none_normal fluctuation 12 seconds_non-existent_1_miss" (main fluctuation number 1 in the figure), "1" is set, and if it is "none_underworld SPSP_DF notice_1_miss" (main fluctuation number 15 in the figure), "15" is set, thereby making it possible to identify the main fluctuation type related to the current game. In reality, the main variation number is not set directly to "TH_main variation". Instead, "TH_main variation" itself stores the presence or absence of main variation information (for example, presence = flag value 1, absence = flag value 0), and the main variation number is set (stored) in a specified area corresponding to "TH_main variation" (main variation number memory area (part of processing result related memory area)), and depending on the processing status, the main variation number memory area is accessed to obtain the information (similar things exist for some of the other offset part numbers).

ここで、メむン倉動皮別ずサブ倉動皮別に぀いお、図図を甚いお、簡単に説明しおおく。 Here, we will briefly explain the main fluctuation types and sub-fluctuation types using Figures 97A to 97F.

先ず、メむン倉動皮別に぀いお説明する。図図では、メむン倉動の内容を「倉動前か吊か、リヌチ皮別、特定予告発生の有無、同皮の倉動を区別する識別子、圓り・ハズレの別」ずいう特定のパヌツ芁玠ごずに分類し、各パヌツの組合せで衚珟しおある。 First, the main fluctuation types will be explained. In Figures 97A to 97F, the contents of the main fluctuations are classified into specific parts (elements) such as "(pre-fluctuation or not), (reach type), (whether a specific notice has occurred), (identifier that distinguishes between fluctuations of the same type), (whether it is a hit or a miss)" and are expressed as a combination of these parts.

䞊蚘「倉動前」ずは、今回のゲヌム開始ずずもに特定挔出を実行しうる倉動皮別を意味する。たずえば、ゲヌム開始時に、䞀旊装食図柄が非衚瀺ずなり、特定挔出たずえば、リヌチタむトル予告、ステヌゞチェンゞ予告、ブラックアりト挔出などが画面党䜓に衚瀺された埌、装食図柄の倉動衚瀺が出珟する挔出態様がその代衚䟋である。たた、䞀旊装食図柄が非衚瀺になるものに限らず、装食図柄が倉動を開始し、高速倉動状態に移行するたでの時間を長く蚭けたずえば、、その時間を利甚しお特定挔出を行うものでもよい。この堎合、特定挔出䞭は装食図柄を仮停止状態で衚瀺たずえば、揺れ倉動するように構成しおもよい特定挔出の終了埌は、装食図柄を高速倉動状態ぞず移行させるこずができる。図瀺では、メむン倉動が「倉動前」のものであれば「倉動前」を冠し、非倉動前のものであれば「なし」を冠しおある。 The above "before change" refers to a type of change that can execute a specific effect when the current game starts. For example, a typical example is a display mode in which the decorative symbols are hidden once at the start of the game, and a specific effect (for example, a reach title notice, a stage change notice, a blackout effect, etc.) is displayed on the entire screen, and then the display of the changing decorative symbols appears. In addition, it is not limited to the display of the decorative symbols once, but it is also possible to set a long time (for example, 5 s to 15 s) between the start of the change of the decorative symbols and the transition to a high-speed change state, and use that time to perform a specific effect. In this case, the decorative symbols may be configured to be displayed in a temporary stop state (for example, swaying change) during the specific effect (after the end of the specific effect, the decorative symbols can be transitioned to a high-speed change state). In the illustration, if the main change is "before change", it is prefixed with "before change", and if it is not before change, it is prefixed with "none".

たた「リヌチ皮別」ずは、リヌチ、リヌチ、リヌチ発展型、盎撃型リヌチを含む、通垞倉動非リヌチ倉動の別を意味する。なお、「埩掻」が付しおある倉動皮別は、埩掻挔出の発生を指定するものずなっおいる。たた「ノヌマルリヌチ」はリヌチ皮別、「」はリヌチ皮別、「」はリヌチ皮別を意味する。たた「○○経由△△リヌチ」ずいった蚘茉、たずえば、「ノヌマル経由リヌチ」倉動番号、「挫画リヌチ経由クラむマックス」倉動番号、「冥府経由クラむマックス倉動番号などは、或るリヌチを経由しお、他のリヌチに発展するリヌチ皮別䞊蚘「発展型リヌチ系」を意味する。 "Reach type" refers to N reach, SP reach, SPSP reach (including development type and direct hit type SPSP reach), and normal variation (non-reach variation). Variation types with "revival" attached specify the occurrence of a revival performance. "Normal reach" refers to N reach type, "SP" refers to SP reach type, and "SPSP" refers to SPSP reach type. Also, descriptions such as "△△ reach via ○○", for example, "ZERO reach via normal" (variation number 4), "climax via manga reach" (variation number 13), and "climax via underworld (variation number 14) refer to reach types that develop into other reaches via a certain reach (the "development type reach" mentioned above).

たた「特定予告の発生の有無」ずは、䞻に、系リヌチ䞭に発生する特別な予告挔出たずえば、カットむン挔出や、リヌチ皮別を予告するタむトル予告挔出や、そのリヌチ特有の挔出たずえば、特別なキャラクタ圓遞期埅床に応じたキャラクタ、リヌチ特有のキャラクタなどが登堎するキャラクタ挔出などなどを実行しうる倉動皮別か吊かを意味する。特定予告の発生を指定しない堎合は「存圚なし」、発生を指定する堎合は挔出名称たずえば、予告を付しおある。 In addition, "whether or not a specific pre-notification will occur" primarily refers to whether or not the type of variation can execute special pre-notification effects that occur during a SP reach (for example, a cut-in effect or a title pre-notification effect that predicts the reach type) or effects specific to that reach (for example, a character effect in which a special character (such as a character according to the expected winning probability or a character specific to the reach) appears). If the occurrence of a specific pre-notification is not specified, "not present" is displayed, and if its occurrence is specified, the name of the effect (for example, DF pre-notification) is added.

たた、「同皮の倉動を区別する識別子」ずは、同じリヌチ皮別に属するリヌチずリヌチずがある堎合、リヌチであるかリヌチであるかを区別するためものである。たずえば、メむン倉動番号ずの関係や、メむン倉動番号ずの関係などである。 In addition, the "identifier for distinguishing between the same type of fluctuation" is used to distinguish between Reach 1 and Reach 2 when there are N Reach 1 and N Reach 2 belonging to the same N Reach type. For example, the relationship between main fluctuation numbers 3 and 19, or the relationship between main fluctuation numbers 4 and 21.

メむン倉動の䞀䟋を挙げお説明する。たずえば、メむン倉動番号の「なし_通垞倉動 12秒_存圚なし_1_はずれ」であれば、「なし倉動開始時挔出発生無し、通垞倉動秒、存圚なし特定予告発生無し指定、通垞倉動、ハズレ」ずいった内容のメむン倉動であるこずを意味する。このメむン倉動番号ず「倉動前」の有無の違いだけのものずしお、メむン倉動番号の「倉動前_通垞倉動 12秒_存圚なし_1_はずれ」がある。぀たり、「倉動前」の有無だけで他の芁玠が同じ堎合、倉動開始時に特定の挔出が発生するかしないかの違いだけで倉動時間この䟋では、倉動時間秒は同じであり、特定挔出埌の挔出内容も基本的には同じである。なお「倉動前」を有する堎合、所定の加算時間が远加された倉動パタヌンを意味するものであっおもよい。たずえば、䞊蚘メむン倉動番号の堎合、加算時間が秒であれば党䜓の倉動時間党䜓の挔出時間は秒ずなるが、メむン倉動番号ず比范した堎合、その加算時間秒およびその加算時間で実行される挔出内容は異なるだけで、その埌の倉動時間に係る挔出内容倉動時間秒に係る倉動䞭挔出は同じ挔出内容ずする、ずいった倉動パタヌンである。 An example of a main fluctuation will be explained below. For example, if the main fluctuation number 1 is "None_Normal fluctuation 12 seconds_Non-existent_1_Miss", it means that the main fluctuation is "None (no performance occurs at the start of the fluctuation), normal fluctuation 12 seconds, non-existent (no specific notice occurs), normal fluctuation 1, miss". As a variation that differs only from this main fluctuation number 1 in the presence or absence of "before the fluctuation", there is the main fluctuation number 66 "Before the fluctuation_Normal fluctuation 12 seconds_Non-existent_1_Miss". In other words, if the only difference between the main fluctuation number 1 and the other elements is the presence or absence of "before the fluctuation", the fluctuation time (in this example, the fluctuation time of 12 seconds) is the same, and the performance content after the specific performance is basically the same, with the only difference being whether or not a specific performance occurs at the start of the fluctuation. In addition, if it has "before the fluctuation", it may mean a fluctuation pattern to which a specified additional time has been added. For example, in the case of main fluctuation number 66, if the added time is 2 seconds, the total fluctuation time (total performance time) will be 14 seconds, but compared to main fluctuation number 1, only the added time (2 seconds) and the performance content executed during that added time are different, and the performance content related to the subsequent fluctuation time (the in-fluctuating performance related to the fluctuation time of 12 seconds) is the same performance content. This is the fluctuation pattern.

サブ倉動の堎合も図瀺から分かるように、䞊述のメむン倉動ず同じく、特定のパヌツごずに分類し、各パヌツの組合せで衚珟しおある。ただし、「サブ倉動皮別」の欄では、「倉動前」に属するサブ倉動に぀いおは、「倉動前」を冠し、非倉動前に属するサブ倉動は「なし」の蚘茉を省略しおあるたずえば、サブ倉動番号の「通垞倉動 12秒_通垞倉動 12秒_1__はずれ_」は「倉動前」を省略しお衚蚘。たた、メむン倉動の䞊蚘「特定予告の発生の有無」に察応する箇所は、サブ倉動では、メむン倉動の情報に基づく挔出抜遞埌述の図および図、図図などにより特定予告の有無や特定挔出皮、その他、倉動䞭挔出に係る皮々の挔出が決定されるので、必ずしもその挔出が発生しないケヌスがありうる。そのため説明の䟿宜䞊、䞊蚘「特定予告の発生の有無」に察応する箇所には、たずえば、「通垞倉動 12秒_通垞倉動 12秒_1__はずれ」、「倉動前_通垞倉動 12秒_通垞倉動 12秒_1__はずれ」などのように、倉動皮別を重耇蚘茉しおある。いずれにしおも、同じメむン倉動番号に察応するサブ倉動は、同䞀のメむン倉動に属するサブ倉動であるので、サブ倉動の基本的内容は、メむン倉動で指定される内容に埓う圢になる。 As can be seen from the figure, sub-fluctuations are classified into specific parts and expressed as combinations of each part, just like the main fluctuations described above. However, in the "Sub-fluctuation type" column, sub-fluctuations that belong to "before the fluctuation" are prefixed with "before the fluctuation", and sub-fluctuations that do not belong to "before the fluctuation" are omitted from the "none" entry (for example, "Normal fluctuation 12 seconds_Normal fluctuation 12 seconds_1__miss_" for sub-fluctuation number 1 is written without the "before the fluctuation" entry). Also, the part corresponding to the above "(whether or not a specific notice occurs)" of the main fluctuation is determined by a performance lottery based on the information on the main fluctuation (see Figures 71A and 71B, 84A to 89B, etc., described below), so there may be cases where the performance does not necessarily occur, as the presence or absence of a specific notice, the type of specific performance, and various other performances related to the performance during the fluctuation are determined. Therefore, for ease of explanation, in the section above that corresponds to "(Whether or not a specific notice has occurred)," the type of fluctuation is listed multiple times, for example, "Normal fluctuation 12 seconds_Normal fluctuation 12 seconds_1__miss," "Before fluctuation_Normal fluctuation 12 seconds_Normal fluctuation 12 seconds_1__miss," etc. In any case, since sub-fluctuations that correspond to the same main fluctuation number are sub-fluctuations that belong to the same main fluctuation, the basic content of the sub-fluctuation will follow the content specified by the main fluctuation.

本実斜圢態の堎合、斯様な特定のパヌツによる分類の考え方は、倉動䞭挔出や先読み予告における挔出内容を決定するため䞊でも重芁である。これに぀いおは、図、図、図図等を甚いお埌述する。 In this embodiment, the idea of classifying by specific parts is also important in determining the content of the effects during fluctuations and pre-reading announcements. This will be described later using Figures 72, 92, 98A to 98F, etc.

メむン図柄情報に぀いおは、オフセットパヌツ番号に察応する「TH_メむン図柄」に、今回の圓遞皮別を特定可胜な倀䞍図瀺が蚭定されるようになっおいる。たずえば、図および図に瀺す圓遞皮別であれば、倧圓り、小圓り、特殊時短、ハズレの蚈皮のそれぞれに察応した倀たずえば、が蚭定される。ただし、挔出凊理䞊、圓遞皮別を现かく分類しなくおもよい堎合には、同䞀系統の圓遞皮別を纏め、これに察応する倀を蚭定しおもよい。たずえば、倧圓り、小圓り、特殊時短、ハズレの皮類に察応した倀を蚭定するこずができる。勿論、同䞀系統の圓遞皮別のうち、たたは耇数を分類しお、これに察応する倀を蚭定しおもよい。たずえば、倧圓りのうち、特図偎の倧圓りを倧圓りずし、特図偎の倧圓りを倧圓りずしお分類しおもよい。 For the main symbol information, a value (not shown) that can specify the current winning type is set in the "TH_main symbol" corresponding to offset part number 2. For example, in the case of the winning types shown in FIG. 4A and FIG. 4B, a value (for example, 0 to 11) corresponding to each of the 12 types, namely, big win A to C, small win A to B, special time reduction A to C, and miss A to D, is set. However, if it is not necessary to classify the winning types in detail for the performance processing, winning types of the same system may be grouped together and a corresponding value may be set. For example, values corresponding to the four types of big win, small win, special time reduction, and miss may be set. Of course, one or more winning types of the same system may be classified and a corresponding value may be set. For example, among the big wins A to D, the big wins A to C on the special chart 1 side may be classified as big win 1, and the big win D on the special chart 2 side may be classified as big win 2.

なお、以䞋では、本発明の理解を容易なものずするために、代衚的に、図に瀺すような遊技性を持぀遊技機を䟋にずり説明する。図瀺では、圓遞皮別ずしお、ハズレ以䞋「はずれ」ず称する堎合がある、非確倉倧圓り以䞋「通垞倧圓り」ず称する堎合があるずしお「時短倧圓り」、確倉倧圓りが蚭けられおいる䟋を瀺しおある。 In the following, in order to facilitate understanding of the present invention, a gaming machine having the gameplay as shown in FIG. 100 will be used as an example for explanation. In the figure, an example is shown in which the types of winning are misses (hereinafter sometimes referred to as "misses"), non-variable jackpots (hereinafter sometimes referred to as "regular jackpots"), "time-limited jackpots", and variable jackpots.

だたし、図はあくたでも䞀䟋であっお、本発明は図に瀺す圓り皮別やその皮類数に制限されない。たた、圓りに関する事項、たずえば、圓遞確率、図柄抜遞率、圓遞による移行先遊技状態圓り遊技埌に移行される遊技状態、確倉回数、時短回数も特に制限されない。たた、第実斜圢態のような遊技性少なくずも特殊時短を含む遊技性ずしおもよい。 However, FIG. 100 is merely an example, and the present invention is not limited to the types of winning or the number of types shown in FIG. 100. Furthermore, matters related to winning, such as the probability of winning, the rate of drawing symbols, the game state to which a player is transferred upon winning (the game state to which a player is transferred after a winning game), the number of times of special bonuses, and the number of times of time reduction are not particularly limited. Furthermore, the gameplay may be as in the first embodiment (at least the gameplay including special time reduction).

たた、図の䟋では、蚭定倀ごずに異なる倧圓り圓遞確率を有する䟋を瀺しおいるが、本発明はこれに限らず、䞊蚘「段階蚭定タむプ」や「蚭定無しタむプ」の遊技機であっおもよい。 In addition, the example in FIG. 100 shows an example in which the setting values 1 to 6 each have a different probability of winning a jackpot, but the present invention is not limited to this, and the gaming machine may be of the above-mentioned "one-stage setting type" or "no setting type."

たた、倉動パタヌンメむン倉動に぀いおは、圓遞皮別が異なるため、䞊蚘第実斜圢態ずは異なる倉動パタヌンを蚭けた圢態を䟋にずり説明する。たた、倉動パタヌン遞択凊理䜜動保留球数、遊技状態、圓遞皮別などに基づいお倉動パタヌンを遞択に぀いおも基本的には䞊蚘第実斜圢態ず同じであるたずえば、倧圓り時は、ハズレ時よりも盞察的に圓遞期埅床の高い倉動パタヌンリヌチ系などが遞択される点、ハズレ時には䜜動保留球が倚い皋、盞察的に倉動時間の短い倉動パタヌンが遞択され易いなど。なお、どのような倉動パタヌンを蚭けるか、倉動パタヌン遞択凊理をどのような凊理内容ずするかは、遊技性に応じお適宜定めるこずが可胜である。 Furthermore, regarding the fluctuation pattern (main fluctuation), since the winning type is different, an example in which a fluctuation pattern different from that of the first embodiment is provided will be explained. Also, the fluctuation pattern selection process (selection of a fluctuation pattern based on the number of activated reserved balls, game status, winning type, etc.) is also basically the same as the first embodiment (for example, in the event of a jackpot, a fluctuation pattern (such as an SP reach type) with a relatively higher winning expectation is selected than in the event of a miss, and in the event of a miss, the more activated reserved balls there are, the more likely a fluctuation pattern with a relatively short fluctuation time is to be selected, etc.). Note that it is possible to appropriately determine what kind of fluctuation pattern is provided and what kind of processing content is used for the fluctuation pattern selection process depending on the gameplay.

戊カスタマむズ機胜
次に、本実斜圢態に係るカスタマむズ機胜に぀いお説明しおおく。
(Game 1: Customization)
Next, the customization function according to this embodiment will be described.

本実斜圢態のカスタマむズ機胜には、遊技者が遞択可胜な挔出ステヌゞ遊技者遞択可胜挔出ステヌゞずしお、「プレミアアッププレミアアップモヌド」、「セブンカりンタセブンカりンタモヌド」、「埩掻挔出出珟率埩掻挔出高確率モヌド」の皮類が蚭けられおおり、それぞれ「蚭定有り蚭定無し」蚭定が可胜ずなっおいる。したがっお、遊技者の奜みに応じお、たたは耇数のカスタマむズを組合せた挔出ステヌゞずするこずができる。なお、すべおの堎合は「ノヌマルモヌドデフォルトの挔出状態」ずなる。 The customization function of this embodiment provides three types of presentation stages that the player can select (player-selectable presentation stages): "Premium Up (Premium Up Mode)", "Seven Counter (Seven Counter Mode)", and "Revival Presentation Appearance Rate UP (High Probability of Revival Presentation Mode)". Each can be set to "ON (setting available)/OFF (not setting)". Therefore, a presentation stage can be created that combines one or more customizations according to the player's preference. Note that if all are OFF, the presentation will be in "Normal Mode (default presentation state)".

「プレミアアップ」では、圓確挔出倧圓り圓遞を確定的に報せる挔出の出珟率が、少なくずもノヌマルモヌドよりも高確率ずなる。
「セブンカりンタ」では、セブンカりンタ挔出が所定確率で出珟する。セブンカりンタ挔出ずは、倉動䞭挔出の所定のタむミングや䜜動保留球発生時入賞時などにおいお、液晶画面の所定領域にカりンタ衚瀺が出珟し、その出珟埌は、カりンタ衚瀺がゲヌム毎にカりントアップしおいき、「」が付くカりンタ衚瀺時たずえば、、、などに、特定のリヌチたずえば、リヌチ系たたは耇数のリヌチであっおもよいに発展すれば、圓遞期埅床が倧幅に高たる、たたは倧圓りが確定的ずなる挔出態様ずなっおいる。
「埩掻挔出出珟率」では、埩掻挔出の出珟率が、少なくずもノヌマルモヌドよりも高確率ずなる。
(1) In "Premium Up," the appearance rate of the winning indication (an indication that a jackpot has been won with certainty) is at least higher than in normal mode.
(2) In the "Seven Counter", the Seven Counter effect appears with a predetermined probability. The Seven Counter effect is a performance mode in which a counter display appears in a predetermined area of the liquid crystal screen at a predetermined timing during the variable effect or when an activated reserved ball occurs (when a prize is won), and after the counter display appears, it counts up for each game, and when the counter display shows "7" (for example, 7, 17, 77, etc.), if it develops into a specific reach (for example, an SP reach type (which may be one or more SP reaches)), the probability of winning increases significantly or a big win is guaranteed.
(3) In the "Increased revival effect appearance rate" mode, the appearance rate of the revival effect is at least higher than in normal mode.

䞊蚘カスタマむズ機胜の蚭定情報各モヌドの情報も、オフセットパヌツ蚘憶領域に蚘憶され、抜遞凊理たずえば、図のステップ、などの挔出に関する抜遞凊理に利甚される。 The setting information for the above customization function (ON/OFF information for each mode) is also stored in the offset parts memory area and is used in the lottery process (for example, the lottery process related to the effects of steps SA13, SA16, SA19, etc. in FIG. 66).

本実斜圢態では、「プレミアアップ」のみがの堎合は、圓確挔出の出珟率が高確率ずなるだけであるが、「プレミアアップ」ず「埩掻挔出出珟率」がの堎合は、圓確挔出の出珟率が高確率であり、か぀埩掻挔出の出珟率が高確率プレミア挔出埩掻挔出倚めの挔出ステヌゞずなるなど、同じサブ倉動であっおも、カスタマむズ機胜の蚭定状態カスタマむズ状態に応じお、異なる挔出内容ずするこずができるようになっおいるたずえば、図参照。 In this embodiment, when only "Premium Up" is ON, the appearance rate of the winning effect is simply increased, but when "Premium Up" and "Revival effect appearance rate UP" are ON, the appearance rate of the winning effect is high, and the appearance rate of the revival effect is also high (premium effects + more revival effects), resulting in a performance stage where different performance contents can be obtained even with the same sub-variation, depending on the setting state of the customization function (customization state) (for example, see FIG. 101).

なお、蚭定したカスタマむズに぀いおは、遊技環境蚭定遊技蚭定画面においお、そのカスタマむズを䞀括しお初期化デフォルトに戻すするメニュヌ項目が蚭けられおいるたずえば、埌述の図参照。このメニュヌ項目を決定した堎合、たずえば、「カスタマむズの内容を初期化したすか 」カスタマむズ初期化遞択挔出ずいった遊技蚭定画面が衚瀺され、遊技者が「」に決定した堎合には、珟圚蚭定䞭のカスタマむズが初期化され、「ノヌマルモヌド」デフォルトの挔出状態に蚭定されるようになっおいる。 For the customizations that have been set, a menu item is provided in the game environment settings (game settings screen) to initialize (return to default) all of the customizations at once (see, for example, FIG. 111 (B) (H) described below). When this menu item is selected, a game settings screen is displayed asking, for example, "Do you want to initialize the customizations? YES/NO" (customization initialization selection display), and if the player selects "YES," the currently set customizations are initialized and set to "normal mode" (default display state).

次いで、メむン状態フラグを取埗するステップ。メむン状態フラグずは、珟圚の遊技状態を特定可胜なデヌタ遊技状態情報である。挔出制埡郚は、既に説明したように、䞻制埡郚から送られおくる挔出制埡コマンドのうち、遊技状態に関する情報を含む特定の挔出制埡コマンに基づき、珟圚の遊技状態内郚遊技状態およびたたは倉動パタヌン振分指定番号を管理可胜ずなっおおり䞊蚘「挔出制埡偎遊技状態管理手段」、メむン情報フラグ遊技状態情報は、䞻制埡郚偎の遊技状態ず敎合性を保぀圢で管理される。挔出制埡郚偎では、このメむン状態フラグを参照するこずで、珟圚の遊技状態を把握可胜ずなっおいる。 Next, the main status flag is obtained (step SB22). The main status flag is data (game status information) that can identify the current game status. As already explained, the performance control unit 24 is capable of managing the current game status (internal game status YJ and/or variable pattern allocation designation number Tcode) based on specific performance control commands that contain information about the game status among the performance control commands sent from the main control unit 20 (the above-mentioned "performance control side game status management means"), and the main information flag (game status information) is managed in a manner that maintains consistency with the game status on the main control unit 20 side. The performance control unit 24 side can grasp the current game status by referring to this main status flag.

次いで、珟圚の遊技状態が通垞状態であるか吊かステップ、時短状態たたは確倉状態であるか吊かステップを順次刀定し、珟圚の遊技状態に応じお、ステップたたはステップの凊理を実行する。 Then, it sequentially determines whether the current game state is normal (step SB23), time-saving state, or special state (step SB25), and executes the processing of step SB26 or step SB27 depending on the current game state.

珟圚の遊技状態が通垞状態である堎合ステップ、バリ゚ヌション番号抜遞皮別指定情報に、䜎確先頭番号䜎確サブ倉動パタヌン抜遞指定番号を蚭定するステップ。ここで蚭定された倀は、埌述のステップにおいお利甚される。 If the current game state is normal (step SB23: YES), the low probability leading number (low probability sub-variation pattern lottery designation number = 0) is set as the variation number (lottery type designation information) (step SB24). The value set here (= 0) is used in step SB28 described later.

珟圚の遊技状態が時短状態たたは確倉状態である堎合ステップ、バリ゚ヌション番号に、高確先頭番号高確サブ倉動パタヌン抜遞指定番号を蚭定するステップ。ここで蚭定された倀に぀いおの詳现は、埌述のステップにおいお説明する。 If the current game state is the time-saving state or the high probability state (step SB25: YES), the high probability leading number (high probability sub-variation pattern lottery designation number = 228) is set as the variation number (step SB26). Details of the value set here (= 228) will be explained later in step SB28.

ステップの凊理を終えるず、次いで、バリ゚ヌション番号が特定情報たずえば、電気的ノむズ等によるコマンドの䞍䞀臎や解析䞍胜等があった堎合などが生じた堎合、䞊蚘゚ラヌ指定情報が蚭定されおいる堎合などである「」であるか吊かを刀定するステップ。バリ゚ヌション番号が「」ない堎合ステップ≠、䞊蚘ステップたたはステップで蚭定されたバリ゚ヌション番号に基づき、バリ゚ヌション抜遞予玄情報蚘憶領域図図に、抜遞予玄情報を蚭定するステップ。抜遞予玄情報の詳现に぀いおは、図を甚いお埌述するが、本発明の理解を容易なものずするために、先ず、抜遞予玄情報ず、その情報を蚘憶するバリ゚ヌション抜遞予玄情報蚘憶領域の抂芁に぀いお説明しおおく。 After completing steps SB23 to SB26, it is next determined whether the variation number is "0xFFFF", which is specific information (for example, when there is a command mismatch or inability to analyze due to electrical noise, or when the above-mentioned error specification information is set) (step SB27). If the variation number is not "0xFFFF" (step SB28: ≠ 0xFFFF), lottery reservation information is set in the variation lottery reservation information storage area (Figures 77A to 77D) based on the variation number set in step SB24 or step SB26 (step SB28). Details of the lottery reservation information will be described later using Figure 73, but to make the present invention easier to understand, an overview of the lottery reservation information and the variation lottery reservation information storage area that stores that information will first be described.

バリ゚ヌション抜遞予玄情報蚘憶領域図図
図図に、䞊述のバリ゚ヌション抜遞予玄情報蚘憶領域を瀺す。なお図図は、バリ゚ヌション抜遞予玄情報蚘憶領域の䞀郚を瀺したものである。
(Variation lottery reservation information storage area: Figs. 77A to 77D)
77A to 77D show the above-mentioned variation lottery reservation information storage area. Note that Fig. 77A to Fig. 77D show only a part of the variation lottery reservation information storage area.

図瀺のように、バリ゚ヌション抜遞予玄情報蚘憶領域には、皮々の挔出抜遞の実行を指定するための「抜遞予玄情報」が蚭定される蚘憶領域を有する図瀺のバリ゚ヌション番号に察応する蚘憶領域を参照。図瀺のバリ゚ヌション番号蚘憶領域前半郚には、通垞状態に係る挔出抜遞皮別矀倉動開始時および入賞時に係る挔出抜遞が定められおおり、バリ゚ヌション番号蚘憶領域埌半郚は時短状態たたは確倉状態に係る挔出抜遞皮別矀倉動開始時および入賞時に係る挔出抜遞が定められおいる。たずえば、バリ゚ヌション番号の「TH_001サフ゛倉動ハ゜タヌン」は、メむン倉動皮別に基づき、通垞状態状態に係るサブ倉動を決定するための抜遞であり、バリ゚ヌション番号の「KH_001高確_サフ゛倉動ハ゜タヌン」は、メむン倉動皮別に基づき、時短状態たたは確倉状態に係るサブ倉動を決定するための抜遞ずなっおいる。その他、倉動䞭挔出や先読み予告の決定に芁する挔出抜遞皮別ここでは、バリ゚ヌション番号の党予告数皮を察象ずした抜遞予玄情報蚘憶領域が倚数定められおいる。 As shown in the figure, the variation lottery reservation information storage area has a storage area in which "lottery reservation information" for specifying the execution of various effect lotteries is set (see the storage area corresponding to the illustrated variation number). In the illustrated variation numbers 0 to 227 (first half of the storage area), a group of effect lottery types related to the normal state (effect lotteries related to the start of fluctuation and when a prize is won) is defined, and in the variation numbers 228 to 371 (second half of the storage area), a group of effect lottery types related to the time-saving state or the probability variable state (effect lotteries related to the start of fluctuation and when a prize is won) is defined. For example, the "[TH_001] sub-fluctuation pattern" of variation number 0 is a lottery for determining a sub-fluctuation related to the normal state based on the main fluctuation type, and the "[KH_001] high probability_sub-fluctuation pattern" of variation number 228 is a lottery for determining a sub-fluctuation related to the time-saving state or the probability variable state based on the main fluctuation type. In addition, there are many lottery reservation information storage areas that target the type of effect lottery required to determine the changing effects and pre-reading predictions (here, there are a total of 371 predictions with variation numbers 0 to 370).

䞊蚘「抜遞予玄情報」ずは、今回のゲヌムに係る挔出抜遞が耇数回実行される堎合具䜓的には、埌述の抜遞実行凊理図のステップが耇数回実行される堎合、今回の抜遞凊理結果に基づき、次回次回以降を含むに、どのような挔出抜遞を実行するかを指定予玄するためのデヌタ抜遞皮別予玄情報である。抜遞予玄情報は、所定の凊理においお「抜遞予玄有り抜遞予玄枈み抜遞予玄無し」が蚭定され、「抜遞予玄有り」ず指定された挔出抜遞が実行されおいくこずになるこの点の詳现は、図抜遞予玄蚭定凊理の詳现フロヌを甚いお埌述する。 The above-mentioned "lottery reservation information" refers to data (lottery type reservation information) for specifying (reserving) what type of effect lottery will be executed next time (including the next time onwards) based on the results of the current lottery process when the effect lottery for the current game is executed multiple times (specifically, when the lottery execution process (step SB40 in FIG. 70) described below is executed multiple times). The lottery reservation information is set to "lottery reservation available (lottery reservation completed)/lottery reservation not available" in a specified process, and the effect lottery specified as "lottery reservation available" will be executed (this will be described in more detail later using FIG. 73 (detailed flow of lottery reservation setting process)).

本実斜圢態では、䞊述のステップの凊理においお、最初に実行すべき挔出抜遞皮別が指定されるようになっおいる。具䜓的には、次の通りである。 In this embodiment, the type of effect lottery to be executed first is specified in the processing of step SB28 described above. Specifically, it is as follows.

ステップの凊理では、抜遞予玄情報の初期倀ずしお、バリ゚ヌション抜遞予玄情報蚘憶領域には、䞋蚘の予玄情報が蚭定される。 In step SB28, the following reservation information is set in the variation lottery reservation information storage area as the initial value of the lottery reservation information:

「通垞状態の堎合」
ステップの凊理においお、バリ゚ヌション番号に「」が蚭定されおいるので、バリ゚ヌション番号に察応する、
・「EN_E_TH_001_SaBuHeNnDoUPaTaNn, //TH_001サフ゛倉動ハ゜タヌン」
が「抜遞予玄枈み抜遞予玄有り」に蚭定される。
(1) "Under normal conditions"
In the process of step SB24, since the variation number is set to "0",
・ "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
will be set to "Lottery reserved (lottery reservation available)."

「時短状態たたは確倉状態の堎合」
ステップの凊理においお、バリ゚ヌション番号に「」が蚭定されおいるので、バリ゚ヌション番号に察応する、
・「EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, //KH_001高確_サフ゛倉動ハ゜タヌン」
が「抜遞予玄枈み抜遞予玄有り」に蚭定される。
(2) "When in time-saving or special mode"
In the process of step SB26, since the variation number is set to "228",
・ "EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, // [KH_001] High probability_Sub fluctuation pattern"
will be set to "Lottery reserved (lottery reservation available)."

したがっお、通垞状態の堎合は、今回のゲヌムに係る倉動䞭挔出の内容を決定するに際し、初回最初の挔出抜遞ずしお“TH_001サフ゛倉動ハ゜タヌン”通垞状態に係るサブ倉動を決定するための抜遞が実行され、時短状態たたは確倉状態の堎合は、初回の挔出抜遞ずしお“KH_001高確_サフ゛倉動ハ゜タヌン”時短状態たたは確倉状態に係るサブ倉動を決定するための抜遞が実行されるこずになる。そしお、今回の抜遞凊理の結果に基づいお、次回、劂䜕なる抜遞凊理を実行するかを指定する抜遞予玄情報が蚭定されおいく埌述の図の抜遞予玄蚭定凊理を参照。 Therefore, in the normal state, when determining the content of the in-fluctuating effects for the current game, the first (initial) effect drawing is a "[TH_001] sub-fluctuation pattern" (a drawing to determine the sub-fluctuation for the normal state), and in the time-saving or high probability state, the first effect drawing is a "[KH_001] high probability_sub-fluctuation pattern" (a drawing to determine the sub-fluctuation for the time-saving or high probability state). Then, based on the results of this drawing process, lottery reservation information is set that specifies what kind of lottery processing will be performed next time (see the lottery reservation setting process in Figure 73 described below).

ステップの説明に戻る。䞀方、バリ゚ヌション番号が「」である堎合ステップ、挔出凊理に䜕らかの異垞゚ラヌが生じたずしお、䜕もせずに、制埡パヌツ䜜成凊理を抜ける。なお、この堎合は、「抜遞予玄無し」に蚭定され、挔出凊理に゚ラヌが生じたずしお、今回のゲヌムに係る挔出抜遞倉動䞭挔出を決定するための挔出抜遞は実行されず埌述の図のステップの刀定結果がの凊理ルヌト参照、゚ラヌ時の倉動䞭挔出たずえば、予告挔出等を発生させず、装食図柄の揺れ倉動を実行させるなどを実行させるため゚ラヌ凊理゚ラヌ甚挔出抜遞凊理を行うようになっおいる。 Return to the explanation of step SB27. On the other hand, if the variation number is "0xFFFF" (step SB28: = 0xFFFF), it is assumed that some abnormality (error) has occurred in the presentation processing, and the control part creation process is exited without any action. In this case, it is set to "no lottery reservation", and it is assumed that an error has occurred in the presentation processing, so the presentation lottery for this game (presentation lottery to determine the in-floating presentation) is not executed (see the processing route where the result of the determination at step SB35 in FIG. 70 described below is NO), and error processing (error presentation lottery processing) is executed to execute the in-floating presentation in the event of an error (for example, executing a swaying change of the decorative pattern without generating a preview presentation, etc.).

䞊蚘の制埡パヌツ䜜成凊理倉動開始時ステップの凊理を終えるず、次いで、抜遞開始凊理ステップを実行する。 Once the above control part creation process (at the start of fluctuation) (step SA32) is completed, the lottery start process (step SA33) is then executed.

抜遞開始凊理ステップ図
次に、抜遞開始凊理ステップに぀いお説明する。図は、抜遞開始凊理ステップの詳现を瀺すフロヌチャヌトである。この抜遞開始凊理では、バリ゚ヌション抜遞予玄情報蚘憶領域の抜遞予玄情報抜遞予玄の有無に基づき、今回のゲヌムに係る挔出抜遞倉動開始時の挔出抜遞が実行される。
(Lottery start process (step SA33): FIG. 70)
Next, the lottery start process (step SA33) will be described. Fig. 70 is a flowchart showing the details of the lottery start process (step SA33). In this lottery start process, a performance lottery for the current game (performance lottery at the start of variation) is executed based on the lottery reservation information (presence or absence of lottery reservation) in the variation lottery reservation information storage area.

図においお、挔出制埡郚は、たず、抜遞実行カりント数をクリアする抜遞実行カりント数←ステップ。この抜遞実行カりント数は、バリ゚ヌション抜遞予玄情報蚘憶領域における挔出抜遞皮別を指定したり図図の抜遞実行カりント数の欄参照、今回のゲヌムに係る挔出抜遞がすべお終了したか吊かを刀定するための刀定情報ずしおも利甚される次に述べるステップ参照。 In FIG. 70, the performance control unit 24 (CPU 241) first clears the lottery execution count (lottery execution count ← 0) (step SB31). This lottery execution count is used to specify the performance lottery type in the variation lottery reservation information storage area (see the lottery execution count column in FIG. 77A to FIG. 77D), and is also used as judgment information to determine whether all the performance lotteries related to the current game have been completed (see step SB32 described next).

次いで、珟圚の抜遞実行カりント数ず抜遞デヌタ終了倀ずを比范し、抜遞実行カりント数が抜遞デヌタ終了倀未満か吊かを刀定するステップ。抜遞デヌタ終了倀ずは、すべおの挔出抜遞が終了したか吊かを刀定するための刀定倀であり、具䜓的には、図に瀺すバリ゚ヌション抜遞予玄情報蚘憶領域の抜遞デヌタ終了䜍眮に盞圓する「」である。なお本実斜圢態では、抜遞察象ずなる党予告数倉動開始時倉動䞭挔出および入賞時先読み予告の党挔出抜遞皮別が、バリ゚ヌション抜遞予玄情報蚘憶領域のバリ゚ヌション番号ずなっおいる。ステップの刀定凊理では、抜遞実行カりント数に基づき、バリ゚ヌション抜遞予玄情報蚘憶領域におけるすべおの抜遞が終了したか吊かが刀定されるこずになる。 Then, the current lottery execution count number is compared with the lottery data end value to determine whether the lottery execution count number is less than the lottery data end value (step SB32). The lottery data end value is a judgment value for judging whether all the performance lotteries have ended, and specifically, it is "371", which corresponds to the lottery data end position in the variation lottery reservation information storage area shown in FIG. 77D. Note that in this embodiment, the total number of previews to be selected (all performance lottery types at the start of the fluctuation (fluctuating performance) and at the time of winning (preview preview)) are the variation numbers 0 to 370 in the variation lottery reservation information storage area. In the judgment process of step SB32, it is judged whether all the lotteries in the variation lottery reservation information storage area have ended based on the lottery execution count number.

抜遞実行カりント数が抜遞デヌタ終了倀未満である堎合ステップ、぀たり、すべおの挔出抜遞が終了しおいない堎合には、バリ゚ヌション番号に、抜遞実行カりント数を蚭定するステップ。たずえば、最初に、ステップが実行される堎合は、抜遞実行カりント数がであるので、バリ゚ヌション番号にが蚭定される。 If the lottery execution count is less than the lottery data end value (step SB32: YES), that is, if all performance lotteries have not ended, the lottery execution count is set to the variation number (step SB34). For example, when step SB34 is executed for the first time, the lottery execution count is 0, so the variation number is set to 0.

次いで、指定されたバリ゚ヌション番号に察応する「バリ゚ヌション抜遞予玄情報蚘憶領域図図」が「抜遞予玄有り抜遞予玄枈み」であるか吊かを刀定するステップ。「抜遞予玄枈み」でない堎合ステップ、぀たり「抜遞予玄無し」の堎合、抜遞実行カりント数をむンクリメントし抜遞実行カりント数、ステップの凊理に戻る。䞀方、「抜遞予玄枈み」である堎合ステップ、埌述のステップに凊理に進む。 Next, it is determined whether the "variation lottery reservation information storage area (Figs. 77A to 77D)" corresponding to the specified variation number is "lottery reservation available (lottery reservation completed)" (step SB35). If it is not "lottery reservation completed" (step SB35: NO), in other words, if it is "lottery reservation not available", the lottery execution count number is incremented (lottery execution count number + 1) and processing returns to step SB32. On the other hand, if it is "lottery reservation completed" (step SB35: YES), processing proceeds to step SB36 described below.

最初にステップの刀定凊理が実行される堎合抜遞実行カりント数が初期倀のである堎合、ステップで指定されたバリ゚ヌション番号のバリ゚ヌション抜遞予玄情報蚘憶領域が参照される。具䜓的には、バリ゚ヌション抜遞予玄情報蚘憶領域の、
・「EN_E_TH_001_SaBuHeNnDoUPaTaNn, //TH_001サフ゛倉動ハ゜タヌン」
が参照される図参照。
When the determination process of step SB35 is executed for the first time (when the lottery execution count number is the initial value 0), the variation lottery reservation information storage area of the variation number 0 specified in step SB34 is referenced.
・ "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
is referred to (see FIG. 77A).

ここで䞊蚘制埡パヌツ䜜成凊理図のステップの凊理においお、珟圚の遊技状態が通垞状態である堎合には、䞊蚘バリ゚ヌション番号に察応するバリ゚ヌション抜遞予玄情報蚘憶領域が「抜遞予玄枈み」ずしお蚭定されおいる図のステップ、ステップ、図参照。 Here, in the processing of step SB28 of the control part creation process (Figure 69), if the current game state is normal, the variation lottery reservation information storage area corresponding to the above-mentioned variation number 0 is set as "lottery reserved" (see steps SB24 and SB28 of Figure 69, and Figure 77A).

䞀方、珟圚の遊技状態が時短状態たたは確倉状態である堎合にはバリ゚ヌション番号に察応する、
・「EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, //KH_001高確_サフ゛倉動ハ゜タヌン」
が「抜遞予玄枈み」ずしお蚭定されおいる図のステップ、ステップ、図参照。
On the other hand, if the current game state is the time-saving state or the probability variation state, the variation number corresponds to 228.
・ "EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, // [KH_001] High probability_Sub fluctuation pattern"
is set as "lottery reserved" (see step SB26, step SB28 in FIG. 69, and FIG. 77C).

したがっお、最初にステップの刀定凊理が実行される堎合には、以䞋のように凊理が進むようになっおいる。 Therefore, when the determination process of step SB35 is executed for the first time, the process proceeds as follows:

通垞状態である堎合は、バリ゚ヌション番号に察応する抜遞予玄情報が「抜遞予玄有り抜遞予玄枈み」ずなっおいるので、ステップの刀定結果が“”ずなる。この堎合は、埌述のステップ以降の凊理を実行しおいく。すなわち、通垞状態に関する挔出抜遞バリ゚ヌション番号の挔出抜遞が実行されおいくこずになる。ただし、通垞状態の堎合は、時短状態たたは確倉状態に係る挔出抜遞矀を察象ずする抜遞予玄情報は、すべお「予玄無し」に蚭定されるようになっおおり、その実行がすべおスキップされるようになっおいる。 In the normal state, the lottery reservation information corresponding to variation number 0 is "lottery reservation available (lottery reservation completed)", so the judgment result of step SB35 is "YES". In this case, the processing from step SB36 onwards, which will be described later, is executed. That is, the effect lottery for the normal state (variation numbers 0 to 227) is executed. However, in the normal state, all lottery reservation information for the effect lottery group related to the time-saving state or the probability variable state is set to "no reservation", and all of its execution is skipped.

時短状態たたは確倉状態である堎合は、バリ゚ヌション番号の抜遞予玄情報が「抜遞予玄枈み」ずなっおいるだけで、バリ゚ヌション番号の抜遞予玄情報はすべお「抜遞予玄無し」ずなっおいる。したがっお、抜遞実行カりント数がずなるたでは、ステップの刀定結果が垞に“”ずなり、「ステップ→抜遞実行カりント数→」の凊理が繰り返し実行される。すなわち、通垞状態に関する挔出抜遞矀バリ゚ヌション番号の実行がすべおスキップされ、時短状態たたは確倉状態に関する挔出抜遞皮別矀バリ゚ヌション番号を察象に、抜遞が実行されおいくこずになる。なお、本実斜圢態では、遊技進行䞊、時短状態や確倉状態ず比し、滞圚期間が盞察的に長い、通垞状態に関する挔出抜遞を優先的に実行するようになっおいる。たた、滞圚期間の長い通垞状態䞭の挔出のバリ゚ヌションを豊富化するために、「通垞状態に関する挔出抜遞皮別数予告挔出数時短状態およびたたは確倉状態に関する挔出抜遞皮別数」の関係ずし、遊技の単調化を防止するようになっおいる図図参照。なお本実斜圢態では、「通垞状態に関する挔出抜遞皮別数予告挔出数時短状態およびたたは確倉状態に関する挔出抜遞皮別数」の関係ずしおいるが、これに限らず、遊技性に応じお「通垞状態に関する挔出抜遞皮別数」≧、、たたは≊「時短状態およびたたは確倉状態に関する挔出抜遞皮別数」の関係ずするこずができる。 In the case of the time-saving state or the probability variable state, the lottery reservation information for the variation number 228 is "lottery reserved", and the lottery reservation information for all the variation numbers 0 to 227 is "lottery not reserved". Therefore, until the lottery execution count number reaches 228, the judgment result of step SB35 is always "NO", and the process of "step SB32 → SB43 (lottery execution count number + 1) → SB32" is repeatedly executed. In other words, the execution of the effect lottery group related to the normal state (variation numbers 0 to 227) is skipped, and the lottery is executed for the effect lottery type group related to the time-saving state or the probability variable state (variation numbers 228 to 370). In this embodiment, the effect lottery related to the normal state, which has a relatively long stay period compared to the time-saving state or the probability variable state, is executed preferentially in the game progress. Also, in order to enrich the variety of effects during the normal state, which has a long duration, the relationship is set to "number of effect lottery types related to the normal state (number of advance notice effects) > number of effect lottery types related to the time-saving state and/or the special probability state", preventing the game from becoming monotonous (see Figures 77A to 77D). Note that in this embodiment, the relationship is set to "number of effect lottery types related to the normal state (number of advance notice effects) > number of effect lottery types related to the time-saving state and/or the special probability state", but this is not limited to this, and the relationship can be set to "number of effect lottery types related to the normal state" ≥, =, or ≀ "number of effect lottery types related to the time-saving state and/or the special probability state" depending on the game characteristics.

以埌、抜遞実行カりント数に基づき、指定されたバリ゚ヌション番号の抜遞予玄の有無抜遞予玄枈み、抜遞予玄無しが刀定されステップの凊理参照、「抜遞予玄枈み」抜遞予玄有りであれば、埌述のステップの凊理が実行され、挔出内容が決定されおいく。そしお、すべおの挔出抜遞が終了した堎合はステップ、今回のゲヌムで珟出すべき挔出倉動䞭挔出が決定されるこずになる。なお、各皮の挔出抜遞の実行順序に぀いおは、図から分かる通り、ステップたたはステップを通過する毎に抜遞実行カりント数がむンクリメントされ、その倀がバリ゚ヌション番号に蚭定されるので、バリ゚ヌション番号順、換蚀すれば、バリ゚ヌション抜遞予玄情報蚘憶領域におけるアドレス順図図に瀺すバリ゚ヌション番号順に実行されるようになっおいる。ただし、その挔出抜遞を実行するか吊かは、抜遞予玄の有無により刀断される。 After that, based on the lottery execution count, it is determined whether or not the specified variation number has been reserved for lottery (lottery reservation completed, lottery reservation not completed) (see the processing of steps SB32 to SB43). If "lottery reservation completed" (lottery reservation completed), the processing of steps SB36 to SB42 described below is executed to determine the content of the performance. Then, when all the performance lotteries have been completed (step SB32: NO), the performance (changing performance) to be produced in the current game is determined. As can be seen from FIG. 70, the lottery execution count is incremented each time step SB42 or step S43 is passed, and the value is set as the variation number, so that the performance is executed in the order of the variation number, in other words, in the order of addresses in the variation lottery reservation information storage area (the order of the variation number shown in FIG. 77A to FIG. 77D). However, whether or not the performance lottery is executed is determined based on the presence or absence of a lottery reservation.

本実斜圢態では、先に決定すべき挔出に関する抜遞を優先的に実行し、無駄な挔出抜遞を䜕回も実行しおしたうこずを防止し、以お制埡負担を軜枛するように工倫しおある。その最たる䟋ずしおは、今回の倉動䞭挔出の内容倉動䞭挔出シナリオを決定する際に、最初に、メむン倉動に基づくサブ倉動に関する抜遞䞊蚘「TH_001サブ倉動パタヌン」を実行するようにしおいる点である図参照。倉動䞭挔出の根幹ずなるサブ倉動を最初に決定するこずにより、それに付随する倚皮倚様な予告挔出や装食図柄の衚瀺態様を決定しおいくこずが可胜になり、抜遞凊理の効率化を図るこずができる。 In this embodiment, the lottery for the performance that should be decided first is executed first, preventing unnecessary performance lotteries from being executed multiple times, thereby reducing the control burden. The best example of this is that when deciding the content of the current during-change performance (during-change performance scenario), a lottery for a sub-change based on the main change (the above-mentioned [TH_001] sub-change pattern) is executed first (see Figure 77A). By first deciding the sub-change that is the core of the during-change performance, it becomes possible to decide the display mode of the wide variety of accompanying preview performances and decorative patterns, thereby making the lottery process more efficient.

なお以䞋では、凊理内容の重耇蚘茉を避けるために、特に断りの無い限り、バリ゚ヌション抜遞予玄情報蚘憶領域のバリ゚ヌション番号に察応する、
・「EN_E_TH_001_SaBuHeNnDoUPaTaNn, //TH_001サフ゛倉動ハ゜タヌン」
が「抜遞予玄枈み」ずしお蚭定されおいる䟋を代衚䟋にずり説明しおいく。たた、「抜遞実行カりンタ数が初期倀における凊理内容を先ず説明し、抜遞実行カりント数が以降の凊理内容に぀いおは远っお説明する。
In the following, in order to avoid duplication of the process contents, unless otherwise specified,
・ "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
In the following, a typical example will be described in which the lottery execution counter is set to "lottery reserved". In addition, the processing contents when the lottery execution counter is at its initial value (=0) will be described first, and the processing contents when the lottery execution counter is 1 or more will be described later.

図のステップの説明に戻り、指定されたバリ゚ヌション番号に察応するバリ゚ヌション抜遞予玄情報蚘憶領域が「抜遞予玄枈み」である堎合にはステップ、次いで、図に瀺す「バリ゚ヌション番号甚テヌブル」における「抜遞テヌブル遞択情報」を取埗するステップ。 Returning to the explanation of step SB35 in FIG. 70, if the variation lottery reservation information storage area corresponding to the specified variation number is "lottery reserved" (step SB35: YES), then the "lottery table selection information" in the "variation number table" shown in FIG. 79 is obtained (step SB36).

バリ゚ヌション番号甚テヌブル図
図に、バリ゚ヌション番号甚テヌブルを瀺す。なお図は、バリ゚ヌション番号甚テヌブルの䞀郚を瀺したものである。
(Variation Number Table; Figure 79)
The variation number table is shown in Fig. 79. Note that Fig. 79 shows only a part of the variation number table.

バリ゚ヌション番号甚テヌブルには、各バリ゚ヌション番号に察応しお、テヌブル指定情報所定のテヌブルを指定するためのアドレス情報アドレス指定情報が蚘憶されおいる。具䜓的には、図䞭の「備考」に瀺す通り、テヌブル指定情報ずしお、巊から順に、「抜遞テヌブル遞択情報抜遞テヌブル遞択甚テヌブル埌述の図に関するアドレス情報」、「抜遞フラグパヌツ情報抜遞フラグパヌツ情報テヌブル埌述の図、図などに関するアドレス情報」、「抜遞呌び出し情報抜遞呌び出し蚭定テヌブル埌述の図図、図など関するアドレス情報」、「シナリオ蚭定情報シナリオ蚭定テヌブル䞍図瀺関するアドレス情報」が蚘憶されおおり、凊理状態に応じお、これらの情報が取埗され利甚される。 The variation number table stores table designation information (address information for designating a specific table (address designation information)) corresponding to each variation number. Specifically, as shown in "Notes" in FIG. 79, from the left, the table designation information stores "lottery table selection information (address information for the lottery table selection table (FIG. 96 described below))", "lottery flag parts information (address information for the lottery flag parts information table (FIGS. 92, 93, etc. described below))", "lottery call information (address information for the lottery call setting table (FIGS. 94A-94B, 95, etc. described below))", and "scenario setting information (address information for the scenario setting table (not shown))". This information is acquired and used depending on the processing status.

次いで、取埗した抜遞テヌブル遞択情報の有無を刀定するステップ。ここでは、バリ゚ヌション番号に察応する抜遞予玄情報が「抜遞予玄枈み」である堎合を説明しおいるので、バリ゚ヌション番号甚テヌブル図のバリ゚ヌション番号に察応する、
・「{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001サブ倉動パタヌン」
から、抜遞テヌブル遞択情報抜遞テヌブル遞択甚テヌブル指定情報を取埗する。ここでの抜遞テヌブル遞択情報は、図瀺の通り「L」、぀たり「抜遞テヌブル遞択情報無し」であるので、ステップの刀定結果は“”ずなり、テヌブル番号蚘憶領域に「」が蚭定されるステップ。なお、抜遞テヌブル遞択情報が有る堎合≠Lのケヌス埌述の抜遞テヌブル遞択凊理ステップが実行されるケヌスに぀いおの詳现は、図を甚いお埌述し、ここでは、抜遞テヌブル遞択情報が無い堎合Lのケヌスに぀いお説明しおいく。
Next, it is determined whether or not the acquired lottery table selection information exists (step SB37). Here, the case where the lottery reservation information corresponding to the variation number 0 is "lottery reserved" is explained, so the lottery reservation information corresponding to the variation number 0 in the variation number table (FIG. 79) is
・"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
From the table selection information, lottery table selection information (table designation information for lottery table selection) is acquired. Since the lottery table selection information here is "NULL" as shown in the figure, that is, "no lottery table selection information", the determination result of step SB37 is "YES", and "0" is set in the table number storage area (step SB38). Details of the case where there is lottery table selection information (≠NULL) (a case where the lottery table selection process (step SB41) described later is executed) will be described later using FIG. 74, and here, the case where there is no lottery table selection information (=NULL) will be described.

ステップたたは埌述の「抜遞テヌブル遞択凊理ステップ」を終えるず、ステップの凊理に進む。ここでは、今回抜遞を行う「抜遞シヌト番号」埌述の図図のシヌト番号甚テヌブル参照を取埗するための凊理を行うステップ。具䜓的には、珟圚のバリ゚ヌション番号ずテヌブル番号蚘憶領域の倀に基づいお、図に瀺す「シヌト番号栌玍テヌブル」から、今回抜遞を行う抜遞シヌト番号抜遞シヌト番号に関するアドレス情報を取埗する。 After step SB38 or the "lottery table selection process (step SB41)" described below is completed, the process proceeds to step S39. Here, a process is performed to obtain the "lottery sheet number" for the current lottery (see the sheet number table in Figures 81A to 81B described below) (step SB39). Specifically, based on the current variation number and the value in the table number storage area, the lottery sheet number for the current lottery (address information related to the lottery sheet number) is obtained from the "sheet number storage table" shown in Figure 80.

詳しくは、抜遞テヌブル遞択情報が無い堎合ステップ、぀たり、ステップの凊理でテヌブル番号蚘憶領域がずなる堎合には、バリ゚ヌション番号抜遞実行カりント数に基づき、䞊蚘シヌト番号栌玍テヌブル図から「抜遞シヌト番号」を指定するアドレス情報を取埗する。 In more detail, if there is no lottery table selection information (step SB37: YES), that is, if the table number storage area becomes 0 in the processing of step SB, address information specifying the "lottery sheet number" is obtained from the sheet number storage table (Figure 80) based on the variation number (lottery execution count number).

䞊蚘シヌト番号栌玍テヌブル図には、䞊蚘「シヌト番号甚テヌブル」における抜遞シヌト情報を取埗するために必芁なアドレス情報先頭アドレス情報が蚘憶されおいる図の備考欄参照。ただし、埌述の抜遞テヌブル遞択凊理ステップが実行される堎合には、抜遞テヌブル遞択凊理䞭で蚭定されたテヌブル番号蚘憶領域の倀埌述のステップ参照を甚いお、バリ゚ヌション番号ずそのテヌブル番号蚘憶領域の倀の倀を甚いお、目的の抜遞シヌト番号を取埗する。぀たり、抜遞テヌブル遞択凊理ステップ䞭で取埗される、テヌブル番号蚘憶領域の倀は、䞊蚘シヌト番号栌玍テヌブル図から抜遞シヌト番号を取埗する際のオフセット倀ずしお利甚されるようになっおいる。 The sheet number storage table (Fig. 80) stores address information (first address information) required to obtain the lottery sheet information in the "sheet number table" (see the remarks column in Fig. 80). However, when the lottery table selection process (step SB41) described below is executed, the target lottery sheet number is obtained using the value of the table number storage area set during the lottery table selection process (see step SD21 described below) and the variation number and the value of that table number storage area. In other words, the value of the table number storage area obtained during the lottery table selection process (step SB41) is used as an offset value when obtaining the lottery sheet number from the sheet number storage table (Fig. 80).

本䟋で扱っおいるバリ゚ヌション番号のケヌスでは、䞊蚘ステップで説明した通り、ステップの刀定結果がずなり、抜遞テヌブル遞択凊理ステップは実行されない。この堎合は、バリ゚ヌション番号に基づいお、図に瀺す、
・「0x0000, //TH_001サブ倉動パタヌン」バリ゚ヌション番号察応
が取埗される。
In the case of the variation number 0 handled in this example, as explained in the above step SB38, the result of the determination in step SB37 is YES, and the lottery table selection process (step SB41) is not executed. In this case, based on the variation number (=0), the following is performed as shown in FIG.
・"0x0000, // [TH_001] Sub-variation pattern" (corresponding to variation number 0)
is obtained.

ステップの凊理を終えるず、凊理状態を、埌述の抜遞実行凊理ステップに移行させる。 When step SB39 is completed, the processing state transitions to the lottery execution process (step SB40) described below.

そしお、抜遞実行凊理ステップを終えるず、抜遞実行カりント数をむンクリメントしステップ、ステップの刀定凊理に戻り、以埌、抜遞実行カりント数が抜遞デヌタ終了倀抜遞実行カりント数≧抜遞デヌタ終了倀に達するたで、ステップの凊理を繰り返し実行する。抜遞実行カりント数が抜遞デヌタ終了倀に達した堎合はステップ、図の倉動開始時凊理に戻り、埌述の抜遞終了時倉数初期化凊理ステップ、図を実行する。 When the lottery execution process (step SB40) is completed, the lottery execution count number is incremented (step SB42), and the process returns to the judgment process of step SB32. Thereafter, the process of steps SB32 to SB41 is repeatedly executed until the lottery execution count number reaches the lottery data end value (lottery execution count number ≧ lottery data end value). If the lottery execution count number reaches the lottery data end value (step SB32: NO), the process returns to the fluctuation start time process of FIG. 67, and the lottery end time variable initialization process (step SA34, FIG. 75) described later is executed.

抜遞実行凊理ステップ図図
次に、䞊蚘の「抜遞実行凊理ステップ」に぀いお説明する。図図は、抜遞実行凊理ステップの詳现を瀺すフロヌチャヌトであり、図に抜遞実行凊理の前半郚を瀺し、図に抜遞実行凊理の埌半郚を瀺す。
(Lottery execution process (step SB40): Figs. 71A to 71B)
Next, the above-mentioned "lottery execution process (step SB40)" will be described. Figures 71A and 71B are flowcharts showing the details of the lottery execution process (step SB40), with Figure 71A showing the first half of the lottery execution process and Figure 71B showing the second half of the lottery execution process.

図においお、挔出制埡郚は、たず、所定範囲数の乱数を生成する乱数生成手段から抜遞甚乱数を取埗するステップ。ここでの乱数生成手段は、゜フトりェア的に所定範囲たずえば、乱数範囲の乱数を生成しおいる。 In FIG. 71A, the performance control unit 24 (CPU 241) first obtains a random number for a lottery from a random number generation means that generates random numbers within a predetermined range (step SC11). The random number generation means here generates random numbers within a predetermined range (for example, random number range = 0 to 19999) in a software manner.

次いで、取埗した抜遞甚乱数倀を補正する乱数倀補正凊理を行うステップ。本実斜圢態では、その補正凊理ずしお、取埗した乱数を特定倀で陀しお、その䜙りの倀を「実甚乱数倀」実際に抜遞に䜿甚する乱数倀ずしお蚭定する抜遞甚乱数倀陀算凊理。 Next, a random number value correction process is performed to correct the obtained random number value for the lottery (step SC12). In this embodiment, the correction process involves dividing the obtained random number by a specific value, and setting the remainder as the "practical random number value" (the random number value actually used in the lottery) (lottery random number value division process).

本実斜圢態では、乱数生成手段から取埗した抜遞甚乱数倀を、抜遞凊理挔出抜遞で甚いる振分倀刀定倀の最倧倀たずえば、振分デヌタテヌブル埌述の図図の振分倀刀定倀の最倧倀で陀しお、その䜙りを実際の抜遞で甚いる実甚乱数倀以䞋、単に「乱数倀」ずも称するずしお蚭定し、垞に「実甚乱数倀最倧振分倀」の関係を満たすようにしおいる。このようにする理由は、次の通りである。 In this embodiment, the random number value for lottery obtained from the random number generation means is divided by the maximum value of the allocation value (judgment value) used in the lottery process (performance lottery) (for example, the maximum value of the allocation value (judgment value) in the allocation data table (Figures 84A to 89B described below) = 10,000), and the remainder is set as the practical random number value (hereinafter simply referred to as "random number value") to be used in the actual lottery, so that the relationship of "practical random number value < maximum allocation value" is always satisfied. The reason for doing so is as follows.

抜遞察象に圓遞したか吊かの刀定は、取埗した乱数倀が抜遞察象ごずに割り圓おられた振分倀未満であるか吊かで刀定される埌述の図のステップ参照。しかし、取埗した抜遞甚乱数が䜕らかの䞍具合異垞により、振分倀より倧きくなっおしたうケヌスが発生した堎合、正しい抜遞が実行できず、いずれの抜遞察象に圓遞したのか䞍明ずなり、挔出自䜓を実行するこずが䞍可胜になっおしたう恐れがある。䞀方、取埗した乱数倀を振分倀で陀した䜙りを甚いれば、たずえ取埗した乱数倀に䞍具合が生あっおも、垞に「乱数倀振分倀」の関係を満たし、挔出抜遞自䜓は特に問題無く、じっくするこずが可胜になる。 Whether or not a lottery item has been won is determined by whether or not the acquired random number value is less than the allocation value assigned to each lottery item (see steps SC27 to SC31 in FIG. 71B described below). However, if a malfunction (abnormality) occurs that causes the acquired lottery random number to be greater than the allocation value, the lottery cannot be executed correctly, it will be unclear which lottery item has been won, and it may become impossible to execute the performance itself. On the other hand, if the remainder when the acquired random number value is divided by the allocation value is used, the relationship of "random number value < allocation value" is always satisfied, even if there is a malfunction in the acquired random number value, and the performance lottery itself can be executed without any problems.

たた、倧圓り抜遞および倧圓り遊技の制埡は䞻制埡郚偎で行うため、挔出制埡郚偎における挔出抜遞甚乱数倀の䞍具合によっお本来遞ばれるべき挔出が実行されない堎合であっおも、倧圓り圓遞自䜓が無効になるわけではなく、挔出に違和感が生じたずしおも、特に問題は生じないず考えられる。 In addition, because the jackpot lottery and jackpot game control are performed by the main control unit 20, even if the performance that should have been selected is not executed due to a malfunction of the random number value for the performance lottery on the performance control unit 24 side, the jackpot win itself is not invalidated, and even if something seems odd about the performance, it is thought that no particular problem will arise.

本実斜圢態では、乱数生成手段から取埗した抜遞甚乱数倀を特定倀最倧振分倀で陀した倀を実甚乱数倀ずしおいるが、䞊蚘乱数補正凊理ずしお「実甚乱数倀最倧振分倀」の関係を満たすのであれば、その補正凊理方法は特に制限されない。ただし、抜遞察象が耇数ある堎合には、これらの振分倀ずの関係性を考慮しお、抜遞甚乱数倀を補正するこずが奜たしい。 In this embodiment, the practical random number value is the lottery random number value 0-19999 obtained from the random number generation means divided by a specific value (maximum allocation value) of 10000, but the method of correction is not particularly limited as long as the random number correction process satisfies the relationship of "practical random number value < maximum allocation value." However, when there are multiple items to be selected, it is preferable to correct the lottery random number value taking into account the relationship with these allocation values.

たた本実斜圢態では、抜遞実行凊理ステップが実行される床に、乱数倀を取埗するようになっおいる図のステップの刀定結果が→の抜遞実行凊理が実行される凊理ルヌト参照。すなわち、今回の抜遞で取埗した乱数倀ステップ、その乱数倀を補正しお埗られた実甚乱数倀ステップのいずれも、次回の抜遞では利甚されず、次回の抜遞に係るステップの凊理により、新たな実甚乱数倀が蚭定されるこずになる。これにより、同倀の乱数倀が遞択されない、぀たり、抜遞を実行する床に実甚乱数倀が固定的ではなく倉動的ずなるため、ランダム性をより担保するこずができる。 In addition, in this embodiment, a random number value is obtained each time the lottery execution process (step SB40) is executed (see the processing route in FIG. 70 where the determination result in step SB32 is YES → the lottery execution process in SB40 is executed). In other words, neither the random number value obtained in the current lottery (step SC11) nor the practical random number value obtained by correcting that random number value (steps SC12 to SC13) will be used in the next lottery, and a new practical random number value will be set by the processing in steps SC11 to SC13 for the next lottery. This prevents the same random number value from being selected, meaning that the practical random number value is variable rather than fixed each time a lottery is executed, further ensuring randomness.

たた、乱数生成手段を耇数蚭けたずえば、乱数生成方法が異なる、生成する乱数範囲が異なるなど抜遞ごずにたたは䞀郚の抜遞においお、異なる乱数生成手段から乱数倀を取埗可胜に構成しおもよい。たずえば、バリ゚ヌション番号抜遞実行カりント数たたは抜遞シヌト番号に察応した乱数生成手段を蚭けおもよい。 In addition, multiple random number generation means may be provided (e.g., different random number generation methods, different ranges of random numbers to be generated, etc.) so that random numbers can be obtained from different random number generation means for each lottery or for some lotteries. For example, random number generation means corresponding to a variation number (lottery execution count number) or lottery sheet number may be provided.

たた、予告挔出の皮類に応じお、異なる乱数生成手段から乱数倀を取埗可胜に構成しおもよい。たずえば、倉動䞭挔出ず先読み予告ずで異ならせる、予告挔出を構成する挔出矀に応じお異ならせるたずえば、リヌチ前予告に属する挔出内容を抜遞する堎合ず、リヌチ前予告に属する挔出内容を抜遞する堎合ずで異ならせる、圓遞皮別に応じお異ならせるたずえば、倧圓りずハズレずで異ならせる、メむン倉動皮別たたはサブ倉動皮別に応じお異ならせる、などずするこずができる。メむン倉動皮別たたはサブ倉動皮別に応じお異ならせる堎合には、たずえば、通垞倉動ずリヌチ倉動で異ならせる、リヌチ系ずリヌチ系で異ならせるずいったように倉動パタヌン皮別に応じお異ならせるこずができる。換蚀すれば、予告挔出の圓遞期埅床に応じお異ならせるこずができる。たた、圓確予告プレミア予告や高期埅床予告を含む予告挔出ず、それ以倖で、異ならせおもよい。 The random number generator may be configured to obtain random numbers from different random number generators depending on the type of preview performance. For example, the random number may be different between a variation performance and a pre-reading preview, or it may be different depending on the group of performances that make up the preview performance (for example, different between a lottery for the performance content belonging to a pre-reach preview and a lottery for the performance content belonging to a pre-reach preview), or it may be different depending on the type of win (for example, different between a jackpot and a miss), or it may be different depending on the main variation type or sub-variation type. When the random number is different depending on the main variation type or sub-variation type, it may be different depending on the type of variation pattern, for example, between a normal variation and a reach variation, or between an SP reach type and an N reach type. In other words, it may be different depending on the expected probability of winning the preview performance. It may also be different between a preview performance that includes a sure win preview (premium preview) or a high expectation preview, and other preview performances.

次いで、今回の抜遞に甚いる抜遞シヌト番号に基づき、「シヌト番号甚テヌブル図図」から抜遞シヌト情報を取埗するステップ。 Next, based on the lottery sheet number to be used in this lottery, lottery sheet information is obtained from the "Sheet Number Table (Figures 81A to 81B)" (step SC14).

シヌト番号甚テヌブル図図
図図にシヌト番号甚テヌブルを瀺す。なお図図は、シヌト番号甚テヌブルの䞀郚を瀺したものである。
(Sheet number table: Fig. 81A to Fig. 81B)
The sheet number table is shown in Figures 81A and 81B, which show only a part of the sheet number table.

シヌト番号甚テヌブルには、各抜遞シヌト番号に察応した「抜遞シヌト情報」が蚘憶されおいる。具䜓的には、図の備考欄に瀺すように、次のようなデヌタが蚘憶されおいる。
む「En_lot_dt_off***」は、「オフセットデヌタテヌブル」の指定情報オフセットデヌタテヌブルに関するアドレス情報オフセットデヌタテヌブル指定情報。
ロ「En_lot_dt_sht***」は、「振分デヌタテヌブル」の指定情報振分デヌタテヌブルアドレスに関するアドレス情報振分テヌブルデヌタ指定情報。
The sheet number table stores "lottery sheet information" corresponding to each lottery sheet number. Specifically, as shown in the remarks column of FIG. 81B, the following data is stored:
(a) "En_lot_dt_off***" is designation information for the "offset data table" (address information relating to the offset data table (offset data table designation information)).
(b) "En_lot_dt_sht***" is information specifying the "sorting data table" (address information regarding the sorting data table address (sorting table data specification information)).

したがっお、これら「En_lot_dt_off***」、「En_lot_dt_sht***」で指定される抜遞シヌト情報に基づき、目的の「オフセットデヌタテヌブル」や「振分デヌタテヌブル」が取埗される。なお、䞊蚘「オフセットデヌタテヌブル」や「振分デヌタテヌブル」は、各皮の抜遞凊理を行う䞊で必芁ずなる耇数のテヌブルが含たれる。その䞀䟋ずしお、たずえば、図図に瀺す耇数のオフセットデヌタテヌブルや、図図に瀺す耇数の振分デヌタテヌブルなどがある。 Therefore, based on the lottery sheet information specified by "En_lot_dt_off***" and "En_lot_dt_sht***", the desired "offset data table" and "allocation data table" are obtained. Note that the above "offset data table" and "allocation data table" include multiple tables required for performing various lottery processes. Examples include the multiple offset data tables shown in Figures 82A to 82D and the multiple allocation data tables shown in Figures 84A to 89B.

オフセットデヌタテヌブル図図
図図に、䞊蚘オフセットデヌタテヌブルを瀺す。図図は、抜遞凊理で甚いるオフセットデヌタテヌブルの䞀䟋を瀺したものである。
(Offset data table: Figs. 82A to 82C)
The offset data table is shown in Figures 82A to 82C, which show an example of the offset data table used in the lottery process.

オフセットデヌタテヌブルには、図瀺の通り、パヌツ刀定回数情報ず、オフセットパヌツ番号図図参照ずが定められおいる。 As shown in the figure, the offset data table defines part determination count information and offset part numbers (see Figures 76A to 76D).

ここでは、今回取埗された抜遞シヌト番号がであるケヌスを説明しおいるので、図に瀺すシヌト番号甚テヌブルにおける抜遞シヌト番号の、
・「{En_lot_dt_off000, En_lot_dt_sht000}, //TH_001サブ倉動パタヌン T1」
の抜遞シヌト情報が取埗されるステップ。
Here, the case where the lottery sheet number acquired this time is 0 is explained, so the lottery sheet number 0 in the sheet number table shown in FIG. 81A is
・"{En_lot_dt_off000, En_lot_dt_sht000}, // [TH_001] Sub-fluctuation pattern T1"
The lottery sheet information is acquired (step SC14).

この抜遞シヌト情報により指定されるオフセットデヌタテヌブルは、
「En_lot_dt_off000」であり、具䜓的には、図に瀺す、
・「オフセットデヌタ000(TH_001サブ倉動パタヌン T1)」
である。したがっお、このオフセットデヌタテヌブルからパヌツ刀定回数情報ずしお「」図瀺の「パヌツ数」に察応する倀が取埗されるステップ。
The offset data table specified by this lottery sheet information is
"En_lot_dt_off000", specifically, as shown in FIG. 82A,
・"Offset data 000 ([TH_001] Sub-fluctuation pattern T1)"
Therefore, "1" (a value corresponding to the "number of parts" shown in the figure) is obtained as the part determination count information from this offset data table (step SC15).

次いで、取埗したパヌツ刀定回数情報がであるか吊かを刀定しステップ、その刀定結果に応じお凊理を次のαたたはβに分岐させる。 Then, it is determined whether the acquired part judgment count information is 0 (step SC16), and the process branches to the next (α) or (β) depending on the result of the determination.

α「ステップの刀定凊理にお、パヌツ刀定回数情報がでないず刀定された堎合の凊理ルヌト」ステップの刀定結果が→ステップの凊理ルヌト
β「ステップの刀定凊理にお、パヌツ刀定回数情報がであるず刀定された堎合の凊理ルヌト」ステップの刀定結果が→図のステップに移行する凊理ルヌト
(α) "Processing route when it is determined in the determination process of step SC16 that the part determination count information is not 0" (determination result of step SC16 is YES → processing route of steps SC17 to SC24)
(β) “Processing route when it is determined in the determination process of step SC16 that the part determination count information is 0” (the determination result of step SC16 is NO → processing route that transitions to step SC25 of FIG. 71B)

以䞋、説明の䟿宜のために、䞊述のαの凊理ルヌトを蟿る堎合ず、βの凊理ルヌトを蟿る堎合ずに分けお説明する。 For ease of explanation, the following will be explained separately for the case where the processing route (α) is followed and the case where the processing route (β) is followed.

パヌツ刀定回数情報がでない堎合ステップステップの凊理ルヌト
たず、パヌツ刀定回数情報がでない堎合ステップの凊理ルヌトに぀いお説明する。
(When the part judgment count information is not 0 (step SC16: YES): processing route of steps SC17 to SC24)
First, a process route when the part judgment count information is not 0 (step SC16: YES) will be described.

パヌツ刀定回数情報がでない堎合ステップ、パヌツ刀定回数情報をデクリメントするステップ。 If the part judgment count information is not 0 (step SC16: YES), the part judgment count information is decremented (step SC17).

次いで、オフセットデヌタテヌブルのオフセットパヌツ番号を取埗するステップ。図に瀺す「オフセットデヌタ000(TH_001サブ倉動パタヌン T1)」が参照される堎合、オフセットパヌツ番号ずしお「」が取埗される。なお、オフセットパヌツ番号は、オフセットパヌツ蚘憶領域の「(TH_メむン倉動)」に察応する倀である図参照。 Next, the offset part number in the offset data table is obtained (step SC18). When "Offset Data 000 ([TH_001] Sub-variation Pattern T1)" shown in Figure 82A is referenced, "1" is obtained as the offset part number. Note that offset part number 1 is the value corresponding to "(TH_Main Variation)" in the offset part storage area (see Figure 76A).

次いで、取埗したオフセットパヌツ番号に基づき、オフセットパヌツ蚘憶領域の倀を取埗するステップ。 Then, based on the obtained offset part number, the value of the offset part storage area is obtained (step SC19).

次いで、オフセットパヌツ番号に基づき、図に瀺すオフセットパヌツ数テヌブルからオフセットパヌツの最倧倀を取埗するステップ。 Next, based on the offset part number, the maximum value of the offset parts is obtained from the offset part number table shown in FIG. 83 (step SC20).

オフセットパヌツ数テヌブル図
図に、䞊蚘オフセットパヌツ数テヌブルを瀺す。なお、図は、オフセットパヌツ数テヌブルの䞀郚を瀺したものである。
(Offset parts number table: Figure 83)
The offset parts number table is shown in Fig. 83. Note that Fig. 83 shows only a part of the offset parts number table.

オフセットパヌツ数テヌブルには、図瀺の備考欄に瀺す通り、各オフセットパヌツ番号に察応するオフセットパヌツの最倧倀が定められおいる。 The offset part count table specifies the maximum offset part value for each offset part number, as shown in the notes column.

たずえば、ステップで取埗したオフセットパヌツ番号がであれば、オフセットパヌツ数テヌブルにおける、
・「0x00BC, //TH_メむン倉動」
で指定される倀の「」が、オフセットパヌツ最倧倀ずしお取埗される。なお、メむン倉動ずは、既に説明した通り、䞻制埡郚偎で決定された倉動パタヌンメむン倉動を意味し、本䟋通垞状態に係るメむン倉動では、その皮類数が皮類異垞時の倉動無しを含むであり、オフセットパヌツの最倧倀がこの皮類数ず同じ倀ずなっおいるオフセットパヌツ最倧倀メむン倉動皮類数ずなっおいる図図の「メむン倉動」の欄参照。
For example, if the offset part number acquired in step SC18 is 1, then in the offset part number table,
・"0x00BC, //TH_Main fluctuation"
The value "0X00BC" specified by is acquired as the offset part maximum value. As already explained, the main fluctuation means the fluctuation pattern (main fluctuation) determined by the main control unit 20, and in this example (main fluctuation related to the normal state (YJ=00)), the number of types is 188 (including no fluctuation during abnormality), and the maximum value of the offset parts is the same value as this number of types (0X00BC = offset part maximum value = number of main fluctuation types) (see the "main fluctuation" column in Figures 97A to 97F).

次いで、オフセットパヌツ蚘憶領域の倀がオフセットパヌツの最倧倀以䞊であるか吊かを刀定するステップ。オフセットパヌツ蚘憶領域の倀がオフセットパヌツの最倧倀以䞊でない堎合ステップ、ステップの凊理をスキップしお、ステップの凊理に進む。䞀方、オフセットパヌツ蚘憶領域の倀がオフセットパヌツの最倧倀以䞊である堎合ステップ、異垞が生じたずしお、オフセットパヌツ蚘憶領域をクリアしオフセットパヌツ蚘憶領域←ステップ、ステップの凊理に進む。 Next, it is determined whether the value in the offset parts storage area is equal to or greater than the maximum value of the offset parts (step SC21). If the value in the offset parts storage area is not equal to or greater than the maximum value of the offset parts (step SC21: YES), the process skips step SC22 and proceeds to step SC23. On the other hand, if the value in the offset parts storage area is equal to or greater than the maximum value of the offset parts (step SC21: YES), it is determined that an abnormality has occurred, the offset parts storage area is cleared (offset parts storage area ← 0) (step SC22), and the process proceeds to step SC23.

ステップの凊理では、取埗したオフセットパヌツ蚘憶領域の倀ずオフセットパヌツの最倧倀ずに基づき、遞択甚オフセット倀の所定の算出凊理を実行し、その算出結果を遞択甚オフセット倀蚘憶領域に蚭定するステップ。 In the processing of step SC23, a predetermined calculation process of the selection offset value is executed based on the acquired value of the offset parts storage area and the maximum value of the offset parts, and the calculation result is set in the selection offset value storage area (step SC23).

次いで、前回の遞択甚オフセット倀蚘憶領域の倀ず今回の遞択甚オフセット倀の所定の算出凊理加算凊理などを実行し、その算出結果を遞択甚オフセット倀蚘憶領域に蚭定するステップ。䞊蚘のステップの凊理で算出される遞択甚オフセット倀蚘憶領域の倀は、埌述の図の挔出抜遞に係る凊理でステップ予告バリ゚ヌション抜遞凊理、振分デヌタテヌブルたずえば、埌述の図図を甚いた抜遞凊理を実行する際に、必芁なタむミングで取埗され利甚される。 Next, a predetermined calculation process (such as an addition process) is performed on the previous value of the selection offset value storage area and the current selection offset value, and the calculation result is set in the selection offset value storage area (step SC24). The value of the selection offset value storage area calculated in the processes of steps SC23 to SC24 above is obtained and used at the necessary timing when performing the lottery process using the allocation data table (for example, Figures 84A to 89B described below) in the process related to the performance lottery in Figure 71B described below (steps SC27 to SC31: preview variation lottery process).

最終的に遞択甚オフセット倀蚘憶領域に蚭定される倀に぀いお
ここで、ステップがたたは耇数回実行される堎合に、最終的に遞択甚オフセット倀蚘憶領域に蚭定される倀パヌツ刀定回数情報のずきに、ステップで遞択甚オフセット倀蚘憶領域に蚭定される倀に぀いお、説明しおおく。
(Regarding the value finally set in the selection offset value storage area)
Here, we will explain the value that is finally set in the selection offset value memory area when steps SC16 to SC24 are executed one or more times (the value that is set in the selection offset value memory area in step SC24 when the part judgment count information N = 0).

ここでは代衚的に、ステップで取埗されたパヌツ刀定回数情報の初期倀がのケヌスを䟋にずり説明する。たた、ステップが実行されるずきのパヌツ刀定回数情報が、、の堎合、぀たり、回目、回目、回目最終回目のステップが実行される堎合のそれぞれにおいお、ステップで取埗されるオフセットパヌツ番号のオフセットパヌツ蚘憶領域の倀ず、ステップで取埗されるオフセットパヌツの最倧倀を以䞋のように定矩する。 Here, we will take as an example a representative case where the initial value of the part judgment count information N acquired in step SC15 is 3 (N=3). In addition, when the part judgment count information N is 2, 1, or 0 when step SC24 is executed, that is, when step SC24 is executed for the first, second, or third (final) time, the value of the offset part storage area of the offset part number acquired in step SC19 and the maximum value of the offset part acquired in step SC20 are defined as follows:

パヌツ刀定回数情報のずきに、取埗されるオフセットパヌツの最倧倀をΑ、オフセットパヌツ蚘憶領域の倀をα。
パヌツ刀定回数情報のずきに、取埗されるオフセットパヌツの最倧倀をΒ、オフセットパヌツ蚘憶領域の倀をβ。
パヌツ刀定回数情報のずきに、取埗されるオフセットパヌツの最倧倀をΓ、オフセットパヌツ蚘憶領域の倀をγ。
(1) When the part determination count information is 2, the maximum value of the offset part to be acquired is A, and the value of the offset part storage area is α.
(2) When the part determination count information is 1, the maximum value of the offset part to be acquired is B, and the value of the offset part storage area is β.
(3) When the part judgment count information is 0, the maximum value of the offset parts acquired is Γ, and the value of the offset parts storage area is γ.

赀回目のステップが実行される堎合パヌツ刀定回数情報
回目のステップが実行される堎合、ステップの算出倀遞択甚オフセット倀蚘憶領域に蚭定される倀は、䞋蚘の匏により算出される。
匏
「オフセットパヌツ最倧倀の初期倀」×「今回取埗したオフセットパヌツ蚘憶領域の倀」「前回の遞択甚オフセット倀」「今回回目のステップの算出倀」
<(Red 1) When Step SC24 is Executed for the First Time (Part Determination Count Information 2)>
When step SC24 is executed for the first time, the calculated value in step SC24 (the value to be set in the selection offset value storage area) is calculated by the following formula (111).
(Equation 111)
"Initial value of maximum offset part value" x "Value of offset part storage area acquired this time" + "Previous offset value for selection" = "Value calculated in step SC24 this time (first time)"

ここで、回目の堎合は、前回の遞択甚オフセット倀は存圚しないため、その倀ずしお初期倀の「」が取埗される。たた、オフセットパヌツの最倧倀の初期倀には「」が取埗される。
したがっお、回目に取埗されるオフセットパヌツ蚘憶領域の倀が「α」であれば、オフセットパヌツ最倧倀が初期倀の「」、前回の遞択甚オフセット倀蚘憶領域の倀が初期倀の「」であるので、
これら倀を䞊蚘匏に代入すれば、
「オフセットパヌツ最倧倀初期倀×「今回回目取埗したオフセットパヌツ蚘憶領域の倀α」「前回の遞択甚オフセット倀蚘憶領域の倀初期倀」「α」第算出倀
ずなる。
Here, in the first case, since there is no previous selection offset value, the initial value "0" is acquired as the value. Also, "1" is acquired as the initial value of the maximum value of the offset part.
Therefore, if the value of the offset parts storage area acquired for the first time is "α", the offset parts maximum value is the initial value "1", and the value of the previous selection offset value storage area is the initial value "0", so
Substituting these values into the above (Equation 111),
"Maximum offset part value 1 (initial value) × "Value α of the offset part storage area acquired this time (first time)" + "Value 0 (initial value) of the previous selection offset value storage area" = "α" (first calculated value)
It becomes.

したがっお、今回回目のステップで遞択甚オフセット倀蚘憶領域に蚭定される倀は「α」ずなる。぀たり、回目は垞に、今回回目取埗したオフセットパヌツ蚘憶領域の倀「α」が、そのたた、遞択甚オフセット倀蚘憶領域に蚭定される倀ずなる。 Therefore, the value set in the selection offset value storage area in step SC24 this time (first time) will be "α". In other words, the first time, the value "α" of the offset parts storage area acquired this time (first time) will always be the value set in the selection offset value storage area as is.

なお、次回に甚いる「特定倀」ずしお、次の倀を蚘憶する。
「今回取埗したオフセットパヌツの最倧倀」×「前回取埗したオフセットパヌツ最倧倀回目の堎合は初期倀の」「Α」回目の特定倀
The next value is stored as the "specific value" to be used next time.
"Maximum value A of the offset part acquired this time" x "Maximum value of the offset part acquired last time (initial value 1 for the first time)" = "A" (first specific value)

赀回目のステップが実行される堎合パヌツ刀定回数情報
回目のステップが実行される堎合、ステップの算出倀は、次の匏により算出される。
<(Red 2) When Step SC24 is Executed for the Second Time (Part Determination Count Information 1)>
When step SC24 is executed for the second time, the calculation value of step SC24 is calculated by the following (Equation 222).

匏
「前回算出された特定倀」×「今回取埗したオフセットパヌツ蚘憶領域の倀」「前回の遞択甚オフセット倀蚘憶領域の倀」「今回回目のステップの算出倀」
(Equation 222)
"Previously calculated specific value" x "currently acquired value in the offset parts storage area" + "previously acquired value in the selection offset value storage area" = "currently (second time) calculated value in step SC24"

前回算出された特定倀回目の特定倀が「Α」、
今回取埗したオフセットパヌツ蚘憶領域の倀が「β」、
前回の遞択甚オフセット倀蚘憶領域の倀が「α」であるので、
これら倀を䞊蚘匏に代入すれば、
「前回算出された特定倀Α」×「今回取埗したオフセットパヌツ蚘憶領域の倀β」「前回の遞択甚オフセット倀蚘憶領域の倀α」「Α×βα」第算出倀
The specific value calculated last time (first specific value) is "A",
The value of the offset part storage area acquired this time is "β",
Since the previous value in the selection offset value storage area is "α",
Substituting these values into the above (Equation 222),
"Previously calculated specific value A" × "Currently acquired offset part storage area value β" + "Previously acquired selection offset value storage area value α" = "A × β + α" (second calculated value)

したがっお、今回回目のステップで遞択甚オフセット倀蚘憶領域に蚭定される倀は「Α×βα」ずなる。 Therefore, the value set in the selection offset value storage area in step SC24 this time (second time) will be "A x β + α."

なお、次回に甚いる「特定倀」ずしお、次の倀を蚘憶する。
「今回取埗したオフセットパヌツの最倧倀Β」×「前回の特定倀回目の特定倀Α」「Β×Α」回目の特定倀
The next value is stored as the "specific value" to be used next time.
"Maximum value of offset parts obtained this time B" x "Previous specific value (first specific value) A" = "B x A" (second specific value)

赀回目最終回目のステップが実行される堎合パヌツ刀定回数情報
回目最終回目のステップが実行される堎合、ステップの算出方法は、䞊蚘匏ず同様である≊の堎合は同様。したがっお、次のようになる。
<(Red 3) When Step SC24 is Executed for the Third (Final) Time (Part Determination Count Information 0)>
When step SC24 is executed for the third (final) time, the calculation method of step SC24 is the same as that of (Equation 222) above (similarly when 2≩N). Therefore, the following is obtained.

前回算出された特定倀回目の特定倀が「Β×Α」、
今回取埗したオフセットパヌツ蚘憶領域の倀が「γ」、
前回の遞択甚オフセット倀蚘憶領域の倀が「Α×βα」であるので、
これら倀を䞊蚘匏に代入すれば、
「前回算出された特定倀Β×Α」×「今回取埗したオフセットパヌツ蚘憶領域の倀γ」「前回の遞択甚オフセット倀蚘憶領域の倀Α×βα
「Β×Α×γΑ×βα」第算出倀
The specific value calculated last time (the second specific value) is "B x A".
The value of the offset part memory area acquired this time is "γ",
Since the previous value in the selection offset value storage area is "A × β + α",
Substituting these values into the above (Equation 222),
"Last calculated specific value B × A" × "Value of the offset parts memory area acquired this time γ" + "Value of the previous selection offset value memory area (A × β + α)
= "Β×A×γA×βα" (third calculated value)

したがっお、今回最終回目のステップで遞択甚オフセット倀蚘憶領域に蚭定される倀は「Β×Α×γΑ×βα」ずなる。本䟋のケヌスでは、この回目のステップの実行が最終回ずなるのでパヌツ刀定回数情報、この倀を保持したたた、埌述の図のステップの凊理に進むこずになるステップの刀定結果がの凊理ルヌト。 Therefore, the value set in the selection offset value storage area in step SC24 this time (final time) will be "B x A x γ + A x β + α". In this example, since this third execution of step SC24 is the final time (part determination count information = 0), this value will be retained and processing will proceed to step SC25 in Figure 71B described below (processing route where the determination result of step S16 is YES).

なお本䟋では、パヌツ刀定回数情報のケヌスに぀いお説明したが、の堎合回目以降が実行される堎合も同様の算出方法により、最終的な遞択甚オフセット倀蚘憶領域の倀が算出される。 In this example, we have explained the case where the part determination count information N = 3, but the final value of the selection offset value memory area is calculated using the same calculation method when 3 < N (when the fourth or subsequent executions are performed).

図の説明に戻り、䞊蚘ステップの凊理を終えるず、ステップの刀定凊理に戻り、パヌツ刀定回数情報がになるたで、ステップの凊理を繰り返し実行する。 Returning to the explanation of FIG. 71A, once the processing of step SC24 is completed, the process returns to the judgment processing of step SC16, and the processing of steps SC17 to SC24 is repeated until the part judgment count information becomes 0.

なおここでは、䞊蚘ステップの凊理にお、「オフセットデヌタ000(TH_001サブ倉動パタヌン T1)」からパヌツ刀定回数情報ずしお「」が取埗される䟋を説明しおいるので、回目のステップを終えた埌のパヌツ刀定回数情報は「」ずなる。したがっお、䞊蚘匏による算出倀が、最終的に、遞択甚オフセット倀蚘憶領域に蚭定される倀ずなる。 Note that in the processing of step SC15 above, an example is described in which "1" is obtained as the part determination count information from "offset data 000 ([TH_001] sub-variation pattern T1)," so the part determination count information after the first step SC24 is completed is "0." Therefore, the value calculated by the above (Equation 111) is the value that is ultimately set in the selection offset value storage area.

パヌツ刀定回数情報がである堎合ステップ図のステップに移行する凊理ルヌト
次に、パヌツ刀定回数情報がである堎合ステップの凊理ルヌトに぀いお説明する。
(When the part judgment count information is 0 (step SC16: NO): processing route proceeds to step SC25 of FIG. 71B)
Next, a process route when the part judgment count information is 0 (step SC16: NO) will be described.

パヌツ刀定回数情報がである堎合ステップ、図のステップの凊理に進む。 If the part judgment count information is 0 (step SC16: NO), proceed to processing of step SC25 in Figure 71B.

ここでは、䞊蚘抜遞シヌト情報ステップの凊理で取埗により指定される「振分デヌタテヌブル」今回の抜遞凊理で甚いる挔出抜遞テヌブルからバリ゚ヌション数今回の抜遞に係る挔出のバリ゚ヌション数を取埗し、バリ゚ヌション数蚘憶領域に蚭定するステップ。詳しくは、次の通りである。 Here, the number of variations (the number of variations of the effects related to this lottery) is obtained from the "allocation data table" (the effect lottery table used in this lottery process) specified by the lottery sheet information (obtained in the processing of step SC14), and set in the number of variations storage area (step SC25). The details are as follows.

ここでは、今回取埗された抜遞シヌト番号がであるケヌスを説明しおいるので、既に説明したように、図に瀺す抜遞シヌト番号の、
・「{En_lot_dt_off000, En_lot_dt_sht000}, //TH_001サブ倉動パタヌン T1」
の抜遞シヌト情報が取埗される。この抜遞シヌト情報により指定される振分デヌタテヌブルは、「En_lot_dt_sht000」であり、具䜓的には、図および図に瀺す、
・「振分け000(TH_001サブ倉動パタヌン T1)」
ずなる。したがっお、この振分デヌタテヌブルからバリ゚ヌション数情報ずしお「図瀺のバリ゚ヌション数が取埗され、この倀がバリ゚ヌション数蚘憶領域に蚭定されるステップ。
Here, the case where the lottery sheet number acquired this time is 0 is described, so as already described, the lottery sheet number 0 shown in FIG.
・"{En_lot_dt_off000, En_lot_dt_sht000}, // [TH_001] Sub-fluctuation pattern T1"
The lottery sheet information is acquired. The allocation data table specified by this lottery sheet information is "En_lot_dt_sht000", and specifically, the lottery sheet information is acquired as shown in FIG. 84A and FIG. 84B.
・"Allocation 000 (TH_001Sub-fluctuation pattern T1)"
Therefore, "236 (the number of variations shown in the figure = 236)" is obtained as the variation number information from this allocation data table, and this value is set in the variation number storage area (step SC25).

なお、図および図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」は、今回の抜遞凊理で甚いる振分デヌタテヌブル挔出抜遞に係る抜遞テヌブルの䞀䟋であり、図は「振分け000(TH_001サブ倉動パタヌン T1)」の前半郚、図は「振分け000(TH_001サブ倉動パタヌン T1)」の埌半郚を瀺したものであり、それぞれ「振分け000(TH_001サブ倉動パタヌン T1)」の䞀郚を抜粋しお瀺したものである。 Note that "Allocation 000 ([TH_001] sub-fluctuation pattern T1)" shown in Figures 84A and 84B is an example of an allocation data table (lottery table related to the performance lottery) used in this lottery process, with Figure 84A showing the first half of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)" and Figure 84B showing the second half of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)", and each showing an excerpt of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)".

図および図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」は、メむン倉動に基づき、サブ倉動を決定するための抜遞テヌブルサブ倉動抜遞テヌブルずなっおおり、抜遞に関する基本的構成は、図図の「倉動パタヌン振分テヌブル」ず同じである。具䜓的には、抜遞察象ごずに振分倀刀定倀が定められおおり、抜遞甚乱数がいずれの振分倀に属するか吊かにより、圓遞非圓遞が決定されるようになっおいる。本実斜圢態に係る振分デヌタテヌブルの堎合、抜遞察象挔出のバリ゚ヌション実行すべき挔出に係る挔出内容皮別、その抜遞察象の振分倀挔出のバリ゚ヌションの圓遞を刀定する振分倀、抜遞察象数挔出のバリ゚ヌション数バリ゚ヌション数ずいった耇数の情報が含たれる。 The "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A and 84B is a lottery table (sub-fluctuation lottery table) for determining sub-fluctuations based on main fluctuations, and the basic configuration for the lottery is the same as the "fluctuation pattern allocation table" in Figures 26 to 27. Specifically, an allocation value (judgment value) is set for each lottery target, and winning/non-winning is determined depending on which allocation value the lottery random number belongs to. In the case of the allocation data table of this embodiment, multiple pieces of information are included, such as the lottery target (performance variation (performance content type related to the performance to be executed)), the allocation value of the lottery target (allocation value for judging the winning of the performance variation), and the number of lottery targets (number of performance variations (= number of variations)).

たずえば、図および図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」の堎合、メむン倉動皮別図の列方向参照ず、挔出のバリ゚ヌション挔出内容皮別以䞋「予告バリ゚ヌション」ずも称するずしおの「サブ倉動皮別」図の行方向参照ずが関連付けお定められおおり、今回のメむン倉動に応じたサブ倉動今回の抜遞凊理に係る予告バリ゚ヌションが決定されるようになっおいる。 For example, in the case of "Allocation 000 ([TH_001] Sub-variation Pattern T1)" shown in Figures 84A and 84B, the main variation type (see the columns in the figure) and the "sub-variation type" (see the rows in the figure) as a variation of the performance (performance content type (TYPE): hereafter also referred to as "preview variation") are associated and defined, and a sub-variation corresponding to the current main variation (the preview variation related to the current lottery process) is determined.

本実斜圢態では、耇数回の抜遞実行凊理ステップにより、䞀連の挔出シナリオ今回のゲヌムで実行すべき挔出倉動䞭挔出の挔出シナリオが決定されるようになっおいる。具䜓的には、埌述のステップの抜遞凊理予告バリ゚ヌション抜遞凊理が実行されるごずに、今回のゲヌムで実行すべき挔出倉動䞭挔出に係る予告バリ゚ヌションたずえば、挔出シナリオを構成する䞀芁玠挔出芁玠などが決定されお行き、すべおの抜遞凊理を終えるず、䞀連の挔出シナリオが決定されるこずになる。 In this embodiment, a series of presentation scenarios (presentation scenarios for the presentation (changing presentation) to be executed in the current game) are determined by multiple lottery execution processes (step SB40). Specifically, each time the lottery processes (preview variation lottery processes) of steps S27 to SC31 described below are executed, a preview variation (for example, one element (presentation element) that constitutes the presentation scenario) for the presentation (changing presentation) to be executed in the current game is determined, and when all the lottery processes are completed, a series of presentation scenarios will be determined.

なお、「振分け000(TH_001サブ倉動パタヌン T1)」におけるバリ゚ヌション数予告バリ゚ヌション数の「」は、サブ倉動のバリ゚ヌション数、すなわち、サブ倉動の皮類数異垞時に遞択されるサブ倉動番号の「TH_001_抜遞無し」を含むず同じ倀ずなっおいる図図の「サブ倉動」の欄、図図「」の欄等参照。 The number of variations (number of predicted variations) in "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" is "236", which is the same value as the number of variations of the sub-fluctuations, i.e., the number of types of sub-fluctuations (including "TH_001_No lottery" of sub-fluctuation number 0, which is selected in the event of an abnormality) (see the "Sub-fluctuation" columns in Figures 78A to 78F, and the "SUB" columns in Figures 97A to 97F, etc.).

ステップの凊理を終えるず、次いで、刀定カりント数をクリアするステップ。この刀定カりント数は、䞻に、振分デヌタテヌブルから振分倀を取埗したり、抜遞察象を特定したりするために利甚される。 After completing the processing of step SC25, the judgment count is then cleared (step SC26). This judgment count is primarily used to obtain allocation values from the allocation data table and to identify lottery items.

次いで、バリ゚ヌション数蚘憶領域の倀ず刀定カりント数ずを比范し、刀定カりント数がバリ゚ヌション数蚘憶領域の倀未満であるか吊か刀定するステップ。図に瀺す通り、最初に、ステップを通過する堎合には、刀定カりント数がであるがステップ→の凊理参照、この刀定カりント数は、埌続のステップでむンクリメントされる。そしお、刀定カりント数がバリ゚ヌション数蚘憶領域の倀以䞊の堎合バリ゚ヌション数に達した堎合ステップ、たたは埌述のステップの刀定結果が圓遞ずなるたで抜遞察象の予告バリ゚ヌションに圓遞した堎合、ステップの凊理今回の抜遞凊理が繰り返し実行されるステップの刀定結果がの凊理ルヌト参照。なお、ステップにおいお、抜遞が正垞に行われる限り、刀定カりント数がバリ゚ヌション数蚘憶領域の倀以䞊になるこずはない。したがっお、ステップの刀定結果がずなる堎合には、凊理䞊、䜕らかの異垞が生じおいる状態ずなる。ステップの刀定結果がずなる凊理の仕方に぀いおの詳现は埌述する。 Next, the value of the variation number storage area is compared with the judgment count number to determine whether the judgment count number is less than the value of the variation number storage area (step SC27). As shown in FIG. 71B, when step SC27 is passed for the first time, the judgment count number is 0 (see the processing of steps SB26 to SB27), but this judgment count number is incremented in the following step SC31. Then, when the judgment count number is equal to or greater than the value of the variation number storage area (when it reaches the number of variations) (step SC27: NO), or until the judgment result of step SC29 described later becomes NO (winner) (when the advance notice variation to be selected for the lottery is won), the processing of steps SC27 to SC31 (the current lottery processing) is repeatedly executed (see the processing route where the judgment result of step SC27 is YES). Note that in steps S27 to SC31, as long as the lottery is performed normally, the judgment count number will not be equal to or greater than the value of the variation number storage area. Therefore, if the judgment result of step SC27 becomes NO, some abnormality has occurred in the processing. The process for determining NO in step SC27 will be described in detail below.

刀定カりント数がバリ゚ヌション数蚘憶領域の倀未満である堎合ステップ、遞択甚オフセット倀蚘憶領域の倀ステップによる算出倀ず、刀定カりント数に基づき、振分デヌタテヌブルから振分倀を取埗するステップ。遞択甚オフセット倀蚘憶領域の倀に぀いおは、䞊蚘の図のにおいお最終的に埗られた算出倀が甚いられる。この算出倀に基づき、振分デヌタテヌブルにおける抜遞察象が指定されるようになっおいる。 If the determination count number is less than the value in the number of variations storage area (step SC27: YES), an allocation value is obtained from the allocation data table based on the value in the selection offset value storage area (the value calculated in steps SC18 to SC24) and the determination count number (step SC28). The value finally calculated in SC24 in Figure 71A above is used as the value in the selection offset value storage area. The lottery items in the allocation data table are designated based on this calculated value.

今回の抜遞凊理では、振分デヌタテヌブルずしお、図および図に瀺す「振分け000(TH_001サブ倉動パタヌンT1)」を甚いた䟋を説明しおいるので、たずえば、遞択甚オフセット倀蚘憶領域の倀がの堎合は、今回の抜遞察象が図に瀺す「なし_通垞倉動 12秒_存圚なし_1_はずれ」である旚が指定され図瀺の「」のの察応欄参照、珟圚の刀定カりント数に察応する振分倀が参照されるようになっおいる。詳しくは以䞋の通りである。 In this lottery process, an example is explained in which "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A and 84B is used as the allocation data table, so for example, if the value in the selection offset value storage area is 1, the lottery target this time is specified as "None_Normal Fluctuation 12 Seconds_Non-Existent_1_Miss" as shown in Figure 84A (see the corresponding column for "No." 1 in the figure), and the allocation value corresponding to the current judgment count number is referenced. Details are as follows.

今回のメむン倉動情報に぀いおは、既に説明したように、図の「制埡パヌツ䜜成凊理倉動開始時」のステップの凊理においお、オフセットパヌツ蚘憶領域の「TH_メむン倉動」図のオフセットパヌツ番号察応蚘憶領域に察しお、今回のメむン倉動に察応するメむン倉動番号が蚭定されおいる。たずえば、メむン倉動が䞊述の「なし_通垞倉動 12秒_存圚なし_1_はずれ」メむン倉動番号図、図等参照であれば、「TH_メむン倉動」には「」が蚭定される。 As already explained, for the current main fluctuation information, in the processing of step SB21 of the "Control Part Creation Processing (at the start of fluctuation)" in Figure 69, the main fluctuation number corresponding to the current main fluctuation is set in the "TH_Main Fluctuation" in the offset parts memory area (the memory area corresponding to offset part number 1 in Figure 76A). For example, if the main fluctuation is the above-mentioned "None_Normal Fluctuation 12 seconds_Non-existent_1_Missing" (main fluctuation number = 1: see Figures 78A, 97A, etc.), "TH_Main Fluctuation" is set to "1".

この堎合、䞊蚘の図のの凊理においお、最終的に埗られる算出倀パヌツ刀定回数情報のずきの遞択甚オフセット倀蚘憶領域の倀は、次のようになる。 In this case, the final calculated value (the value of the selection offset value storage area when the part determination count information = 0) obtained in the processing of SC24 in Figure 71A above is as follows:

抜遞シヌト番号の「TH_001サブ倉動パタヌンT1)」の堎合、既に説明したように、䞊蚘ステップ図の凊理にお、図のオフセットデヌタテヌブルから「パヌツ刀定回数情報」が取埗される。したがっお、ステップの凊理ルヌトは回だけ実行されるこずになるステップで、パヌツ刀定回数情報に曎新され、次回のステップの刀定結果がずなるため。 In the case of "[TH_001] Sub-variable pattern T1)" of lottery sheet number 0, as already explained, in the processing of step SC15 (Fig. 71A) above, "parts determination count information = 1" is obtained from the offset data table of Fig. 82A. Therefore, the processing route of steps SC16 to SC24 is executed only once (because in step SC17, the parts determination count information = 0 is updated, and the determination result of the next step S16 is NO).

よっお、最終的に算出される遞択甚オフセット倀は、䞊蚘「赀回目のステップが実行される堎合」のケヌスに該圓し、䞊蚘匏を甚いお算出された倀が、最終的な遞択甚オフセット倀蚘憶領域の倀ずしお、蚭定されるこずになるステップを初期倀で通過→ステップによる算出凊理→ステップの刀定結果がの凊理ルヌト参照。 Therefore, the final selection offset value calculated corresponds to the above case of "(Red 1) When step SC23 is executed for the first time", and the value calculated using the above (Equation 111) is set as the final selection offset value storage area value (see the processing route where step SC16 is passed with the initial value -> calculation process in steps SC18 to SC24 -> the result of the judgment in step SC16 is NO).

぀たり、「TH_メむン倉動」の倀が「」今回取埗したオフセットパヌツ蚘憶領域の倀であれば、オフセットパヌツ最倧倀が初期倀の「」、今回回目取埗したオフセットパヌツ蚘憶領域の倀が「」、前回の遞択甚オフセット倀蚘憶領域の倀が初期倀の「」であり、これらの倀を䞊蚘匏に適甚すれば、最終的な遞択甚オフセット倀蚘憶領域の倀は「」ずなり、この倀がステップの凊理で利甚されるこずになる。 In other words, if the value of "TH_main variation" is "1" (the value of the offset parts memory area acquired this time), the offset parts maximum value is the initial value of "1", the value of the offset parts memory area acquired this time (first time) is "1", and the value of the previous selection offset value memory area is the initial value of "0". If these values are applied to the above (Equation 111), the final value of the selection offset value memory area will be "1", and this value will be used in the processing of step SC28.

したがっお、メむン倉動がメむン倉動番号の堎合には、図の遞択甚オフセット倀蚘憶領域の倀「」に察応する欄の振分倀が参照される。なお、振分デヌタテヌブルにおける空癜の欄は、図瀺を省略しおいるが、振分倀が振分倀ずなっおいる。 Therefore, when the main fluctuation is main fluctuation number 1, the allocation value in the column corresponding to the value "1" in the selection offset value storage area in Figure 84A is referenced. Note that blank columns in the allocation data table, although not shown, have an allocation value of 0 (allocation value = 0).

本実斜圢態の堎合、図の制埡パヌツ䜜成凊理倉動開始時䞭のステップにおいお、オフセットパヌツ蚘憶領域の「TH_メむン倉動」オフセットパヌツ番号察応蚘憶領域に、メむン倉動皮別に察応した倀図図参照が蚭定されるが、この「TH_メむン倉動」に蚭定された倀が、最終的にステップで算出される遞択甚オフセット倀蚘憶領域の倀ず同䞀倀ずなるように工倫されおいる䞊蚘匏参照。なお、遞択甚オフセット倀蚘憶領域の倀がに察応する振分デヌタテヌブル、具䜓的には、メむン倉動番号のケヌスは、未䜿甚たたは異垞が生じた堎合に参照されるものずなっおいる他の振分デヌタテヌブルも同様。 In this embodiment, in step SB21 during the control part creation process (at the start of fluctuation) in FIG. 69, a value corresponding to the main fluctuation type (see FIGS. 78A to 78F) is set in the "TH_Main Fluctuation" (memory area corresponding to offset part number 1) in the offset parts memory area, and the value set in this "TH_Main Fluctuation" is designed to be the same as the value in the selection offset value memory area finally calculated in step SC24 (see formula 111 above). Note that the allocation data table in which the value in the selection offset value memory area corresponds to 0, specifically the case of main fluctuation number 0, is referenced when the table is unused or when an abnormality occurs (the same applies to other allocation data tables).

ステップの説明に戻り、遞択甚オフセット倀蚘憶領域の倀ず珟圚の刀定カりント数ずに基づく振分倀を取埗した埌、次いで、乱数倀ステップで取埗した乱数倀ず、取埗した振分倀ずを比范し、乱数倀が振分倀未満であるか吊かを刀定するステップ。 Returning to the explanation of step SC28, after obtaining an allocation value based on the value of the selection offset value memory area and the current judgment count number, the random number value (the random number value obtained in step S13) is compared with the obtained allocation value, and it is determined whether the random number value is less than the allocation value (step SC29).

乱数倀が振分倀未満でない堎合ステップ、珟圚の刀定カりント数に察応する予告バリ゚ヌション挔出内容皮別に圓遞しなかったずしお、乱数倀から今回取埗した振分倀を枛算しステップ、刀定カりント数をむンクリメントするステップ。そしお、ステップに戻り、再床、ステップ以降の凊理を実行する。 If the random number value is not less than the allocation value (step SC29: YES), it is determined that the preview variation (performance content type (TYPE)) corresponding to the current judgment count number was not selected, and the allocation value acquired this time is subtracted from the random number value (step SC30), and the judgment count number is incremented (step SC31). Then, the process returns to step SC27, and the process from step SC27 onwards is executed again.

䞀方、乱数倀が振分倀未満である堎合ステップ、珟圚の刀定カりント数に察応する予告バリ゚ヌションに圓遞したずしお、ステップの凊理に進み、今回のバリ゚ヌション番号ず刀定カりント数に基づいお、抜遞結果圓遞結果をシナリオデヌタ倉動䞭挔出シナリオを構成するための挔出デヌタずしお、シナリオデヌタ蚘憶領域に蚭定するステップ。なお、図図に瀺す「振分け000(TH_001サブ倉動パタヌンT1)」の堎合、刀定カりント数ず、図図たたは図図に瀺すサブ倉動番号の倀が䞀臎するようになっおいる。 On the other hand, if the random number value is less than the allocation value (step SC29: NO), it is determined that the preview variation (TYPE) corresponding to the current judgment count number has been won, and the process proceeds to step SC32. Based on the current variation number and judgment count number, the lottery result (winning result) is set in the scenario data storage area as scenario data (performance data for constructing the currently varying performance scenario) (step SC32). Note that in the case of "Allocation 000 ([TH_001] sub-variation pattern T1)" shown in Figures 84A to 84B, the judgment count number (0 to 235) and the sub-variation number (0 to 235) shown in Figures 78A to 78F (or Figures 97A to 97F) are set to match.

たずえば、今回のメむン倉動が「なし_通垞倉動 12秒_存圚なし_1_はずれ」遞択甚オフセット倀あれば、刀定カりント数がに察応する振分倀図のが取埗された堎合に圓遞、぀たり、メむン倉動が「なし_通垞倉動 12秒_存圚なし_1_はずれ」の堎合には、でサブ倉動番号の「通垞倉動 12秒_通垞倉動 12秒_1__はずれ_」刀定カりント数サブ倉動番号が圓遞するようになっおいる。そしお、その結果がシナリオデヌタずしお蚭定される。 For example, if the current main fluctuation is "None_Normal fluctuation 12 seconds_Non-existent_1_Miss" (selection offset value = 1), then if the distribution value of 10000 (10000 in Figure 84A) corresponding to the judgment count of 1 is obtained, then it will be a winner. In other words, if the main fluctuation is "None_Normal fluctuation 12 seconds_Non-existent_1_Miss", then there is a 100% chance that sub-fluctuation number 1, "Normal fluctuation 12 seconds_Normal fluctuation 12 seconds_1__Miss" (judgment count number 1 = sub-fluctuation number 1), will be a winner. Then, the result is set as the scenario data.

たたたずえば、今回のメむン倉動が「なし_冥府SPSP_DF予告_1_はずれ」遞択甚オフセット倀であれば、刀定カりント数たでは、非圓遞振分倀がであり、刀定カりント数サブ倉動番号、サブ倉動番号、サブ倉動番号がそれぞれ、、、ずなっおいる。぀たり、、、の割合で、䞋蚘の皮類のサブ倉動のうちから、いずれかのサブ倉動が圓遞し、その結果がシナリオデヌタずしお蚭定されるこずになる。
「冥府SPSP_冥府SPSP_1_リヌチ時_はずれ」刀定カりント数察応
「冥府SPSP_冥府SPSP_1_発展時_はずれ」刀定カりント数察応
「冥府SPSP_冥府SPSP_1_奥発展時_はずれ」刀定カりント数察応
Also, for example, if the current main fluctuation is "None_Hades SPSP_DF Notice_1_Miss" (selection offset value = 15), the judgment count numbers 0 to 14 are non-winning (allocation value is 0), and the judgment count numbers 15 (=sub-fluctuation number 15), 16 (=sub-fluctuation number 16), and 17 (=sub-fluctuation number 17) are 1500, 1500, and 7000, respectively. In other words, of the three types of sub-fluctuations below, one of the sub-fluctuations will win with a probability of 15%, 15%, and 70%, and the result will be set as the scenario data.
(1) "Meifu SPSP_Meifu SPSP_1_Reach_Miss" (15 judgement counts)
(2) "Meifu SPSP_Meifu SPSP_1_Development_Miss" (16 judgement counts)
(3) "Meifu SPSP_Meifu SPSP_1_Deep development_Miss" (corresponding to the judgment count number 17)

本䟋の「冥府SPSP_冥府SPSP_1_リヌチ時_はずれ」「冥府SPSP_冥府SPSP_1_奥発展時_はずれ」のそれぞれは、メむン倉動皮別は同属であるもののメむン倉動番号に属するサブ倉動、サブ倉動皮別ずしおは、異なるサブ倉動ずしお区別され、倉動䞭挔出の挔出内容がそれぞれ異なるものが珟出されうる。図図に瀺す「振分け000(TH_001サブ倉動パタヌンT1)」の堎合、刀定カりント数が倚いほど、圓遞期埅床が高い予告バリ゚ヌションサブ倉動皮別が遞択されうる。たずえば、刀定カりント数に察応する「冥府SPSP_冥府SPSP_1_リヌチ時_はずれ」「冥府SPSP_冥府SPSP_1_奥発展時_はずれ」の堎合は、「冥府SPSP_冥府SPSP_1_リヌチ時_はずれ」、「冥府SPSP_冥府SPSP_1_発展時_はずれ」、「冥府SPSP_冥府SPSP_1_奥発展時_はずれ」のこの順に圓遞期埅床が高いサブ倉動圓遞期埅床が高い予告挔出ずなっおいる。 In this example, each of "Medieval SPSP_Medieval SPSP_1_Reach_Miss" to "Medieval SPSP_Medieval SPSP_1_Deep Development_Miss" has the same main fluctuation type (sub-fluctuations belonging to main fluctuation number 15), but is distinguished as a different sub-fluctuation type, and different performance contents may appear during the fluctuation. In the case of "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, the higher the judgment count number, the higher the predicted variation (sub-fluctuation type) with a higher chance of winning may be selected. For example, in the case of "Medieval SPSP_Medieval SPSP_1_Reach_Miss" to "Medieval SPSP_Medieval SPSP_1_Inner_Development_Miss", which correspond to judgment counts of 15 to 17, the sub-variations (pre-announcement performances with high chances of winning) with the highest chances of winning are "Medieval SPSP_Medieval SPSP_1_Reach_Miss", "Medieval SPSP_Medieval SPSP_1_Development_Miss", and "Medieval SPSP_Medieval SPSP_1_Inner_Development_Miss", in that order.

抜遞凊理に䞍具合異垞が生じた堎合の凊理に぀いお
なお、抜遞凊理ステップが正垞に行われる限り、刀定カりント数がバリ゚ヌション数蚘憶領域の倀以䞊になるこずはなく抜遞刀定回数がバリ゚ヌション数を超えるこずがない。たずえば、振分け000(TH_001サブ倉動パタヌンT1)」の堎合は、抜遞刀定回数は回である、振分デヌタテヌブルにおける予告バリ゚ヌションのいずれかに圓遞するようになっおいる。なお、刀定カりント数に察応する予告バリ゚ヌションデフォルト図の堎合は「抜遞無し」は、䞻に、異垞が生じた堎合に遞択される「゚ラヌ甚予告バリ゚ヌションデフォルトバリ゚ヌション」ずしお定めたものであり、抜遞が正垞に行われる限りは、遞択されるこずはない。゚ラヌ甚予告バリ゚ヌションは、たずえば、今回の抜遞凊理ステップに入る前に、既に異垞が生じおいるこずが刀明しおいる堎合䞊蚘゚ラヌ指定情報が蚭定されおいる堎合のケヌスで、遞択可胜な予告バリ゚ヌションずしお定めおある。
<How to proceed if a malfunction (abnormality) occurs in the lottery process>
As long as the lottery process (steps SC27 to SC31) is performed normally, the judgment count will not exceed the value in the number of variations storage area (the number of lottery judgments will not exceed the number of variations. For example, in the case of "allocation 000 ([TH_001] sub-variable pattern T1)", the number of lottery judgments is 236 times), and one of the preview variations in the allocation data table will be selected. The preview variation corresponding to the judgment count 0 (default (in the case of FIG. 84A, "TYPE 0 (no lottery)")) is mainly defined as an "error preview variation (default variation)" that is selected when an abnormality occurs, and will not be selected as long as the lottery is performed normally. The error preview variation is defined as a selectable preview variation, for example, in the case where an abnormality has already been found to have occurred (when the above-mentioned error designation information is set) before entering the current lottery process (steps SC27 to SC31).

しかし、抜遞凊理の䞍具合には、次のようなケヌスも生じる恐れがある。たずえば、䜕らかの䞍具合により、乱数倀が異垞倀ずなるケヌスたずえば、乱数倀などのように、いずれの予告バリ゚ヌションにも圓遞し埗ない乱数倀の堎合や、刀定カりント数が異垞倀ずなるケヌスたずえば、いずれの予告バリ゚ヌションも指定できない倀予告バリ゚ヌション数を超えた倀の堎合や、人為的な蚭蚈ミスプログラミングミスがあったケヌスなどである。 However, there are also cases where malfunctions in the lottery process may occur, such as the following: For example, some malfunction may cause the random number value to be abnormal (for example, a random number value that cannot be selected for any of the preview variations, such as 20,000), or the judgment count to be abnormal (for example, a value that cannot be specified for any of the preview variations (a value that exceeds the number of preview variations)), or there may be a human-intentioned design error (programming error).

䞊蚘のような䞍具合が生じた堎合、いずれの予告バリ゚ヌションにも圓遞するこずなく、今回の抜遞凊理を抜けるこずになる。たずえば、図図に瀺す「振分け000(TH_001サブ倉動パタヌンT1)」を甚いた抜遞凊理のケヌスであれば、乱数倀や刀定カりント数が異垞倀であった堎合は、最終の刀定カりント数に察応する予告バリ゚ヌション番目の予告バリ゚ヌションにも圓遞するこずなくステップの刀定結果が、埌のステップにより刀定カりント数がずなり、ステップの刀定結果がずなっお、今回の抜遞凊理を抜けるこずになる。なお、ステップの凊理により刀定カりント数がになるずいう事象は、実質的には、刀定カりント数が予告バリ゚ヌション数抜遞察象数を超えおいる状態刀定カりント数の範囲はたでのカりントであるが、䞍具合が生じお、カりント目に突入しおいる状態を意味する。 If such a malfunction occurs, the player will not win any of the preview variations and will exit this lottery process. For example, in the case of the lottery process using "Allocation 000 ([TH_001] sub-variable pattern T1)" shown in Figures 84A to 84B, if the random number value or the judgment count number is an abnormal value, the player will not win the preview variation (TYPE 235 = 236th preview variation) corresponding to the final judgment count number (= 235) (the judgment result of step SC29 is YES), the judgment count number becomes 236 by the subsequent step SC31, the judgment result of step SC27 becomes NO, and the player will exit this lottery process. Note that the event of the judgment count number becoming 236 by the processing of step SC31 essentially means that the judgment count number exceeds the number of preview variations (number of lottery items) (the judgment count number ranges from 0 to 235, which is 236 counts, but a malfunction has occurred and the 237th count has been reached).

このような異垞時の堎合を考慮しお、次の靖靖のように構成するこずが奜たしい。 Taking into consideration such abnormal situations, it is preferable to configure as follows (Yasushi 1) to (Yasushi 3).

靖たずえば、䞍具合が生じた堎合に、特定の予告バリ゚ヌションを圓遞扱いずするための凊理゚ラヌ時バリ゚ヌション決定凊理を実行可胜に構成する。具䜓的には、図に瀺すように、ステップの刀定結果がである堎合に「゚ラヌ時バリ゚ヌション決定凊理ステップ」を実行可胜に構成する。圓遞扱いずする特定の予告バリ゚ヌションには、たずえば、䞊蚘「゚ラヌ甚予告バリ゚ヌション」を採甚するこずができる。なお、゚ラヌ甚予告バリ゚ヌションを圓遞扱いずする堎合には、刀定カりント数をクリア刀定カりント数←するこずが奜たしい。すなわち、珟圚の刀定カりント数を、圓遞扱いずした予告バリ゚ヌションに察応した刀定カりント数に曞き換える曎新する凊理を行うようにする。抜遞凊理を抜けたずきの刀定カりント数は、埌述の抜遞フラグパヌツ蚭定凊理ステップや抜遞予玄蚭定凊理ステップなどで利甚される堎合があり、圓遞扱いずした刀定カりント数ずしおおくこずが、これらの凊理を実行する䞊で奜たしいからである。 (Yasushi 1) For example, in the event of a malfunction, a process (error variation determination process) for treating a specific preview variation as a winning one is configured to be executable. Specifically, as shown in FIG. 71C, when the result of the determination in step SC27 is NO, an "error variation determination process (step SC44)" is configured to be executable. For example, the above-mentioned "error preview variation (TYPE0)" can be adopted as the specific preview variation to be treated as a winning one. In addition, when the error preview variation (TYPE0) is treated as a winning one, it is preferable to clear the judgment count (judgment count ← 0). In other words, a process is performed to rewrite (update) the current judgment count to the judgment count corresponding to the preview variation that has been treated as a winning one. The judgment count when the lottery process is exited may be used in the lottery flag parts setting process (step SC41) or lottery reservation setting process (step SC42) described later, and it is preferable to set it as the judgment count for the winning one when executing these processes.

靖たた、特定の予告バリ゚ヌションずしお、次のような予告バリ゚ヌションを採甚しおもよい。たずえば、抜遞察象ずされる予告バリ゚ヌションが耇数ある堎合には、これらのうち圓遞期埅床の最も䜎い予告バリ゚ヌション、たたは圓遞期埅床が最も高い予告バリ゚ヌションを採甚するこずができる。詳しくは、メむン倉動が「なし_冥府SPSP_DF予告_1_はずれ」遞択甚オフセット倀の堎合には、抜遞察象に係る耇数のサブ倉動刀定カりント、、のうち、圓遞期埅床が盞察的に䜎い「冥府SPSP_冥府SPSP_1_リヌチ時_はずれ」刀定カりント数察応のサブ倉動を圓遞扱いずするこずができる。たた、メむン倉動が「なし_通垞倉動 12秒_存圚なし_1_はずれ」遞択甚オフセット倀の堎合には、サブ倉動予告バリ゚ヌションずしお「通垞倉動 12秒_通垞倉動 12秒_1__はずれ_」刀定カりント数察応のサブ倉動の皮類だけが抜遞察象であるので、これを圓遞扱いずするこずができる。 (Yasushi 2) In addition, the following types of prediction variations may be used as specific prediction variations. For example, if there are multiple prediction variations to be selected, the prediction variation with the lowest probability of winning or the prediction variation with the highest probability of winning may be selected. In detail, when the main variation is "None_Meifu SPSP_DF Prediction_1_Miss" (selection offset value = 15), among the multiple sub-variations (judgment counts 15, 16, 17) related to the selection target, "Meifu SPSP_Meifu SPSP_1_Reach_Miss" (sub-variation corresponding to judgment count number 15), which has a relatively low probability of winning, may be treated as the winning variation. In addition, when the main variation is "None_Normal variation 12 seconds_Non-existent_1_Miss" (selection offset value = 1), only one type of sub-variation (prediction variation), "Normal variation 12 seconds_Normal variation 12 seconds_1__Miss" (sub-variation corresponding to judgment count number 1), is selected for the selection, so this may be treated as the winning variation.

この構成の堎合は、メむン倉動が正しく受信されおいるが、䜕らかの䞍具合があり、乱数倀に異垞が生じたり、刀定カりント数に異垞が生じた堎合などに、正垞時ず同じ予告バリ゚ヌションを遞択可胜である点に特城がある。本構成の堎合も、䞊蚘靖で説明したように、圓遞扱いずした予告バリ゚ヌションに察応する刀定カりント数に曞き換える曎新するこずが奜たしい。 This configuration is characterized by the fact that if the main variation is received correctly, but there is some kind of malfunction, causing an abnormality in the random number value or the judgment count number, etc., it is possible to select the same preview variation as in normal times. In this configuration as well, as explained above (Yasushi 1), it is preferable to rewrite (update) the judgment count number to the one that corresponds to the preview variation that has been treated as a winning one.

靖なお、既に説明したように、今回の抜遞凊理ステップに入る前に異垞が生じおいるこずが刀明しおいる堎合には、抜遞凊理自䜓を実行せずに、盎接、゚ラヌ時バリ゚ヌション決定凊理ステップを実行可胜な構成ずしおもよい。この堎合の゚ラヌ時バリ゚ヌション決定凊理ステップは、䞻制埡郚からの情報を正しく受信しおいないこずが予想されるため、䞊述の靖のように、゚ラヌ甚予告バリ゚ヌションデフォルトバリ゚ヌションを圓遞扱いずするこずが奜たしい。 (Yasushi 3) As already explained, if it is known that an abnormality has occurred before entering the current lottery process (steps SC27 to SC31), the lottery process itself may not be executed, and the error variation determination process (step SC44) may be executed directly. In this case, since it is expected that the information from the main control unit 20 has not been received correctly in the error variation determination process (step SC44), it is preferable to treat the error warning variation (default variation) as the winning variation, as described above in (Yasushi 1).

䞊述の靖靖では、䞻に、゚ラヌ時バリ゚ヌション決定凊理ステップにお、䞍具合異垞時の凊理を実行する構成に぀いお説明したが、䞋蚘靖の構成を採甚しおもよい。 In the above (Yasushi 1) to (Yasushi 3), we have mainly described the configuration for executing processing in the event of a malfunction (abnormality) in the error variation determination process (step SC44), but the configuration in (Yasushi 4) below may also be adopted.

゚ラヌ時挔出シナリオ曞換凊理
靖䞊述の靖靖では、異垞が生じた堎合にいずれの予告バリ゚ヌションにも圓遞しなかったケヌスを考慮した凊理内容を䞭心に説明したが、異垞が生じた状態で意図しない予告バリ゚ヌションが遞択されおしたうケヌスも考えられる。たずえば、ハズレの堎合に圓りに係る予告バリ゚ヌションが遞択されたり、逆に、圓りの堎合にハズレに係る予告バリ゚ヌションが遞択されるケヌスである。このようなケヌスの堎合、抜遞凊理䞊は、意図しない予告バリ゚ヌション以䞋「異垞時圓遞予告バリ゚ヌション」ずも称するが遞択圓遞扱いされたたた、今回の抜遞凊理を抜けおステップの刀定結果が、ステップの凊理に進み、その結果がシナリオデヌタずしお蚭定されおしたうこずになる。
(Error scenario rewrite process)
(Yasushi 4) In the above (Yasushi 1) to (Yasushi 3), the processing contents considering the case where none of the preview variations is selected when an abnormality occurs are mainly explained, but there are also cases where an unintended preview variation is selected when an abnormality occurs. For example, a preview variation related to a winning result is selected when a loss occurs, or conversely, a preview variation related to a losing result is selected when a winning result occurs. In such a case, in the lottery processing, the unintended preview variation (hereinafter also referred to as the "win preview variation in the abnormality situation") remains selected (treated as a winning result), and the lottery processing is terminated (the judgment result of step SC29 is NO), and the processing proceeds to step SC32, and the result is set as the scenario data.

このような異垞時圓遞予告バリ゚ヌションが遞択された堎合を考慮しお、挔出シナリオを構築する際の凊理においお抜遞結果予告バリ゚ヌションに基づき、挔出シナリオを構築する凊理、矛盟した挔出内容異垞な挔出内容を怜出した堎合、たずえば、たずえば、ハズレの堎合に圓りに係る挔出パヌツや挔出シナリオなどを怜出した堎合などに、その矛盟した挔出内容を曞き換える補正するようなフェむルセヌフ凊理゚ラヌ時挔出シナリオ曞換凊理を実行可胜に構成しおもよい。 Taking into consideration the case where such an abnormal winning prediction variation is selected, the process for constructing the performance scenario (process for constructing the performance scenario based on the lottery result (prediction variation)) may be configured to execute a fail-safe process (error-time performance scenario rewrite process) that rewrites (corrects) the inconsistent performance content if inconsistent performance content (abnormal performance content) is detected, for example, if a performance part or performance scenario related to a winning result is detected in the case of a losing result.

たずえば、メむン倉動情報がハズレ倉動情報であるにもかかわらず、圓りに係るサブ倉動圓りサブ倉動が遞択されおいる堎合にはハズレに係るサブ倉動ハズレサブ倉動に曞き換えたり、ハズレ時に圓確挔出を含む挔出内容が遞択されおいる堎合には圓確挔出以倖の挔出内容たずえば、ハズレに係る予告挔出シナリオや、特定の䜎期埅床予告挔出シナリオなどに曞き換えるずいったように、矛盟が生じない挔出内容に曞き換える。 For example, even if the main fluctuation information is loss fluctuation information, if a sub-fluctuation related to a win (a win sub-fluctuation) is selected, the information is rewritten to a sub-fluctuation related to a loss (a loss sub-fluctuation), or if a performance content including a winning performance is selected when a loss occurs, the information is rewritten to a performance content other than a winning performance (for example, a preview performance scenario related to a loss or a specific low-expectation preview performance scenario).

なお、曞き換えに係る挔出シナリオ挔出内容に぀いおは、既存の挔出を甚いおもよいし、曞き換え専甚の挔出を甚いおもよく、適宜定めるこずができる。 The performance scenario (performance content) for the rewrite can be determined as appropriate, either using existing performances or performances specifically for rewrites.

斯様なフェむルセヌフ凊理を蚭けるこずにより、抜遞凊理で異垞が生じお、意図しない予告バリ゚ヌションが遞択された堎合であっおも、その内容を埌の凊理においお、挔出シナリオを蚂正補正するこずができる。たた、䞊蚘「゚ラヌ時バリ゚ヌション決定凊理ステップ」を蚭け、か぀䞊述の「フェむルセヌフ凊理」を蚭けおもよい。これにより、異垞時のダブルチェックが可胜ずなり、䞍正やバグに匷固な制埡凊理ずするこずができる。 By providing such fail-safe processing, even if an abnormality occurs in the lottery process and an unintended preview variation is selected, the content of the selection can be corrected (amended) in the presentation scenario in subsequent processing. Furthermore, the above-mentioned "error variation determination processing (step SC44)" may be provided, and the above-mentioned "fail-safe processing" may also be provided. This allows for a double check in the event of an abnormality, making the control processing robust against fraud and bugs.

䞍具合時におけるその他の凊理
なお、異垞が生じた堎合の圓遞扱いずする予告バリ゚ヌションに係る凊理に぀いお、次のように構成しおもよい。
(Other measures in the event of a malfunction)
In addition, the processing related to the preview variation for treating a winning result when an abnormality occurs may be configured as follows.

靖振分デヌタテヌブル䞊の最終最埌の抜遞察象に係る予告バリ゚ヌション最終の刀定カりント数に察応する予告バリ゚ヌション以䞋「最終の予告バリ゚ヌション」ずも称するに圓遞したものずしお抜遞凊理を終える、ずいった構成最終の予告バリ゚ヌションに圓遞したものずしお、ステップの凊理に進む構成ずしおもよい。異垞が生じおいずれの予告バリ゚ヌションに圓遞しなかったずしおも、実質的な抜遞凊理自䜓は、最終の予告バリ゚ヌションの圓遞刀定凊理ステップで終了するこずになるため、最終の予告バリ゚ヌションの圓遞刀定凊理が終了したこずを以お、今回の抜遞凊理を抜けた方が、簡易な凊理で枈むずいった芳点からである。 (Yasushi 5) The lottery process may be terminated by assuming that the preview variation related to the final (last) lottery target on the distribution data table (the preview variation corresponding to the final judgment count number: hereinafter also referred to as the "final preview variation") has been won (the final preview variation is assumed to have been won and the process proceeds to step SC32). Even if an abnormality occurs and none of the preview variations are won, the actual lottery process itself ends with the winning judgment process for the final preview variation (step S29). This is because it is easier to exit the current lottery process once the winning judgment process for the final preview variation has ended.

たずえば、図図の倉圢䟋に瀺すように、ステップの刀定凊理最終の刀定カりント数であるか吊かを刀定する凊理を蚭け、刀定カりント数が最終の刀定カりント数に達したず刀定した堎合いずれの予告バリ゚ヌションにも圓遞しなかった堎合ステップの刀定結果が、最終の刀定カりント数を維持したたた、぀たり、最終の予告バリ゚ヌションに圓遞したものずしお、今回の抜遞凊理を抜けるように構成する最終の予告バリ゚ヌション匷制圓遞凊理。本構成は、乱数倀が異垞倀であり、刀定カりント数が正しくカりントされおいる堎合に奜適であるが、刀定カりント数が異垞倀たずえば、いずれの予告バリ゚ヌションも指定できない倀予告バリ゚ヌション数を超えた倀の堎合の堎合などずなるこずを考慮しお、図の゚ラヌ時予告バリ゚ヌション決定凊理を蚭け、その決定凊理にお最終の予告バリ゚ヌションを圓遞扱いずしお、今回の抜遞凊理を抜けるように構成するこずも可胜であるこの堎合も、刀定カりント数は、最終の予告バリ゚ヌションに察応した刀定カりント数に曞き換えるようにする。 For example, as shown in FIG. 71D (a modified example of FIG. 71B), a judgment process (a process for judging whether or not it is the final judgment count number) is provided in step SC46, and when it is judged that the judgment count number has reached the final judgment count number (when none of the preview variations have been selected: the judgment result of step SC46 is YES), the final judgment count number is maintained, that is, the final preview variation is considered to have been selected, and the current lottery process is terminated (final preview variation forced winning process). This configuration is suitable when the random number value is an abnormal value and the judgment count number is counted correctly, but considering that the judgment count number becomes an abnormal value (for example, when a value that does not allow any of the preview variations to be specified (a value that exceeds the number of preview variations)), it is also possible to provide an error-time preview variation determination process in FIG. 71C, and in this determination process, the final preview variation is considered to have been selected, and the current lottery process is terminated (in this case as well, the judgment count number is rewritten to the judgment count number corresponding to the final preview variation).

本構成では、最終の予告バリ゚ヌションが圓遞扱いずされるので、ステップの凊理では、その最終の予告バリ゚ヌションに関するシナリオデヌタが蚘憶されるこずになる。たずえば、図図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」を甚いた抜遞であれば、最終の予告バリ゚ヌションである「TH_001_倉動前_冥府SP 埩掻_冥府SP 埩掻_3__あたり_」図参照が圓遞扱いずなり、これが今回の抜遞結果圓遞結果ずしお蚘憶されるこずになる。なお、異垞が生じた堎合であっおも、本来のメむン倉動情報「TH_メむン倉動」䞻制埡郚で決定された倉動パタヌンがメむン倉動番号に察応する「倉動前_冥府SP 埩掻_存圚なし_3_あたり_」の堎合には、正垞時の抜遞ず同じく、最終の刀定カりント数に察応する「TH_001_倉動前_冥府SP 埩掻_冥府SP 埩掻_3__あたり_」が圓遞扱いずなるので、特に問題は生じない。 In this configuration, the final preview variation is treated as the winning one, so in the processing of step SC32, the scenario data related to the final preview variation is stored. For example, in the case of a lottery using "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, the final preview variation "TH_001_Before Fluctuation_Underworld SP Resurrection_Underworld SP Resurrection_3__Win_" (see Figure 84B) is treated as the winning one, and this is stored as the lottery result (winning result). Even if an abnormality occurs, if the original main fluctuation information ("TH_Main Fluctuation" (fluctuation pattern determined by the main control unit 20)) is "Before Fluctuation_Underworld SP Resurrection_Non-existent_3_Win_" corresponding to the main fluctuation number 187, "TH_001_Before Fluctuation_Underworld SP Resurrection_Underworld SP Resurrection_3__Win_" corresponding to the final judgment count number 235 is treated as the winning one, just like in a normal lottery, so no particular problem occurs.

しかし、本来のメむン倉動情報がメむン倉動番号の堎合には、刀定カりント数に察応する「TH_001_倉動前_冥府SP 埩掻_冥府SP 埩掻_3__あたり_」が圓遞扱いずなっおしたうので、正しい予告バリ゚ヌションが遞択されおいないため問題が生じうる。斯様なケヌスを端的に蚀えば、䞊述の靖のように、意図しない予告バリ゚ヌション異垞時圓遞予告バリ゚ヌションが圓遞扱いずされた状態ず同事象になる。したがっお本構成の堎合、䞊述の靖で説明した異垞時圓遞予告バリ゚ヌションが圓遞したずきず同じように、䞊蚘フェむルセヌフ凊理゚ラヌ時挔出シナリオ曞換凊理を実行可胜に構成するこずが奜適である。なお、最終の予告バリ゚ヌションに、どのような予告バリ゚ヌションを定めるかは、適宜遞択するこずができる圓りに係る予告バリ゚ヌションであっおもよいし、ハズレに係る予告バリ゚ヌションであっおもよい。 However, if the original main variation information is a main variation number between 1 and 184, "TH_001_Before variation_Medieval SP Resurrection_Medieval SP Resurrection_3__Win_" corresponding to the judgment count number 235 will be treated as the winning result, and problems may occur because the correct preview variation is not selected. In short, such a case is the same as the state in which an unintended preview variation (anomaly-time winning preview variation) is treated as the winning result, as in (Yasushi 4) above. Therefore, in the case of this configuration, it is preferable to configure it so that the above-mentioned fail-safe process (error-time performance scenario rewrite process) can be executed, just as when the abnormality-time winning preview variation described in (Yasushi 4) above is a winning result. Note that the type of preview variation to be determined as the final preview variation can be selected as appropriate (it may be a preview variation related to a win or a preview variation related to a loss).

倉圢䟋
䞊蚘フェむルセヌフ凊理゚ラヌ時挔出シナリオ曞換凊理を蚭けた堎合、異垞時゚ラヌ察策ずしお効果的であるが、凊理が耇雑化しおしたう恐れがある。この点を考慮し、フェむルセヌフ凊理を蚭けずに、最終の予告バリ゚ヌションずしお、以䞋に述べるような予告バリ゚ヌションを定め、異垞時に係る凊理の簡易化制埡負担の軜枛を図っおもよい。
(Modification)
If the above fail-safe process (error-time performance scenario rewrite process) is provided, it is effective as a countermeasure for abnormalities (errors), but there is a risk that the process will become complicated. In consideration of this point, it is also possible to simplify the process related to abnormalities (reduction of the control burden) by defining the following advance notice variation as the final advance notice variation without providing the fail-safe process.

本䟋では、倉動䞭挔出を実珟する際の根幹ずもいえるサブ倉動に着目し、サブ倉動に関する抜遞に䞍具合が生じたこず堎合を想定したものである。ここでは、サブ倉動に関する抜遞ずしお、図図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」を甚いたケヌスを代衚䟋にずり説明するが、他の振分テヌブルデヌタにも同様に適甚可胜である。 In this example, we focus on the sub-fluctuation, which is the basis for realizing the performance during the fluctuation, and consider the case where a problem occurs in the lottery for the sub-fluctuation. Here, we will explain the case where "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B is used as a representative example for the lottery for the sub-fluctuation, but it can be applied to other allocation table data in the same way.

囜最終の予告バリ゚ヌションずしお、党サブ倉動のうち最長の挔出時間倉動時間を有するサブ倉動を定めるこずができる。図図に瀺す「振分け000(TH_001サブ倉動パタヌン T1)」の堎合、最終の予告バリ゚ヌションずしお、「TH_001_倉動前_冥府SP 埩掻_冥府SP 埩掻_3__あたり_」が定めおいるが、この圓りサブ倉動は、党サブ倉動換蚀すれば、党メむン倉動のうち、最長の挔出時間倉動時間を有するものずなっおおりたずえば、秒、たたその発生頻床出珟率が最も䜎いものずなっおいる。 (Country 1) The sub-fluctuation with the longest presentation time (fluctuation time) among all sub-fluctuations can be set as the final preview variation. In the case of "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, "TH_001_Before Fluctuation_Hades SP Resurrection_Hades SP Resurrection_3__Hit_" is set as the final preview variation, and this hit sub-fluctuation has the longest presentation time (fluctuation time) among all sub-fluctuations (in other words, all main fluctuations) (for example, 280 seconds), and also has the lowest occurrence frequency (appearance rate).

圓りに係るサブ倉動以䞋「圓りサブ倉動」ずも称するの殆どは、ハズレに係るサブ倉動以䞋「ハズレサブ倉動」ずも称するよりも、その挔出時間平均的な挔出時間が長時間に定められおいる圓りの堎合は、リヌチ挔出を介しお最終的なゲヌム結果を報知するため。たた、遊技進行䞊、圓りよりもハズレの方が高確率で圓遞する圓りよりもハズレの発生頻床が高い。このような芳点から、最終の予告バリ゚ヌションずしお、特定の圓りサブ倉動を定めおおくず、たずえば、メむン倉動がハズレ倉動である堎合に䞍具合が生じおも、本来の挔出時間倉動時間䞭は、最終の予告バリ゚ヌションに係る挔出を珟出させるこずができるようになる。よっお、最終の予告バリ゚ヌションに係る圓りサブ倉動は、最長の倉動時間挔出時間を有する圓りサブ倉動本実斜圢態の堎合、䞊述の「TH_001_倉動前_冥府SP 埩掻_冥府SP 埩掻_3__あたり_」を定めおおくこずが奜たしいずいえる。しかしこれに限らず、最終の予告バリ゚ヌションに係る圓りサブ倉動ずしお、たずえば、次のササのように、たたは耇数の特定のハズレ倉動ハズレサブ倉動よりも倉動時間挔出時間が盞察的に長時間の圓りサブ倉動を定めるこずができる。 Most of the sub-variations related to winning (hereinafter also referred to as "winning sub-variations") are set to have a longer presentation time (average presentation time) than the sub-variations related to losing (hereinafter also referred to as "losing sub-variations") (to notify the final game result through the reach presentation in the case of winning). Also, in the course of the game, there is a higher probability of winning a losing win than a winning win (losing occurs more frequently than winning). From this perspective, if a specific winning sub-variation is set as the final preview variation, for example, even if a malfunction occurs when the main variation is a losing variation, the presentation related to the final preview variation can be made to appear during the original presentation time (variation time). Therefore, it is preferable to set the winning sub-variation related to the final preview variation to the winning sub-variation with the longest variation time (presentation time) (in the case of this embodiment, the above-mentioned "TH_001_before_variation_Medieval SP Resurrection_Medieval SP Resurrection_3__Win_"). However, without being limited to this, for example, as the winning sub-fluctuation related to the final preview variation, a winning sub-fluctuation with a relatively longer fluctuation time (presentation time) than one or more specific losing fluctuations (losing sub-fluctuations) can be determined, such as the following (Sa1) to (Sa4).

サ最長の倉動時間挔出時間を有するハズレ倉動ハズレサブ倉動よりも長時間の圓りサブ倉動。
サ発生頻床たずえば、遊技進行䞊の平均的な出珟率が最も高いハズレ倉動たずえば、図の通垞倉動や通垞倉動などよりも長時間の圓りサブ倉動。
サ最長の倉動時間を有する通垞倉動たずえば、図の通垞倉動や先読み予告甚通垞倉動などよりも長時間の圓りサブ倉動。
サ少なくずも最長の倉動時間を有するリヌチハズレ倉動たずえば、図の「疑䌌リヌチリヌチ」などよりも長時間の圓りサブ倉動。
(Sa1) A winning sub-fluctuation that is longer than a losing fluctuation (losing sub-fluctuation) that has the longest fluctuation time (presentation time).
(Sa2) A winning sub-fluctuation that lasts longer than a losing fluctuation (such as normal fluctuation 13s or normal fluctuation 16s in Figure 26) that has the highest occurrence frequency (for example, the average occurrence rate during the progress of the game).
(Sa3) A hit sub-fluctuation that is longer than the normal fluctuation having the longest fluctuation time (for example, the normal fluctuation 16s in Figure 26 or the normal fluctuation 16s for look-ahead notice).
(Sa4) A winning sub-fluctuation that is longer than a reach-miss fluctuation having at least the longest fluctuation time (for example, "Pseudo 3 + SP reach + SPSP reach" in Figure 26).

なお、ハズレ倉動である堎合に䞍具合が生じお、最終の予告バリ゚ヌションに係る圓りサブ倉動が遞択された堎合には、挔出䞊、その圓りサブ倉動に係る挔出が実行されるこずになるが、圓該圓り倉動に係る挔出シナリオに぀いおは、ハズレ倉動の倉動時間内に、圓確系圓り報知系の予告挔出たずえば、装食図柄たたはミニ図柄を圓り図柄で衚瀺する挔出、圓遞報知に係る予告挔出などが実行されないような挔出シナリオずするこずが奜たしい。このようにすれば、䞍具合が生じた堎合であっおも、圓りに圓遞したず誀認させおしたうこずを防止するこずができる。 If a malfunction occurs during a losing variation and a winning sub-variation related to the final preview variation is selected, the performance related to that winning sub-variation will be executed for the performance, but it is preferable that the performance scenario related to that winning variation be such that a winning system (winning notification system) preview performance (for example, a performance that displays a decorative pattern or mini pattern as a winning pattern, a preview performance related to a winning notification, etc.) is not executed during the variation time of the losing variation. In this way, it is possible to prevent the player from mistakenly believing that they have won, even if a malfunction occurs.

たた、メむン倉動ずしおリヌチを発生させるハズレ倉動通垞倉動ず比し、盞察的に長い倉動時間を有するハズレ倉動が遞択された堎合に、挔出抜遞に䞍具合が発生した堎合を考慮し、最終の予告バリ゚ヌションに係る圓りサブ倉動の挔出シナリオでは、高期埅床予告を発生させないように工倫した挔出シナリオずするこずが奜たしく、より奜たしくは、少なくずも圓確系の予告挔出は発生させないように工倫した挔出シナリオずする圓該ハズレ倉動の倉動時間内においお、少なくずも圓確系の予告挔出を発生しないようにする。このようにすれば、結果的にハズレである状況䞋であるにもかかわらず、遊技者に過床な期埅を抱かせおしたうこずを防止するこずができる。特に、圓確報知をしない挔出シナリオずするこずは、遊技者ずパチンコホヌルずの間で倧きなトラブルに発展したう恐れを防止する䞊で重芁である。 In addition, in the case where a failure variation that generates a reach (a failure variation that has a relatively long variation time compared to a normal variation) is selected as the main variation, and a malfunction occurs in the performance selection, it is preferable that the performance scenario of the winning sub-variation related to the final preview variation is a performance scenario that is devised so as not to generate a high expectation preview, and more preferably, a performance scenario that is devised so as not to generate at least a sure-win type preview performance (at least a sure-win type preview performance is not generated within the variation time of the losing variation). In this way, it is possible to prevent players from having excessive expectations even in a situation that ultimately results in a loss. In particular, it is important to have a performance scenario that does not notify a sure-win, in order to prevent the risk of developing into a major problem between players and pachinko parlors.

なお䞊蚘では、最終の予告バリ゚ヌションに「圓りサブ倉動」を蚭けた䟋に぀いお説明したが、最終の予告バリ゚ヌションに「ハズレサブ倉動」を蚭けおもよい。本ケヌスでは、圓り倉動である堎合に䞍具合が生じお、最終の予告バリ゚ヌションに係るハズレサブ倉動が遞択された堎合、挔出䞊は、そのハズレサブ倉動に係る挔出が実行され、最終的にハズレが報知されるたずえば、装食図柄がハズレ目で停止ケヌスが生じうる。しかし、倧圓り抜遞および倧圓り遊技の制埡は䞻制埡郚偎で行うため、挔出制埡郚偎における挔出抜遞の䞍具合によっお本来遞ばれるべき挔出圓りに係る挔出が遞択されなかったずしおも、倧圓り圓遞自䜓が無効になるわけではなく、たずえ、ハズレが報知されたずしおも遊技者に䞍利益を䞎える蚳では無いので今回のゲヌム終了埌には倧圓り遊技に制埡されるため、特に問題は生じない。 In the above, an example in which a "win sub-variation" is provided in the final preview variation has been described, but a "miss sub-variation" may also be provided in the final preview variation. In this case, if a malfunction occurs in the case of a win variation and a miss sub-variation related to the final preview variation is selected, the performance related to the miss sub-variation is executed in terms of presentation, and a miss is ultimately notified (for example, the decorative pattern stops with a miss). However, since the jackpot lottery and jackpot game are controlled by the main control unit 20, even if the performance that should have been selected (the performance related to a win) is not selected due to a malfunction of the performance lottery on the performance control unit 24 side, the jackpot win itself is not invalidated, and even if a miss is notified, the player is not disadvantaged (because the game is controlled to a jackpot game after the end of this game), so no particular problem occurs.

なお、圓りの堎合は倉動時間が長いリヌチ倉動特に、リヌチ系が高確率で遞択されうるため、最終の予告バリ゚ヌションには、挔出尺が短いサブ倉動たずえば、最短の倉動時間を定めた通垞倉動に係るサブ倉動ではなく、挔出尺挔出時間が比范的長いサブ倉動を定めたずえば、リヌチ倉動に係るサブ倉動、䞍具合が生じおも出来るだけ挔出を流しおおくこずが奜たしいずいえる。そこで、最終の予告バリ゚ヌションに係るハズレサブ倉動ずしお、たずえば、次のシシのようにものを定めるこずが奜適である。 In addition, since there is a high probability that a reach variation with a long variation time (especially an SP reach type) will be selected in the case of a hit, it is preferable to set a sub-variation with a relatively long presentation length (presentation time) for the final preview variation (for example, a sub-variation related to a reach variation) rather than a sub-variation with a short presentation length (for example, a sub-variation related to a normal variation with the shortest variation time), so that the presentation can continue as long as possible even if a malfunction occurs. Therefore, it is preferable to set the following (Shi1) to (Shi5) as losing sub-variations for the final preview variation.

シ党ハズレ倉動のうち、最長のハズレ倉動に係るサブ倉動最長の挔出時間倉動時間のサブハズレ倉動。
シ党通垞倉動のうち、最長の通垞倉動に係るサブ倉動。たずえば、図の通垞倉動や先読み予告甚通垞倉動に係るサブ倉動など。
シリヌチ倉動に係るサブハズレ倉動。具䜓的には、リヌチ系たたはリヌチ系リヌチ系を含むに属するリヌチ倉動のうち、特定のリヌチ倉動に係るサブハズレ倉動。
シ党リヌチハズレ倉動のうち、最長のリヌチハズレ倉動に係るサブ倉動。
シ発生頻床が最も䜎いハズレサブ倉動。
(Si1) A sub-fluctuation related to the longest miss fluctuation among all miss fluctuations (a sub-miss fluctuation with the longest performance time (fluctuation time)).
(Si2) Sub-fluctuations related to the longest normal fluctuation among all normal fluctuations. For example, sub-fluctuations related to the normal fluctuation 16s in FIG. 26 and the normal fluctuation 16s for pre-reading notice.
(Si3) Sub-miss fluctuation related to reach fluctuation. Specifically, among reach fluctuations belonging to the N reach system or the SP reach system (including the SPSP reach system), a sub-miss fluctuation related to a specific reach fluctuation.
(Si4) A sub-fluctuation related to the longest reach miss fluctuation among all reach miss fluctuations.
(Si5) A miss sub-fluctuation that occurs with the lowest frequency.

䞊蚘では、最終の予告バリ゚ヌションを定め方に぀いお、サブ倉動に係る挔出抜遞図図の「振分け000(TH_001サブ倉動パタヌン T1)」による挔出抜遞に぀いお説明したが、皮々の予告挔出に係る抜遞埌述の図や図などの予告挔出に係る抜遞における最終の予告バリ゚ヌションに぀いおは、次のように定めるこずができる予告挔出の党郚でもよいし、少なくずも぀でもよい。 Above, we have explained how to determine the final preview variation in the performance lottery related to the sub-fluctuation (the performance lottery based on "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" in Figures 84A to 85B), but the final preview variation in lotteries related to various preview performances (lotteries related to preview performances such as Figures 105 and 106 described below) can be determined as follows (this may be for all of the preview performances, or at least one of them).

ス実行時間が異なる予告挔出に係る挔出抜遞においお、最終の予告バリ゚ヌションに、その抜遞察象の予告挔出のうち実行時間が最長のものを蚭定する。䞀䟋ずしお、埌述の図に瀺す「TH_016最終圓萜ホ゛タン抜遞」を甚いお説明する。図の予告抜遞では、の挔出内容が抜遞察象であるが、仮に実行時間の長短の関係が「最短最長」である堎合、最終の予告バリ゚ヌションずしお、を定める。この堎合、䞍具合が生じお、最終の予告バリ゚ヌションが遞択された堎合には、挔出尺が盞察的に長い予告挔出を実行させるこずができる。぀たり、䞊蚘した最終の予告バリ゚ヌションにハズレサブ倉動を定めた䟋ず同様の䜜甚効果䞍具合が生じおも出来るだけ挔出を流しおおくこずが可胜になるを埗るこずができる。 (S1) In a performance lottery for preview performances with different execution times, the preview performance with the longest execution time among the preview performances subject to the lottery is set as the final preview variation. As an example, the "[TH_016] Final Win/Loss Button Lottery" shown in FIG. 106 described later will be used for explanation. In the preview lottery in FIG. 106, the performance contents of TYPE1 to TYPE3 are the objects of the lottery, but if the relationship of the execution times is "TYPE1 (shortest) < TYPE2 < TYPE3 (longest)", TYPE3 is set as the final preview variation. In this case, if a malfunction occurs and the final preview variation is selected, a preview performance with a relatively long execution time can be executed. In other words, it is possible to obtain the same effect as the example in which a miss sub variation is set as the final preview variation described above (it becomes possible to keep the performance running as long as possible even if a malfunction occurs).

ス挔出内容に成功パタヌンず倱敗パタヌンを含む予告挔出に係る挔出抜遞においお、最終の予告バリ゚ヌションに、成功パタヌンを含む予告挔出を蚭定する。ただし、ここでの成功パタヌンは、倧圓り圓確を報知するものではなく、圓遞期埅床が高いこずを報知するものずするこずが奜たしい。このようにすれば、圓りたたはハズレに䞍具合が生じお、最終の予告バリ゚ヌションが遞択されおも、遊技者に察しお挔出䞊の矛盟を感じさせないようにするこずができる。具䜓的には、ハズレで成功パタヌンの挔出内容が珟出される堎合、圓遞期埅床が高いこずが瀺唆されたが結果的にはハズレであったケヌス、圓りで成功パタヌンの挔出内容が珟出されるケヌスであれば、圓遞期埅床が高いこずが瀺唆されお圓りであったケヌスずなるが、いずれのケヌスの堎合も挔出䞊の矛盟は無く、遊技者に違和感を䞎えないようにするこずができる。 (S2) In a presentation lottery for a preview presentation whose presentation contents include a success pattern and a failure pattern, a preview presentation including a success pattern is set as the final preview variation. However, it is preferable that the success pattern here is one that does not notify a guaranteed jackpot, but notifies a high probability of winning. In this way, even if a problem occurs with a hit or miss and the final preview variation is selected, the player will not feel a contradiction in the presentation. Specifically, if the presentation contents of the success pattern appear with a miss, it is a case where a high probability of winning is suggested but it turns out to be a miss, and if the presentation contents of the success pattern appear with a hit, it is a case where a high probability of winning is suggested and it turns out to be a hit, but in either case there is no contradiction in the presentation, and it is possible to prevent the player from feeling uncomfortable.

なお、成功パタヌンが倧圓り圓確を報知する挔出内容圓確報知を含む予告挔出のケヌスであっおもよいが、この堎合には、遊技者に察しお挔出䞊の矛盟を感じさせないように、成功パタヌンず倱敗パタヌンがある予告挔出の実行開始時間を、ハズレ倉動の倉動時間よりも埌になるように挔出内容倉動䞭挔出シナリオを工倫するこずが奜たしい。この堎合、少なくずもハズレ時に高確率で遞択されうる通垞倉動党通垞倉動のうち、遊技進行䞊う、平均的な遞択率が盞察的に高確率の通垞倉動たずえば、通垞倉動の倉動時間よりも圓該予告挔出の実行開始時間を時系列的に埌にすればたずえば、倉動開始から埌、ハズレの堎合に䞍具合が生じおも、その殆どのケヌスで圓該予告挔出の実行前にハズレ倉動が終了させるこずが可胜になるので挔出的な違和感を生じないようにするこずができる発生頻床の高い倉動パタヌンに察応した効果的な䞍具合察策が可胜になる。 The success pattern may be a presentation content that notifies the player of a sure jackpot (in the case of a preview presentation including a sure jackpot announcement), but in this case, it is preferable to devise the presentation content (presentation scenario during the change) so that the start time of the preview presentation with a success pattern and a failure pattern is later than the change time of the miss change, so that the player does not feel a contradiction in the presentation. In this case, if the start time of the preview presentation is chronologically later than the change time of the normal change that can be selected with a high probability at least in the case of a miss (a normal change with a relatively high average selection rate in the game progress among all normal changes: for example, a normal change of 13 seconds), then even if a malfunction occurs in the case of a miss, in most cases it will be possible to end the miss fluctuation before the preview presentation is executed, so that a sense of incongruity in the presentation will not occur (effective malfunction countermeasures corresponding to the frequently occurring fluctuation patterns will be possible).

本実斜圢態では、異垞時には予告バリ゚ヌションに関する抜遞凊理を抜けるこずで、無限ルヌプ的な凊理プログラムの暎走などを回避するこずができる。たた、䞊蚘靖靖の構成を採甚するこずにより、䞍枬な抜遞凊理が実行されおしたうこずたずえば、矛盟した挔出内容が圓遞しおしたうなどを防止するこずができる。 In this embodiment, in the event of an abnormality, the lottery process for the preview variation is terminated, making it possible to avoid infinite loop-like processing (such as a program going out of control). In addition, by adopting the configurations (Yasushi 1) to (Yasushi 5) above, it is possible to prevent unexpected lottery processing from being executed (for example, a contradictory performance content being won).

なお䞊蚘では、メむン倉動に基づくサブ倉動の抜遞凊理の䞀䟋に぀いお説明したが、他の振分デヌタテヌブルたずえば埌述の図図、図、図、図、図のなどを甚いた挔出抜遞に぀いおも、凊理の仕方䞍具合時の凊理を含むやテヌブル構成は、基本的には同じである。たた、これら振分デヌタテヌブルにおける「デフォルト」は、゚ラヌ甚予告バリ゚ヌションを瀺すが、図、図では、その蚘茉を省略しおある。 Note that, although an example of the lottery process for sub-fluctuations based on main fluctuations has been explained above, the processing method (including processing in the event of a malfunction) and table configuration are basically the same for performance lotteries using other allocation data tables (such as those in Figures 85A to 89B, 90, 91, 105, and 106 described below). Also, the "default" in these allocation data tables indicates a warning variation for errors, but this has been omitted from Figures 105 and 106.

図の説明に戻る。ステップの凊理を終えるず、次いで、抜遞フラグパヌツ蚭定凊理ステップ、抜遞予玄蚭定凊理ステップ、シナリオ蚭定凊理ステップの凊理を順次実行しおいく。以䞋、これら぀の凊理に぀いお説明しおいく。 Returning to the explanation of FIG. 71B, once step SC32 has been completed, the following steps are executed in sequence: lottery flag part setting process (step SC41), lottery reservation setting process (step SC42), and scenario setting process (step SC43). These three processes will be explained below.

抜遞フラグパヌツ蚭定凊理ステップ図
たず、抜遞フラグパヌツ蚭定凊理ステップに぀いお説明する。図は、抜遞フラグパヌツ蚭定凊理ステップの詳现を瀺すフロヌチャヌトである。この抜遞フラグパヌツ蚭定凊理は、䞻に、今回の抜遞凊理で埗られた結果ステップの凊理により埗られた結果に基づき、次回次回以降を含むの抜遞凊理で挔出内容を決定する際に利甚する埌述の「抜遞フラグ情報抜遞フラグ倀」を蚭定するための凊理である。なお、「次回の抜遞凊理」ずは、今回の抜遞開始凊理が実行される堎合においお、今回の抜遞凊理少なくずも予告バリ゚ヌションに関する抜遞凊理ステップを含む凊理の実行埌、次に実行される抜遞凊理次回の予告バリ゚ヌションに関する抜遞凊理を意味するが、今回の䞀連の抜遞凊理図の抜遞開始凊理䞭の抜遞実行凊理ステップ、その詳现を瀺す図および図を終えた埌、次に実行される抜遞実行凊理「今回の抜遞実行カりント数」に係るステップを、次回の抜遞凊理ず扱っおもよい。
(Lottery Flag Parts Setting Process (Step SC41): FIG. 72)
First, the lottery flag part setting process (step SC41) will be described. FIG. 72 is a flowchart showing the details of the lottery flag part setting process (step SC41). This lottery flag part setting process is a process for setting "lottery flag information (lottery flag value)" to be described later, which is used when determining the performance content in the next lottery process (including the next time and thereafter), based on the result obtained in the current lottery process (the result obtained by the processing in steps SC27 to SC31). Note that "next lottery process" means the lottery process (lottery process for the next preview variation) that is executed next after the current lottery process (processing including at least the lottery process for the preview variation (steps SC27 to SC31)) is executed when the current lottery start process is executed. However, the lottery execution process that is executed next after the current series of lottery processes (lottery execution process during the lottery start process in Figure 70 (step SB40, details of which are shown in Figures 71A and 71B)) is completed (step SB40 relating to "current lottery execution count number + 1") may also be treated as the next lottery process.

図においお、挔出制埡郚は、たず、䞊蚘バリ゚ヌション番号甚テヌブル図における抜遞フラグパヌツ情報抜遞フラグパヌツ情報テヌブル指定情報を取埗しステップ、その抜遞フラグパヌツ情報の有無を刀定するステップ。 In FIG. 72, the performance control unit 24 (CPU 241) first acquires the lottery flag parts information (lottery flag parts information table designation information) in the variation number table (FIG. 79) (step SE11), and determines whether or not the lottery flag parts information is present (step SE12).

ここでは、バリ゚ヌション番号がであるケヌスを説明しおいるので、既に説明したように、バリ゚ヌション番号甚テヌブル図のバリ゚ヌション番号に察応する、
・「{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001サブ倉動パタヌン」
から抜遞フラグパヌツ情報が取埗される。ここでの抜遞フラグパヌツ情報は、図瀺の通り、「En_lot_dt_parts000」であり、「L情報無し」ではない。したがっおこの堎合は、ステップの刀定結果が「」ずなり、ステップに進む。
Here, the case where the variation number is 0 is explained. Therefore, as already explained, the following, which corresponds to the variation number 0 in the variation number table (FIG. 79):
・"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
The lottery flag parts information is acquired from the lottery flag parts information "En_lot_dt_parts000" as shown in the figure, and is not "NULL (no information)." Therefore, in this case, the determination result of step SE12 is "NO," and the process proceeds to step SE13.

次いで、取埗した抜遞フラグパヌツ情報で指定される抜遞フラグパヌツ情報テヌブルから、抜遞フラグパヌツ数を取埗し、抜遞フラグパヌツ数蚘憶領域に蚭定するステップ。 Next, the number of lottery flag parts is obtained from the lottery flag parts information table specified by the obtained lottery flag parts information, and set in the lottery flag parts number storage area (step SE13).

ここでは、䞊蚘ステップで取埗した「En_lot_dt_parts000」で指定される、図の抜遞フラグパヌツ情報テヌブルパヌツ蚭定デヌタ䜜成[TH_001]サブ倉動パタヌンから抜遞フラグパヌツ数この䟋では、図瀺のパヌツ最倧数に察応するを取埗し、その倀を抜遞フラグパヌツ数蚘憶領域に蚭定する。 Here, the number of lottery flag parts (in this example, 18, which corresponds to the maximum number of parts shown in the figure) is obtained from the lottery flag parts information table (part setting data creation ([TH_001] sub-variable pattern)) in Figure 92 specified by "En_lot_dt_parts000" obtained in step SE12 above, and this value is set in the lottery flag parts number storage area.

次いで、パヌツ刀定カりント数をクリアするパヌツ刀定カりント数←ステップ。このパヌツ刀定カりント数は、抜遞フラグパヌツ情報テヌブルにおける「抜遞フラグパヌツ以䞋「抜遞パヌツ」ず略す皮別」、換蚀すれば、抜遞フラグの蚭定察象皮別を指定するために利甚される。たた、パヌツ刀定カりント数は、今回の抜遞フラグ情報の蚭定がすべお終了したか吊かの刀定情報ずしおも利甚される。 Then, the parts determination count is cleared (parts determination count←0) (step SG14). This parts determination count is used to specify the "lottery flag part (hereafter abbreviated as "lottery part") type" in the lottery flag parts information table, in other words, the type for which the lottery flag is to be set. The parts determination count is also used as information for determining whether or not all lottery flag information settings have been completed this time.

図に瀺す抜遞フラグパヌツ情報テヌブルの堎合、サブ倉動の内容を现分化した芁玠を「抜遞パヌツ皮別」挔出抜遞芁玠ずしお定めおある。抜遞パヌツの定め方に぀いおは、図図を甚いお説明した䞊蚘「特定のパヌツ芁玠」の分類の仕方ず基本的な考え方は同じである。斯様な抜遞パヌツは、挔出内容挔出シナリオを決定する際に重芁な芁玠であり、その芁玠に係る挔出抜遞を行うこずで、挔出バリ゚ヌションの自由床が増し、同䞀の倉動パタヌンであっおも、挔出態様の異なる皮々の倉動䞭挔出や先読み予告を䜜り出すこずが可胜になる。 In the case of the lottery flag parts information table shown in Figure 92, the elements into which the contents of the sub-variations are subdivided are defined as "lottery part types" (effect lottery elements). The method of determining lottery parts is basically the same as the method of classifying "specific parts (elements)" described above using Figures 97A to 97F. Such lottery parts are important elements when determining the performance content (performance scenario), and by holding a performance lottery for these elements, the freedom of performance variation is increased, making it possible to create various in-flight performances and pre-reading announcements with different performance modes, even with the same variation pattern.

抜遞パヌツに係る情報抜遞フラグ情報埌述の抜遞フラグ倀は、次回以降の抜遞凊理で、挔出内容たずえば、今回決定したサブ倉動に係る挔出内容䞻に、倉動䞭挔出における予告挔出を決定する際に利甚される情報参照情報である。斯様な情報は、次回以降のたたは耇数の抜遞凊理においお、振分デヌタテヌブル抜遞テヌブルを遞択決定する際に利甚されたり、予告バリ゚ヌションを遞択抜遞する際に利甚されたりする。詳述すれば、抜遞フラグ情報は、耇数の振分デヌタテヌブルのうちから今回の抜遞凊理で䜿甚される抜遞テヌブルを決定する際に参照する第情報ず、その決定した抜遞テヌブルを甚いお今回の抜遞内容挔出内容予告バリ゚ヌションを決定する際に参照する第情報ずが含たれる。 The information related to the lottery parts (lottery flag information (lottery flag value, described below)) is information (reference information) used when determining the performance content (for example, the performance content related to the currently determined sub-variation (mainly the preview performance in the during-variation performance)) in the next or subsequent lottery process. Such information is used when selecting (determining) an allocation data table (lottery table) or when selecting (lottery) a preview variation in one or more subsequent lottery processes. In more detail, the lottery flag information includes first information referenced when determining the lottery table to be used in the current lottery process from among multiple allocation data tables, and second information referenced when determining the current lottery content (performance content (preview variation)) using the determined lottery table.

たずえば、サブ倉動の内容に関し、図䞭のオフセットパヌツ番号の「埩掻箇所」、オフセットパヌツ番号の「倉動前」、オフセットパヌツ番号の「サブ倉動」、オフセットパヌツ番号の「リヌチの皮類」・・・オフセット番号の「疑䌌連回数」などが「抜遞パヌツ」に盞圓し、今回の抜遞フラグの蚭定察象ずなる抜遞パヌツ皮別抜遞フラグ蚭定察象抜遞パヌツ皮別が、パヌツ刀定カりント数に応じお指定される図䞭の䞀番巊のオフセット番号から順に指定されおいく。ただし図には、抜遞パヌツの䞀郚を瀺しおあり、実際には、パヌツ最倧数抜遞フラグパヌツ数に盞圓する皮類が、今回の抜遞結果に係る抜遞パヌツずしお定められおいる。 For example, with regard to the content of the sub-variation, the "revival location" of offset part number 252 in FIG. 92, the "before the change" of offset part number 266, the "sub-variation" of offset part number 334, the "type of SP reach" of offset part number 331, ... the "number of pseudo consecutive wins" of offset number 310, etc. correspond to "lottery parts", and the lottery part type for which the current lottery flag is set (lottery part type for which the lottery flag is set) is specified according to the part determination count number (specified in order starting from the leftmost offset number in the figure). However, FIG. 92 only shows a portion of the lottery parts, and in reality, 18 types equivalent to the maximum number of parts (number of lottery flag parts) are determined as the lottery parts related to the current lottery result.

次いで、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀抜遞フラグパヌツ数未満であるか吊か、぀たり、抜遞フラグの蚭定が、すべお終了したか吊かを刀定するステップ。パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀未満でない堎合ステップ、抜遞フラグパヌツの蚭定が終了したずしお、抜遞フラグパヌツ蚭定凊理を抜ける。 Then, it is determined whether the part determination count number is less than the value in the lottery flag parts number storage area (lottery flag parts number), i.e., whether all lottery flag settings have been completed (step SE15). If the part determination count number is not less than the value in the lottery flag parts number storage area (step SE15: NO), it is determined that the lottery flag parts settings have been completed, and the lottery flag parts setting process is exited.

䞀方、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀未満である堎合ステップ、぀たり、未だ抜遞フラグの蚭定が終了しおいない堎合には、以䞋のステップの凊理を実行しおいく。先ず、これらの凊理の抂芁に぀いお説明し、凊理内容の詳现に぀いおは、远っお説明する埌述の旭旭参照。 On the other hand, if the part determination count number is less than the value in the lottery flag part number storage area (step SE15: YES), in other words, if the lottery flag has not yet been set, the following steps SE16 to SE20 are executed. First, an overview of these processes is provided, and the details of the process content are provided later (see (Asahi 1) to (Asahi 5) below).

抜遞フラグの蚭定が終了しおいない堎合ステップ、パヌツ刀定カりント数をむンクリメントしステップ、抜遞フラグパヌツ情報テヌブル図から、パヌツ刀定カりント数により指定されるオフセットパヌツ番号を取埗するステップ。たずえば、珟圚のパヌツ刀定カりント数がであれば、オフセットパヌツ番号の「埩掻箇所」が取埗される。 If the lottery flag setting has not been completed (step SE15: YES), the part determination count number is incremented (step SE16), and the offset part number specified by the part determination count number is obtained from the lottery flag parts information table (Figure 92) (step SE17). For example, if the current part determination count number is 1, the "resurrection location" of offset part number 252 is obtained.

次いで、珟圚のパヌツ刀定カりント数ず、刀定カりント数ずに基づき、抜遞フラグパヌツ情報テヌブルから、抜遞フラグ情報抜遞パヌツに察応する抜遞フラグ倀を取埗し、抜遞フラグ蚭定倀蚘憶領域に蚭定するステップ。なお、刀定カりント数に぀いおは、前述の図の抜遞凊理で甚いた刀定カりント数、具䜓的には、ステップの凊理で甚いた刀定カりント数ステップのむンクリメント前の刀定カりント数である。 Next, based on the current part judgment count number and the judgment count number, lottery flag information (lottery flag value corresponding to the lottery part) is obtained from the lottery flag parts information table and set in the lottery flag setting value memory area (step SE18). Note that the judgment count number is the judgment count number used in the lottery process in FIG. 71B described above, specifically, the judgment count number used in the processing of step SC28 (the judgment count number before the increment in step SC31).

次いで、抜遞フラグ蚭定倀蚘憶領域の倀が自然数抜遞フラグ蚭定倀蚘憶領域の倀であるか吊かを刀定するステップ。抜遞フラグ蚭定倀蚘憶領域の倀が自然数である堎合ステップ、その抜遞フラグ蚭定倀蚘憶領域の倀を、オフセットパヌツ番号に察応するオフセットパヌツ蚘憶領域図図に蚭定しステップ、ステップの凊理に戻る。 Next, it is determined whether the value in the lottery flag setting value storage area is a natural number (value in the lottery flag setting value storage area > 0) (step SE19). If the value in the lottery flag setting value storage area is a natural number (step SE19: YES), the value in the lottery flag setting value storage area is set in the offset part storage area (Figures 76A to 76D) corresponding to the offset part number (step SE20), and the process returns to step SE15.

䞀方、抜遞フラグ蚭定倀蚘憶領域の倀が自然数でない堎合ステップ、぀たり、抜遞フラグ蚭定倀蚘憶領域の倀がである堎合、ステップの凊理をスキップしお、ステップの凊理に戻る。以埌、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀抜遞フラグパヌツ数に達するたでステップ、ステップの凊理を繰り返し実行する。 On the other hand, if the value in the lottery flag setting value storage area is not a natural number (step SE19: NO), that is, if the value in the lottery flag setting value storage area is 0, the process skips step SE20 and returns to step SE15. Thereafter, the processes in steps SE15 to SE20 are repeated until the part determination count number reaches the value in the lottery flag part number storage area (lottery flag part number) (step SE15: NO).

䞊蚘ステップの凊理内容を具䜓的に説明すれば、䞋蚘の旭旭のようになる。ここでは、抜遞フラグパヌツ情報テヌブルずしお、図に瀺す「パヌツ蚭定デヌタ䜜成(TH_001サブ倉動パタヌン」が参照されるので、これを甚いたケヌスを䟋にずり説明する。 The processing contents of steps SE16 to SE20 above are specifically explained as follows: (Asahi 1) to (Asahi 5). Here, the lottery flag parts information table "Parts setting data creation ([TH_001] sub-variable pattern)" shown in Figure 92 is referenced, so a case using this will be explained as an example.

旭図の抜遞フラグパヌツ蚭定凊理に入り、最初にステップが実行される堎合は、パヌツ刀定カりント数が「」に蚭定されるステップ参照。 (Asahi 1) When the lottery flag part setting process in FIG. 72 is entered and step SE16 is executed for the first time, the part determination count number is set to "1" (see steps SE14 to SE16).

旭次いで、図の抜遞フラグパヌツ情報テヌブルに基づき、珟圚のパヌツ刀定カりント数に察応するオフセットパヌツ番号抜遞パヌツが取埗されるステップ。ここでは、珟圚のパヌツ刀定カりント数がであるので、抜遞パヌツずしお、オフセットパヌツ番号の「埩掻箇所」が取埗される。これにより、抜遞フラグの蚭定察象の抜遞パヌツが指定される。 (Asahi 2) Next, based on the lottery flag parts information table in Figure 92, the offset part number (lottery part) corresponding to the current part judgment count number is obtained (step SE17). In this case, since the current part judgment count number is 1, the "revival point" of offset part number 252 is obtained as the lottery part. This specifies the lottery part for which the lottery flag is set.

旭次いで、刀定カりント数䞊蚘図の抜遞凊理で甚いた刀定カりント数ステップの凊理で甚いた刀定カりント数ず、パヌツ刀定カりント数ここでは、パヌツ刀定カりント数ずに基づき、抜遞フラグパヌツ情報テヌブルから抜遞フラグ倀抜遞フラグ情報を取埗し、その取埗倀を抜遞フラグ蚭定倀蚘憶領域に蚭定するステップ。 (Asahi 3) Next, based on the judgment count number (the judgment count number used in the lottery process in FIG. 71B above (the judgment count number used in the process of step SC28)) and the part judgment count number (here, the part judgment count number = 1), the lottery flag value (lottery flag information) is obtained from the lottery flag part information table, and the obtained value is set in the lottery flag setting value memory area (step SE18).

たずえば、珟圚のパヌツ刀定カりント数が、䞔぀刀定カりント数がの堎合は、パヌツ刀定カりント数に察応するオフセットパヌツ番号の「埩掻箇所」が取埗され、抜遞フラグ倀ずしお、刀定カりント数に察応する「」が取埗される図、図図の「埩掻箇所」の欄参照。なお、刀定カりント数がである堎合ずは、既に説明したように、サブ倉動ずしお、サブ倉動番号刀定カりント数察応の「通垞倉動 12秒_通垞倉動 12秒_1__はずれ_」が決定されたケヌスである䞊蚘ステップ参照。 For example, if the current part judgment count number is 1 and the judgment count number is also 1, the "Resurrection Location" of offset part number 252 corresponding to part judgment count number 1 is obtained, and "0" corresponding to judgment count number 1 is obtained as the lottery flag value (see the "Resurrection Location" columns in Figure 92 and Figures 98A to 98F). Note that the case where the judgment count number is 1 is when, as already explained, "Normal variation 12 seconds_Normal variation 12 seconds_1__miss_" of sub-variation number 1 (corresponding to judgment count number 1) is determined as the sub-variation (see steps SC27 to SC31 above).

䞊蚘「埩掻箇所」ずは、本実斜圢態では、埩掻挔出皮別埩掻挔出の有無、埩掻挔出の発生タむミングなどを含むの指定に係る抜遞パヌツであり、抜遞フラグ倀に応じお、「埩掻無し」、「冥府系リヌチ埩掻冥府系埩掻」、「むベントリヌチ系埩掻むベント系埩掻」、「特殊系リヌチ埩掻特殊系埩掻」、「埩掻有り埩掻挔出発生指定」などが指定される。 In this embodiment, the "revival location" is a lottery part that specifies the type of revival effect (including whether or not there is a revival effect, the timing of the revival effect, etc.), and depending on the lottery flag value, "no revival," "underworld-type reach revival (underworld-type revival)," "event-type reach revival (event-type revival)," "special-type reach revival (special-type revival)," "revival (revival effect occurrence specified)," etc. are specified.

具䜓的には、図図の「埩掻箇所」の欄に瀺すように、サブ倉動番号刀定カりント数に応じお、のいずれかの倀が抜遞フラグ情報ずしお取埗される。詳しくは、次の通りである。 Specifically, as shown in the "Resurrection Location" column in Figures 98A to 98F, a value between 0 and 4 is obtained as the lottery flag information depending on the sub-variation number (judgment count number). The details are as follows.

ハズレに係るサブ倉動皮別、぀たり埩掻挔出が発生し埗ないサブ倉動の堎合は「埩掻無し」を指定する抜遞フラグ倀蚭定倀が蚭定される。たた、圓りに係るサブ倉動であっおも、挔出䞊、埩掻挔出の発生を必芁ずしない「埩掻挔出䞍必芁サブ倉動」の堎合も「埩掻無し」蚭定倀が蚭定される。埩掻䞍必芁サブ倉動ずしおは、たずえば、リヌチでリヌチに発展せずに倧圓り図柄が停止する「ノヌマルリヌチ圓り系」サブ倉動番号、、、など、「盎圓りリヌチ系」サブ倉動番号、、「党回転リヌチ系」サブ倉動番号、、「゚ラヌ系」サブ倉動番号、などがある。 In the case of a sub-variation type related to a miss, that is, a sub-variation in which a revival effect cannot occur, the lottery flag value 0 (setting value = 0) specifying "no revival" is set. Also, even if the sub-variation is related to a win, in the case of a "sub-variation not requiring a revival effect" that does not require a revival effect to occur for the sake of the effect, "no revival" (setting value 0) is set. Examples of sub-variations that do not require revival include "normal reach hit type" (sub-variation numbers 137, 154, 188, 205, etc.) in which the jackpot pattern stops at the N reach without developing into an SP reach, "direct hit reach type" (sub-variation numbers 169, 220), "full rotation reach type" (sub-variation numbers 170, 221), and "error type" (sub-variation numbers 224, 225).

たた「埩掻箇所」の抜遞フラグ倀は、䞻ずしお、リヌチ皮別リヌチ挔出シナリオに基づく倀が蚭定される。本実斜圢態のリヌチ系には、図図の「倉動皮別」および「リヌチ区分」の欄に瀺すように、倧別しお、「冥府系リヌチ」、「むベントリヌチ系」、「特殊系リヌチ」に区分される。なお、図䞭の「リヌチ区分」に瀺すはリヌチに属し、はリヌチに属するものである。「冥府系リヌチ」、「むベントリヌチ系」、「特殊系リヌチ」の䞀䟋を飲飲瀺す。 The lottery flag values 1 to 3 for the "revival point" are set primarily based on the reach type (reach performance scenario). In this embodiment, the SP reach type is broadly categorized into "underworld reach", "event reach", and "special reach", as shown in the "variation type" and "reach category" columns of Figures 99A to 99F. Note that SP1 to 5 shown in the "reach category" in the figures belong to SP reaches, and SPSP1 to 4 belong to SPSP reaches. Examples of "underworld reach", "event reach", and "special reach" are shown in (1) to (3).

飲「冥府系リヌチ」アニメ系リヌチ
冥府系リヌチには、「冥府特殊」、「冥府」、「冥府」などがある。
飲「むベントリヌチ系」挫画系静止画系リヌチ
むベントリヌチ系には、「ノヌマル経由リヌチ」、「グラビアリヌチ」、「挫画リヌチ」などがある。
飲「特殊系リヌチ系」実写系リヌチ
特殊系リヌチには、「マンゎクハむボヌル」がある。
(Drink 1) "Underworld Reach" (Anime Reach)
Underworld-related reaches include "Underworld Special" (SP4), "Underworld SP" (SP5), and "Underworld SPSP" (SPSP1).
(Drink 2) "Event reach" (manga (still image) reach)
Event reaches include "ZERO reach via normal" (SP1), "gravure reach" (SP2), and "manga SP reach" (SP3).
(Drinking 3) "Special reach" (live-action reach)
Special reaches include "Mangoku vs. Highball" (SPSP4).

䞊蚘「冥府系リヌチ」、「むベントリヌチ系」、「特殊系リヌチ」は、それぞれ挔出内容が倧きく異なるため、「埩掻箇所」に぀いおは、リヌチの系統ごずに異なる抜遞フラグ倀冥府系、むベント系、特殊系を割り圓おおいる。 The above "Underworld Reach", "Event Reach", and "Special Reach" types all have significantly different effects, so for the "Resurrection Location", a different lottery flag value (Underworld = 1, Event = 2, Special = 3) is assigned to each type of reach.

たた「埩掻箇所」の抜遞フラグ倀は、埩掻挔出の発生を指定するサブ倉動に蚭定される倀であり、サブ倉動番号埩掻指定サブ倉動皮別がある図参照。 The lottery flag value 4 for the "Resurrection location" is a value that is set for a sub-variation that specifies 100% that a revival effect will occur, and there are sub-variation numbers 226 to 235 (revival-specifying sub-variation types) (see Figure 98F).

パヌツ刀定カりント数以降の凊理に぀いお
本実斜圢態では、サブ倉動の抜遞凊理TH_001サフ゛倉動ハ゜タヌンの結果に係る抜遞フラグ蚭定察象皮別抜遞パヌツ皮別ずしお、䞊蚘の「埩掻箇所」オフセットパヌツ番号の他、「倉動前」オフセットパヌツ番号、「サブ倉動」オフセットパヌツ番号、「リヌチの皮類」オフセットパヌツ番号、・・・、「疑䌌連」オフセットパヌツ番号、「疑䌌連回数」オフセットパヌツ番号などを含む蚈皮類の皮々の抜遞パヌツ図では、その䞀郚を瀺しおあるが蚭けられおおり、パヌツ刀定カりント数に応じお、順次、抜遞フラグ情報が蚭定されるようになっおいる図、図図の抜遞フラグ倀の欄参照。
(Regarding processing for part determination counts 2 and above)
In this embodiment, in addition to the above-mentioned "revival location" (offset part number 252), a total of 18 types of lottery parts (some of which are shown in Figure 92) are provided as lottery flag setting target types (lottery part types) related to the results of the sub-fluctuation lottery process ([TH_001] sub-fluctuation pattern), including "before fluctuation" (offset part number 266), "sub-fluctuation" (offset part number 334), "type of SP reach" (offset part number 331), ..., "pseudo-consecutive" (offset part number 390), and "number of pseudo-consecutives" (offset part number 310), and the like. Lottery flag information is set sequentially according to the part determination count numbers 2 to 18 (see the lottery flag value columns in Figures 92, 98A to 98F).

䞊蚘「倉動前」オフセットパヌツ番号ずは、倉動前非倉動の指定に係る抜遞パヌツである。抜遞フラグ倀がの堎合は「非倉動前に属するサブ倉動皮別」、抜遞フラグ倀の堎合は「倉動前に属するサブ倉動皮別」が指定される。 The above "before change" (offset part number 266) is a lottery part related to the designation of before change/non-change. If the lottery flag value is 0, the "sub-change type belonging to non-before change" is specified, and if the lottery flag value is 1, the "sub-change type belonging to before change" is specified.

たた「サブ倉動」オフセットパヌツ番号ずは、サブ倉動の倉動態様の指定に係る抜遞パヌツであり、抜遞フラグ倀本䟋では、に応じお倉動態様皮別が指定される。倉動態様皮別ずは、図図の「サブ倉動」の欄に瀺す通り、サブ倉動皮別を圓り・はずれ・倉動前・非倉動前の別を考慮しお分類するのではなく、倉動態様それ自䜓に着目し分類したものずなっおいる。たずえば、サブ倉動番号ず抜遞フラグ倀や、サブ倉動番号、、および抜遞フラグ倀などが同皮同䞀の抜遞フラグ倀が割り圓おられおいるサブ倉動に分類される、 "Sub-variation" (offset part number 334) is a lottery part that specifies the variation mode of the sub-variation, and the variation mode type is specified according to the lottery flag value (0 to 31 in this example). As shown in the "Sub-variation" column in Figures 98A to 98F, the variation mode type is a classification that focuses on the variation mode itself, rather than classifying the sub-variation type in consideration of whether it is a hit/miss, pre-variation, or non-pre-variation. For example, sub-variation numbers 1 and 57 (lottery flag value = 1), and sub-variation numbers 15, 71, 130, and 181 (lottery flag value = 15) are classified as the same type (sub-variations assigned the same lottery flag value),

たた「リヌチの皮類」オフセットパヌツ番号ずは、同䞀系統同皮のリヌチ皮別非リヌチ、リヌチ、リヌチ、リヌチの指定に係る抜遞パヌツであり、抜遞フラグ倀本䟋では、に応じお、非リヌチ通垞倉動、疑䌌連ガセ、リヌチ、リヌチ、リヌチの別が指定される。具䜓的には、図図に瀺すように、リヌチ区分に応じお、異なる抜遞フラグ倀が割り圓おられおいる。 The "SP reach type" (offset part number 331) is a lottery part that specifies the reach type (non-reach, N reach, SP reach, SPSP reach) of the same system (kind), and non-reach (normal fluctuation, pseudo consecutive false), N reach, SP reach, or SPSP reach is specified according to the lottery flag value (0 to 11 in this example). Specifically, as shown in Figures 99A to 99F, different lottery flag values are assigned depending on the reach classification.

たずえば、抜遞フラグ倀がの堎合は「非リヌチ」通垞倉動、疑䌌連ガセを指定し、抜遞フラグ倀がの堎合は「リヌチ」を指定する。たた、リヌチ系に぀いおは、リヌチ皮別のの別、リヌチ皮別のの別に応じお、抜遞フラグ倀が割り圓おられおいる図図、図図の「リヌチの皮類」欄参照。 For example, if the lottery flag value is 0, "non-reach" (normal fluctuation, pseudo consecutive false) is specified, and if the lottery flag value is 1, "N-reach" is specified. Also, for SP reach types, lottery flag values 3 to 11 are assigned according to the SP reach type SP1 to 5 and the SPSP reach type SPSP1 to SPSP4 (see the "SP reach type" column in Figures 98A to 98F and 99A to 99F).

なお「盎圓りリヌチ」サブ倉動番号、は「特殊」ず衚蚘しおいるが図図参照、その特殊性から非リヌチ扱いずし、通垞倉動ず同じ抜遞フラグ倀ずしおいる。たた、゚ラヌ系異垞時は揺れ倉動を行うためも同様に通垞倉動ず同じ抜遞フラグ倀ずしおいる。 Although "Direct Hit Reach" (sub-variation numbers 169, 220) are written as "Special SPSP1" (see Figures 99E, 99F), due to their special nature they are treated as non-reach and are given the same lottery flag value (=0) as normal variations. Similarly, error types (to perform shaking variations when abnormal) are given the same lottery flag value as normal variations.

たた「疑䌌連」オフセットパヌツ番号ずは、疑䌌連の有無の指定に係る抜遞パヌツであり、抜遞フラグ倀に応じお、疑䌌連疑䌌倉動の有り無しを指定する。たずえば、抜遞フラグ倀の堎合は「疑䌌連有り」、蚭定倀の堎合は「疑䌌連無し」を指定する。この「疑䌌連」に関連する抜遞パヌツずしお「疑䌌連回数」オフセットパヌツ番号があり、抜遞フラグ倀に応じお疑䌌連回数が指定可胜ずなっおいる。なお、抜遞フラグ倀は疑䌌連回数、぀たり「疑䌌連無し」を指定するものであり、「疑䌌連」の蚭定倀疑䌌連無しのサブ倉動が該圓する。たた「疑䌌連回数」で指定する倀は、本倉動ず疑䌌連ずを含めた「本倉動回疑䌌連回数」を疑䌌連回数ずしおもよい。この堎合は、抜遞フラグ倀が本倉動のみ、抜遞フラグ倀が「本倉動回疑䌌連回数回」を指定する。 The "pseudo consecutive wins" (offset part number 331) is a lottery part that specifies whether or not there is a pseudo consecutive win, and specifies whether or not there is a pseudo consecutive win (pseudo fluctuation) depending on the lottery flag value. For example, a lottery flag value of 1 specifies "pseudo consecutive wins", and a setting value of 0 specifies "no pseudo consecutive wins". There is a lottery part related to this "pseudo consecutive wins" called "pseudo consecutive win count" (offset part number 310), and the pseudo consecutive win count can be specified according to lottery flag values 0 to 3. Note that a lottery flag value of 0 specifies the pseudo consecutive win count of 0, that is, "no pseudo consecutive wins", and corresponds to the sub-fluctuation of the "pseudo consecutive wins" setting value 0 (no pseudo consecutive wins). The value specified by "pseudo consecutive win count" may be "1 main fluctuation + pseudo consecutive win count", which includes the main fluctuation and the pseudo consecutive win. In this case, a lottery flag value of 1 specifies only the main fluctuation, and lottery flag values of 2 to 4 specify "1 main fluctuation + pseudo consecutive win count 1 to 3 times".

䞊述した抜遞パヌツおよびその抜遞フラグ情報抜遞フラグ倀は、あくたでも䞀䟋である。たずえば、疑䌌連や埩掻挔出等の特定の予告挔出を指定する堎合、より具䜓的な内容を指定する抜遞パヌツを蚭けおもよい。たずえば、通垞疑䌌連通垞の装食図柄を甚いた疑䌌連ず特殊疑䌌連疑䌌連専甚図柄を甚いた疑䌌連を指定する抜遞パヌツ、遊技者参加型ず非遊技者参加型を指定する抜遞パヌツ、特定の挔出䞭の客䜓皮別たずえば、登堎キャラクタ皮別、可動䜓圹物の動䜜パタヌン皮別を指定する抜遞パヌツ、特定の挔出の発生タむミングを指定する抜遞パヌツたずえば、倉動開始時、リヌチ前、リヌチ時リヌチ状態圢成時テンパむ時、リヌチ埌リヌチ䞭、リヌチ結果導出時などである。たた、リヌチ系であれば「リヌチに発展する、発展しない」を指定する抜遞パヌツ、リヌチ䞭に登堎するキャラクタを指定するための抜遞パヌツ、リヌチテンパむラむン数たずえば、耇数ラむンに増加させるか、単ラむンのたたにするかを指定する抜遞パヌツなど、挔出内容を考慮した皮々の抜遞パヌツ皮別を蚭けるこずが可胜である。たた、その抜遞フラグ情報は、抜遞パヌツの内容に応じお、適宜定めればよい。 The above-mentioned lottery parts and their lottery flag information (lottery flag value) are merely examples. For example, when specifying a specific preview performance such as a pseudo-consecutive or revival performance, lottery parts that specify more specific content may be provided. For example, lottery parts that specify normal pseudo-consecutive (pseudo-consecutive using normal decorative symbols) and special pseudo-consecutive (pseudo-consecutive using symbols dedicated to pseudo-consecutive), lottery parts that specify player participation type and non-player participation type, lottery parts that specify the type of object during a specific performance (for example, the type of character that appears, the type of movement pattern of a movable role object), and lottery parts that specify the timing of occurrence of a specific performance (for example, at the start of fluctuation, before a reach, at the time of a reach (when a reach state is formed (when a ready state is reached)), after a reach (during a reach), when a reach result is derived, etc.). Also, for reach-type games, it is possible to provide various types of lottery parts that take into consideration the content of the presentation, such as lottery parts that specify whether or not the game will develop into an SP reach, lottery parts for specifying characters that appear during the reach, and lottery parts that specify the number of reach tenpai lines (for example, whether to increase the number to multiple lines or leave it as a single line). Also, the lottery flag information can be determined appropriately depending on the content of the lottery parts.

旭䞊蚘のステップの凊理を終えるず、次いで、抜遞フラグ蚭定倀蚘憶領域の倀ステップにおいお蚭定された抜遞フラグ倀が自然数であるか吊かを刀定するステップ。 (Asahi 4) After completing the processing of step SE18 above, it is then determined whether the value in the lottery flag setting value memory area (lottery flag value set in step SE18) is a natural number (step SE19).

抜遞フラグ蚭定倀蚘憶領域の倀が自然数蚭定倀、぀たり蚭定倀がでないならばステップ、その倀を、今回のオフセットパヌツ番号今回の蚭定察象ず指定された抜遞パヌツ皮別に察応するオフセットパヌツ蚘憶領域図図に蚭定しステップ、ステップの凊理に戻るステップ。しかし、蚭定倀がであればステップ、ステップをスキップしお、ステップの凊理に戻る。なお、蚭定倀がの堎合は、蚭定察象ずなるオフセットパヌツ蚘憶領域の倀は曎新されない。オフセットパヌツ蚘憶領域などの今回のゲヌムで必芁ずなるワヌク領域は、前回のゲヌムで初期化されおおり埌述の図の抜遞終了時倉数初期化凊理ステップ参照、たた、今回のゲヌム開始時に所定倀が蚭定されおいるので図の䞊蚘制埡パヌツ䜜成凊理のステップ、抜遞フラグ蚭定倀蚘憶領域の倀がの堎合は、蚘憶領域の倀が曎新されず、今回のゲヌム開始時における蚭定倀が保持される。この点は、バリ゚ヌション抜遞予玄情報蚘憶領域抜遞予玄情報も同じである。 If the value of the lottery flag setting value storage area is a natural number (setting value > 0), that is, if the setting value is not 0 (step SE19: YES), the value is set in the offset part storage area (Fig. 76A to 76D) corresponding to the current offset part number (lottery part type designated as the current setting target) (step SE20), and the process returns to step SE15 (step SE19: YES). However, if the setting value is 0 (step SE19: NO), step SE20 is skipped and the process returns to step SE15. Note that if the setting value is 0, the value of the offset part storage area to be set is not updated. The work area required for the current game, such as the offset part storage area, was initialized in the previous game (see the lottery end variable initialization process (step SA34) in Fig. 67 described later), and a predetermined value was set at the start of the current game (step SA32 of the above control part creation process in Fig. 69), so if the value of the lottery flag setting value storage area is 0, the value of the storage area is not updated and the setting value at the start of the current game is maintained. This also applies to the variation lottery reservation information storage area (lottery reservation information).

ここでは、パヌツ刀定カりント数のケヌスの「埩掻箇所」オフセットパヌツ番号を指定する䟋を説明しおいるので、ステップの凊理で蚭定された抜遞フラグ蚭定倀蚘憶領域の倀がでないならばステップ、その倀をオフセットパヌツ蚘憶領域のオフセットパヌツ番号図参照に察応する、
・「EN_E_FLG_HuKkaTuKaSyo, //埩掻箇所」
に蚭定するステップ。これにより「埩掻箇所」に察する抜遞フラグ情報が指定される。
Here, an example is described in which the "resurrection location" (offset part number 252) in the case where the part determination count number is 1 is specified. Therefore, if the value in the lottery flag setting value storage area set in the processing of step SE18 is not 0 (step SE19: YES), the value is set to the offset part number 252 in the offset part storage area (see FIG. 76C),
・ "EN_E_FLG_HuKkaTuKaSyo, //Resurrection point"
(Step SE20). This specifies the lottery flag information for the "resurrection location."

旭以埌、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀抜遞フラグパヌツ数に達するたでステップ、ステップの凊理を繰り返す。たずえば、パヌツ刀定カりント数の堎合は「倉動前」、パヌツ刀定カりント数の堎合は「サブ倉動」、パヌツ刀定カりント数の堎合は「リヌチの皮類」、・・・、パヌツ刀定カりント数の堎合は「疑䌌連」、パヌツ刀定カりント数の堎合は「疑䌌回数」ずいった具合に、ステップの凊理を実行し、抜遞フラグ情報を蚭定しおいく。 (Asahi 5) After that, the process of steps SE15 to SE20 is repeated until the part determination count reaches the value of the lottery flag part count storage area (lottery flag part count) (step SE15: NO). For example, if the part determination count is 2, it is set to "before change", if the part determination count is 3, it is set to "sub-change", if the part determination count is 4, it is set to "SP reach type", ... if the part determination count is 17, it is set to "pseudo consecutive", if the part determination count is 18, it is set to "(pseudo number of times)", and so on.

本実斜圢態では、今回の抜遞凊理結果に基づく抜遞フラグ情報が蚭定されるこずにより、次回以降の抜遞凊理にお、今回決定されたサブ倉動に係る挔出内容予告挔出などが決定されおいく。たずえば、次回の抜遞凊理においお、今回蚭定された「埩掻箇所」の抜遞フラグ情報を甚いた所定の抜遞が実行され、決定された挔出内容がそれ以降の抜遞凊理に利甚され、倉動䞭挔出シナリオの䞀芁玠ずしお組み蟌たれおいく。 In this embodiment, lottery flag information is set based on the results of the current lottery process, and the performance content (such as a preview performance) related to the currently determined sub-variation is determined in the next lottery process onwards. For example, in the next lottery process, a predetermined lottery is executed using the lottery flag information of the currently set "revival point," and the determined performance content is used in the subsequent lottery processes and is incorporated as one element of the performance scenario during the variation.

たた、皮々の抜遞パヌツの抜遞フラグ情報抜遞フラグ倀は、抜遞フラグ情報は、振分デヌタテヌブルおよびたたは予告バリ゚ヌションを決定する際に利甚され、単独で利甚されるだけでなく、耇数の抜遞フラグ情報が連係しお、或いは、他の抜遞芁玠ず連係しお、耇数の抜遞フラグ情報を甚いお抜遞凊理が実行される堎合もある。たずえば、次回の抜遞凊理で実行される埌述の「TH_004図柄抜遞」では、「メむン図柄TH_メむン図柄」他の抜遞芁玠䞻制埡郚偎で決定された情報および「埩掻箇所」今回の抜遞結果に基づき蚭定された抜遞フラグ情報に基づいお、抜遞凊理が実行される埌述の図図参照。 The lottery flag information (lottery flag value) of various lottery parts is used when determining the distribution data table and/or preview variation, and may not only be used alone, but may also be linked with multiple lottery flag information or linked with other lottery elements to execute the lottery process using multiple lottery flag information. For example, in the "[TH_004] Pattern Lottery" to be described later that is executed in the next lottery process, the lottery process is executed based on the "Main Pattern (TH_Main Pattern)" (other lottery elements: information determined by the main control unit 24) and the "Resurrection Location" (lottery flag information set based on the current lottery result) (see Figures 85A to 89B described later).

䞊蚘では、サブ倉動の決定に関する凊理に぀いお説明したが、最終的な挔出内容に぀いおは、図の抜遞開始凊理を終えるこずにより具䜓的には、図のステップの刀定結果がずなるたで決定される。すなわち、今回蚭定された抜遞フラグ情報抜遞フラグ倀に基づき、次回以降の抜遞凊理にお、さらに詳现な挔出内容が決定可胜な構成である。なお、抜遞フラグ情報は、単に、珟出すべき挔出態様たずえば、唐揚げ画像を衚瀺する挔出第予告挔出、ハむボヌル画像を衚瀺する挔出第予告挔出などを決定する際に利甚されるだけでなく、特定の予告挔出の出珟率の高䜎を指定する抜遞フラグ情報たずえば、抜遞パヌツの「埩掻箇所」抜遞フラグ倀がの堎合、埩掻挔出発生をであるこずを指定、埌述の「仮図柄」高期埅床予告挔出たたは䜎期埅床予告挔出の出珟率に圱響を及がす抜遞フラグ情報なども含たれる。 The above describes the process for determining the sub-variation, but the final performance content is determined by completing the lottery start process in FIG. 70 (specifically, until the judgment result of step SB32 in FIG. 71A becomes NO). In other words, based on the lottery flag information (lottery flag value) set this time, more detailed performance content can be determined in the next lottery process and thereafter. Note that the lottery flag information is not only used to determine the performance mode to be displayed (for example, performance A (first preview performance) that displays a fried chicken image, performance B (second preview performance) that displays a highball image, etc.), but also includes lottery flag information that specifies the high or low appearance rate of a specific preview performance (for example, the "revival location" of the lottery part (when the lottery flag value is 4, it specifies that the revival performance occurs at 100%), the "temporary pattern" (lottery flag information that affects the appearance rate of a high expectation preview performance or a low expectation preview performance), etc.).

したがっお、今回決定されたサブ倉動皮別が同じものであっおも、その挔出内容を異なるものずするこずができる。たずえば、カスタマむズ機胜に応じお挔出が異なるケヌスたずえば、埌述の「TH_004図柄抜遞」抜遞実行カりント数に係る抜遞凊理に関する凊理内容、図図、図等参照、特定挔出発生の有無たずえば、埩掻挔出発生の有無が異なるケヌス、特定の予告挔出䞭に出珟させるキャラクタが異なるケヌス、疑䌌連挔出が異なるたずえば、疑䌌連図柄が異なる、など、挔出のバリ゚ヌションの自由床が増し、倚圩な挔出を発生させるこずができる。 Therefore, even if the sub-variable type determined this time is the same, the content of the effect can be different. For example, the effect can be different depending on the customization function (for example, the processing content related to the "[TH_004] symbol lottery" (lottery processing related to the lottery execution count number = 1) described below, see Figures 85A to 89B, 101, etc.), the presence or absence of a specific effect (for example, the presence or absence of a revival effect), the characters that appear during a specific preview effect are different, the pseudo consecutive effects are different (for example, the pseudo consecutive symbols are different), etc., and the freedom of variation in the effects is increased, making it possible to generate a variety of effects.

なお、今回の抜遞凊理においお、蚭定察象ずなる抜遞パヌツ自䜓が無い堎合であっおも、次回以降の抜遞凊理においお、新たな抜遞パヌツの抜遞フラグ情報が蚭定されれば、それ以降の抜遞凊理で、その抜遞フラグ情報が利甚されうる。たずえば、今回の抜遞フラグパヌツ蚭定凊理で、パヌツは蚭定察象倖であったが、次回の抜遞フラグパヌツ蚭定凊理で、パヌツが蚭定察象ずなるケヌスである。抜遞フラグ情報は、次回以降の抜遞凊理に利甚されるものであるこずから、オフセットパヌツ蚘憶領域図図には、その蚭定領域が確保されおいる。したがっお、オフセットパヌツ蚘憶領域に蚘憶されない抜遞結果情報は、図のステップで、挔出シナリオデヌタずしお蚘憶され、その情報が次回以降の抜遞凊理で利甚されるこずがない。 Note that even if there are no lottery parts to be set in the current lottery process, if lottery flag information for a new lottery part is set in the next lottery process or later, that lottery flag information can be used in the subsequent lottery processes. For example, part A was not a setting target in the current lottery flag part setting process, but part A will be a setting target in the next lottery flag part setting process. Since the lottery flag information is used in the next lottery process or later, a setting area for it is reserved in the offset part storage area (Figures 76A to 76D). Therefore, lottery result information that is not stored in the offset part storage area is stored as performance scenario data in step SC32 of Figure 71B, and the information will not be used in the next lottery process or later.

なお、抜遞フラグ情報は、今回のゲヌムだけでなく、次ゲヌムに参照されるものも含たれる。たずえば、入賞時抜遞凊理ステップにおける先読み予告に関する抜遞フラグ情報がその代衚䟋である。たずえば、先読み刀定結果はハズレであるが、保留倉化予告で高期埅床保留色赀色保留を発生させた堎合、その赀色保留発生䞭ずいう情報に基づいお、次ゲヌムでは、ハズレであるにもかかわらず、掟手な挔出を出珟させるずいったケヌスである。たたたずえば、今回のゲヌムの倧圓り抜遞結果が「確倉倧圓り」であるが、今回のゲヌム結果では「通垞倧圓り」である旚を報知指定する抜遞フラグ情報を蚭定しおおき、その埌に実行される倧圓り遊技䞭に、圓該フラグ情報を参照しお、圓り䞭挔出を利甚しお、実は確倉倧圓りであった旚を報知するようなケヌスである。 The lottery flag information includes information that is referenced not only for the current game, but also for the next game. For example, the lottery flag information related to the look-ahead notice in the lottery process at the time of winning (step SA19) is a typical example. For example, if the look-ahead judgment result is a miss, but the reserve change notice generates a high expectation reserve color (red reserve), a flashy effect will be displayed in the next game despite the miss, based on the information that the red reserve is occurring. Another example is when the jackpot lottery result of the current game is a "high probability jackpot," but lottery flag information is set to notify that the current game result is a "normal jackpot," and then during the jackpot game that is executed afterwards, the flag information is referenced and the win-in-time effect is used to notify that it was actually a high probability jackpot.

今回の抜遞凊理におけるすべおの抜遞パヌツに察しお抜遞フラグ情報の蚭定を終えた堎合ステップ、抜遞フラグパヌツ蚭定凊理を抜けお、図に戻り、次いで、埌述の抜遞予玄蚭定凊理ステップを実行する。 When the lottery flag information has been set for all lottery parts in this lottery process (step SE15: NO), the lottery flag part setting process is exited and the process returns to FIG. 71B, and then the lottery reservation setting process (step SC42) described below is executed.

抜遞予玄蚭定凊理ステップ図
次に、抜遞予玄蚭定凊理ステップに぀いお説明する。図は、抜遞予玄蚭定凊理ステップの詳现を瀺すフロヌチャヌトである。この抜遞予玄蚭定凊理は、今回の抜遞凊理結果に応じお、次回の抜遞凊理に関し、どのような抜遞凊理を行うかに぀いお、抜遞予玄情報抜遞予玄有り抜遞予玄無しを蚭定する凊理である。具䜓的には、バリ゚ヌション抜遞予玄情報蚘憶領域図図に察する蚭定凊理を実行し、その蚭定凊理結果に基づき、次回の図の抜遞開始凊理䞭においお、「抜遞予玄無しの凊理ルヌトステップの刀定結果が“”の凊理ルヌト」を蟿るか、「抜遞予玄枈みの凊理ルヌトステップの刀定結果が“”の凊理ルヌト」を蟿るかが指定されるようになっおいる。
(Lottery reservation setting process (step SC42): FIG. 73)
Next, the lottery reservation setting process (step SC42) will be described. FIG. 73 is a flowchart showing the details of the lottery reservation setting process (step SC42). This lottery reservation setting process is a process for setting lottery reservation information (lottery reservation/no lottery reservation) for what kind of lottery processing will be performed for the next lottery processing according to the result of the current lottery processing. Specifically, a setting process is executed for the variation lottery reservation information storage area (FIGS. 77A to 77D), and based on the result of the setting process, during the next lottery start processing of FIG. 70, it is specified whether to follow the "processing route without lottery reservation (processing route with the determination result of "NO" in step SB35)" or the "processing route with lottery reservation (processing route with the determination result of "YES" in step SB35)".

図においお、挔出制埡郚は、たず、バリ゚ヌション番号甚テヌブル図における抜遞呌び出し情報抜遞呌び出し蚭定テヌブル指定情報を取埗しステップ、その抜遞呌び出し情報の有無を刀定するステップ。 In FIG. 73, the performance control unit 24 (CPU 241) first acquires the lottery call information (lottery call setting table specification information) in the variation number table (FIG. 79) (step SG11), and determines whether or not the lottery call information is present (step SG12).

ここでは、バリ゚ヌション番号がであるケヌスを説明しおいるので、既に説明したように、バリ゚ヌション番号甚テヌブル図のバリ゚ヌション番号に察応する、
・「{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001サブ倉動パタヌン」
が参照される。ここでの抜遞呌び出し情報は、図瀺の通り、「En_lot_dt_lot000」であり、「L情報無し」ではない。したがっおこの堎合は、ステップの刀定結果が「」ずなり、ステップに進む。
Here, the case where the variation number is 0 is explained. Therefore, as already explained, the following, which corresponds to the variation number 0 in the variation number table (FIG. 79):
・"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
The lottery call information here is "En_lot_dt_lot000" as shown in the figure, and is not "NULL (no information)." Therefore, in this case, the determination result of step SG12 is "NO," and the process proceeds to step SG13.

次いで、取埗した抜遞呌び出し情報で指定される、埌述の「抜遞呌び出し蚭定テヌブル」から、抜遞呌び出し蚭定数を取埗し、抜遞呌び出し蚭定数蚘憶領域に蚭定するステップ。 Next, the lottery call setting number is obtained from the "lottery call setting table" described below, which is specified by the obtained lottery call information, and set in the lottery call setting number memory area (step SG13).

ここでは、䞊蚘ステップで取埗した抜遞呌び出し情報En_lot_dt_lot000で指定された「抜遞呌び出し蚭定テヌブル」、具䜓的には、図図に瀺す、
・抜遞呌び出し蚭定デヌタ䜜成(TH_001サブ倉動パタヌン)
から抜遞呌び出し蚭定数この䟋では、図瀺の予玄最倧数を取埗し、その倀を抜遞呌び出し蚭定数蚘憶領域に蚭定するステップ。この抜遞呌び出し蚭定数は、次回以降で実行される抜遞凊理数抜遞予玄数ずなっおいる。
Here, the "lottery call setting table" specified by the lottery call information (En_lot_dt_lot000) acquired in step SG12 is used. Specifically, the "lottery call setting table" shown in FIG. 94A to FIG. 94B is used.
・Create lottery call setting data (TH_001 sub-variable pattern)
The lottery call setting number (in this example, the illustrated maximum reservation number = 8) is obtained from the lottery call setting number storage area, and the value is set in the lottery call setting number storage area (step SG13). This lottery call setting number is the number of lottery processes (lottery reservations) to be executed from the next time onwards.

次いで、呌び出し刀定カりント数をクリアするステップ。この呌び出し刀定カりント数は、バリ゚ヌション抜遞予玄情報蚘憶領域図図における抜遞予玄察象皮別抜遞予玄情報の蚭定察象ずなるバリ゚ヌション番号を指定するために利甚される。たた呌び出し刀定カりント数は、今回の抜遞予玄情報の蚭定がすべお終了したか吊かの刀定情報ずしおも利甚される。 Then, the call judgment count is cleared (step SG14). This call judgment count is used to specify the lottery reservation target type (the variation number for which the lottery reservation information is set) in the variation lottery reservation information storage area (Figs. 77A to 77D). The call judgment count is also used as information to determine whether or not all the settings for the current lottery reservation information have been completed.

次いで、呌び出し刀定カりント数が抜遞呌び出し蚭定数蚘憶領域の倀抜遞呌び出し蚭定数未満であるか吊か、぀たり、抜遞予玄情報の蚭定が終了したか吊かを刀定するステップ。呌び出し刀定カりント数が抜遞呌び出し蚭定数蚘憶領域の倀未満でない堎合ステップ、抜遞予玄情報の蚭定が終了したずしお、抜遞予玄蚭定凊理を抜ける。 Then, it is determined whether the call determination count number is less than the value in the lottery call setting number storage area (lottery call setting number), that is, whether the setting of the lottery reservation information has been completed (step SG15). If the call determination count number is not less than the value in the lottery call setting number storage area (step SG15: NO), it is determined that the setting of the lottery reservation information has been completed, and the lottery reservation setting process is exited.

䞀方、呌び出し刀定カりント数が抜遞呌び出し蚭定数蚘憶領域の倀未満である堎合ステップ、぀たり、未だ抜遞予玄情報の蚭定が終了しおいない堎合には、以䞋のステップの凊理を実行しおいく。先ず、これらの凊理の抂芁に぀いお説明し、凊理内容の詳现に぀いおは、远っお説明する埌述の旗旗参照。 On the other hand, if the call determination count number is less than the value in the lottery call setting number memory area (step SG15: YES), in other words, if the lottery reservation information setting has not yet been completed, the following steps SG16 to SG20 are executed. First, an overview of these processes is provided, and the details of the process content are provided later (see (Flag 1) to (Flag 5) described below).

抜遞予玄情報の蚭定が終了しおいない堎合ステップ、呌び出し刀定カりント数をむンクリメントしステップ、抜遞呌び出し蚭定テヌブルから、呌び出し刀定カりント数により指定されるバリ゚ヌション番号を取埗するステップ。 If the lottery reservation information setting has not been completed (step SG15: YES), the call determination count is incremented (step SG16), and the variation number specified by the call determination count is obtained from the lottery call setting table (step SG17).

次いで、刀定カりント数䞊蚘図の抜遞凊理で甚いた刀定カりント数ステップの凊理で甚いた刀定カりント数ず、呌び出し刀定カりント数に基づき、抜遞呌び出し蚭定テヌブルここでは、図図から抜遞予玄情報図瀺の刀定カりント数に察応する数倀を取埗し、抜遞予玄情報蚘憶領域に蚭定するステップ。 Next, based on the judgment count number (the judgment count number used in the lottery process in Figure 71B above (the judgment count number used in the process of step SC28)) and the call judgment count number, lottery reservation information (a numerical value corresponding to the judgment count number shown in the figure) is obtained from the lottery call setting table (here, Figures 94A to 94B) and set in the lottery reservation information storage area (step SG18).

次いで、抜遞予玄情報蚘憶領域の倀がであるか吊かを刀定するステップ。抜遞予玄情報蚘憶領域の倀がである堎合ステップ、バリ゚ヌション番号に基づき、抜遞予玄情報蚘憶領域の倀をバリ゚ヌション抜遞予玄情報蚘憶領域に蚭定しステップ、ステップの凊理に戻る。ステップの凊理により、次回の抜遞開始凊理図においお、どのような挔出抜遞を実行するかが指定されるこずになる。 Next, it is determined whether the value of the lottery reservation information storage area is 1 (step SG19). If the value of the lottery reservation information storage area is 1 (step SG19: YES), the value of the lottery reservation information storage area is set to the variation lottery reservation information storage area based on the variation number (step SG20), and the process returns to step SG15. The process of step SG20 specifies what type of presentation lottery will be executed in the next lottery start process (Figure 70).

䞀方、抜遞予玄情報蚘憶領域の倀がでない堎合ステップ、぀たり、抜遞予玄情報蚘憶領域の倀がである堎合、ステップの凊理をスキップしお、ステップの凊理に戻る。 On the other hand, if the value in the lottery reservation information storage area is not 1 (step SG19: NO), that is, if the value in the lottery reservation information storage area is 0, the processing of step SG20 is skipped and the processing returns to step SG15.

以埌、呌び出し刀定カりント数が抜遞予玄情報蚘憶領域の倀抜遞呌び出し蚭定数に達するたでステップ、ステップの凊理を繰り返し実行し、すべおの抜遞予玄情報の蚭定が終了した堎合はステップ、抜遞予玄蚭定凊理を抜けお、埌述のシナリオ蚭定凊理ステップを実行する。 After that, steps SG15 to SG20 are repeatedly executed until the call judgment count reaches the value in the lottery reservation information storage area (lottery call setting number) (step SE15: YES), and when all lottery reservation information has been set (step SG15: NO), the lottery reservation setting process is exited and the scenario setting process (step SC43) described below is executed.

䞊蚘ステップの凊理内容を具䜓的に説明すれば、䞋蚘旗旗のようになる。ここでは、抜遞呌び出し蚭定テヌブルずしお、図図に瀺す「抜遞呌び出し蚭定デヌタ䜜成(TH_001サブ倉動パタヌン」が参照されるので、これを甚いるケヌスを䟋にずり説明する。 The processing contents of steps SG16 to SG20 above are specifically explained as follows (Flag 1) to (Flag 5). Here, the "Lottery Call Setting Data Creation ([TH_001] Sub-Variation Pattern)" shown in Figures 94A to 94B is referenced as the lottery call setting table, so a case in which this is used will be explained as an example.

旗図の抜遞予玄蚭定凊理に入り、最初にステップが実行される堎合は、呌び出しカりント数が「」に蚭定されるステップ参照。 (Flag 1) When the lottery reservation setting process in FIG. 73 is entered and step SG16 is executed for the first time, the call count is set to "1" (see steps SG14 to SG16).

旗次いで、珟圚の呌び出し刀定カりント数に察応する「抜遞呌び出し蚭定デヌタ䜜成(TH_001サブ倉動パタヌン)」のバリ゚ヌション番号が取埗されるステップ。ここでは、珟圚の呌び出し刀定カりント数がであるので、抜遞予玄情報皮別ずしお、バリ゚ヌション番号の「(TH_004図柄抜遞)」が取埗される。 (Flag 2) Next, the variation number of "lottery call setting data creation ([TH_001] sub-variable pattern)" corresponding to the current call judgment count number is obtained (step SG17). Here, since the current call judgment count number is 1, variation number 1 "([TH_004] pattern lottery)" is obtained as the lottery reservation information type.

旗次いで、刀定カりント数ず、珟圚の呌び出し刀定カりント数ここでは、呌び出し刀定カりント数ずに基づき、抜遞呌び出し蚭定テヌブルから抜遞予玄情報刀定カりント数に察応する倀を取埗し、抜遞予玄情報蚘憶領域に蚭定するステップ。 (Flag 3) Next, based on the judgment count number and the current call judgment count number (here, the call judgment count number = 1), the lottery reservation information (a value corresponding to the judgment count number) is obtained from the lottery call setting table and set in the lottery reservation information storage area (step SG18).

珟圚の呌び出し刀定カりント数がであれば、抜遞予玄察象皮別ずしお、バリ゚ヌション番号の「(TH_004図柄抜遞」が指定され、呌び出し刀定カりント数がであれば、バリ゚ヌション番号の「TH_003SP抜遞」が指定されるずいった具合に、呌び出し刀定カりント数に応じたバリ゚ヌション番号が指定される図䞭の䞀番巊のオフセット番号から順に指定されおいく。たた、刀定カりント数に぀いおは、前述の図の抜遞凊理具䜓的には、ステップの凊理で甚いた刀定カりント数である。したがっおたずえば、“珟圚の呌び出し刀定カりント数が、䞔぀刀定カりント数が”の堎合は、珟圚の呌び出し刀定カりント数に察応するバリ゚ヌション番号の「(TH_004図柄抜遞)」が取埗され、抜遞予玄情報ずしお、刀定カりント数に察応する「」が取埗される。なお、抜遞予玄情報がの堎合は「抜遞予玄無し」、抜遞予玄情報がの堎合は「抜遞予玄枈み抜遞予玄有り」が指定される。 If the current call judgment count is 1, variation number 1 "([TH_004] pattern lottery)" is specified as the lottery reservation target type, and if the call judgment count is 2, variation number 4 "([TH_003] SP lottery)" is specified. In this manner, the variation number is specified according to the call judgment count (specified in order from the leftmost offset number in the figure). The judgment count is the judgment count used in the lottery process in FIG. 71B described above (specifically, the process of step SC28). Therefore, for example, if "the current call judgment count is 1 and the judgment count is 1", variation number 1 "([TH_004] pattern lottery)" corresponding to the current call judgment count 1 is obtained, and "1" corresponding to the judgment count is obtained as the lottery reservation information. Note that if the lottery reservation information is 0, "no lottery reservation" is specified, and if the lottery reservation information is 1, "lottery reservation completed (lottery reservation available)" is specified.

旗次いで、抜遞予玄情報蚘憶領域の倀がであるか吊か、぀たり、「抜遞予玄有り」であるか、「抜遞予玄無し」であるかを刀定するステップ。抜遞予玄情報蚘憶領域の倀がであればステップ、珟圚のバリ゚ヌション番号に察応するバリ゚ヌション抜遞予玄情報蚘憶領域に、その倀抜遞予玄有りを蚭定しステップ、ステップの凊理に戻る。 (Flag 4) Next, it is determined whether the value in the lottery reservation information storage area is 1, that is, whether "lottery reservation available (= 1)" or "lottery reservation not available (= 0)" (step SG19). If the value in the lottery reservation information storage area is 1 (step SG19: YES), that value (lottery reservation available) is set in the variation lottery reservation information storage area corresponding to the current variation number (step SG20), and the process returns to step SG15.

ここでは、「TH_004図柄抜遞」バリ゚ヌション番号を予玄する䟋を説明しおいるので、抜遞予玄情報蚘憶領域の倀蚭定倀をバリ゚ヌション抜遞予玄情報蚘憶領域のバリ゚ヌション番号に察応する、
・「EN_E_TH_004_ZuGaRaTyuUSeNn, //TH_004図柄抜遞」
に蚭定する。これにより、次回の抜遞凊理では、「TH_004図柄抜遞」に係る抜遞凊理が実行されるこずになる。
Here, an example of reserving “[TH_004] Design Lottery” (variation number 1) is described, so the value of the lottery reservation information storage area (set value = 1) corresponds to the variation number 1 in the variation lottery reservation information storage area.
・ "EN_E_TH_004_ZuGaRaTyuUSeNn, // [TH_004] Design lottery"
As a result, in the next lottery process, the lottery process related to the "[TH_004] symbol lottery" will be executed.

抜遞予玄情報蚘憶領域の蚭定倀がであればステップ、「抜遞予玄無し」ずしお、ステップをスキップし、ステップの凊理に戻る。なお、蚭定倀がの堎合は、蚭定察象ずなるバリ゚ヌション抜遞予玄情報蚘憶領域の倀は曎新されない。バリ゚ヌション抜遞予玄情報蚘憶領域は、前回のゲヌムで初期化されおおり埌述の図の抜遞終了時倉数初期化凊理ステップ参照、たた、今回のゲヌム開始時に所定倀が蚭定されおいるので図の䞊蚘制埡パヌツ䜜成凊理倉動開始時ステップ、図のステップを参照、蚭定倀がの堎合は、今回のゲヌム開始時における蚭定倀が保持される。 If the setting value in the lottery reservation information storage area is 0 (step SG19: NO), it is assumed that there is no lottery reservation, step SG20 is skipped, and processing returns to step SG15. Note that if the setting value is 0, the value in the variation lottery reservation information storage area to be set is not updated. The variation lottery reservation information storage area was initialized in the previous game (see the lottery end variable initialization processing (step SA34) in FIG. 67 described below), and a predetermined value was set at the start of the current game (see the above control part creation processing (at the start of variation) (step SA32) in FIG. 67, and step SB69 in FIG. 69), so if the setting value is 0, the setting value at the start of the current game is retained.

呌び出し刀定カりント数以降の凊理に぀いお
旗以埌、呌び出し刀定カりント数が抜遞予玄情報蚘憶領域の倀抜遞呌び出し蚭定数に達するたでステップ、ステップの凊理を繰り返す。たずえば、呌び出し刀定カりント数の堎合は「(TH_003SP抜遞)」リヌチ挔出の詳现な挔出内容を決定するための抜遞、・・・、呌び出し刀定カりント数の堎合は「(TH_倧圓り時次回開始背景)」ずいった具合にステップの凊理を実行し、抜遞予玄情報を蚭定しおいく。なお本䟋では、䞍図瀺のバリ゚ヌション番号を含め、蚈皮類予玄最倧数分のバリ゚ヌション番号を察象に、抜遞予玄情報が蚭定される。
(Regarding processing for call determination counts 2 and above)
(Flag 5) After that, the processing of steps SG15 to SG20 is repeated until the call judgment count reaches the value of the lottery reservation information storage area (lottery call setting number) (step SG15: NO). For example, when the call judgment count is 2, the processing of steps SG15 to SG20 is executed to set the lottery reservation information, such as "([TH_003] SP lottery)" (lottery to determine the detailed performance content of the reach performance), ..., and when the call judgment count is 8, the processing of steps SG15 to SG20 is executed to set the lottery reservation information, such as "([TH_275] Next start background when a big win occurs)". In this example, the lottery reservation information is set for a total of eight types of variation numbers (maximum number of reservations), including the variation numbers not shown.

そしお、今回の抜遞凊理におけるすべおのバリ゚ヌション抜遞予玄情報蚘憶領域に察しお抜遞予玄情報の蚭定を終えた堎合ステップ、抜遞予玄蚭定凊理を抜けお、「シナリオ凊理ステップ」を実行する。 When the lottery reservation information has been set for all variation lottery reservation information storage areas in this lottery process (step SE15: NO), the lottery reservation setting process is exited and "scenario processing (step SC43)" is executed.

このシナリオ蚭定凊理ステップは、䞻に、図の入賞時抜遞凊理ステップに関するものであり、先読み予告の挔出シナリオを蚭定する凊理先読み予告に関する挔出抜遞凊理たずえば、どのような保留倉化予告を実行するのかを蚭定する凊理ず共通凊理ずなっおいる。 This scenario setting process (step SC43) is mainly related to the winning lottery process (step SA19) in FIG. 66, and is a common process with the process of setting the presentation scenario for the pre-reading notice (presentation lottery process for the pre-reading notice: for example, the process of setting what type of hold change notice will be executed).

図瀺はしおいないが、シナリオ蚭定凊理䞭に「シナリオ蚭定情報」図のバリ゚ヌション番号甚テヌブルにおけるシナリオ蚭定情報図の備考欄参照の有無が刀定され、シナリオ蚭定情報が無ければシナリオ蚭定情報、䜕もせずに、シナリオ蚭定凊理を抜けるようになっおいる。本実斜圢態では、倉動䞭挔出に係る抜遞凊理バリ゚ヌション番号のシナリオ蚭定情報がすべお「」シナリオ蚭定情報無しに定められおいる。したがっお、倉動䞭挔出に係る抜遞凊理が実行される際には、シナリオ蚭定凊理ステップはスキップされるようになっおいる。 Although not shown, during the scenario setting process, the presence or absence of "scenario setting information" (scenario setting information in the variation number table in FIG. 79 (see the notes column in FIG. 79)) is determined, and if there is no scenario setting information (scenario setting information = NULL), nothing is done and the scenario setting process is exited. In this embodiment, all scenario setting information for the lottery process related to the during-variation performance (variation numbers 0 to 188) is set to "NULL" (no scenario setting information). Therefore, when the lottery process related to the during-variation performance is executed, the scenario setting process (step SC43) is skipped.

本実斜圢態では、抜遞予玄蚭定凊理ステップを終えた埌は、シナリオ蚭定凊理が実行されるこずなく、今回の抜遞実行凊理図および図を抜けお今回の抜遞凊理の終了、凊理状態を図のステップに移行するようになっおいる。 In this embodiment, after the lottery reservation setting process (step SC42) is completed, the scenario setting process is not executed, the current lottery execution process (Figures 71A and 71B) is exited (end of the current lottery process), and the processing state transitions to step SB42 in Figure 71A.

次回の抜遞凊理抜遞実行カりント数のケヌスに係る抜遞凊理に぀いお
図の抜遞開始凊理の説明に戻る。今回の抜遞凊理抜遞実行カりント数のケヌスでは、䞀䟋ずしお、「TH_001サフ゛倉動ハ゜タヌン」䜎確時通垞状態時サブ倉動パタヌンに係る抜遞凊理を䞭心に説明した。次に、次回の抜遞凊理抜遞実行カりント数のケヌスに぀いお説明する。
<2. About the lottery process for the next lottery process (case where the lottery execution count is 1)>
Returning to the explanation of the lottery start process in Fig. 70. In the lottery process this time (the case where the lottery execution count number is 0), the lottery process related to the "[TH_001] sub-variation pattern" (the sub-variation pattern at low probability (normal state)) was mainly explained as an example. Next, the next lottery process (the case where the lottery execution count number is 1) will be explained.

今回の抜遞実行凊理ステップを終了するず、抜遞実行カりント数がからに曎新されテップ、再床、ステップの凊理に戻り、回目の抜遞凊理が実行されおいくこずになる。以䞋、抜遞実行カりント数における䞀連の抜遞凊理を「今回の抜遞凊理」ず称しお説明しおいく。なお、既に説明した凊理内容に぀いおは、重耇蚘茉を避けるために適宜省略しお説明する。 When the current lottery execution process (step SB40) is completed, the lottery execution count is updated from 0 to 1 (step SB42), and the process returns to step SB32, and the second lottery process is executed. In the following, the series of lottery processes when the lottery execution count is 1 will be referred to as the "current lottery process". Note that the process contents that have already been explained will be omitted as appropriate to avoid duplication.

今回の抜遞凊理では、抜遞実行カりント数の堎合を説明しおいるので、ステップの刀定結果はずなり、ステップの凊理に進み、バリ゚ヌション番号に、珟圚の抜遞実行カりント数を蚭定するステップ。今回指定されたバリ゚ヌション番号はずなる。 In this lottery process, the case where the lottery execution count is 1 is explained, so the result of the determination in step SB32 is YES, and the process proceeds to step SB34, where the current lottery execution count of 1 is set as the variation number (step SB34). The variation number specified this time is 1.

次いで、指定されたバリ゚ヌション番号のバリ゚ヌション抜遞予玄情報蚘憶領域図図が、抜遞予玄有り抜遞予玄枈みであるか吊かを刀定するステップ。ここでは、バリ゚ヌション番号に察応する、
・「EN_E_TH_004_ZuGaRaTyuUSeNn, //TH_004図柄抜遞」
が参照される。
Next, it is determined whether the variation reservation information storage area (FIGS. 77A to 77D) of the specified variation number has a lottery reservation (lottery reservation completed) (step SB35).
・ "EN_E_TH_004_ZuGaRaTyuUSeNn, // [TH_004] Design lottery"
is referenced.

ここで、前回の抜遞予玄蚭定凊理図では、既に説明した通り、バリ゚ヌション番号は「抜遞予玄有り」に蚭定されおいる図の抜遞予玄蚭定凊理䞭のステップ参照。ステップの刀定結果はずなり、ステップの凊理に進み、図のバリ゚ヌション番号甚テヌブルから、抜遞テヌブル遞択情報を取埗するステップ。 As already explained, in the previous lottery reservation setting process (Figure 73), variation number 1 was set to "lottery reservation available" (see steps SG17 to SG20 in the lottery reservation setting process in Figure 73). The result of the determination in step SB35 is YES, so the process proceeds to step SB36, where lottery table selection information is obtained from the variation number table in Figure 79 (step SB36).

本䟋で扱っおいるバリ゚ヌション番号のケヌスでは、
・「{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004図柄抜遞」
が参照される図のバリ゚ヌション番号の察応欄参照。この抜遞テヌブル遞択情報抜遞テヌブル遞択甚テヌブル指定情報は、図瀺の通り、「En_lot_dt_tbl001」であり、「L情報無し」ではない。したがっお、ステップの刀定結果は「」ずなり、「抜遞テヌブル遞択凊理ステップ」が実行されるこずになる。なお、ここで指定される抜遞テヌブル遞択甚テヌブルは、図に瀺す「抜遞テヌブル遞択甚テヌブル(TH_004図柄抜遞)」ずなっおいる。
In the case of variation number 1 used in this example,
・"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
is referenced (see the corresponding column for variation number 1 in FIG. 79). This lottery table selection information (lottery table selection table designation information) is "En_lot_dt_tbl001" as shown in the figure, and is not "NULL (no information)". Therefore, the determination result of step SB37 is "NO", and the "lottery table selection process (step SB41)" is executed. The lottery table selection table designated here is the "lottery table selection table ([TH_004] symbol selection)" shown in FIG. 96.

抜遞テヌブル遞択凊理ステップ図
䞊蚘抜遞テヌブル遞択凊理ステップに぀いお説明する。図は、抜遞テヌブル遞択凊理ステップの詳现を瀺すフロヌチャヌトである。
(Lottery Table Selection Process (Step SB41): FIG. 74)
The lottery table selection process (step SB41) will now be described with reference to a flow chart of FIG.

図においお、挔出制埡郚は、たず、抜遞テヌブル遞択甚テヌブルの刀定回数情報を取埗するステップ。ここでは、図に瀺す「抜遞テヌブル遞択甚テヌブル(TH_004図柄抜遞)」から刀定回数情報図瀺のパヌツ最倧数が取埗される。 In FIG. 74, the performance control unit 24 (CPU 241) first obtains the judgment count information of the lottery table selection table (step SD11). Here, the judgment count information (maximum number of parts shown = 3) is obtained from the "lottery table selection table ([TH_004] pattern lottery)" shown in FIG. 96.

次いで、刀定回数情報がであるか吊かを刀定するステップ。刀定回数情報がでなければステップ、刀定回数情報がになるたで、以䞋に述べるステップの凊理を繰り返し実行する。 Then, it is determined whether the judgment count information is 0 (step SD12). If the judgment count information is not 0 (step SD12: YES), the process of steps SD13 to SD20 described below is repeated until the judgment count information becomes 0.

刀定回数情報がでない堎合ステップ、刀定回数情報をデクリメントしステップ、抜遞テヌブル遞択甚テヌブル図のオフセットパヌツ番号を取埗する。 If the judgment count information is not 0 (step SD12: YES), the judgment count information is decremented (step SD13), and the offset part number of the lottery table selection table (Figure 96) is obtained.

次いで、取埗したオフセットパヌツ番号に察応するオフセットパヌツ蚘憶領域図図の倀を取埗するステップ。ここでは、刀定回数情報が「→→」ステップによるデクリメント埌の刀定回数情報の倀に応じお、オフセットパヌツ番号、、の「(TH_プレミアアップ)」、「(TH_セブンカりンタ)」、「(TH_埩掻挔出出珟率UP)」の蚭定情報オフセットパヌツ蚘憶領域の倀が順次取埗される。これらは、カスタマむズ機胜に係る蚭定情報ずなっおおり、カスタマむズ有り蚭定の堎合の堎合は「」、カスタマむズ無しの堎合蚭定の堎合は「」が蚘憶されおいる。 Next, the value of the offset parts storage area (Figs. 76A to 76C) corresponding to the acquired offset parts number is acquired (step SD15). Here, depending on the number of judgments information being "2 → 1 → 0" (the value of the number of judgments information after decrement in step SD13), the setting information (values of the offset parts storage area) of "(TH_Premium Up)", "(TH_Seven Counter)", and "(TH_Revival Performance Appearance Rate Up)" for offset parts numbers 3, 13, and 28 is acquired in sequence. These are setting information related to the customization function, and "1" is stored when customization is present (when set to ON), and "0" is stored when customization is not present (when set to OFF).

次いで、オフセットパヌツ番号に基づき、オフセットパヌツ数テヌブル図から、オフセットパヌツの最倧倀を取埗するステップ。本凊理の内容は、基本的には、䞊蚘図のステップの凊理内容ず同じである。 Next, based on the offset part number, the maximum value of the offset parts is obtained from the offset parts count table (Figure 83) (step SD17). The contents of this process are basically the same as the processing contents of step SC20 in Figure 71A above.

したがっお、ここでは、
オフセットパヌツ番号の「TH_プレミアアップ」の堎合は、
・「0x0002, //TH_プレミアアップ」
で指定される倀がオフセットパヌツの最倧倀が、
オフセットパヌツ番号の「TH_セブンカりンタ」の堎合は、
・「0x0002, //TH_セブンカりンタ」
で指定される倀がオフセットパヌツの最倧倀が、
オフセットパヌツ番号の「TH_埩掻挔出出珟率UP」の堎合は、
・「0x0002, //TH_埩掻挔出出珟率UP」
で指定される倀がオフセットパヌツの最倧倀が、オフセットパヌツの最倧倀ずしお取埗される。なお、「プレミアアップ」、「セブンカりンタ」、「埩掻挔出出珟率」の各カスタマむズ機胜の蚭定情報は、の皮類、で指定可胜であるので、オフセットパヌツ最倧倀が「」ずなっおいる。
Therefore, here,
In the case of "TH_Premium Up" offset part number 3,
・"0x0002, //TH_Premium Up"
The maximum value of the offset part is
In the case of "TH_Seven Counter" with offset part number 13,
・"0x0002, //TH_SevenCounter"
The maximum value of the offset part is
In the case of offset part number 28 "TH_Revival performance appearance rate UP",
・"0x0002, //TH_Resurrection performance appearance rate UP"
The value specified in is acquired as the maximum value of the offset parts. Note that the setting information for each customization function of "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate Up" can be specified in two types, ON/OFF (ON=1, OFF=0), so the maximum value of the offset parts is "0X0002".

次いで、ステップの凊理を実行し、ステップの凊理を終えるず、ステップの刀定凊理に戻り、刀定回数情報がになるたでステップでず刀定されるたで、ステップの凊理を繰り返し実行する。 Then, the process of steps SD17 to SD20 is executed, and when the process of step SD20 is completed, the process returns to the judgment process of step SC12, and the process of steps SC17 to SD20 is repeatedly executed until the judgment count information becomes 0 (until the judgment of step SD12 is NO).

ステップの凊理に぀いおも、基本的には、䞊蚘図のステップの凊理内容ず同じである。ただし、ステップステップの凊理では、カスタマむズ機胜の蚭定状態「プレミアアップ」、「セブンカりンタ」、「埩掻挔出出珟率」のの蚭定状態に応じた遞択甚オフセット倀が算出される。最終的にステップで遞択甚オフセット倀蚘憶領域に蚭定される倀、぀たり、刀定回数情報がのずきに、ステップで遞択甚オフセット倀蚘憶領域に蚭定される倀に぀いおは、䞊蚘の「赀回目最終回目のステップが実行される堎合パヌツ刀定回数情報」における算出倀ず基本的に同じになるパヌツ刀定回数情報を、本凊理の「刀定回数情報」に読み替えお準甚。 The processing of steps SD17 to SD20 is basically the same as the processing of steps SC21 to SC24 in FIG. 71A above. However, in the processing of steps SD19 to SD20, a selection offset value is calculated according to the setting state of the customization function (ON/OFF setting state of "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate Up"). The value finally set in the selection offset value storage area in step SD20, that is, the value set in the selection offset value storage area in step SD20 when the judgment count information is 0, is basically the same as the calculated value in "<(Red 3) When step SC24 is executed the third (final) time (part judgment count information 0)>" above (part judgment count information is read as "judgment count information" in this processing and applied mutatis mutandis).

぀たり、最終的にステップで遞択甚オフセット倀蚘憶領域に蚭定される倀は、
䞊蚘の「Β×Α×γΑ×βα」第算出倀
で算出される。なお、
「Α」は「(TH_プレミアアップ)」のオフセットパヌツの最倧倀
「Β」は、「(TH_セブンカりンタ)」のオフセットパヌツの最倧倀
「α」は、プレミアアップの蚭定情報、
「β」は、セブンカりンタの蚭定情報、
「γ」は、セブンカりンタの蚭定情報、
であり、䞋蚘矜矜の倀が算出される。ここでは、「(TH_プレミアアップ)」、「(TH_セブンカりンタ)」および「(TH_埩掻挔出出珟率UP)」に蚭定情報をこの順に「」で瀺す。
In other words, the value finally set in the selection offset value storage area in step SD20 is
The above "Β×Α×γΑ×βα" (third calculated value)
It is calculated as follows:
"A" is the maximum value of the offset parts of "(TH_Premium Up)" = 2
"B" is the maximum value of the offset part of "(TH_Seven Counter)" = 2
"α" is the premium up setting information (ON=1, OFF=0)
"β" is the setting information of the seven counter (ON=1, OFF=0)
"γ" is the setting information of the seven counter (ON=1, OFF=0)
The following values (wing 0) to (wing 7) are calculated. Here, the setting information for "(TH_Premium Up)", "(TH_Seven Counter)" and "(TH_Revival Performance Appearance Rate Up)" is shown in this order as "ON/OFF".

矜「、、」ノヌマルモヌド
矜「、、」プレミア
矜「、、」セブンゲヌム
矜「、、」プレミアセブンゲヌム
矜「、、」埩掻出珟率
矜「、、」セプレミア埩掻出珟率
矜「、、」セブンゲヌム埩掻出珟率
矜「、、」の党モヌド
(Feather 0) "OFF, OFF, OFF" (Normal mode) = 0
(Feather 1) "ON, OFF, OFF" (Premium UP) = 1
(Feather 2) "OFF, ON, OFF" (Seven Game) = 2
(Wing 3) "ON, ON, OFF" (Premium Up + Seven Games) = 3
(Feather 4) "OFF, OFF, ON" (revival appearance rate UP) = 4
(Feather 5) "ON, OFF, ON" (Sep Premiere UP + Revival Appearance Rate UP) = 5
(Feather 6) "OFF, ON, ON" (Seven games + revival appearance rate UP) = 6
(Feather 7) "ON, ON, ON" (all modes ON) = 7

そしお、最終的にステップで遞択甚オフセット倀蚘憶領域に蚭定される倀を保持したたた、ステップの凊理に進む。 Then, the process proceeds to step SD21 while retaining the value finally set in the selection offset value storage area in step SD20.

ステップの凊理に進むず、䞊蚘の最終的にステップで遞択甚オフセット倀蚘憶領域に蚭定された倀に基づき、抜遞テヌブル遞択甚テヌブル本䟋では、図に瀺す「抜遞テヌブル遞択甚テヌブル(TH_004図柄抜遞)」からテヌブル番号を取埗しお、テヌブル番号蚘憶領域に蚭定するステップ。 When the process proceeds to step SD21, a table number is obtained from the lottery table selection table (in this example, the "lottery table selection table ([TH_004] pattern selection)" shown in Figure 96) based on the value finally set in the selection offset value memory area in step SD20, and set in the table number memory area (step SD21).

䞊蚘抜遞テヌブル遞択甚テヌブルには、図瀺の通り、遞択甚オフセット倀蚘憶領域の倀図瀺の遞択甚オフセット番号に盞圓ず、遞択すべきテヌブル番号ずが関連付けお定められおいる。ここでは、最終的にステップで埗られた遞択甚オフセット倀蚘憶領域の倀に基づいお、テヌブル番号のいずれかが取埗され、取埗した倀がテヌブル番号蚘憶領域に蚭定される。たずえば、䞊蚘矜矜のケヌスであれば、図たたは図に瀺す通り、それぞれ、テヌブル番号、、、、、、、が取埗される。なお、図には、各カスタマむズ機胜の蚭定状態ず、テヌブル番号ずの察応関係を瀺しおある。 As shown in the figure, the lottery table selection table associates the value of the selection offset value storage area (corresponding to the selection offset number shown in the figure) with the table number to be selected. Here, based on the value of the selection offset value storage area finally obtained in step SD20, one of table numbers 1 to 5 is obtained, and the obtained value is set in the table number storage area. For example, in the above cases of (wing 1) to (wing 7), table numbers 1, 2, 3, 2, 4, 5, 3, and 2 are obtained, as shown in Figure 96 or Figure 101. Note that Figure 101 shows the correspondence between the setting state of each customization function and the table number.

䞊蚘ステップの凊理を終えるず、抜遞テヌブル遞択凊理を抜けお、図の抜遞開始凊理のステップに進む。 When the processing of step SD21 above is completed, the lottery table selection process is exited and the process proceeds to step SB39 of the lottery start process in FIG. 70.

図の抜遞開始凊理に戻り、ステップの凊理では、テヌブル番号蚘憶領域の倀に基づいお、シヌト番号栌玍テヌブル図から、今回抜遞を行う抜遞シヌト番号を取埗する。 Returning to the lottery start process in FIG. 70, in step SB39, the lottery sheet number for the current lottery is obtained from the sheet number storage table (FIG. 80) based on the value in the table number storage area.

ここでは、䞊蚘抜遞テヌブル遞択凊理のステップで蚭定されたテヌブル番号蚘憶領域の倀ここでは、テヌブル番号蚘憶領域の倀いずれかの倀ずバリ゚ヌション番号ずに基づき、シヌト番号栌玍テヌブル図から、今回抜遞を行う抜遞シヌト番号を取埗する抜遞シヌト番号を指定するアドレス情報の「0x0001」「0x0005」抜遞シヌト番号のいずれかを取埗する図のバリ゚ヌション番号の欄参照。 Here, based on the value of the table number storage area set in step SD21 of the lottery table selection process (here, the value of the table number storage area = any value between 1 and 5) and the variation number, the lottery sheet number for this lottery is obtained from the sheet number storage table (Figure 80) (address information specifying the lottery sheet number is "0x0001" to "0x0005" = any one of lottery sheet numbers 1 to 5 is obtained: see the variation number 1 column in Figure 80).

そしお、ステップの凊理を終えるず、凊理状態を抜遞実行凊理ステップに移行させる。 Then, when the processing of step SB39 is completed, the processing state is shifted to the lottery execution processing (step SB40).

今回の抜遞凊理抜遞実行カりント数のケヌスに係る抜遞実行凊理に぀いお図および図
䞊蚘抜遞実行凊理図および図に入るず、既に説明したように、ステップの凊理により、乱数倀を取埗する。
(Regarding the lottery execution process related to this lottery process (case where the lottery execution count number is 1): Fig. 71A and Fig. 71B)
When the lottery execution process (FIGS. 71A and 71B) is started, a random number value is obtained by the processes of steps SC11 to SC13 as already explained.

次いで、今回抜遞に甚いる抜遞シヌト番号に基づき、シヌト番号甚テヌブル図図から抜遞シヌト情報を取埗するステップ。たずえば、今回抜遞に甚いる抜遞シヌト番号がであれば、
・「{En_lot_dt_off001, En_lot_dt_sht001}, //TH_004図柄抜遞 T1」
が取埗される図参照。他の抜遞シヌト番号である堎合も同様に、察応する抜遞シヌト情報図瀺の「TH_004図柄抜遞 T2T5」参照が取埗される。
Next, based on the lottery sheet number used in the current lottery, lottery sheet information is obtained from the sheet number table (FIGS. 81A-81B) (step SC14). For example, if the lottery sheet number used in the current lottery is 1,
・ "{En_lot_dt_off001, En_lot_dt_sht001}, // [TH_004] Pattern lottery T1"
is acquired (see FIG. 81A). Similarly, in the case of other lottery sheet numbers 2 to 5, corresponding lottery sheet information (see “[TH_004] Symbol Lottery T2 to T5” in the figure) is acquired.

次いで、取埗した抜遞シヌト情報オフセットデヌタテヌブル指定情報により指定されたオフセットデヌタテヌブルからパヌツ刀定回数情報を取埗するステップ。 Next, part determination count information is obtained from the offset data table specified by the obtained lottery sheet information (offset data table designation information) (step SC15).

ここでは、今回抜遞に甚いるシヌト番号に応じお、図に瀺す、
・「オフセットデヌタ001(TH_004図柄抜遞 T1)」En_lot_dt_off001
・「オフセットデヌタ002(TH_004図柄抜遞 T2)」En_lot_dt_off002
・「オフセットデヌタ003(TH_004図柄抜遞 T3)」En_lot_dt_off003
・「オフセットデヌタ004(TH_004図柄抜遞 T4)」En_lot_dt_off004
・「オフセットデヌタ005(TH_004図柄抜遞 T5)」En_lot_dt_off005
のいずれかのオフセットデヌタテヌブルが参照され、パヌツ刀定回数情報図瀺のパヌツ数が取埗される。
Here, according to the sheet numbers 1 to 5 used in this lottery,
・"Offset data 001 (TH_004Pattern lottery T1)" (En_lot_dt_off001)
・ "Offset data 002 ([TH_004] Design lottery T2)" (En_lot_dt_off002)
・ "Offset data 003 ([TH_004] Design lottery T3)" (En_lot_dt_off003)
・ "Offset data 004 ([TH_004] Design lottery T4)" (En_lot_dt_off004)
・ "Offset data 005 ([TH_004] Design lottery T5)" (En_lot_dt_off005)
Any one of the offset data tables is referenced, and part determination count information (the number of parts shown in the figure is 2) is obtained.

次いで、パヌツ刀定回数情報がであるか吊かを刀定しステップ、ステップの刀定凊理にお、パヌツ刀定回数情報であるず刀定されるたで、ステップの凊理を実行する。 Next, it is determined whether the part determination count information is 0 (step SC16), and steps SC16 to SC24 are executed until it is determined in the determination process of step SC16 that the part determination count information is 0.

ここでは、パヌツ刀定回数情報が、ステップによるデクリメント埌のパヌツ刀定回数情報に応じお、オフセットパヌツ番号の「TH_メむン図柄」ず、オフセットパヌツ番号の「埩掻箇所」の倀がそれぞれ取埗され、パヌツ刀定回数情報ずなるステップにお、最終的な遞択甚オフセット倀が算出され、その倀が遞択甚オフセット倀蚘憶領域に蚭定される倀が算出される。 Here, depending on whether the part determination count information is 1 or 0 (the part determination count information after decrement in step SC17), the values of "TH_main design" of offset part number 2 and "resurrection location" of offset part number 252 are obtained, and in step SC24, where the part determination count information becomes 0, the final selection offset value is calculated, and this value is set in the selection offset value memory area.

なお、䞊蚘「TH_メむン図柄」には、圓遞皮別情報メむン図柄情報に基づく倀以䞋「メむン図柄番号」ず称するが蚭定されおいる。たずえば、メむン図柄番号は、「なし未䜿甚たたぱラヌ甚」、「ハズレ」、「確倉倧圓り」、「通垞倧圓り」にそれぞれ割り圓おられおいる。 The above "TH_Main Symbol" is set to a value (hereafter referred to as "Main Symbol Number") based on the winning type information (Main Symbol Information). For example, Main Symbol Numbers 0 to 4 are assigned to "None (unused or for error)", "Miss", "Certain jackpot", and "Normal jackpot", respectively.

たた、「埩掻箇所」に぀いおは、前回の抜遞凊理前回の抜遞フラグパヌツ蚭定凊理図においお、抜遞フラグの倀埩掻なし、冥府系埩掻、むベント系埩掻、特殊系埩掻、埩掻ありのいずれかが蚭定されおいる。これらの倀に基づいお、最終的な遞択甚オフセット倀遞択甚オフセット倀蚘憶領域に蚘憶する倀が定たり、今回の抜遞凊理埌述の図図に瀺す振分デヌタテヌブルに基づく抜遞に利甚される。なお、最終的な遞択甚オフセット倀は、オフセットパヌツの最倧倀、メむン図柄番号および「埩掻箇所」の抜遞フラグ倀に基づき、が取埗される。ここでは、“パヌツ刀定回数情報”のケヌスであるので、䞊蚘「Α×βα」第算出倀で、最終的な遞択甚オフセット倀が算出される。 For the "revival location", the value of the lottery flag (no revival = 0, underworld revival = 1, event revival = 2, special revival = 3, or revival = 4) was set in the previous lottery process (previous lottery flag part setting process (Fig. 73)). Based on these values, the final selection offset value (the value to be stored in the selection offset value storage area) is determined and used in the current lottery process (lottery based on the allocation data table shown in Figs. 85A to 89B described below). The final selection offset value is obtained as 0 to 19 based on the maximum value of the offset parts, the main pattern number, and the lottery flag value of the "revival location". In this case, since "part determination count information = 2", the final selection offset value is calculated by the above "A x β + α" (second calculation value).

ステップの凊理を終えお、ステップに進み、パヌツ刀定回数情報であるず刀定された堎合ステップ、今回抜遞に甚いる抜遞シヌト番号に基づく抜遞シヌト情報振分テヌブルデヌタ指定情報を取埗し、その抜遞シヌト情報により指定された振分デヌタテヌブルから、バリ゚ヌション数情報を取埗し、バリ゚ヌション数蚘憶領域に蚭定するステップ。 After completing the processing of step SC24, proceed to step SC16. If it is determined that the part judgment count information is 0 (step SC16: NO), obtain lottery sheet information (allocation table data designation information) based on the lottery sheet number used in this lottery, obtain the number of variations information from the allocation data table designated by the lottery sheet information, and set it in the number of variations storage area (step SC25).

ここでは、今回抜遞に甚いるシヌト番号に応じお、図図に瀺す、
・「振分け001(TH_004図柄抜遞 T1)」En_lot_dt_sht001
・「振分け002(TH_004図柄抜遞 T2)」En_lot_dt_sht002
・「振分け003(TH_004図柄抜遞 T3)」En_lot_dt_sht003
・「振分け004(TH_004図柄抜遞 T4)」En_lot_dt_sht004
・「振分け005(TH_004図柄抜遞 T5)」En_lot_dt_sht005
のいずれかの振分デヌタテヌブルが参照され、バリ゚ヌション数情報図瀺のバリ゚ヌション数情報が取埗される。なお、以䞋では、説明の䟿宜のために、図図の「振分け001(TH_004図柄抜遞T振分け005(TH_004図柄抜遞 T5)」の各テヌブルを「図柄抜遞図柄抜遞」ず称する堎合がある。
Here, according to the sheet numbers 1 to 5 used in this lottery, the following are shown in Figs. 85A to 89B.
・"Allocation 001 (TH_004Pattern Lottery T1)"(En_lot_dt_sht001)
・"Allocation 002 (TH_004Pattern Lottery T2)"(En_lot_dt_sht002)
・"Allocation 003 (TH_004Pattern Lottery T3)"(En_lot_dt_sht003)
・"Allocation 004 (TH_004Pattern Lottery T4)"(En_lot_dt_sht004)
・"Allocation 005 (TH_004Pattern Lottery T5)" (En_lot_dt_sht005)
Any one of the allocation data tables is referenced, and the variation number information (variation number information shown in the figure = 20) is acquired. Note that, for ease of explanation, hereinafter, each table of "Allocation 001 ([TH_004] Symbol Lottery T1 to Allocation 005 ([TH_004] Symbol Lottery T5)" in Figures 85A to 89B may be referred to as "Pattern Lottery T1 to Pattern Lottery T5".

なお、ステップの抜遞凊理の仕方抜遞甚乱数に基づく抜遞の仕方に぀いおは、既に述べた通りである。今回の抜遞凊理では、図図に瀺す振分デヌタテヌブル図柄抜遞を甚いた抜遞により、図瀺の「本図柄」「仮図柄」「埩掻」の組合せのいずれかが決定される。具䜓的には、䞻制埡郚から埗られた「TH_メむン図柄」オフセット番号の情報ず、前回の抜遞凊理結果で埗られた「埩掻箇所」オフセット番号の抜遞フラグ情報ずに基づいお図䞭の行方向参照、抜遞結果ずしお、図瀺の予告バリ゚ヌションのいずれかが決定されるようになっおいる図䞭の列方向参照。なお、刀定カりント数に察応する「デフォルト」は、䞊蚘゚ラヌ甚予告バリ゚ヌションである。 The method of the lottery process in steps SC27 to SC31 (the method of lottery based on the random number for lottery) has already been described. In this lottery process, one of the illustrated TYPES 1 to 19 (combinations of "main symbol", "temporary symbol", and "revival") is determined by lottery using the distribution data table (symbol lottery T1 to T5) shown in Figures 85A to 89B. Specifically, based on the information on "(TH_main symbol)" (offset number 1) obtained from the main control unit 20 and the lottery flag information of the "revival location" (offset number 252) obtained in the previous lottery process result (see the row direction in the figure), one of the illustrated preview variations (TYPES 1 to 19) is determined as the lottery result (see the column direction in the figure). Note that the "default" corresponding to the judgment count number 0 is the above-mentioned error preview variation.

今回の抜遞凊理では、既に説明した通り、カスタマむズ機胜に応じた振分デヌタテヌブルを遞択する関係䞊、図柄抜遞のいずれの振分デヌタテヌブルが甚いられるかにより、抜遞察象倖ずなる皮別があり図䞭の灰色枠が抜遞察象倖の皮別を瀺す、たた図柄抜遞に応じお、たたは耇数の特定の皮別の圓遞確率が異なっおいる。図柄抜遞のそれぞれに぀いお、抜遞により決定される内容ず、抜遞察象抜遞察象倖の皮別には、図に瀺すような関係性がある。なお、今回の抜遞凊理結果ずしお導出される「本図柄」「仮図柄」「埩掻」「本あたりはずれ」「仮あたりはずれ」などの予告バリ゚ヌションは、それぞれ抜遞パヌツずしお機胜しうるものであるが、予告挔出のように実際に倉動䞭挔出の䞀環ずしお実行されるものではなく、たずえば、特定の予告挔出の出珟率に関係する抜遞パヌツずしお機胜しうるものずなっおいる。 As already explained, in this lottery process, since the allocation data table is selected according to the customization function, there are TYPE types that are not included in the lottery depending on which of the allocation data tables of the pattern lottery T1 to T5 is used (the gray frame in the figure indicates the TYPE types that are not included in the lottery), and the winning probability of one or more specific TYPE types differs depending on the pattern lottery T1 to T5. For each of the pattern lottery T1 to T5, there is a relationship as shown in Figure 102 between the content determined by the lottery and the TYPE types that are included/not included in the lottery. Note that the preview variations such as "main pattern", "temporary pattern", "revival", "main win/miss", and "temporary win/miss" derived as the result of this lottery process can each function as a lottery part, but are not actually executed as part of the variable performance like the preview performance, and can function as a lottery part related to the appearance rate of a specific preview performance, for example.

以䞋に、今回の抜遞凊理で決定される「本図柄」「仮図柄」「埩掻」「本あたりはずれ」「仮あたりはずれ」の内容に぀いお、これらの抜遞パヌツが有する挔出抜遞的機胜挔出内容の決定に係る圹割に觊れながら説明する。 The following will explain the contents of the "main pattern", "temporary pattern", "revival", "main win/lose", and "temporary win/lose" that are determined in this lottery process, while touching on the performance lottery functions (role in determining the performance contents) that these lottery parts have.

「本図柄」に぀いお
「本図柄」ずは、図に瀺すように、図柄抜遞結果皮別ず埩掻挔出の有無を指定に係る抜遞パヌツずしお機胜する。本実斜圢態では、「本図柄」が有する抜遞フラグ情報ずしお、「はずれ」、「確倉圓り確倉倧圓り埩掻挔出無し」、「通垞圓り時短倧圓り埩掻挔出無し」、「確倉圓り埩掻確倉倧圓り埩掻挔出有り」、「通垞圓り埩掻通垞倧圓り埩掻挔出有り」が蚭けられおいる。埌続凊理の抜遞フラグパヌツ蚭定凊理では、これらに察応した抜遞フラグ倀が蚭定される図の「本図柄」に察応する「」の欄参照。
(About the "main design")
As shown in FIG. 102, the "main symbol" functions as a selection part for designating the type of symbol selection result and the presence or absence of a revival effect. In this embodiment, the selection flag information of the "main symbol" includes "miss", "probable win (probable big win + no revival effect)", "normal win (time-saving big win + no revival effect)", "probable win + revival (probable big win + revival effect)", and "normal win + revival (normal big win + revival effect)". In the selection flag part setting process of the subsequent process, the selection flag value corresponding to these is set (see the "LF" column corresponding to the "main symbol" in FIG. 103).

なお、「確倉圓り埩掻」ず「通垞圓り埩掻」は、埌述の別のパヌツの「埩掻」埩掻挔出の有無を指定する抜遞パヌツが「あり」の堎合に指定される抜遞フラグ情報ずなっおいる。「本図柄」に「埩掻」の情報を含たせるのは、耇数の抜遞パヌツの抜遞フラグ情報を纏めたものを䜿甚した方が、挔出を決定する䞊で利䟿性が高いケヌス耇数の抜遞フラグ情報を別々刀定する必芁が無いケヌスず、「埩掻」の抜遞フラグ情報を単独で䜿甚した方が挔出を決定する䞊で利䟿性が高いケヌスのパタヌン存圚するためである。 The "Chance hit + Revival" and "Normal hit + Revival" are selection flag information that is specified when the "Revival" part (a selection part that specifies whether or not a revival effect occurs), which is described below, is set to "Yes". The reason "Revival" information is included in the "main pattern" is that there are two cases: when it is more convenient to use the selection flag information of multiple selection parts combined (when there is no need to judge multiple selection flag information separately) and when it is more convenient to use the selection flag information of "Revival" alone to determine the effect.

「本図柄」は、予告挔出の決定にも甚いられるが、䞻に、疑䌌連における「疑䌌連甚仮停止図柄」疑䌌倉動における仮停止時の装食図柄の組合せや、昇栌挔出における「昇栌甚仮停止図柄」確倉倧圓り図柄ぞの昇栌前に仮停止させる通垞倧圓り図柄や、最終的に停止させる本呜図柄装食停止図柄を決定する際に利甚される。斯様な仮停止図柄や本呜図柄に぀いおは、装食図柄に関する抜遞凊理装食図柄系抜遞凊理たずえば、バリ゚ヌション番号TH_122装食図柄抜遞_本呜バリ゚ヌション番号TH_253仮停止甚バラケ目抜遞など図図参照により決定されるようになっおいる。なお、「本図柄」に぀いおは、メむン図柄䞻制埡郚偎の図柄抜遞結果が通垞倧圓りである堎合には、本呜図柄を確倉倧圓り図柄で停止させるこずは無いため、「本図柄」で「確倉圓り」は遞ばれるこずが無い。なお、通垞倧圓り図柄ずしおは、たずえば、、などの偶数揃い、確倉倧圓り図柄ずしおは、たずえば、、などの奇数揃い、などがその代衚䟋である。 The "main pattern" is also used to determine the preview performance, but is mainly used to determine the "pseudo consecutive temporary stop pattern" in pseudo consecutive performances (the combination of decorative patterns at the time of the temporary stop in the pseudo fluctuation), the "promotion temporary stop pattern" in promotion performances (the normal jackpot pattern that temporarily stops before being promoted to the special jackpot pattern), and the main pattern (decorative stop pattern) that will ultimately stop. Such temporary stop patterns and favorite patterns are determined by a lottery process for decorative patterns (decorative pattern lottery process: for example, variation number 171 ([TH_122] decorative pattern lottery_favorite to variation number 182 ([TH_253] lottery for temporary stop), etc.: see Figures 77B to 77C). Note that, for the "main pattern", if the main pattern (the pattern lottery result on the main control unit 20 side) is a normal jackpot, the favorite pattern will not stop at a special jackpot pattern, so a "special jackpot" will not be selected with the "main pattern". Note that typical examples of normal jackpot patterns include even numbers such as 222 and 888, and typical examples of special jackpot patterns include odd numbers such as 333 and 777.

たた、メむン図柄が「確倉倧圓り」であるにもかかわらず、挔出制埡郚偎の図柄抜遞で「通垞圓り」たたは「通垞圓り埩掻」ずいった「本図柄」が決定される堎合がある。たずえば、図柄抜遞おける「、、、、、」である。本実斜圢態では、メむン図柄が確倉倧圓りの堎合に、「本図柄」が「通垞圓り」に決定された堎合、今回のゲヌム結果ずしお、本呜図柄を「通垞倧圓り図柄」で停止させお通垞倧圓りを報知するが、今回のゲヌム終了埌に実行される倧圓り遊技䞭の圓り䞭挔出においお、確倉倧圓りであったこずを報知する倧圓り䞭昇栌挔出を発生可胜ずなっおいる。たた、今回のゲヌムで、昇栌挔出により確倉倧圓りを報知する堎合は、䞊蚘装食図柄系抜遞凊理たずえば、バリ゚ヌション番号TH_122再抜遞などにより、昇栌甚仮停止図柄を決定しお、通垞倧圓り図柄から確倉倧圓り図柄を停止させる昇栌報知を行うようになっおいる。 In addition, even if the main symbol is a "probable jackpot," the "main symbol" such as a "normal hit" or a "normal hit + revival" may be determined in the symbol selections T1 to T5 on the performance control unit 24 side. For example, "TYPE 3, 5, 7, 9, 11, 13" in the symbol selections T1 to T5. In this embodiment, if the main symbol is a probable jackpot and the "main symbol" is determined to be a "normal hit," the favorite symbol is stopped at the "normal jackpot symbol" as the result of this game to announce a normal jackpot, but in the hit-in-play performance during the jackpot game executed after the end of this game, a jackpot promotion performance can be generated to announce that it was a probable jackpot. Also, in this game, when a guaranteed jackpot is announced by a promotion effect, the promotion temporary stop symbol is determined by the decorative symbol selection process (for example, variation number 180 ([TH_122] reselection), etc.), and the promotion announcement is made by stopping the guaranteed jackpot symbol from the normal jackpot symbol.

「仮図柄」に぀いお
「仮図柄」ずは、䞻に、たたは耇数の特定の予告挔出の出珟率に係る出珟率に圱響を䞎える抜遞パヌツである。たずえば、高期埅床予告挔出たずえば、期埅床以䞊圓遞挔出を陀いおもよいの出珟し易さたたは出珟し難さを指定する際の抜遞芁玠の䞀぀ずしお甚いられる。この「仮図柄」ように、予告挔出の出珟率に圱響を䞎えうる抜遞パヌツを「予告圱響バリ゚ヌション」ずも称する。詳现は埌述するが、この「仮図柄」は、予告挔出の出珟率に圱響を及がす圹割を果たす点で、倉動䞭挔出の自由床を高める挔出の倚圩化、挔出の豊富化䞊で重芁な抜遞パヌツである。
(Regarding "temporary designs")
A "temporary symbol" is a lottery part that is mainly related to (affects) the appearance rate of one or more specific preview effects. For example, it is used as one of the lottery elements when specifying the likelihood or difficulty of appearance of a high expectation preview effect (for example, an expectation rate of 50% or more (winning effects may be excluded)). A lottery part that can affect the appearance rate of a preview effect, such as this "temporary symbol," is also called a "prediction-influencing variation." Details will be described later, but this "temporary symbol" is an important lottery part in increasing the freedom of the performance during fluctuations (diversifying the performance, enriching the performance) in that it plays a role in affecting the appearance rate of the preview effect.

本実斜圢態では、「仮図柄」が有する抜遞フラグ情報ずしお、「はずれ」、「確倉圓り」、「通垞圓り」、「確倉圓り埩掻」埩掻挔出指定、「通垞圓り埩掻」埩掻挔出指定、「プレミアムアップ圓り」図図䞭では「プレミア圓り」ず衚蚘、「発展たで赀以䞊犁止」図図䞭では「発展犁止」ず衚蚘などが蚭けられおいる。「仮図柄」の「はずれ」ずは、メむン図柄が倧圓りであっおも、挔出内容ずしお圓遞期埅床の䜎い挔出の出珟率を高めるずいった抜遞フラグ情報ずしお利甚される。具䜓的には「仮図柄」に「はずれ」が決定された堎合、「確倉圓り」たたは「通垞圓り」少なくずも「通垞倧圓り」が決定された堎合よりも、圓遞期埅床の䜎い予告挔出が抜遞され易くなるずいった性栌を有する。たた「プレミアムアップ圓り」ずは、プレミアモヌド時の倧圓りを指定する抜遞フラグ情報である。たた「発展たで赀以䞊犁止」ずは、リヌチからリヌチに発展する堎合や、リヌチからリヌチに発展する堎合、あるいはステップアップ予告のように段階が䞊がるごずに圓遞期埅床が高たるような挔出においお段階目から特定段階目に発展する堎合に、圓該発展たでは、高期埅床予告たずえば、圓遞期埅床以䞊の予告挔出の発生の犁止を指定する所定のタむミングたで特定の予告挔出発生を犁止する抜遞フラグ情報である特定タむミング前出珟犁止指定抜遞フラグ。なお、すべおの高期埅床予告を犁止するのではなく、たたは耇数の特定の高期埅床予告に぀いおは、発展前であっおも、その発生を蚱容しおもよいたずえば、埌述の「いきなりラッキヌパト図」など。 In this embodiment, the lottery flag information of the "temporary symbol" includes "miss", "high probability hit", "normal hit", "high probability hit + revival" (revival performance designation), "normal hit + revival" (revival performance designation), "premium up hit" (indicated as "premium up hit" in Figs. 85A to 89B), and "red or more prohibited until development" (indicated as "development prohibited" in Figs. 85A to 89B). The "miss" of the "temporary symbol" is used as lottery flag information to increase the appearance rate of a performance with a low expectation of winning as the performance content, even if the main symbol is a jackpot. Specifically, when a "miss" is determined for the "temporary symbol", it has a nature that a notice performance with a low expectation of winning is more likely to be drawn than when a "high probability hit" or a "normal hit" (at least a "normal jackpot") is determined. Also, the "premium up hit" is lottery flag information that specifies a jackpot when the premium mode is ON. Also, "prohibit red or higher until development" refers to selection flag information that specifies the prohibition of high expectation predictions (for example, predictions with a winning expectation rate of 30% or more) from occurring (prohibits the occurrence of a specific prediction effect until a specified timing) until the development when N reach develops into SP reach, when SP reach develops into SPSP reach, or when a step-up prediction develops from the first stage to a specific stage in a performance in which the winning expectation rate increases with each stage (selection flag that specifies prohibition of occurrence before a specific timing). Note that rather than prohibiting all high expectation predictions, the occurrence of one or more specific high expectation predictions may be permitted even before development (for example, "Sudden Lucky Patrol (Fig. 91)" described below).

「埩掻」に぀いお
「埩掻」ずは、埩掻挔出の有無珟出可珟出䞍可の指定に係る抜遞パヌツであり、「埩掻あり」の堎合は、埩掻挔出の出珟率が「埩掻なし」よりも高確率たたはその発生がずなる。
(Regarding "Resurrection")
"Resurrection" is a lottery part that specifies whether or not a revival effect is to appear (can appear/cannot appear), and if "Resurrection" is selected, the appearance rate of the revival effect is higher than "no revival", or the occurrence will be 100%.

「本あたりはずれ」、「仮あたりはずれ」に぀いお
なお、「本図柄」を「圓りはずれ」で分類した抜遞パヌツが「本あたりはずれ」、たた「仮図柄」を「圓りはずれ」で分類した抜遞パヌツが「仮あたりはずれ」ずなっおいる。「本あたりはずれ」は、或る挔出を決定する際に、本図柄の情報ずしお、圓りずはずれだけの情報が必芁な堎合たずえば、確倉倧圓りや通垞倧圓りずいった具䜓的な圓りの情報が必芁ない堎合に甚いられる。「仮あたりはずれ」も同様に、仮図柄の情報ずしお、圓りずはずれだけの情報が必芁な堎合に甚いられる。
(About "real hit/miss" and "temporary hit/miss")
In addition, the lottery parts which classify the "main patterns" as "win/lose" are called "main win/lose", and the lottery parts which classify the "temporary patterns" as "win/lose" are called "temporary win/lose". "Main win/lose" is used when information on the main patterns is needed to determine a certain performance, and only information on win/lose is needed (for example, specific information on wins such as a special jackpot or a regular jackpot is not needed). "Temporary win/lose" is also used when information on the temporary patterns is needed, and only information on win/lose is needed.

「仮図柄」が有する挔出抜遞的機胜に぀いお
ここで、䞊蚘「仮図柄」が有する挔出抜遞的機胜を図図を甚いお説明する。図は、予告挔出の䞀䟋ずしお、「TH_016挫画SP_タむトル倉化予告」バリ゚ヌション番号に係る振分デヌタテヌブルを瀺したものであり、図は、予告挔出の他の䞀䟋ずしお、「TH_016最終圓萜ホ゛タン抜遞」バリ゚ヌション番号に係る振分デヌタテヌブルを瀺したものである。なお、図ず図は、仮図柄の理解を容易なものずするために、振分デヌタテヌブルを簡略化しお瀺しおある。たた図、図の予告挔出は、抜遞パヌツずしお「仮図柄」を甚いる予告挔出の䞀䟋であり、その他の抜遞凊理でも「仮図柄」が抜遞芁玠の䞀぀ずしお利甚されうるものである。
(Regarding the lottery-like effect of the "temporary design")
Here, the performance lottery function of the "temporary symbol" will be explained with reference to Figs. 105 and 106. Fig. 105 shows a distribution data table for "[TH_016] Manga SP_Title Change Notice" (variation number 16) as an example of a notice performance, and Fig. 106 shows a distribution data table for "[TH_016] Final Win/Loss Button Lottery" (variation number 32) as another example of a notice performance. Note that Figs. 105 and 106 show the distribution data table in a simplified form to make the temporary symbol easy to understand. The notice performance in Figs. 105 and 106 is an example of a notice performance that uses a "temporary symbol" as a lottery part, and the "temporary symbol" can be used as one of the lottery elements in other lottery processes as well.

たず、図に瀺す「TH_016挫画SP_タむトル倉化予告」バリ゚ヌション番号のケヌスに぀いお説明する。本ケヌスは、予告挔出を抜遞する際に「仮図柄」を単独で甚いるケヌスを䟋瀺したものである。 First, we will explain the case of "[TH_016] Manga SP_Title Change Notice" (variation number 16) shown in Figure 105. This case is an example of a case where a "temporary design" is used alone when drawing the notice performance.

図は、挫画リヌチリヌチ系䞭に出珟する「タむトル倉化予告」の振分デヌタテヌブルを䟋瀺したものである。このタむトル倉化予告は、タむトル衚瀺の文字色により圓遞期埅床が瀺唆され、「癜文字赀文字金文字特殊柄」の順に圓遞期埅床が高く、特殊柄たずえば、虹色衚瀺は、プレミアム圓確挔出扱いの文字色ずなっおいる図瀺の備考参照。たた、本䟋のタむトル倉化予告は、リヌチの発展前に出珟する予告挔出ずなっおいる図瀺の備考参照。 Figure 105 shows an example of a distribution data table for the "title change notice" that appears during a manga reach (SP reach type). The likelihood of winning in this title change notice is indicated by the text color of the title display, with the likelihood of winning increasing in the order of "white text < red text < gold text < special pattern", and special patterns (for example, rainbow display) are text colors that are treated as premium (guaranteed win effect) (see Note 2 in the figure). Also, the title change notice in this example is a notice effect that appears before the development of an SPSP reach (see Note 1 in the figure).

図から分かる通り、「仮図柄」が「はずれ」の堎合は、圓遞期埅床が他の仮図柄よりも䜎い文字色が高確率で圓遞する。ただしこの䟋の堎合、仮図柄が「確倉圓り埩掻」ず「通垞圓り埩掻」の堎合も「はずれ」ず同䞀略同䞀の圓遞確率ずしおいるが、その理由は、仮図柄が「確倉圓り埩掻」たたは「通垞圓り埩掻」の堎合、最終的に埩掻挔出で倧圓りを報知するこずになるので、たずえ、圓遞期埅床の䜎い文字色が遞ばれたずしおも、遊技者の圓遞期埅感を最埌たで維持させるためである。勿論、「確倉圓り埩掻」およびたたは「通垞圓り埩掻」の堎合に、「はずれ」よりも圓遞期埅床が高い文字色が高確率で圓遞するようにしおもよい。たた、「仮図柄」が「プレミアアップ圓り」は、他の仮図柄よりも「特殊柄」の出珟率が高確率ずなっおいる。 As can be seen from the figure, when the "temporary pattern" is a "miss", a text color with a lower winning expectation than the other temporary patterns has a higher winning probability. However, in this example, when the temporary pattern is a "high probability hit + revival" or a "normal hit + revival", the winning probability is the same (almost the same) as when it is a "miss". The reason for this is that when the temporary pattern is a "high probability hit + revival" or a "normal hit + revival", the jackpot is finally announced by the revival performance, so even if a text color with a lower winning expectation is selected, the player's expectation of winning is maintained until the end. Of course, when it is a "high probability hit + revival" and/or a "normal hit + revival", a text color with a higher winning expectation than a "miss" may be set to win with a higher probability. Also, when the "temporary pattern" is a "premium up hit", the appearance rate of the "special pattern" is higher than that of other temporary patterns.

本䟋のタむトル倉化予告は、リヌチ発展前リヌチ止たりのものも含むに出珟するため、仮図柄が「発展たで赀以䞊犁止」の堎合は、赀文字より圓遞期埅床の高い「金文字」および「特殊柄」は遞択されず、その発生が犁止されるようになっおいる。 In this example, the title change announcement appears before the SPSP reach develops (including those that only reach the SP reach), so if the provisional pattern is "prohibited from turning red or higher until development," "gold letters" and "special patterns," which have a higher chance of winning than red letters, are not selected and are prohibited from occurring.

次に、図に瀺す「TH_016最終圓萜ホ゛タン抜遞」バリ゚ヌション番号のケヌスに぀いお説明する。本ケヌスは、予告挔出を抜遞する際に「仮図柄」ず他の抜遞パヌツずを連係しお甚いるケヌスを䟋瀺したものである。ここでは、「冥府特殊系のリヌチステップアップ系のリヌチ」に出珟する「最終圓萜ボタン予告圓萜報知挔出」の振分デヌタテヌブルを䟋瀺したものである。 Next, we will explain the case of "[TH_016] Final Win/Loss Button Lottery" (variation number 32) shown in Figure 106. This case is an example of a case where a "temporary pattern" is used in conjunction with other lottery parts when drawing a preview effect. Here, an example is shown of the allocation data table for the "Final Win/Loss Button Notice (Win/Loss Notification Effect)" that appears in the "Hades Special Reach (Step-Up SP Reach)".

この最終圓萜ボタン予告は、リヌチ挔出䞭に展開される或る予告挔出が実行された埌に出珟する遊技者参加型挔出ずなっおいる。たずえば、ステップアップ予告が所定の段階最終段階などにたで発展した埌、リヌチ挔出結果今回のゲヌム結果を報知する際に出珟する。具䜓的には、その操䜜前挔出ずしお、ボタン操䜜を促すボタン操䜜指瀺挔出本䟋では、ボタン連打を促す「連打挔出」たたは回抌しを促す「䞀撃抌し挔出ボタン振動ありボタン振動なし」が珟出され、操䜜埌挔出ずしお、倧圓り圓遞非圓遞ハズレの圓萜報知挔出が珟出される、ずいった挔出内容である。なお、ここでの操䜜埌挔出圓萜報知挔出には、䞀旊ハズレを報知した埌、倧圓りである旚を報知する埩掻挔出が含たれる。 This final win/loss button announcement is a player-participation type presentation that appears after a certain announcement presentation that unfolds during a reach presentation is executed. For example, it appears when an approach presentation result (the current game result) is announced after the step-up announcement has progressed to a specified stage (such as the final stage). Specifically, the pre-operation presentation is a button operation instruction presentation that encourages button operation (in this example, a "continuous press presentation" that encourages rapid button presses, or a "single press presentation (with button vibration/without button vibration)" that encourages a single press), and the post-operation presentation is a presentation that notifies the player of a win/loss result, indicating whether or not the player has won the jackpot (a miss). Note that the post-operation presentation (win/loss announcement presentation) here includes a revival presentation that notifies the player of a miss, and then notifies the player of a jackpot.

最終圓萜ボタン予告は、ボタン操䜜挔出の内容により圓遞期埅床が瀺唆され、「連打ボタン振動なし䞀撃ボタン振動なし䞀撃ボタン振動あり」の順に圓遞期埅床が高くなる図瀺の備考参照。たた、「䞀撃ボタン振動あり」は、プレミアム挔出圓確挔出扱い「赀」以䞊の圓遞期埅床ずなっおいる。 The final winning/losing button announcement suggests the likelihood of winning based on the content of the button operation effect, with the likelihood of winning increasing in the order of "repeated presses (no button vibration) < one hit (no button vibration) < one hit (with button vibration)" (see Note 3 in the illustration). In addition, "one hit (with button vibration)" is treated as a premium effect (guaranteed winning effect) (with a higher likelihood of winning than "red").

図から分かる通り、「仮図柄」が「はずれ」の堎合は、圓遞期埅床が他の仮図柄よりも䜎い「連打振動なし」が高確率で圓遞するようになっおいる。たた、本䟋の最終圓萜ボタン予告は、ステップアップ最終段階たで発展した埌の予告挔出ずなっおいるため、仮図柄」が「発展たで赀以䞊犁止」であっおも、その制限を受けるこずなく、「䞀撃ボタン振動あり」プレミアム挔出の発生が蚱容されるようになっおいる。そのため、他の仮図柄よりも「䞀撃ボタン振動あり」の出珟率が高確率ずなっおいる。 As can be seen from the diagram, if the "temporary symbol" is a "miss," then "Continuous Hits (without vibration)," which has a lower chance of winning than other temporary symbols, has a higher chance of winning. Also, since the final winning/losing button announcement in this example is an announcement effect that occurs after the "temporary symbol" has progressed to the final step-up stage, even if the "temporary symbol" is "prohibited from turning red or higher until it progresses," the occurrence of "One Hit (with button vibration)" (premium effect) is permitted without being restricted. Therefore, "One Hit (with button vibration)" has a higher chance of appearing than other temporary symbols.

たた、仮図柄が「確倉圓り埩掻」ず「通垞圓り埩掻」の堎合は、「䞀撃ボタン振動あり」の出珟率を比范的䜎確率に定めおいるのは、埩掻挔出の発生を考慮したものである。 In addition, when the provisional symbols are "Special Hit + Revival" and "Normal Hit + Revival", the appearance rate of "One Hit (with button vibration)" is set to a relatively low probability in consideration of the occurrence of the revival effect.

なお、図および図においお、仮図柄が「確倉圓り」、「確倉圓り埩掻」、「通垞圓り」および「通垞圓り埩掻」のうち、少なくずも぀を異なる振分倀を定めおもよいし、少なくずも぀を同䞀略同䞀の振分倀を定めおもよい。たた、仮図柄が「確倉圓り」、「確倉圓り埩掻」、「通垞圓り」および「通垞圓り埩掻」のうち、少なくずも぀を仮図柄が「はずれ」の振分倀ず同䞀略同䞀に定めおもよい。 In FIG. 105 and FIG. 106, at least one of the provisional symbols "probable hit", "probable hit + revival", "normal hit" and "normal hit + revival" may be assigned a different distribution value, or at least two of them may be assigned the same (almost the same) distribution value. Also, at least one of the provisional symbols "probable hit", "probable hit + revival", "normal hit" and "normal hit + revival" may be assigned the same (almost the same) distribution value as the provisional symbol "miss".

䞊蚘の図、図の挔出抜遞䟋から分かるように、今回のゲヌム結果が倧圓りメむン図柄が倧圓りの堎合であっおも、「仮図柄」ずしお「はずれ」が決定されおいる堎合は、圓遞期埅床の䜎い予告挔出が遞択されやすく、「仮図柄」ずしお圓り系が遞択されおいる堎合には、圓遞期埅床の高い予告挔出が遞択されやすいずいった挔出内容ずするこずができる。たずえば、本図柄ず仮図柄の組合せに応じお、䞋蚘千千のような傟向を持぀挔出を展開させるこずができる。 As can be seen from the example of the performance selection in Figures 105 and 106 above, even if the result of the current game is a jackpot (the main symbol is a jackpot), if a "miss" has been determined as the "temporary symbol", a preview performance with a low probability of winning is likely to be selected, whereas if a winning symbol has been selected as the "temporary symbol", a preview performance with a high probability of winning is likely to be selected. For example, depending on the combination of the main symbol and the temporary symbol, it is possible to develop performances with the following tendencies of (1,000) to (1,000) 6.

千「本図柄、仮図柄」の組合せが「確倉圓り、はずれ」、「通垞圓り、はずれ」の堎合」「本あたりはずれ、仮あたりはずれ」が「圓り、はずれ」皮別の堎合
今回のゲヌム結果は「倧圓り」であるが、倉動䞭挔出においお、ハズレ時のように装う挔出内容倧圓りであるが、挔出的には、ハズレ時のように、䜎期埅床予告挔出が出珟し易い挔出内容傟向が匷くなる。たずえば、倉動䞭挔出の実䜓は「倧圓りに係るリヌチ挔出」であるが、「ハズレに係るリヌチ」ず䌌たような挔出が展開され、最終的には、装食停止図柄により倧圓りを報知するずいった倉動䞭挔出が展開されうる。端的に蚀えば、倉動䞭挔出に係るたたは耇数の予告挔出により瀺唆される圓遞期埅床が、「確倉圓り、はずれ」であれば、少なくずも埌述の「確倉圓り、確倉圓り」「圓り、圓り」皮別以䞋たたは未満の圓遞期埅床を瀺唆する倉動䞭挔出が展開される傟向が匷くなり、たた「通垞圓り、はずれ」であれば、少なくずも埌述の「通垞圓り、通垞圓り」「圓り、圓り」皮別以䞋たたは未満の圓遞期埅床を瀺唆する倉動䞭挔出ずなる傟向が匷くなる。
(1,000) When the combination of "(real symbol), (temporary symbol)" is "probable win, miss", "normal win, miss" (when "(real win, miss), (temporary win, miss)" is the "win, miss" type)
The result of this game is a "jackpot", but the performance during the fluctuation tends to be similar to a miss (a jackpot, but in terms of performance, a low expectation notice performance is likely to appear, as in a miss). For example, the substance of the performance during the fluctuation is a "SP reach performance related to a jackpot", but a performance similar to a "SP reach related to a miss" is developed, and finally, a performance during the fluctuation that notifies the jackpot by a decorative stop pattern may be developed. In short, if the expected winning probability suggested by one or more preview effects related to the during-variation effect is "special chance hit, miss," there is a strong tendency for a during-variation effect to be developed which suggests a winning probability at least equal to or less than the "special chance hit, special chance hit"("hit,hit" type) described below, and if it is "normal hit, miss," there is a strong tendency for a during-variation effect to be developed which suggests a winning probability at least equal to or less than the "normal hit, normal hit"("hit,hit" type) described below.

千「本図柄、仮図柄」の組合せが「確倉圓り、確倉圓り」、「通垞圓り、通垞圓り」の堎合」「本あたりはずれ、仮あたりはずれ」が「圓り、圓り」皮別の堎合
本組合せは、䞊述の千のずは逆に、倉動䞭挔出においお、ハズレ時のように装う挔出内容が出珟し難い挔出内容倧圓りであれば、高期埅床予告挔出が出珟し易い挔出内容の傟向が匷くなる。端的に蚀えば、倉動䞭挔出に係るたたは耇数の予告挔出により瀺唆される圓遞期埅床が、「確倉圓り、確倉圓り」であれば、少なくずも䞊述の「確倉圓り、はずれ」「圓り、はずれ」皮別以䞊たたはそれを超える圓遞期埅床を瀺唆する倉動䞭挔出が展開される傟向が匷くなり、たた「通垞圓り、通垞圓り」であれば、少なくずも埌述の「通垞圓り、はずれ」「圓り、はずれ」皮別以䞊たたはそれを超える圓遞期埅床を瀺唆する倉動䞭挔出が展開される傟向が匷くなる。
(1,000 2) When the combination of "(real symbol), (temporary symbol)" is "probable win, probable win", "normal win, normal win" (when "(real win/miss), (temporary win/miss)" is a "win, win" type)
In this combination, contrary to the above (1,000, 1), the tendency is strong that the performance content during the fluctuation is unlikely to appear as if it is a miss (if it is a big hit, the performance content is likely to show a high expectation notice performance). In short, if the winning expectation suggested by one or more notice performances related to the fluctuation performance is "probable hit, probable hit", the tendency is strong that the fluctuation performance suggesting the winning expectation is at least equal to or greater than the above-mentioned "probable hit, miss"("hit,miss" type), and if it is "normal hit, normal hit", the tendency is strong that the fluctuation performance suggesting the winning expectation is at least equal to or greater than the later-described "normal hit, miss"("hit,miss" type).

千「本図柄、仮図柄」の組合せが「確倉圓り埩掻、はずれ」、「通垞圓り埩掻、はずれ」の堎合「本あたりはずれ「仮あたりはずれ」が「圓り、はずれ」皮別の堎合」
本組合せは、䞊述の千ず基本的には同じである。異なる点は、倉動䞭挔出においお埩掻挔出が必ず発生する点である。なお、埩掻挔出は、必ず発生させおもよいし、抜遞により所定確率で発生させおもよい。
(Thousand 3) When the combination of "(real symbol) and (temporary symbol)" is "probable win + revival, miss", or "normal win + revival, miss" (when "(real win, miss)" and "(temporary win, miss)" are "win, miss" types)
This combination is basically the same as the above-mentioned (1,000,000). The difference is that the revival effect always occurs during the variation effect. The revival effect may always occur, or may occur with a predetermined probability by lottery.

千「本図柄、仮図柄」の組合せが「確倉圓り埩掻、確倉圓り埩掻」、「通垞圓り埩掻、通垞圓り埩掻」の堎合「本あたりはずれ、仮あたりはずれ」が「圓り、圓り」皮別の堎合
本組合せは、䞊述の千ず基本的には同じである。異なる点は、倉動䞭挔出においお埩掻挔出が珟出しうる点である。なお、埩掻挔出は、必ず珟出させおもよいし、抜遞により所定確率で珟出させおもよい。
(Thousand 4) When the combination of "(real symbol), (temporary symbol)" is "probable win + revival, probable win + revival", "normal win _ revival, normal win _ revival" (when "(real win miss), (temporary win miss)" is a "win, win" type)
This combination is basically the same as the above-mentioned (1,000 2). The difference is that the revival effect can appear during the variation effect. The revival effect may be always appeared, or may be appeared with a predetermined probability by lottery.

千「本図柄、仮図柄」の組合せが、「確倉圓り、プレミアムアップ圓り」、「通垞圓り、プレミアムアップ圓り」の堎合「本あたりはずれ、仮あたりはずれ」が「圓り、圓り」皮別の堎合
「仮図柄」に「プレミアムアップ圓り」が含たれる堎合、倉動䞭挔出䞭に、所定の圓確挔出の出珟率が、少なくずもノヌマルモヌドデフォルトよりも高確率ずされる。
(Thousand 5) When the combination of "(Main pattern) and (Temporary pattern)" is "Probable hit, Premium Up hit", "Normal hit, Premium Up hit" (when "(Main hit miss), (Temporary hit miss)" is a "Hit, Hit" type)
When the "temporary symbol" includes a "premium up win", the occurrence rate of a predetermined winning effect during the varying effect is set to be at least higher than that in the normal mode (default).

千「本図柄、仮図柄」の組合せが、「確倉圓り、発展たで赀以䞊犁止」、「通垞圓り、発展たで赀以䞊犁止」の堎合「本あたりはずれ、仮あたりはずれ」が「圓り、圓り」皮別の堎合
「仮図柄」に「発展たで赀以䞊犁止」が含たれる堎合、倉動䞭挔出䞭の所定のタむミング、高期埅床予告たずえば、圓遞期埅床以䞊が珟出しないため、たずえば、リヌチの発展時に䞊蚘ゲヌム実行䞭保留図参照が突然、圓遞期埅床の高い衚瀺態様に倉化させたり、発展埌に熱い予告挔出が発生させたりするこずが可胜になり、発展前に䜎期埅床予告が頻発しおいおも、その埌発展埌の展開に圓遞期埅感を寄せお遊技を楜したせるこずができる。
(Sen 6)) When the combination of "(Main pattern), (Temporary pattern)" is "Probable win, no red or more until development", "Normal win, no red or more until development" (when "(Main win, no miss), (Temporary win, no miss)" is a "win, win" type)
If the "temporary pattern" includes "no red or higher until development", a high expectation prediction (for example, winning expectation of 40% or more) will not appear at a specified timing during the variable performance. Therefore, for example, when an SPSP reach develops, the reserved K during game execution (see Figure 5A) can suddenly change to a display mode with a high winning expectation, or a hot prediction performance can occur after the development. Even if low expectation predictions occur frequently before the development, the player can enjoy the game by expecting a win in the subsequent developments (after the development).

なお、図には瀺しおいないが、゚ラヌ甚予告バリ゚ヌションデフォルトが決定された堎合は、予告バリ゚ヌション「本図柄」「仮図柄」「埩掻」「本あたりはずれ」「仮あたりはずれ」には、それぞれ「なし抜遞無し」等の情報が蚭定されるようになっおいる埌述の図の「」の欄参照。 Although not shown in FIG. 102, when an error preview variation (default (=TYPE0)) is selected, the preview variations "Main design", "Temporary design", "Revival", "Main win/miss", and "Temporary win/miss" are each set to information such as "None (no lottery)" (see the TYPE "0" column in FIG. 103 described below).

本実斜圢態では、「仮図柄」ずいう抜遞パヌツを有するこずにより、挔出の自由床を高めるこずができるようになる。埓来のように、「仮図柄」ずいう抜遞パヌツが無い堎合、挔出内容がメむン図柄情報倧圓り抜遞結果情報に䟝存し易く、メむン図柄が「ハズレ」の堎合は圓遞期埅床が䜎い予告挔出ばかりが出珟し易くなる。たずえば高期埅床のリヌチ系特にリヌチが出珟しおも、付随する予告挔出が圓遞期埅床の䜎いものであれば、倧圓りぞの期埅感が顕著に倱われ、単なるハズレの消化ゲヌムのような様盞を呈しおしたう。぀たり、圓遞期埅床が高い予告挔出が出珟しなければ、倧圓りに圓遞しないずいった挔出内容ばかりが展開される結果ずなり、挔出が単調化し、遊技者に退屈感や間延び感を䞎え、遊技の面癜み著しく䜎䞋しおしたう。これに察し本実斜圢態では、圓遞期埅床が䜎い予告挔出が耇合的に出珟しおも、遊技者がゲヌムの最埌たで圓遞期埅感を持っお挔出を楜しむこずができる。なお、今回の抜遞凊理では、図柄抜遞に甚いる遞択甚オフセット蚘憶領域の倀図のステップで最終的に埗られた遞択甚オフセット倀は、メむン図柄情報である「TH_メむン図柄」オフセット番号の蚭定情報ず、前回の抜遞凊理結果で埗られた「埩掻箇所」オフセット番号の蚭定情報抜遞フラグ情報ずに基づく倀である。すなわち、「仮図柄」などがどのような皮類に決定されるかは、少なくずもメむン図柄情報に䟝存するため図図参照、無闇に「はずれ」の「仮図柄」が遞択されるわけではない。それ故、ゲヌム結果倧圓り抜遞結果の圓遞期埅床に芋合う適切な予告挔出を発生可胜であり、挔出の自由床を飛躍的に向䞊させるこずができる。この点に、埓来にはない斬新性がある。 In this embodiment, the freedom of the presentation can be increased by having a lottery part called a "temporary pattern". In the past, when there was no lottery part called a "temporary pattern", the presentation content was likely to depend on the main pattern information (jackpot lottery result information), and when the main pattern was a "miss", only pre-notification presentations with low winning expectation tended to appear. For example, even if a high-expectation SP reach type (especially an SPSP reach) appears, if the accompanying pre-notification presentation has a low winning expectation, the expectation of a jackpot is significantly lost, and the game becomes like a game of simply consuming misses. In other words, if a pre-notification presentation with a high winning expectation does not appear, the result will be that only the presentation content of not winning a jackpot will be developed, the presentation will become monotonous, giving the player a sense of boredom and procrastination, and the fun of the game will be significantly reduced. In contrast, in this embodiment, even if a pre-notification presentation with a low winning expectation appears in combination, the player can enjoy the presentation with a sense of expectation of winning until the end of the game. In addition, in this lottery process, the value of the selection offset memory area used for the symbol lottery T1 to T5 (the selection offset value finally obtained in step SC24 in FIG. 71A) is a value based on the setting information of the main symbol information "TH_main symbol" (offset number 1) and the setting information (lottery flag information) of the "resurrection point" (offset number 252) obtained in the previous lottery process result. In other words, the type of "temporary symbol" and the like is determined at least depends on the main symbol information (see FIG. 85A to FIG. 89B), so a "temporary symbol" that is a "miss" is not selected randomly. Therefore, it is possible to generate an appropriate advance notice performance that matches the expected probability of winning the game result (jackpot lottery result), and the degree of freedom in the performance can be dramatically improved. This is an innovative point that has not been seen before.

たた本実斜圢態では、前回前回以前を含むの抜遞凊理結果に基づく挔出抜遞を耇数回実行可胜に構成し、挔出内容を決定しおいく構成ずなっおいる。本実斜圢態では、単に、䞀回の挔出抜遞により挔出シナリオを決定したり、今回の抜遞凊理結果ず独立しお今回の抜遞凊理結果に基づくこずなく次回の抜遞凊理を行い、それぞれの抜遞凊理で決定された挔出芁玠挔出シナリオ芁玠を組合せお最終的な挔出シナリオを構築するずいった単玔なものではなく、前回たたはそれ以前の抜遞凊理結果に係る抜遞パヌツの抜遞フラグ情報を利甚しお、最終的な挔出シナリオを構築しおいくずいった構成のため、挔出の自由床が増し、挔出を倚圩なものずするこずができる。たた、挔出凊理挔出抜遞凊理の効率化にも寄䞎するこずができる。 In addition, in this embodiment, the effect lottery can be performed multiple times based on the result of the previous lottery process (including the time before the previous time), and the effect content is determined. In this embodiment, the effect scenario is not simply determined by a single effect lottery, or the next lottery process is performed independently of the result of the current lottery process (not based on the result of the current lottery process) and the effect elements (effect scenario elements) determined in each lottery process are combined to construct the final effect scenario.Instead, the final effect scenario is constructed using the lottery flag information of the lottery parts related to the result of the previous or previous lottery process, which increases the freedom of the effect and makes it possible to make the effect more diverse.It can also contribute to the efficiency of the effect processing (effect lottery processing).

図の説明に戻り、今回の抜遞凊理図柄抜遞図柄抜遞のいずれかに基づく抜遞凊理図図により、のいずれかが圓遞ず決定された堎合ステップ、その抜遞結果圓遞結果を蚭定しステップ、抜遞フラグパヌツ蚭定凊理ステップ、抜遞フラグパヌツ蚭定凊理ステップ、抜遞予玄蚭定凊理ステップ、シナリオ蚭定凊理ステップの凊理を順次実行しおいく。 Returning to the explanation of FIG. 71B, if any of TYPES 1 to 19 is determined to be the winning choice by the current lottery process (lottery process based on any of pattern lotteries T1 to T5: FIG. 85A to FIG. 89B), the lottery result (winning result) is set (step SC32), and the lottery flag parts setting process (step SC41), lottery reservation setting process (step SC42), and scenario setting process (step SC43) are executed in sequence.

今回の挔出抜遞抜遞実行カりント数のケヌスに係る抜遞フラグパヌツ蚭定凊理に぀いお図のステップ、図
䞊蚘ステップの凊理を終えるず、次いで、抜遞フラグパヌツ蚭定凊理ステップを実行する。
(Regarding the lottery flag part setting process related to the current performance lottery (case where the lottery execution count number is 1): Step SC41 in FIG. 71B, FIG. 72)
After the process of step SC32 is completed, a lottery flag part setting process (step SC41) is executed.

図を参照しお、抜遞フラグパヌツ蚭定凊理では、たず、バリ゚ヌション番号甚テヌブル図における抜遞フラグパヌツ情報を取埗しステップ、その抜遞フラグパヌツ情報の有無を刀定するステップ。ここでは、珟圚のバリ゚ヌション番号がであるケヌスを説明しおいるので、バリ゚ヌション番号甚テヌブル図のバリ゚ヌション番号に察応する、
・「{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004図柄抜遞」
から抜遞フラグパヌツ情報抜遞フラグパヌツ情報テヌブル指定情報が取埗される。ここでの抜遞フラグパヌツ情報は、図瀺の通り「En_lot_dt_parts001」であり、「L情報無し」ではない。したがっお、ステップの刀定結果はずなり、ステップに進む。
72, in the lottery flag part setting process, first, lottery flag part information is obtained from the variation number table (FIG. 79) (step SE11), and it is determined whether or not the lottery flag part information exists (step SE12). Here, since the case where the current variation number is 1 is described, the following, which corresponds to the variation number 1 in the variation number table (FIG. 79), is obtained:
・"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
The lottery flag parts information (lottery flag parts information table specification information) is acquired from. The lottery flag parts information here is "En_lot_dt_parts001" as shown in the figure, and is not "NULL (no information)". Therefore, the determination result of step SE12 is NO, and the process proceeds to step SE13.

ステップでは、䞊蚘抜遞フラグパヌツ情報で指定された「抜遞フラグパヌツ情報テヌブル」、具䜓的には図に瀺す、
・「パヌツ蚭定デヌタ䜜成(TH_004図柄抜遞」
から抜遞フラグパヌツ数図瀺のパヌツ最倧数を取埗しお、その倀を抜遞フラグパヌツ数蚘憶領域に蚭定するステップ。
In step SE13, the "lottery flag parts information table" specified by the lottery flag parts information, specifically, as shown in FIG.
・"Parts setting data creation (TH_004 Design lottery)"
The number of lottery flag parts (maximum number of parts shown = 5) is obtained from the lottery flag part number storage area (step SE13).

次いで、パヌツ刀定カりント数をクリアしステップ、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀抜遞フラグパヌツ数未満であるか吊かを刀定するステップ。そしお、パヌツ刀定カりント数が抜遞フラグパヌツ数蚘憶領域の倀抜遞フラグパヌツ数に達するたで、ステップの凊理を実行するステップがの凊理ルヌト。 Then, the part determination count is cleared (step SE14), and it is determined whether the part determination count is less than the value of the lottery flag parts number storage area (lottery flag parts number) (step SE15). Then, steps SE15 to SE20 are executed until the part determination count reaches the value of the lottery flag parts number storage area (lottery flag parts number) (processing route when step SE15 is NO).

ステップの凊理に぀いおは、既に説明した通り、刀定カりント数図の抜遞凊理で甚いた刀定カりント数ステップの凊理で甚いた刀定カりント数ずパヌツ刀定カりント数に基づき、抜遞フラグパヌツ情報テヌブルここでは、図に瀺す「パヌツ蚭定デヌタ䜜成(TH_004図柄抜遞」から、抜遞フラグ情報抜遞フラグ倀を取埗しおステップ、その倀をオフセット番号に察応するオフセットパヌツ蚘憶領域に蚭定しおいくステップ、。 As already explained, in the processing of steps SE16 to SE20, based on the judgment count number (the judgment count number used in the lottery processing of FIG. 71B (the judgment count number used in the processing of step SC28)) and the part judgment count number, the lottery flag information (lottery flag value) is obtained from the lottery flag part information table (here, "Part setting data creation ([TH_004] Pattern lottery)" shown in FIG. 93) (step SE18), and the value is set in the offset part memory area corresponding to the offset number (steps SE19, SE20).

今回の抜遞フラグパヌツ蚭定凊理では、図に瀺すオフセット番号、、、、の「本図柄」、「仮図柄」、「本あたりはずれ」、「仮あたりはずれ」、「埩掻」のそれぞれに察しお、取埗した抜遞フラグ情報抜遞フラグ倀を蚭定しおいく。圓遞皮別予告バリ゚ヌション皮別「」のそれぞれに察しお、図の抜遞フラグパヌツ情報テヌブルに基づき蚭定される抜遞フラグ倀は、図に瀺す通りである。なお、はデフォルト゚ラヌ甚予告バリ゚ヌションを瀺す。 In this lottery flag parts setting process, the acquired lottery flag information (lottery flag value) is set for each of the "main symbol", "temporary symbol", "main win/miss", "temporary win/miss" and "revival" for offset numbers 250, 251, 311, 312 and 507 shown in FIG. 93. The lottery flag values set for each of the winning types (prediction variation types) "TYPE 0 to 19" based on the lottery flag parts information table in FIG. 93 are as shown in FIG. 103. Note that TYPE 0 indicates the default (prediction variation for errors).

本実斜圢態では、図たたは図瀺すように、異なる抜遞パヌツで、共通の予告バリ゚ヌションには共通の倀を甚いおいる。たずえば、本図柄ず仮図柄ずにおける「なし、はずれ、確倉圓り、通垞圓り、確倉圓り埩掻、通垞圓り埩掻」には、それぞれ共通の抜遞フラグ倀が蚭定されるようになっおいる。このようにする理由は、次の通りである。 In this embodiment, as shown in Figure 93 or Figure 103, a common value is used for the common preview variations in different lottery parts. For example, a common lottery flag value of 0 to 5 is set for "none, miss, special chance hit, normal win, special chance hit + revival, normal win + revival" in the main pattern and the temporary pattern. The reason for this is as follows.

仮に、抜遞パヌツ毎に専甚の抜遞フラグ倀を甚いる堎合、たずえば、本図柄の予告バリ゚ヌションずしお「なし、はずれ、確倉圓り、通垞圓り、確倉圓り埩掻、通垞圓り埩掻」には抜遞フラグ倀ずしお「」、仮図柄の「なし、はずれ、確倉圓り、通垞圓り、確倉圓り埩掻、通垞圓り埩掻」には抜遞フラグ倀ずしお「」ずいったように、それぞれ専甚の倀で管理しおしたうず、本図柄の予告バリ゚ヌションを増やした堎合たずえば、本図柄の予告バリ゚ヌションを増やしお、倫々に察応する抜遞フラグ倀を「」ずした堎合、仮図柄に甚いる抜遞フラグ倀を倉曎珟圚の「」を「」に倉曎しなくおはいけないケヌスが生じうる。しかし本実斜圢態のように、出来るだけ共通の倀を甚いるようにすれば、予告バリ゚ヌションを増やした堎合に、最小限の倉曎で枈むようになる。たた仮に、本図柄に甚いる抜遞フラグ倀を「」、仮図柄に甚いる抜遞フラグ倀を「」などのように、本図柄の予告バリ゚ヌションを増やしたずきのための䜙裕幅この䟋では、の未䜿甚倀を、予告バリ゚ヌションが増えた堎合の抜遞フラグ倀ずしお利甚するを持たせるこずも考えられるが、このように管理するず、抜遞パヌツの皮類が倚くなるに぀れお、抜遞フラグ倀を倧きい倀たずえば、以䞊の倀などを割り圓おなくおはいけなくなり、抜遞パヌツに応じお、蚘憶領域抜遞フラグ蚭定倀蚘憶領域やオフセットパヌツ蚘憶領域などずしお䜿甚する倉数のメモリサむズを倉曎する必芁が生じるなど倉数の型の宣蚀をする必芁が生じる、デヌタ容量の圧迫にも繋がっおしたう。 If a dedicated lottery flag value is used for each lottery part, for example, the lottery flag value for the preview variations of the main pattern is "0 to 5" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" and the lottery flag value for the provisional pattern is "6 to 11" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" are managed with a dedicated value. If the preview variations of the main pattern are increased (for example, if the preview variations of the main pattern are increased and the corresponding lottery flag values are set to "0 to 7"), there may be cases where the lottery flag value used for the provisional pattern must be changed (the current "6 to 11" is changed to "8 to 13"). However, if common values are used as much as possible, as in this embodiment, the change can be minimized when the preview variations are increased. It is also possible to consider setting the lottery flag value for the main pattern to "0-5" and the lottery flag value for the temporary pattern to "6-11" to allow for some leeway in the event that the preview variations of the main pattern are increased (in this example, the unused values from 6 to 9 are used as the lottery flag value when the preview variations are increased), but if managed in this way, as the number of types of lottery parts increases, larger values (such as values of 100 or more) must be assigned to the lottery flag value, which would require changing the memory size of the variables used as storage areas (lottery flag setting value storage area, offset part storage area, etc.) depending on the lottery parts (requiring the declaration of the variable type), which would also put strain on data capacity.

いずれにしおも、本実斜圢態のように、䞀郚たたは党郚の異なる抜遞パヌツ間においお、共通の抜遞フラグ倀を蚭定可胜に構成するか、蚭定倀のメモリサむズを共通化するように構成しお異なる抜遞パヌツ間で、抜遞フラグ蚭定倀蚘憶領域およびたたはオフセットパヌツ蚘憶領域のメモリサむズの共通化を図るこずが可胜、制埡負担の軜枛を図るこずが奜適である。なお、他の抜遞フラグ情報テヌブルたずえば、図により蚭定される抜遞フラグ倀に぀いおも同様に、共通の倀が蚭定されるように工倫するこずが奜適である。 In any case, as in this embodiment, it is preferable to configure some or all of the different lottery parts so that a common lottery flag value can be set, or to configure the memory size of the setting value to be common (it is possible to commonize the memory size of the lottery flag setting value storage area and/or offset part storage area between different lottery parts), thereby reducing the control burden. Note that it is also preferable to devise a way to set a common value for the lottery flag values set by other lottery flag information tables (for example, FIG. 92).

そしお、各オフセットパヌツ番号に察する抜遞フラグ情報の蚭定が終了したならばステップ、抜遞フラグパヌツ蚭定凊理を抜けお、抜遞予玄蚭定凊理図のステップを実行する。 Then, when the lottery flag information has been set for each offset part number (step SE15: NO), the lottery flag part setting process is exited and the lottery reservation setting process (step SC42 in FIG. 71B) is executed.

今回の挔出抜遞抜遞実行カりント数のケヌスに係る抜遞予玄蚭定凊理に぀いお図のステップ、図
䞊蚘抜遞フラグパヌツ蚭定凊理ステップを終えるず、次いで、䞊蚘抜遞予玄蚭定凊理を実行するステップ。
(Regarding the lottery reservation setting process related to the current performance lottery (lottery execution count number = 1 case): (Step SC42 in FIG. 71B, FIG. 73)
When the lottery flag part setting process (step SC41) is completed, the lottery reservation setting process is then executed (step SC42).

図を参照しお、抜遞予玄蚭定凊理では、たず、バリ゚ヌション番号甚テヌブル図における抜遞呌び出し情報を取埗しステップ、その抜遞呌び出し情報の有無を刀定するステップ。ここでは、珟圚のバリ゚ヌション番号抜遞実行カりント数であるケヌスを説明しおいるので、図のバリ゚ヌション番号に察応する、
・「{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004図柄抜遞」
から抜遞呌び出し情報が取埗される。ここでの抜遞呌び出し情報は、図に瀺す通り「En_lot_dt_lot001」である。したがっおこの堎合は、抜遞呌び出し情報が「L情報無し」ではない。したがっお、ステップの刀定結果は「」ずなり、ステップに進む。
73, in the lottery reservation setting process, first, the lottery call information is obtained from the variation number table (FIG. 79) (step SG11), and the presence or absence of the lottery call information is determined (step SG12). Here, the case where the current variation number is 1 (lottery execution count number=1) is described, so
・"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
The lottery call information is acquired from the lottery call information "En_lot_dt_lot001" as shown in FIG. 79. Therefore, in this case, the lottery call information is not "NULL (no information)". Therefore, the determination result of step SG12 is "NO", and the process proceeds to step SG13.

ステップでは、䞊蚘ステップで取埗した抜遞呌び出し情報で指定された「抜遞呌び出し蚭定テヌブル」、具䜓的には図に瀺す、
・「抜遞呌び出し蚭定デヌタ䜜成(TH_004図柄抜遞)」
から抜遞呌び出し蚭定数図瀺の予玄最倧数を取埗し、その倀を抜遞呌び出し蚭定数蚘憶領域に蚭定するステップ。
In step SG13, the "lottery call setting table" designated by the lottery call information acquired in step SG12 is selected. Specifically, as shown in FIG.
・"Create lottery call setting data (TH_004 Pattern lottery)"
The lottery call setting number (maximum number of reservations shown in the figure = 2) is obtained from the lottery call setting number storage area (step SG13).

次いで、呌び出し刀定カりント数をクリアしステップ、呌び出し刀定カりント数が抜遞呌び出し蚭定数蚘憶領域の倀抜遞呌び出し蚭定数未満であるか吊かを刀定しおステップ。呌び出し刀定カりント数が抜遞呌び出し蚭定数蚘憶領域の倀に達するたでステップ、ステップの凊理を繰り返し実行する。 Then, the call judgment count is cleared (step SG14), and it is determined whether the call judgment count is less than the value in the lottery call setting number storage area (lottery call setting number) (step SG15). The processing of steps SG15 to SG20 is repeated until the call judgment count reaches the value in the lottery call setting number storage area (step SG15: NO).

ステップでは、既に説明した通り、刀定カりント数図の抜遞凊理で甚いた刀定カりント数ステップの凊理で甚いた刀定カりント数ず呌び出し刀定カりント数に基づき、抜遞呌び出し蚭定テヌブルここでは、図に瀺す「抜遞呌び出し蚭定デヌタ䜜成(TH_004図柄抜遞」から、抜遞予玄情報を取埗しお、バリ゚ヌション抜遞予玄情報蚘憶領域に蚭定する。 As already explained, in steps SG16 to SG20, based on the judgment count number (the judgment count number used in the lottery processing in FIG. 71B (the judgment count number used in the processing in step SC28)) and the call judgment count number, lottery reservation information is obtained from the lottery call setting table (here, "Lottery call setting data creation ([TH_004] Pattern lottery)" shown in FIG. 95) and set in the variation lottery reservation information storage area.

具䜓的には、図の抜遞呌び出し蚭定テヌブルに瀺す通り、珟圚の呌び出し刀定カりント数、のそれぞれに応じお、
・バリ゚ヌション番号の「TH_272再結成ボヌナス」
・バリ゚ヌション番号の「TH_273いきなりラッキヌパト」
の抜遞予玄情報を、バリ゚ヌション抜遞予玄情報蚘憶領域に蚭定しおいく。
Specifically, as shown in the lottery call setting table of FIG. 93, according to the current call judgment count number 1, 2,
- Variation number 2: "[TH_272] Reunion Bonus"
- Variation number 3: [TH_273] Suddenly Lucky Patrol
The lottery reservation information is set in the variation lottery reservation information storage area.

今回の抜遞予玄蚭定凊理では、䞊蚘図柄抜遞による圓遞皮別に基づき、蚭定される予玄情報の有無に぀いおの詳现は、図に瀺す通りである。これにより、次回の抜遞開始凊理図においお、どのような挔出抜遞を実行するかが指定される。なお、抜遞予玄察象ずなる「TH_272再結成ボヌナス」バリ゚ヌション番号ず「TH_273いきなりラッキヌパト」バリ゚ヌション番号に぀いおの詳现は埌述するが、これらは倧圓りを確定的に報知する圓確挔出に属する予告挔出ずなっおおり、䞻に、確倉倧圓りを報知する予告挔出ずしお甚いられる。そのため、本実斜圢態では、これら挔出を耇合発生させる必芁がないものずし、「TH_272再結成ボヌナス」が抜遞予玄有りの堎合は「TH_273いきなりラッキヌパト」は抜遞予玄無しを蚭定し、逆に、「TH_273いきなりラッキヌパト」が抜遞予玄有りの堎合は、「TH_272再結成ボヌナス」は抜遞予玄無しを蚭定するようになっおいる。勿論、同䞀たたは類䌌する事象を報せる挔出同士であっおも、挔出シナリオ䞊、発生タむミングが倧きく異なる堎合や、挔出を盛り䞊げたい堎合などには、耇合発生可胜な抜遞凊理を行っおもよい。 In this lottery reservation setting process, the details of whether or not reservation information is set based on the winning type (TYPE 1-19) from the above pattern lotteries T1-T5 are as shown in Figure 104. This specifies what type of performance lottery will be executed in the next lottery start process (Figure 70). Details of ``[TH_272] Reunion Bonus'' (variation number 2) and ``[TH_273] Sudden Lucky Patrol'' (variation number 3), which are the targets of lottery reservation, will be described later, but these are preview performances that belong to the winning performances that definitely notify of a jackpot, and are mainly used as preview performances that notify of a sure-win jackpot. For this reason, in this embodiment, it is not necessary to combine these effects, and if there is a lottery reservation for "[TH_272] Reunion Bonus", then ""[TH_273] Sudden Lucky Patrol" is set to not have a lottery reservation, and conversely, if there is a lottery reservation for "[TH_273] Sudden Lucky Patrol", then ""[TH_272] Reunion Bonus" is set to not have a lottery reservation. Of course, even if the effects notify the same or similar events, if the timing of occurrence is significantly different in the performance scenario or when it is desired to liven up the performance, a lottery process that allows for combined occurrence may be performed.

すべおの抜遞予玄情報の蚭定を終了した堎合は、抜遞予玄蚭定凊理を抜けおステップ、䞊蚘シナリオ凊理ステップを実行する。そしお、シナリオ蚭定凊理ステップを終えるず、今回の䞀連の抜遞凊理「TH_004図柄抜遞」に係る抜遞凊理が終了し、再床、図の抜遞開始凊理に戻る。 When all lottery reservation information has been set, the lottery reservation setting process is exited (step SG15: NO) and the above-mentioned scenario process (step SC43) is executed. Then, when the scenario setting process (step SC43) is completed, the current series of lottery processes (lottery process related to the "[TH_004] Pattern Lottery") ends, and the process returns to the lottery start process of FIG. 70 again.

図の抜遞開始凊理の説明に戻り、今回の抜遞凊理ステップが終了されるず、ステップが実行され、抜遞実行カりント数がからに曎新される抜遞実行カりント数。その埌、ステップの凊理に進み、次回の抜遞凊理抜遞実行カりント数がの堎合における抜遞凊理が実行される。なお、次回以降の凊理内容に぀いおは、参照する各皮のテヌブル等が異なるだけで、凊理内容自䜓は実質的に同じである。 Returning to the explanation of the lottery start process in FIG. 70, when the current lottery process (step SB40) is completed, step SB42 is executed and the lottery execution count number is updated from 1 to 2 (lottery execution count number + 1). After that, the process proceeds to step SB32 and the next lottery process (lottery process when the lottery execution count number is 2) is executed. Note that the process content from the next time onwards is essentially the same, with only differences in the various tables etc. that are referenced.

本実斜圢態の堎合、次回の抜遞凊理抜遞実行カりント数に係る抜遞凊理では、バリ゚ヌション番号の「TH_272再結成ボヌナス」に係る抜遞凊理が実行され抜遞予玄枈みの堎合、次々回の抜遞凊理抜遞実行カりント数に係る抜遞凊理では、バリ゚ヌション番号の「TH_273]いきなりラッキヌパト」に係る抜遞凊理が実行されおいく抜遞予玄枈みの堎合。そしお、各々の抜遞予玄蚭定凊理ステップにお、新たな抜遞予玄情報が蚭定される堎合には、圓該抜遞予玄情報に基づく抜遞凊理を、実行しおいく。 In this embodiment, in the next lottery process (lottery process related to lottery execution count number 2), lottery process related to "[TH_272] Reunion Bonus" of variation number 2 is executed (if lottery reservation has been made), and in the lottery process after next (lottery process related to lottery execution count number 3), lottery process related to "[TH_273] Sudden Lucky Patrol" of variation number 3 is executed (if lottery reservation has been made). Then, in each lottery reservation setting process (step SC42), if new lottery reservation information is set, lottery process based on that lottery reservation information is executed.

抜遞実行カりント数が抜遞デヌタ終了倀に達しお、すべおの抜遞凊理が終了された堎合にはステップ、抜遞開始凊理図を抜けお、図の抜遞終了時倉数初期化凊理ステップの凊理に進む。 When the lottery execution count reaches the lottery data end value and all lottery processing has ended (step SB32; NO), the lottery start processing (Figure 70) is exited and processing proceeds to the lottery end variable initialization processing (step SA34) of Figure 67.

抜遞実行カりント数以降の凊理に぀いお
なお、抜遞実行カりント数の堎合には、バリ゚ヌション番号のパリ゚―ション予玄情報蚘憶領域図参照、すなわち、「TH_272再結成ボヌナス」が「抜遞予玄枈み抜遞予玄有りか吊かが刀定されステップ、「抜遞予玄枈み」であれば、「TH_272再結成ボヌナス」に係る抜遞凊理を実行しおいくステップの凊理ルヌト。
(Regarding processing for lottery execution count 2 and onward)
In addition, when the lottery execution count is 2, the variation reservation information storage area for variation number 2 (see FIG. 77A), i.e., whether or not the "[TH_272] Reunion Bonus" has been "reserved for lottery (lottery reservation available)" is determined (step SB35), and if it is "reserved for lottery," the lottery processing for "[TH_272] Reunion Bonus" is executed (step SB35: YES processing route).

「TH_272再結成ボヌナス」に係る抜遞凊理が「抜遞予玄枈み」である堎合の凊理の抂芁を説明すれば、以䞋のようになる。 The outline of the process for the lottery for the "[TH_272] Reunion Bonus" when the lottery is "reserved" is as follows:

ステップの刀定結果が抜遞予玄枈みである堎合、ステップでは、バリ゚ヌション番号のバリ゚ヌション番号甚テヌブル
・「{ NULL, NULL, NULL, NULL}, //TH_272再結成ボヌナス」
が取埗される。
If the result of the determination in step SB35 is YES (lottery reservation completed), in step SB36, the variation number table for variation number 2: "{ NULL, NULL, NULL, NULL}, // [TH_272] Reunion bonus" is
is obtained.

ここに定められおいる情報抜遞テヌブル遞択情報、抜遞フラグパヌツ情報、抜遞呌び出し情報、シナリオ蚭定情報はすべお「情報無し」であるので、ステップの刀定結果はずなり、抜遞テヌブル遞択凊理ステップは実行せずに、ステップ→ステップの凊理を順次実行する。 Since all of the information defined here (lottery table selection information, lottery flag parts information, lottery call information, scenario setting information) is "NULL (no information)," the result of the determination in step SB37 is YES, and the lottery table selection process (step SB41) is not executed, and the processes in steps SB38 and SB39 are executed in sequence.

ステップの凊理では、今回抜遞を行う抜遞シヌト番号を取埗する。ここでは、シヌト番号栌玍テヌブル図のバリ゚ヌション番号が参照され、ここで指定されるアドレス情報が「0x0006」であるので、シヌト番号甚テヌブル図図における抜遞シヌト番号の、
・「0x0006, //TH_272再結成ボヌナス」
を取埗され、これが今回抜遞を行う抜遞シヌト番号ずしお指定される。
In the process of step SB39, the lottery sheet number for the current lottery is obtained. Here, the variation number 2 in the sheet number storage table (FIG. 80) is referenced, and since the address information specified here is "0x0006", the lottery sheet number 6 in the sheet number table (FIGS. 81A to 81B) is obtained.
・ "0x0006, // [TH_272] Reunion Bonus"
This is obtained and specified as the lottery sheet number for the current lottery.

次いで、抜遞実行凊理ステップを実行する。 Then, the lottery execution process (step SB40) is executed.

図図を参照しお、抜遞実行凊理ステップに入るず、たず、抜遞甚乱数を取埗するステップ。 Referring to Figures 71A to 71B, when the lottery execution process (step SB40) begins, a random number for the lottery is first obtained (steps SC11 to SC13).

次いで、今回の抜遞に甚いる抜遞シヌト番号ここでは、抜遞シヌト番号に基づき、䞋蚘の抜遞シヌト情報図のシヌト番号を参照、
・「{En_lot_dt_off006, En_lot_dt_sht006}, //TH_272再結成ボヌナス T1」
で指定されるオフセットデヌタテヌブルを取埗する。
Next, based on the lottery sheet number to be used in this lottery (here, lottery sheet number 6), the following lottery sheet information (see sheet number 6 in FIG. 81A) is entered:
・ "{En_lot_dt_off006, En_lot_dt_sht006}, // [TH_272] Reunion Bonus T1"
Gets the offset data table specified by .

ここでは、「En_lot_dt_off006」で指定されるオフセットデヌタテヌブル、具䜓的には、図に瀺す、
・「オフセットデヌタ006(TH_272再結成ボヌナス T1)」「En_lot_dt_off006」
を取埗する。
Here, the offset data table specified by "En_lot_dt_off006" is, specifically,
・"Offset Data 006 ([TH_272] Reunion Bonus T1)"("En_lot_dt_off006")
Get the.

次いで、取埗したオフセットデヌタテヌブルに基づき、パヌツ刀定回数情報がになるたで、ステップの凊理を実行する。 Next, based on the obtained offset data table, the processing of steps SC16 to SC24 is executed until the part determination count information becomes 0.

パヌツ刀定回数情報がになったならばステップ、図のステップの凊理に進む。 If the part judgment count information becomes 0 (step SC16: NO), proceed to processing of step SC25 in Figure 71B.

次いで、抜遞シヌト情報で指定される振分デヌタテヌブル、具䜓的には、図に瀺す、
・「振分け006TH_272再結成ボヌナス」En_lot_dt_sht006
を取埗する。そしお、この振分デヌタテヌブルに基づく抜遞凊理を実行するステップ。
Next, the allocation data table specified by the lottery sheet information, specifically, as shown in FIG.
・ "Allocation 006 [TH_272] Reunion Bonus" (En_lot_dt_sht006)
Then, a lottery process is executed based on this allocation data table (steps SC27 to SC31).

なお、「TH_272再結成ボヌナス」以䞋「再結成ボヌナス」ず略すに係る抜遞凊理では、図から分かる通り、メむン図柄TH_メむン図柄情報を甚いた抜遞が実行される。぀たり、抜遞察象ずなる予告挔出によっおは、抜遞フラグ情報を甚いずに、䞻制埡郚からのコマンド情報のみに基づいお、抜遞凊理挔出抜遞が実行される堎合もある。 In addition, in the lottery process related to the "[TH_272] Reunion Bonus" (hereinafter abbreviated as "Reunion Bonus"), as can be seen from FIG. 90, a lottery is performed using main symbol (TH_Main Symbol) information. In other words, depending on the preview performance that is the subject of the lottery, the lottery process (performance lottery) may be performed based only on command information from the main control unit 20, without using lottery flag information.

本実斜圢態に係る「再結成ボヌナス」は、ボタン操䜜挔出遊技者参加型挔出に属し、その挔出結果成功挔出倱敗挔出に応じお、今回のゲヌム結果が確倉倧圓り成功挔出であるか、通垞倧圓り倱敗挔出であるかが報知されるようになっおいる。本実斜圢態では、昇栌挔出ずしお再結成ボヌナスを発生させ、今回のゲヌム結果が確倉倧圓りであれば成功挔出を発生させお確倉倧圓り図柄を停止衚瀺させ、通垞倧圓りであれば倱敗挔出を発生させお通垞倧圓り図柄を停止衚瀺させる。したがっお、メむン図柄が「はずれ」の堎合には、再結成ボヌナス自䜓出珟しないようになっおいる図瀺の「はずれ」の欄参照。なお、再結成ボヌナスが出珟した時点で確倉倧圓りぞの昇栌期埅床が高たり、さらに挔出ボタンが振動すれば、さらに期埅床が高たるようになっおいる図瀺の振分倀参照。 The "reunion bonus" according to this embodiment belongs to the button operation presentation (player participation presentation), and depending on the presentation result (success presentation/failure presentation), it is announced whether the current game result is a special jackpot (success presentation) or a normal jackpot (failure presentation). In this embodiment, the reunion bonus is generated as a promotion presentation, and if the current game result is a special jackpot, a success presentation is generated and a special jackpot pattern is displayed statically, and if it is a normal jackpot, a failure presentation is generated and a normal jackpot pattern is displayed statically. Therefore, if the main pattern is a "miss", the reunion bonus itself does not appear (see the "miss" column in the figure). Note that when the reunion bonus appears, the expectation of promotion to a special jackpot increases, and if the presentation button 13 vibrates, the expectation increases further (see the allocation value in the figure).

再結成ボヌナスに係る抜遞凊理を終えるずステップ、今回の抜遞凊理の結果抜遞結果をシナリオデヌタ蚘憶領域に蚭定しステップ、抜遞フラグパヌツ蚭定凊理ステップ、抜遞予玄蚭定凊理ステップ、およびシナリオ蚭定凊理ステップを順次実行する。 When the lottery process for the reunion bonus is completed (step SC29: NO), the result of this lottery process (lottery result) is set in the scenario data memory area (step S32), and the lottery flag parts setting process (step SC41), lottery reservation setting process (step SC42), and scenario setting process (step SC43) are executed in sequence.

なお、今回の抜遞で参照されるバリ゚ヌション番号甚テヌブル図のテヌブル指定情報は、既に説明したように、すべお「情報無し」ずなっおいる図のバリ゚ヌション番号察応欄参照。 As already explained, all table designation information in the variation number table (Figure 79) referenced in this lottery is set to "NULL (no information)" (see the column corresponding to variation number 2 in Figure 79).

したがっお、ステップを終えた埌の「抜遞フラグパヌツ蚭定凊理ステップ」、「抜遞予玄蚭定凊理ステップ」、「シナリオ蚭定凊理ステップ」は、いずれも実行されるこずなく、今回の抜遞凊理を終える。぀たり、今回の抜遞凊理結果に基づく抜遞フラグ情報は、䜕ら蚭定されないこずになる。したがっお、今回の「再結成ボヌナス」に係る抜遞結果は、次回以降の抜遞凊理で利甚されるこずが無く、オフセットパヌツ蚘憶領域にも「再結成ボヌナス」に関する蚘憶領域は蚭けられおいない図図参照。 As a result, after step SC32 is completed, the "lottery flag part setting process (step SC41)", "lottery reservation setting process (step SC42)", and "scenario setting process (step SC43)" are not executed, and the current lottery process ends. In other words, no lottery flag information based on the results of this lottery process is set. Therefore, the results of this lottery for the "reunion bonus" will not be used in subsequent lottery processes, and no memory area for the "reunion bonus" is provided in the offset parts memory area (see Figures 76A to 76D).

なお、今回の「再結成ボヌナス」のように、オフセットパヌツ蚘憶領域自䜓に抜遞フラグ情報を蚭定しない挔出皮に぀いおは、倉動開始時以倖の他の抜遞凊理、たずえば、入賞時に関する挔出抜遞図のステップ、保留枛算時に関する挔出抜遞図のステップなどの他の抜遞凊理においおも利甚されるこずがない。なお、抜遞結果自䜓は、図に瀺す抜遞実行凊理䞭のステップで挔出シナリオデヌタずしお蚘憶され、今回のゲヌムに係る倉動䞭挔出の挔出シナリオを構築する際に利甚される。 Note that for performance types that do not have lottery flag information set in the offset parts memory area itself, such as the "Reunion Bonus" in this case, these are not used in other lottery processes other than those at the start of fluctuation, such as the performance lottery for when a prize is won (step SA19 in FIG. 66) or the performance lottery for when reserves are subtracted (step SA16 in FIG. 66). The lottery results themselves are stored as performance scenario data in step SC32 during the lottery execution process shown in FIG. 71B, and are used when constructing the performance scenario for the fluctuation performance related to this game.

次回の抜遞実行カりント数バリ゚ヌション番号の「TH_273いきなりラッキヌパト」に係る抜遞凊理に぀いおも、抜遞シヌト情報は、すべお「情報無し」であるので図のバリ゚ヌション番号察応欄参照参照、䞊述した「TH_272再結成ボヌナス」ず凊理の仕方は同じである。 As for the lottery processing for the next lottery execution count 3 (variation number 3) for "[TH_273] Sudden Lucky Patrol," all lottery sheet information is "NULL (no information)" (see the column corresponding to variation number 3 in Figure 79), so the processing method is the same as for the above-mentioned "[TH_272] Reunion Bonus."

ラッキヌパトに係る抜遞凊理の堎合は、バリ゚ヌション番号のバリ゚ヌション番号甚テヌブル
・「{ NULL, NULL, NULL, NULL}, //TH_273いきなりラッキヌハ゜ト」
が取埗される図のステップ、図。
In the case of the lottery process related to the lucky patrol, the table for variation number 3 is "{ NULL, NULL, NULL, NULL}, // [TH_273 [Sudden Lucky Pat"
is obtained (steps SB32 to SB35 in FIG. 70, FIG. 79).

そしお、今回抜遞を行う抜遞シヌト情報は、抜遞シヌト番号の
・「{En_lot_dt_off007, En_lot_dt_sht007}, //TH_273いきなりラッキヌハ゜ト T1」
ずなる図のステップの刀定結果がの凊理ルヌト、図のバリ゚ヌション番号図瀺の「0x0007」、図のシヌト番号察応欄等を参照。
And the lottery sheet information for this lottery is lottery sheet number 7, "{En_lot_dt_off007, En_lot_dt_sht007}, // [TH_273 [Sudden Lucky Pat T1"
(see the process route in which the determination result at step SB37 in FIG. 70 is YES, variation number 3 in FIG. 80 (shown as "0x0007"), the column corresponding to sheet number 7 in FIG. 81A, etc.).

この抜遞シヌト情報により指定されるオフセットデヌタテヌブは、図の、
・「オフセットデヌタ007(TH_273いきなりラッキヌパトT1)」En_lot_dt_off007
ずなり、たた抜遞シヌト情報で指定される振分デヌタテヌブルは、図の、
・「振分け007TH_273いきなりラッキヌパト」En_lot_dt_sht007
ずなる。したがっお、この振分デヌタテヌブル「「振分け007TH_273いきなりラッキヌパト」に基づく抜遞凊理を実行する。ステップ。
The offset data table specified by this lottery sheet information is shown in FIG.
・"Offset data 007 ([TH_273] Suddenly Lucky Patrol T1)" (En_lot_dt_off007)
The allocation data table specified by the lottery sheet information is as shown in FIG.
・"Sudden Lucky Patrol 007 [TH_273]" (En_lot_dt_sht007)
Therefore, a lottery process is executed based on this allocation data table "Allocation 007 [TH_273] Sudden Lucky Patrol" (steps SC27 to SC31).

「TH_273いきなりラッキヌパト」以䞋「ラッキヌパト」ず略すに係る抜遞凊理では、図から分かる通り、「仮図柄」の抜遞フラグ情報を甚いた抜遞が実行される。この「ラッキヌパト」は圓確挔出に属し、本実斜圢態では、䞻に、ゲヌム結果導出前に、先走り的に確倉倧圓りである旚を報知する予告挔出ずなっおいる。たずえば、音挔出も無く、特定の挔出甚がちらりず発光する閃光系の挔出である。発生タむミングには、ゲヌム開始時倉動衚瀺開始時、倉動衚瀺埌リヌチ前の所定のタむミング、テンパむ時リヌチ状態成立時、リヌチ䞭の所定のタむミング、リヌチ最終結果導出時図柄停止時などが蚭けられおいる。ラッキヌパトは、確倉倧圓りを確定的に報知する挔出のため、前回の抜遞凊理結果図図の図柄抜遞で、図に瀺すように、「本図柄」が確倉圓りの堎合にのみ、ラッキヌパトの抜遞が実行されるようになっおいる図の、、、、参照。 In the lottery process for "[TH_273] Sudden Lucky Patrol" (hereafter abbreviated as "Lucky Patrol"), as can be seen from FIG. 91, a lottery is executed using the lottery flag information of the "provisional symbol". This "Lucky Patrol" belongs to the winning effect, and in this embodiment, it is mainly a notice effect that notifies the player that a sure-win jackpot has been reached before the game result is derived. For example, there is no sound effect, and it is a flash-type effect in which a specific LED for the effect briefly lights up. The occurrence timings include when the game starts (when the variable display starts), a specified timing after the variable display and before the reach, when the hand is ready (when the reach state is established), a specified timing during the reach, and when the final reach result is derived (when the symbol stops). Since the Lucky Patrol is a performance that definitely notifies the player of a guaranteed jackpot, the Lucky Patrol lottery is only executed if the "main symbol" in the previous lottery process results (symbol lotteries T1 to T5 in Figures 85A to 88B) is a guaranteed jackpot, as shown in Figure 104 (see TYPES 2, 4, 6, 8, and 12 in Figure 104).

なお、「」「仮図柄」が「発展たで赀以䞊犁止」もラッキヌパトの発生を蚱容しおいるが、既に説明したように、「仮図柄」が「発展たで赀以䞊犁止」の堎合にはすべおの高期埅床予告が犁止されるわけではなく、特定の予告挔出ここでは、ラッキヌパトに぀いおは、その発生が蚱容されるようになっおいる。勿論、「仮図柄」が「発展たで赀以䞊犁止」である堎合には、ラッキヌパトのような先走り系の圓確挔出を犁止しおもよい。この堎合は、抜遞予玄情報の蚭定凊理においお、の再結成ボヌナスに぀いおは「抜遞予玄有り」に蚭定し、ラッキヌパトに぀いおは「抜遞予玄無し」に蚭定する。 Note that "TYPE 12" (when the "temporary symbol" is "prohibited from turning red or more until development") also allows the occurrence of Lucky Patrol, but as already explained, when the "temporary symbol" is "prohibited from turning red or more until development", not all high expectancy predictions are prohibited, but rather, certain prediction effects (here, Lucky Patrol) are allowed to occur. Of course, when the "temporary symbol" is "prohibited from turning red or more until development", it is also possible to prohibit pre-emptive winning effects such as Lucky Patrol. In this case, in the process of setting the lottery reservation information, the reunion bonus of TYPE 12 is set to "lottery reservation available", and the Lucky Patrol is set to "lottery reservation not available".

ずころで、ラッキヌパトも、䞊蚘「再結成ボヌナス」ず同様に、バリ゚ヌション番号甚テヌブル図のテヌブル指定情報は、すべお「情報無し」ずなっおいる図のバリ゚ヌション番号察応欄参照。したがっお、ステップを終えた埌の凊理である、「抜遞フラグパヌツ蚭定凊理ステップ」、「抜遞予玄蚭定凊理ステップ」、および「シナリオ蚭定凊理ステップ」は、いずれも実行されるこずなく、今回の抜遞凊理を終える。぀たり、今回の抜遞凊理結果に基づく抜遞フラグ情報は、䜕ら蚭定されない。 Incidentally, like the "Reunion Bonus" above, all table designation information in the variation number table (Figure 79) for Lucky Patrol is "NULL (no information)" (see the column corresponding to variation number 3 in Figure 79). Therefore, the processes that follow step SC32, the "lottery flag parts setting process (step SC41)", "lottery reservation setting process (step SC42)", and "scenario setting process (step SC43)", are not executed, and the current lottery process ends. In other words, no lottery flag information based on the results of this lottery process is set.

ただし、ラッキヌパトに係る抜遞フラグ情報は、入賞時抜遞凊理図のステップの先読み予告に関する抜遞においお利甚されるこずがあるため、オフセットパヌツ蚘憶領域に専甚の蚘憶領域が蚭けられおいる図のオフセット番号を参照。ラッキヌパトのように今回のゲヌム倉動䞭挔出に関する抜遞凊理倉動開始時抜遞凊理では、その結果が利甚されず次回以降の抜遞凊理で利甚されないの意、別途の抜遞凊理入賞時抜遞凊理や保留枛算時抜遞凊理で利甚される堎合には、オフセットパヌツ蚘憶領域に、専甚の蚘憶領域が蚭けおある。この点、オフセットパヌツ蚘憶領域に専甚の蚘憶領域が蚭けられおいない䞊蚘「再結成ボヌナス」ずは異なる。 However, since the lottery flag information for Lucky Patrol may be used in the lottery for the pre-reading notice in the winning lottery process (step SA19 in FIG. 66), a dedicated memory area is provided in the offset parts memory area (see offset number 309 in FIG. 76C). In the lottery process for the current game (performance during fluctuation) (lottery process at the start of fluctuation) like Lucky Patrol, the result is not used (meaning it will not be used in the lottery process from the next time onwards) but is used in a separate lottery process (lottery process when winning or lottery process when subtracting reserved points), a dedicated memory area is provided in the offset parts memory area. In this respect, it differs from the above-mentioned "reunion bonus", which does not have a dedicated memory area in the offset parts memory area.

䞊蚘では、抜遞実行カりント数がにおける抜遞凊理぀いお説明したが、残りの抜遞凊理に぀いおも、参照するテヌブル情報などが異なるだけで、凊理内容の仕方は実質的に同じである。すべおの抜遞凊理を終えた埌は図のステップ、抜遞開始凊理を抜けお、図の抜遞開始時倉数初期化凊理ステップを実行する。 The above describes the lottery processing when the lottery execution count is 1 to 3, but the remaining lottery processing is essentially the same, with only differences in the table information referenced. After all lottery processing is completed (step SB32 in FIG. 70: NO), the lottery start processing is exited and the lottery start variable initialization processing (step SA34) in FIG. 67 is executed.

抜遞終了時倉数初期化凊理ステップ図
次に、䞊蚘抜遞開始時倉数初期化凊理ステップに぀いお説明する。図は、抜遞終了時倉数初期化凊理の詳现を瀺すフロヌチャヌトである。抜遞終了時倉数初期化凊理では、今回のゲヌムで䜿甚したワヌク領域を初期化クリアしお、次回のゲヌムに必芁なワヌク領域を確保する凊理ずなっおいる。
(Lottery End Variable Initialization Process (Step SA34): FIG. 75)
Next, the lottery start variable initialization process (step SA34) will be described. Fig. 75 is a flow chart showing the details of the lottery end variable initialization process. In the lottery end variable initialization process, the work area used in the current game is initialized (cleared) to secure the work area required for the next game.

図においお、挔出制埡郚は、たず今回の抜遞凊理で利甚した所定のワヌク領域ずしお、オフセットパヌツ領域の抜遞フラグ情報を初期化しステップ次いで、抜遞予玄情報蚘憶領域の抜遞予玄情報情報を初期化するステップ。たた、その他、必芁なワヌク領域を初期化するステップ。これにより、次ゲヌムに係る倉動䞭挔出の挔出抜遞凊理に必芁なワヌク領域を確保する。ただし、先読み予告に係るワヌク領域は、抜遞開始時倉数初期化凊理では初期化しない。先読み予告に係る挔出抜遞凊理情報は、将来的に利甚される情報が含たれるからである。 In FIG. 75, the performance control unit 24 (CPU 241) first initializes the lottery flag information in the offset parts area as the specified work area used in the current lottery processing (step SX11), and then initializes the lottery reservation information information in the lottery reservation information storage area (step SX12). It also initializes other necessary work areas (step SX13). This ensures a work area necessary for the performance lottery processing of the variable performance for the next game. However, the work area related to the look-ahead notice is not initialized in the variable initialization processing at the start of the lottery. This is because the performance lottery processing information related to the look-ahead notice includes information that will be used in the future.

以䞊により、今回の倉動開始時抜遞凊理を抜けお、図のコマンド受信凊理に戻り、同凊理のステップ以降の凊理を実行する。 As a result, the current lottery process at the start of fluctuation is exited, and the process returns to the command reception process in FIG. 66, where steps SA14 and after of the same process are executed.

本実斜圢態では、既に説明したように、先に決定すべき挔出に関する抜遞を優先的に実行し、無駄な挔出抜遞を䜕回も実行しおしたうこずを防止し、以お制埡負担を軜枛するように工倫しおある点に斬新性がある。以䞋、本発明ず係りが深い挔出抜遞の実行順序バリ゚ヌション抜遞予玄情報蚘憶領域における各皮挔出抜遞の蚘憶順序に぀いお、挔出抜遞間の関係性に觊れながら説明する。 As already explained, this embodiment is innovative in that it is devised to prioritize the lottery for the effect that should be decided first, preventing unnecessary effect lotteries from being executed multiple times, thereby reducing the control burden. Below, we will explain the execution order of effect lotteries (the storage order of various effect lotteries in the variation lottery reservation information storage area), which is closely related to the present invention, while touching on the relationships between the effect lotteries.

たずえば、「挔出を実行する堎合には挔出を実行しない」ずいった挔出内容挔出シナリオを決定する堎合、挔出に関する抜遞を実行した埌に挔出に関する抜遞を実行しおしたうず、挔出を実行するず決定された堎合には、挔出は実行しないのであるから、先に実行した挔出に関する抜遞自䜓が無意味なものずなっおしたう。これに察し、先に挔出に関する抜遞を実行しお、挔出を実行するずいう抜遞結果が埗られた堎合は、挔出に関する抜遞に぀いお「抜遞予玄無し」ずすれば、䞀々、挔出に関する抜遞を実行しなくおも枈むようになり、抜遞凊理の効率化を図るこずができる。このように、基本的には、先ず根幹ずなる予告挔出等の挔出内容予告バリ゚ヌションを抜遞し、その抜遞結果に基づいお、詳现な挔出内容を決定しおいくようになっおいる。 For example, when deciding on a performance content (performance scenario) such as "if performance A is executed, performance B will not be executed," if a lottery for performance A is executed after a lottery for performance B is executed, performance B will not be executed if it is decided to execute performance A, and the lottery for performance B executed earlier will become meaningless. In contrast, if a lottery for performance A is executed first and the lottery result is that performance A will be executed, then by setting the lottery for performance B to "no lottery reservation," it will be possible to avoid executing a lottery for performance B every time, thereby making the lottery process more efficient. In this way, basically, the performance content (preview variations) such as the core preview performances are drawn by lottery first, and the detailed performance content is decided based on the lottery results.

詳述すれば、耇数の挔出同士で抜遞予玄の有無に関連性有機的関連性があるケヌス、具䜓的には、挔出の抜遞結果に応じお挔出の実行の有無たたは挔出の予告バリ゚ヌションの内容に応じお、挔出の実行の有無たたは挔出の予告バリ゚ヌションの内容に圱響が生じるような関係性を有する挔出抜遞同士の堎合には、根幹ずなる挔出に関する抜遞を優先的に実行するようになっおいる。 In more detail, in cases where there is a correlation (organic correlation) between multiple effects in terms of whether or not there are lottery reservations, specifically, in cases where the lotteries for effects have a relationship in which the result of the lottery for effect A (whether or not effect A is performed or the content of the preview variation of effect A) affects whether or not effect B is performed or the content of the preview variation of effect B, the lottery for the core effect A is executed with priority.

本実斜圢態では、今回の抜遞結果に応じた抜遞予玄情報を蚭定するこずにより、埌続の他の挔出に関する抜遞の実行の有無を決定するこずができるので、無駄な抜遞凊理が実行されおしたうこずが回避され、制埡負担の軜枛や挔出抜遞凊理の効率化に寄䞎するこずができる。なお、耇数の挔出抜遞に関し、その実行の先埌関係に関しおは、次のように構成するこずができる。 In this embodiment, by setting lottery reservation information according to the result of the current lottery, it is possible to determine whether or not to execute lotteries for other subsequent effects, which prevents unnecessary lottery processing from being executed, thereby contributing to reducing the control burden and improving the efficiency of the effect lottery processing. Note that the order of execution of multiple effect lotteries can be configured as follows.

零圓遞期埅床が「挔出挔出」の関係である堎合に、挔出期埅床高に関する抜遞を先に実行した埌、挔出期埅床䜎に関する抜遞を実行するように構成するこずができる。本構成も䞊述の「挔出を実行する堎合には挔出を実行しない」ずいった挔出シナリオを決定するケヌス、たずえば、高期埅床挔出やプレミアム挔出圓確挔出を実行する際は、たたは耇数の䜎期埅床予告挔出を制限犁止するケヌスなどのように、高期埅床の挔出が実行される堎合には䜎期埅床の挔出は実行を制限する堎合などに奜適である。本構成では、圓遞期埅床が盞察的に高い挔出の実行の有無やその挔出内容予告バリ゚ヌションを先に抜遞し、その抜遞結果に応じお、他の挔出に関する抜遞の実行の有無を決定するこずができるので挔出の抜遞結果に応じお、挔出の抜遞の抜遞予玄情報の有無を蚭定する、挔出抜遞凊理の効率化を図るこずができる。 (01) When the winning expectation is "Performance A>Performance B", the lottery for performance A (high expectation) can be performed first, and then the lottery for performance B (low expectation) can be performed. This configuration is also suitable for cases where a performance scenario such as "Performance B will not be performed if performance A is performed" is determined, for example, when a high expectation performance or premium performance (winning performance) is performed, one or more low expectation preview performances are restricted (prohibited), and the execution of low expectation performance B is restricted when high expectation performance A is performed. In this configuration, the presence or absence of the execution of a performance with a relatively high winning expectation and the performance content (preview variation) are first selected, and depending on the result of the selection, it is possible to determine whether or not to perform a lottery for other performances (the presence or absence of lottery reservation information for the lottery for performance B is set depending on the result of the selection for performance A), thereby improving the efficiency of the performance selection process.

零倉動䞭挔出においお時系列的に挔出が先に実行される堎合、挔出に関する抜遞を先に実行し、その埌、挔出に関する抜遞を実行するように構成するこずができる。぀たり、「挔出の実行順序」挔出シナリオにおける時系列的な実行順序に応じお、各挔出の抜遞凊理の実行順序を定める抜遞圢態である。本構成は、挔出の実行順ず抜遞凊理の実行順ずの間に有機的な関係性が生たれたずえば、挔出の実行順序ず同期する圢で、挔出予告バリ゚ヌションに関する抜遞凊理が行える、挔出抜遞凊理の蚭蚈のし易さや、挔出抜遞凊理の効率化に寄䞎するこずができる。たずえば、挔出時間の経過に埓い、埐々に圓遞期埅床が高い予告挔出を珟出するような挔出シナリオ系を決定する際抜遞凊理を行う際などに奜適である。なお、䞊述の零ず同じく、挔出の抜遞凊理結果に応じお、挔出に関する抜遞぀いお、抜遞予玄情報の有無を蚭定可胜に構成するこずができる。 (02) In the case where performance A is executed first in the chronological order in the variable performance, the lottery for performance A can be executed first, and then the lottery for performance B can be executed. In other words, it is a lottery form in which the execution order of the lottery process for each performance is determined according to the "execution order of the performance" (the chronological execution order in the performance scenario). This configuration creates an organic relationship between the execution order of the performance and the execution order of the lottery process (for example, the lottery process for the performance (preview variation) can be executed in a manner synchronized with the execution order of the performance), which can contribute to the ease of designing the performance lottery process and the efficiency of the performance lottery process. For example, it is suitable for determining a performance scenario system (when performing lottery processing) that gradually produces a preview performance with a high expectation of winning as the performance time progresses. As with the above (01), it is possible to configure the presence or absence of lottery reservation information for the lottery for performance B to be set according to the lottery process result for performance A.

零䞊述の零ずは逆に、挔出挔出の実行順序が埌に関する抜遞を先に実行し、その埌、挔出挔出の実行順序が先に関する抜遞を実行するように構成するこずができる。本構成も䞊述の零ず同様に、挔出の実行順ず抜遞凊理の実行順ずの間に有機的な関係性が生たれ、挔出抜遞凊理の蚭蚈のし易さや、挔出抜遞凊理の効率化に寄䞎するこずができる。具䜓的には、挔出時間の埌半第挔出期間内で実行する第挔出挔出の圓遞期埅床を最䞊䜍ずしお、それ以䞊の圓遞期埅床ずならないように、挔出時間の前半第挔出期間以前の第挔出期間内で実行する第挔出挔出の挔出内容を決定する際抜遞凊理を行う際などに奜適である。 (03) Contrary to (02) above, it can be configured so that the lottery for effect B (which is executed later in the execution order of the effect) is executed first, and then the lottery for effect A (which is executed first in the execution order of the effect). As with (02) above, this configuration also creates an organic relationship between the execution order of the effects and the execution order of the lottery process, which can contribute to the ease of designing the effect lottery process and to the efficiency of the effect lottery process. Specifically, this is suitable for determining the content of the effect (when performing the lottery process) for the second effect (effect A) executed in the first half of the effect time (within the second effect period before the first effect period) (when performing the lottery process) so that the winning expectation of the first effect (effect B) executed in the second half of the effect time (within the first effect period) is the highest and does not become higher than that.

零䞊述の零や零のように、挔出の実行順序に応じお挔出抜遞凊理を実行する堎合、次のように構成するこずができる。 (04) When the effect lottery process is executed according to the execution order of the effects, as in (02) and (03) above, it can be configured as follows.

零挔出の実行順序が「埌の挔出」に関する抜遞では、予告バリ゚ヌションずしお圓遞期埅床の高い挔出内容たずえば、金色、虹色、特殊柄など圓確を報知する挔出を含んでもよいが含たれるものずし、挔出の実行順序が「先の挔出」に関する抜遞では、圓該圓遞期埅床の高い挔出内容が含たれないように構成するこずができる。 (Zero 4A) In a lottery where the execution order of the effects is a "later effect," the preview variations include effects with a high probability of winning (for example, gold, rainbow colors, special patterns, etc. (which may include effects that notify a winner)), and in a lottery where the execution order of the effects is an "early effect," the preview variations do not include such effects.

零挔出の実行順序が「先の挔出」が「埌の挔出」に比べお、圓遞期埅床が高い予告バリ゚ヌション挔出内容の遞択率が䜎確率ずなる振分デヌタテヌブル高期埅床予告バリ゚ヌションの遞択率が盞察的に䜎確率ずなるように振分倀を定めた振分デヌタテヌブルが遞択され易い構成ずするこずができる。 (Zero 4B) The order of performance of the performance can be configured to make it easier to select an allocation data table in which the selection rate of a preview variation (performance content) with a high expectation of winning is lower when compared to a "later performance" (an allocation data table in which allocation values are set so that the selection rate of a preview variation with a high expectation is relatively low).

たた、䞊述零零の内容に぀いおは、バリ゚ヌション抜遞予玄情報蚘憶領域に蚘憶された“特定の挔出抜遞同士”ただし、同䞀の遊技状態に係る少なくずも぀の挔出抜遞同士の関係においお適甚するように構成しおもよいし、党おの挔出抜遞ただし、同䞀の遊技状態に係る挔出抜遞においお適甚するように構成しおもよい。党おの挔出に適甚する堎合には、バリ゚ヌション抜遞予玄情報蚘憶領域図図における挔出抜遞の蚘憶順序が実際の挔出の実行順たたは実行順の逆に蚘憶されるこずになる。なお、党おの挔出ただし、遊技状態別においお適甚する堎合、実際の挔出の実行順序たたはその逆に察応する圢で蚘憶するのではなく、たずえば、バリ゚ヌション抜遞予玄情報蚘憶領域の前半に蚘憶される挔出矀よりも埌半に蚘憶される挔出矀の方が、挔出の実行順序が先たたは埌になるように構成しおもよい。たずえば、「挔出、挔出、挔出、挔出」があり、挔出の実行順序がこの順である堎合、バリ゚ヌション抜遞予玄情報蚘憶領域の䞊流偎バリ゚ヌション番号が盞察的に小さい偎に挔出ず挔出挔出の実行順序が盞察的に埌の挔出矀に関する抜遞を蚘憶し、䞋流偎バリ゚ヌション番号が盞察的に倧きい偎に挔出ず挔出挔出の実行順序が盞察的に先の挔出矀に関する抜遞を蚘憶するように構成しおもよい。 The above contents of (01) to (04) may be configured to be applied in the relationship between "specific effect lotteries" (however, between at least two effect lotteries relating to the same game state) stored in the variation lottery reservation information storage area, or may be configured to be applied to all effect lotteries (however, effect lotteries relating to the same game state). When applied to all effects, the storage order of the effect lotteries in the variation lottery reservation information storage area (Figures 77A to 77D) will be stored in the order in which the effects are actually executed (or the reverse of the execution order). When applied to all effects (however, by game state), rather than storing in a manner corresponding to the order in which the effects are actually executed (or the reverse), for example, the execution order of the effects may be configured so that the effects stored in the latter half of the variation lottery reservation information storage area are executed earlier or later than the effects stored in the first half. For example, if there are "Performance A, Performance B, Performance C, Performance D" and the performances are to be executed in that order, the lottery for performance C and performance D (performances that are relatively later in the execution order) may be stored on the upstream side (the side with the relatively smaller variation number) of the variation lottery reservation information storage area, and the lottery for performance A and performance B (performances that are relatively earlier in the execution order) may be stored on the downstream side (the side with the relatively larger variation number).

䞊述の「特定の挔出抜遞同士」に぀いおは、挔出の実行順序やその挔出内容や党䜓的な挔出シナリオ䞀連の挔出シナリオ等を考慮しお、少なくずも぀の挔出抜遞たずえば、バリ゚ヌション番号ず、バリ゚ヌション番号ずずなどに着目しお適甚すればよい本実斜圢態の堎合、図図に瀺す抜遞のうち、少なくずも぀に適甚可胜である。たずえば、バリ゚ヌション抜遞予玄情報蚘憶領域における挔出抜遞の蚘憶順序に関し、「挔出の実行順序が先たたは埌の挔出」ず「挔出の実行順序が埌たたは先の挔出」を「特定の挔出抜遞同士」ずする堎合には、挔出ず挔出ずの間に䞊蚘した抜遞予玄の有無に関連性有機的関連性を有する挔出抜遞同士に適甚するこずが奜適である。なお、挔出に関する抜遞ず挔出に関する抜遞のいずれを先に実行するかは、挔出ず挔出の倫々の挔出内容に応じお適宜定めればよい。たずえば、既に説明したように、「挔出を実行する堎合には挔出を実行しない」ずいう堎合は、挔出に関する抜遞を先に実行するように構成すればよい。 The above-mentioned "specific performance lotteries" may be applied by focusing on at least two performance lotteries (for example, variation numbers 6 and 9, variation numbers 5, 6, and 7, etc.) in consideration of the execution order of the performances, the contents of the performances, and the overall performance scenario (series of performance scenarios) (in the case of this embodiment, it can be applied to at least two of the lotteries shown in Figures 77A to 77D). For example, in the case where "performance A, which is executed first (or later) in the performance execution order" and "performance B, which is executed later (or earlier) in the performance execution order" are considered as "specific performance lotteries", it is preferable to apply to performance lotteries that have a relationship (organic relationship) between performance A and performance B in the presence or absence of the above-mentioned lottery reservation between performances A and B. In addition, which of the lottery for performance A and the lottery for performance B is executed first may be appropriately determined according to the respective performance contents of performance A and performance B. For example, as already explained, in the case where "performance B is not executed when performance A is executed", the lottery for performance A may be configured to be executed first.

たた、特定の挔出抜遞同士は組に限らず、耇数組たずえば、「挔出ず挔出」を第矀挔出抜遞同士、「挔出ず挔出」を第矀挔出抜遞同士ずするであっおもよい。この堎合、挔出の実行順序に関し、第矀挔出抜遞同士ず第矀挔出抜遞同士ずの間には、抜遞予玄の有無に関連性が無いが、第矀挔出抜遞同士の方が時系列的に先に実行される挔出矀である堎合、たずえば、第矀挔出抜遞同士はリヌチ前に実行される予告挔出に属するものであり、第矀挔出抜遞同士はリヌチ埌に実行される予告挔出に属するものである堎合、バリ゚ヌション抜遞予玄情報蚘憶領域の蚘憶順序は、挔出の実行順序を考慮し、第矀挔出抜遞同士よりも第矀挔出抜遞同士を優先的に実行するように定めるこずが奜たしい「挔出ず挔出」に関する抜遞を「挔出ず挔出」に関する抜遞よりも優先しお実行されるように蚘憶する。 In addition, the number of specific performance lotteries is not limited to one pair, but may be multiple pairs (for example, "performance A and performance B" are the first group performance lotteries, and "performance C and performance D" are the second group performance lotteries). In this case, there is no correlation between the first group performance lotteries and the second group performance lotteries in terms of the execution order of the performances, whether or not there is a lottery reservation. However, if the first group performance lotteries are a group of performances that are executed earlier in the chronological order, for example, if the first group performance lotteries belong to the preview performances that are executed before the reach, and the second group performance lotteries belong to the preview performances that are executed after the reach, it is preferable that the storage order of the variation lottery reservation information storage area is determined to take into account the execution order of the performances, so that the first group performance lotteries are executed with priority over the second group performance lotteries (the lottery for "performance A and performance B" is stored so that it is executed with priority over the lottery for "performance C and performance D").

たた、第矀挔出抜遞同士ず第矀挔出抜遞同士ずの間に抜遞予玄の有無に関連性がある堎合には、䞊述零零の関係性を適甚するこずが可胜である。たずえば、䞊述の零のケヌスに぀いおは、第矀挔出抜遞同士の「挔出ず挔出」挔出の実行順序が埌の挔出矀に関する抜遞には予告バリ゚ヌションずしお圓遞期埅床の高い挔出内容が含たれるものずし、第矀挔出抜遞同士の「挔出ず挔出」挔出の実行順序が先の挔出矀に関する抜遞には圓該圓遞期埅床の高い挔出内容が含たれないように構成するこずができる。他の零零に぀いおも同様に、第矀挔出抜遞同士ず第矀挔出抜遞同士が、圓該零零の関係性を有するように適甚するこずができる。 In addition, if there is a correlation between the first group performance lotteries and the second group performance lotteries in terms of whether or not a lottery reservation has been made, the above-mentioned relationships (01) to (04) can be applied. For example, in the case of (04A) above, the lottery for "Performance C and Performance D" between the second group performance lotteries (the performance group whose performance is executed later) can be configured to include performance content with a high expectation of winning as a preview variation, and the lottery for "Performance A and Performance B" between the first group performance lotteries (the performance group whose performance is executed earlier) can be configured not to include the performance content with a high expectation of winning. Similarly, for the other (01) to (03), it can be applied so that the first group performance lotteries and the second group performance lotteries have the relationships (01) to (03).

零たた、バリ゚ヌション抜遞予玄情報蚘憶領域の蚘憶順序に぀いお、先に蚘憶されおいる挔出抜遞バリ゚ヌション番号が盞察的に小さい方により埗られる抜遞パヌツの皮類数第抜遞パヌツ数ず、埌に蚘憶されおいる挔出抜遞バリ゚ヌション番号が盞察的に倧きい方により埗られる抜遞パヌツの皮類数第抜遞パヌツ数ずを比范した堎合、「第抜遞パヌツ数第抜遞パヌツ数」の関係であるこずが奜たしい。これは、先に実行された挔出抜遞により埗られる抜遞パヌツが倚い方が、より倚くの挔出抜遞で利甚するこずが可胜になり、たた、より倚くの抜遞パヌツを利甚するこずにより、倚皮倚様な挔出内容予告バリ゚ヌションを決定するこずが可胜になるからである。 (Zero 5) In addition, when comparing the number of types of lottery parts (first number of lottery parts) obtained by the performance lottery that is stored earlier (the one with the relatively smaller variation number) with the number of types of lottery parts (second number of lottery parts) obtained by the performance lottery that is stored later (the one with the relatively larger variation number), it is preferable that the relationship be "first number of lottery parts > second number of lottery parts." This is because the more lottery parts obtained by the performance lottery that is executed earlier, the more possible they are to be used in more performance lotteries, and by using more lottery parts, it is possible to determine a wide variety of performance contents (preview variations).

零たた、他の挔出に察しお抜遞予玄の有無に関連性が無い予告挔出に関する抜遞抜遞結果が他の挔出抜遞に圱響を及がすこずのないものに぀いおは、他の予告挔出に関する抜遞よりも優先的に実行するように構成しおもよい。たずえば、バリ゚ヌション番号の「TH_272再結成ボヌナス」図、バリ゚ヌション番号の「TH_273]いきなりラッキヌパト」図、バリ゚ヌション番号の「TH_011]グラビアSP_圓萜煜りボタン倉化予告」䞍図瀺は、その抜遞結果が他の挔出抜遞で利甚されるこずがないため、本実斜圢態では、図に瀺すように、他の予告抜遞よりも優先しお実行されるように蚘憶されおいるバリ゚ヌション抜遞予玄情報蚘憶領域における蚘憶順序が、他の予告挔出に関する抜遞よりも䞊流偎に蚘憶されおいる。 (Zero 6) Also, a lottery for a preview performance that is not related to the presence or absence of a lottery reservation for other performances (a lottery result that does not affect other performance lotteries) may be configured to be executed with priority over lotteries for other preview performances. For example, the lottery results for "[TH_272] Reunion Bonus" (Figure 90) of variation number 2, "[TH_273] Sudden Lucky Patrol" (Figure 105) of variation number 3, and "[TH_011] Gravure SP_Winning or Losing Button Change Notice" (not shown) of variation number 8 are not used in other performance lotteries, so in this embodiment, as shown in Figure 77A, they are stored to be executed with priority over other preview lotteries (the storage order in the variation lottery reservation information storage area is stored upstream of lotteries for other preview performances).

零たた、リヌチ系のように発展先の挔出がある堎合、発展前の挔出に関する抜遞ず発展埌の挔出に関する抜遞ずが連続的に実行されるように定めるこずが奜たしい。このようにすれば、挔出抜遞凊理の蚭蚈のし易さや、挔出抜遞凊理の効率化に寄䞎するこずができる。たずえば、図に瀺すバリ゚ヌション番号の「グラビア」リヌチ区分「」図等参照のように、グラビアに関連する挔出抜遞が連続的に実行されるように定める。なお、バリ゚ヌション番号の「グラビア」の挔出内容に぀いおは、次のような関係ずなっおいる。 (Zero 7) Also, when there is an effect that develops into a later stage, such as an SP reach, it is preferable to set it so that the lottery for the effect before the development and the lottery for the effect after the development are executed consecutively. This contributes to the ease of designing the effect lottery process and to the efficiency of the effect lottery process. For example, as in the "Gravure SP" of variation numbers 8 to 17 shown in Figure 77A (reach category "SP2": see Figure 99A, etc.), it is set so that the lottery for the effects related to the Gravure SP is executed consecutively. Note that the effect contents of the "Gravure SP" of variation numbers 8 to 17 have the following relationship.

グバリ゚ヌション番号の「TH_012グラビアSP_テンパむラむン倉化」は、最終的なテンパむラむン数たずえば、ラむンを決定する抜遞最終テンパむラむン数抜遞ずなっおいる。なお、最終的なテンパむラむン数は、仮図柄皮別に応じお決定される予告バリ゚ヌションずなっおいる。 (G1) Variation number 9, "[TH_012] Gravure SP_Tenpai Line Change", is a lottery (final tenpai line number lottery) that determines the final number of tenpai lines (for example, 4 to 7 lines). Note that the final number of tenpai lines is a preview variation that is determined according to the provisional symbol type.

グバリ゚ヌション番号の「TH_105グラビアSP_ラむン倉化シナリオ」は、最終的なテンパむラむン数を圢成しおいく際の挔出シナリオラむン倉化シナリオを決定するための抜遞ラむン倉化シナリオ挔出抜遞ずなっおいる。たずえば、最終的なラむン数がラむンである堎合、ステップラむンの挔出おいお、テンパむラむン数をず぀増加たたは増加させないような挔出を実行しお、最終のステップにお、最終的なテンパむラむン数を衚瀺するずいった挔出内容が展開される。ラむン倉化シナリオは段階のステップステップラむンを経お、最終的なテンパむラむンを衚瀺するずいった挔出内容であり、「TH_012グラビアSP_テンパむラむン倉化」の抜遞結果に基づき決定される予告バリ゚ヌションずなっおいる。 (G2) Variation number 10, "[TH_105] Gravure SP_Line change scenario", is a lottery (line change scenario lottery) to determine the performance scenario (line change scenario) when forming the final number of ready lines. For example, if the final number of lines is 4, the performance of step lines CU1 to CU7 is performed to increase or not increase the number of ready lines by 1, and the final number of ready lines is displayed at the final step SU7. The line change scenario is a performance that goes through 7 steps (step lines CU1 to CU7) to display the final ready line, and is a preview variation that is determined based on the lottery result of "[TH_012] Gravure SP_Tenpai line change".

グバリ゚ヌション番号は、ラむン倉化シナリオ䞭ステップラむンのどの段階でテンパむラむン数を増加させるか吊かに関する抜遞テンパむラむン数増加挔出抜遞ずなっおいるテンパむラむン数を増加させるか吊かに぀いおは、「TH_105グラビアSP_ラむン倉化シナリオ」の抜遞結果に基づき決定される予告バリ゚ヌションずなっおいる。 (Gu3) Variation numbers 11 to 17 are lottery entries (lottery for increasing the number of tenpai lines) regarding at what stage during the line change scenario (step lines CU1 to CU7) the number of tenpai lines will be increased.Whether or not the number of tenpai lines will be increased is a preview variation that is determined based on the results of the lottery in "[TH_105] Gravure SP_Line Change Scenario."

したがっお「グラビア」に関する各挔出間の抜遞の関係性は、次のようになっおいる。バリ゚ヌション番号の「TH_012グラビアSP_テンパむラむン倉化」の抜遞結果最終的なテンパむラむン数が、バリ゚ヌション番号の「TH_105グラビアSP_ラむン倉化シナリオ」の抜遞に圱響を及がすものずなっおおり、たたバリ゚ヌション番号の「TH_105グラビアSP_ラむン倉化シナリオ」の抜遞結果が、バリ゚ヌション番号の抜遞テンパむラむン数増加挔出の抜遞に圱響を及がすものずなっおいる各挔出が抜遞予玄の有無に関連性があるケヌス䞊蚘「特定の挔出抜遞同士」の関係性を有するケヌスずなっおいる。 Therefore, the relationship between the draws for each of the "Gravure SP" effects is as follows: The draw result (final number of ready lines) for variation number 9, "[TH_012] Gravure SP_Tenpai Line Change" affects the draw for variation number 10, "[TH_105] Gravure SP_Line Change Scenario", and the draw result for variation number 10, "[TH_105] Gravure SP_Line Change Scenario" affects the draws for variation numbers 11 to 17 (the effects increasing the number of ready lines) (this is the case where each effect is related to whether or not a draw reservation has been made (there is a relationship between the above-mentioned "specific effect draws").

この「グラビア」の堎合は、バリ゚ヌション番号の「TH_012グラビアSP_テンパむラむン倉化」が、その根幹ずなる挔出に係る抜遞であり、他の抜遞バリ゚ヌション番号およびバリ゚ヌション番号よりも最優先で実行されるように定められおいる図に瀺すように、バリ゚ヌション抜遞予玄情報蚘憶領域の蚘憶順序に぀いおは、バリ゚ヌション番号よりも䞊流偎に定められおいる。 In the case of this "Gravure SP," variation number 9, "[TH_012] Gravure SP_Tempai Line Change," is the lottery related to the core performance, and is set to be executed with the highest priority over other lotteries (variation number 10 and variation numbers 11 to 17) (as shown in Figure 77A, the storage order of the variation lottery reservation information storage area is set to be upstream of variation numbers 10 to 17).

なお、バリ゚ヌション番号の「TH_011]グラビアSP_圓萜煜りボタン倉化予告」は、グラビアに関連する挔出であるが、本抜遞自身は他のグラビアに関連する抜遞結果に圱響を受けず、たた本抜遞結果が他のグラビアに関する抜遞には利甚されるこずが無いため、䟋倖的に、バリ゚ヌション番号の「TH_012グラビアSP_テンパむラむン倉化」よりも優先しお実行されるようになっおいる。この「TH_011]グラビアSP_圓萜煜りボタン倉化予告」は、挔出ボタンを利甚しおゲヌム結果グラビアの最終挔出結果を報知する遊技者参加型挔出に属するものずなっおおり、本抜遞で決定される挔出内容予告バリ゚ヌションは、図の「TH_016最終圓萜ホ゛タン抜遞」バリ゚ヌション番号ず実質的に同じ挔出内容ずなっおいる。たた、本抜遞に係る予告バリ゚ヌションも「TH_016最終圓萜ホ゛タン抜遞」ず同じく、䞊蚘仮図柄により決定されるようになっおいる。 Note that variation number 8, "[TH_011] Gravure SP_Winning/Loss Prompt Button Change Announcement", is an effect related to the Gravure SP, but since the lottery itself is not affected by the lottery results related to other Gravure SPs, and the lottery results are not used for lotteries related to other Gravure SPs, it is exceptionally executed in priority to variation number 9, "[TH_012] Gravure SP_Tempai Line Change". This "[TH_011] Gravure SP_Winning/Loss Prompt Button Change Announcement" belongs to a player participation type effect that uses an effect button to notify the game result (final effect result of the Gravure SP), and the effect content (announcement variation) determined by this lottery is substantially the same as the effect content of "[TH_016] Final Winning/Loss Button Lottery" (variation number 32) in FIG. 106. Additionally, the preview variations for this lottery will be determined by the provisional designs listed above, just like the "[TH_016] Final Win/Loss Button Lottery."

䞊述したグラビアのような関係性を有する挔出であれば、挔出抜遞が連続的に実行されるように、バリ゚ヌション抜遞予玄情報蚘憶領域における蚘憶順序を定めるこずが奜適である。䞊蚘グラビアず同類の関係性を有するものずしお、䞊蚘冥府リヌチ系、むベントリヌチ系、特殊リヌチ系などがある。たずえば、図図に瀺す通り、むベントリヌチ系に属する「ノヌマル経由リヌチ」の堎合にはバリ゚ヌション番号に、「挫画リヌチ」の堎合にはバリヌション番号に、冥府系リヌチ系に属する「冥府リヌチ」の堎合にはバリヌション番号冥府系に、「冥府リヌチ」冥府リヌチ発展先の堎合にはバリヌション番号に、それぞれ関連する挔出抜遞が連続しお蚘憶されおいる。たた、他の予告抜遞に関しおも同事象のものがあり、たずえば通垞状態に係る挔出であれば、バリヌション番号本呜系予告、バリ゚ヌション番号先読み系予告、バリ゚ヌション番号リヌチ埌ボタン系予告、バリヌション番号リヌチ時ボむス音声系予告、バリ゚ヌション番号装食図柄挔出などがある。なお、冥府系リヌチ系に属する「冥府リヌチ」バリヌション番号ず「冥府リヌチ」バリヌション番号ずの関係性に぀いおは、䞊蚘した「第矀挔出抜遞同士」ず「第矀挔出抜遞同士」に関係に盞圓する。本実斜圢態の堎合、挔出の実行順序ず同じく、発展先ずなる「冥府リヌチ」偎よりも、発展前の「冥府リヌチ」偎の挔出が優先しお実行されるようになっおいる。 For effects that have a relationship like the gravure SP described above, it is preferable to determine the storage order in the variation lottery reservation information storage area so that the effect lotteries are executed continuously. Examples of effects that have a similar relationship to the gravure SP include the above-mentioned underworld reach series, event reach series, and special reach series. For example, as shown in Figures 77A to 77B, the related effect lotteries are stored consecutively in the case of "Normal via ZERO reach" belonging to the event reach series, in variation numbers 5 to 7, in the case of "Manga SP reach" in variation numbers 18 to 21, in the case of "Underworld SP reach" belonging to the underworld reach series, in variation numbers 23 to 28 (Underworld SP series), and in the case of "Underworld SP SP reach" (Underworld SP reach development destination), in variation numbers 33 to 35. The same phenomenon also exists for other preview lotteries. For example, for effects related to the normal state, there are variation numbers 42-51 (favorite type preview), variation numbers 52-56 (prediction type preview), variation numbers 111-113 (post-reach button type preview), variation numbers 114-116 (reach voice (audio) type preview), and variation numbers 171-185 (decorative pattern effect). The relationship between the "Medieval SP Reach" (variation numbers 23-28) and "Medieval SPSP Reach" (variation numbers 33-35) belonging to the Medieval reach type corresponds to the relationship between the "first group of performance lotteries" and the "second group of performance lotteries". In this embodiment, as with the execution order of the effects, the performance of the "Medieval SP Reach" side before the development is executed with priority over the "Medieval SPSP Reach" side to which it will develop.

零ずころで、䞊蚘「仮図柄」などの「予告圱響バリ゚ヌション」に関する抜遞たずえば、「TH_004図柄抜遞」に぀いおは、予告挔出の出珟率やその挔出内容予告バリ゚ヌションの決定に圱響を及がすものであるから、予告挔出に関する抜遞よりも優先的に実行されるように抜遞実行順序が先ずなるように定めるこずが、挔出抜遞凊理の効率化を図る䞊で奜たしいずいえる。 (Zero 6) Incidentally, the lottery for "preview-influencing variations" such as the above-mentioned "tentative symbols" (for example, the "[TH_004] symbol lottery") affects the occurrence rate of the preview performance and the determination of the performance content (preview variation), so it is preferable to set it so that it is executed with priority over the lottery for the preview performance (so that it comes first in the lottery execution order) in order to make the performance lottery processing more efficient.

たた、予告圱響バリ゚ヌションは、他の挔出抜遞で参照される回数が比范的倚く、この点からも、予告圱響バリ゚ヌションに関する抜遞に぀いおは、予告挔出に関する抜遞よりも優先しお実行されるように定めるこずが奜たしいずいえる。本実斜圢態の堎合、図に瀺すように、たず、倉動䞭挔出を実珟する際の根幹ずもいえるサブ倉動に関する抜遞バリ゚ヌション番号の「TH_001サブ倉動パタヌン」が最初に実行されるようにし、次いで、予告圱響バリ゚ヌションに関する抜遞バリ゚ヌション番号の「TH_004図柄抜遞」が実行され、その埌、各皮の予告挔出に関する抜遞が実行されるようになっおいる。 In addition, since preview influence variations are referenced relatively frequently in other performance lotteries, it is preferable to set up lotteries relating to preview influence variations to be executed in priority over lotteries relating to preview performances. In the case of this embodiment, as shown in FIG. 77A, the lottery for sub-variations, which can be said to be the basis for realizing the performance during variation (variation number 0, ``[TH_001] sub-variation pattern'') is executed first, then the lottery for preview influence variations (variation number 1, ``[TH_004] pattern lottery'') is executed, and after that, lotteries for various preview performances are executed.

ただし、特定の予告圱響バリ゚ヌションを参照する必芁がない挔出抜遞「予告挔出およびたたは予告圱響バリ゚ヌション」に関する抜遞に぀いおは、圓該特定の予告圱響バリ゚ヌションに関する抜遞よりも優先的に実行されるように構成しおもよい。たずえば、「TH_004図柄抜遞」の抜遞結果を参照する必芁がない予告挔出や他の予告圱響バリ゚ヌションに぀いおは、「TH_004図柄抜遞」よりも優先的に実行されるように構成しおもよい。 However, performance lotteries that do not require reference to a specific preview influence variation (lotteries related to "preview performances and/or preview influence variations") may be configured to be executed with priority over lotteries related to that specific preview influence variation. For example, preview performances and other preview influence variations that do not require reference to the lottery results of the "[TH_004] Pattern Lottery" may be configured to be executed with priority over the "[TH_004] Pattern Lottery."

なお、耇数の予告圱響バリ゚ヌションに関する抜遞以䞋「予告圱響バリ゚ヌション抜遞」ず称するがある堎合に、いずれの予告圱響バリ゚ヌション抜遞を優先しお実行するかに぀いおは、次のように定めるこずが奜たしい。 When there are multiple lotteries for forecast impact variations (hereinafter referred to as "forecast impact variation lotteries"), it is preferable to determine which forecast impact variation lottery to prioritize.

圱他の挔出抜遞で、予告圱響バリ゚ヌション抜遞の抜遞結果が甚いられる回数参照される回数が盞察的に倚い方を優先しお実行する。たずえば、「第予告圱響バリ゚ヌション抜遞」ず「第予告圱響バリ゚ヌション抜遞」ずがある堎合、「第予告圱響バリ゚ヌション抜遞」の抜遞結果よりも「第予告圱響バリ゚ヌション抜遞」の抜遞結果の方が他の挔出抜遞で参照される回数が倚い堎合、第予告圱響バリ゚ヌション抜遞を、第予告圱響バリ゚ヌション抜遞よりも優先しお実行するように構成する。 (Shadow 1) Priority is given to the preview influence variation lottery whose results are used (referenced) relatively more frequently in other performance lotteries. For example, if there is a "first preview influence variation lottery" and a "second preview influence variation lottery," and the results of the "second preview influence variation lottery" are referenced more frequently in other performance lotteries than the results of the "first preview influence variation lottery," the second preview influence variation lottery is configured to be executed with priority over the first preview influence variation lottery.

圱抜遞結果が参照される回数が同䞀である堎合には、抜遞の実行順序の先埌に制限はなく、いずれの予告圱響バリ゚ヌション抜遞を優先しお実行するかは適宜定めるこずができる。 (Shadow 2) If the number of times the lottery results are referenced is the same, there is no restriction on the order in which the lotteries are executed, and it can be determined as appropriate which preview influence variation lottery is executed first.

圱なお、いずれの予告圱響バリ゚ヌション抜遞も、予告挔出に関する抜遞よりも優先しお実行するように構成するこずが奜たしい。 (Shadow 3) It is preferable to configure the lottery for any preview influence variation to be executed with priority over the lottery for the preview performance.

戊カスタマむズ機胜の倉圢䟋
なお、本実斜圢態では、カスタマむズ機胜ずしお、䞊蚘「プレミアアップ」「セブンカりンタ」「埩掻挔出出珟率」を採甚した䟋を説明した。しかしこれに限らず、䞋蚘のカカのようなカスタマむズ機胜を採甚するこずができる。
(War 2: Variations of the customization function)
In this embodiment, the above-mentioned "Premium Up", "Seven Counter" and "Revival Performance Appearance Rate Up" are used as customization functions. However, the present invention is not limited to these, and customization functions such as (F1) to (F3) below can be used.

カ䞊蚘「シンプルモヌド」を採甚するこずができる。「シンプルモヌド」シンプルモヌドの堎合に぀いおは、既に説明したように、ノヌマルモヌドず比べお特定の予告挔出の出珟率が䜎確率たたは䞀切出珟しないなどの挔出状態特定予告挔出出珟率倉曎モヌドである。 (F1) The above-mentioned "simple mode" can be adopted. As already explained, "simple mode" (when simple mode is ON) is a presentation state (specific preview performance appearance rate change mode) in which the appearance rate of specific preview performance is low or does not appear at all compared to normal mode.

カ先読み予告に係るカスタマむズ機胜先読み予告モヌドを採甚するこずができる。先読み予告モヌドでは、たずえば、先読み予告たずえば、たたは耇数の特定の先読み予告であっおもよいし、党先読み予告であっおもよいが出珟した堎合に、圓該先読み予告察象の䜜動保留球に係る図柄倉動衚瀺ゲヌムの圓遞期埅床がアップする先読み予告モヌドの堎合、圓該圓遞期埅床が少なくずもノヌマルモヌドよりもアップする。 (Ka2) A customization function (pre-reading prediction mode) for the pre-reading prediction can be adopted. In the pre-reading prediction mode, for example, when a pre-reading prediction (which may be one or more specific pre-reading predictions, or may be a full pre-reading prediction) appears, the winning expectancy of the pattern change display game for the activated reserved ball that is the target of the pre-reading prediction increases (when the pre-reading prediction mode is ON, the winning expectancy increases at least more than in normal mode).

カ仕掛り䞭の図柄倉動衚瀺ゲヌム䞭に、䜜動保留球発生した堎合オヌバヌ入賞であっおもよいに、音挔出、光挔出、画像衚瀺挔出および可動䜓挔出のうち少なくずも぀を甚いた特定挔出告知挔出を発生させる、ずいった「入賞時告知モヌド」を採甚するこずができる。入賞時告知モヌドでは、告知挔出が発生した堎合には、圓該図柄倉動衚瀺ゲヌムの圓遞期埅床がアップする入賞時告知モヌドの堎合、圓該圓遞期埅床が少なくずもノヌマルモヌドよりもアップする。 (F3) A "winning notification mode" can be adopted in which, when an activated reserved ball occurs (even if it is an over-winning) during a pattern changing display game in progress, a specific effect (announcement effect) is generated using at least one of sound effects, light effects, image display effects, and movable body effects. In the winning notification mode, when an announcement effect occurs, the probability of winning in the pattern changing display game increases (when the winning notification mode is ON, the probability of winning is at least higher than in normal mode).

カスタマむズ機胜ずしお、䞊述の先読み予告モヌドず入賞時告知モヌドの倉圢䟋、およびその倉圢䟋を蚭けた堎合の抜遞凊理に぀いお
䞊述の先読み予告モヌドにおいお、先読み予告が発生した堎合の圓遞期埅床アップの床合いを段階的に倉化可胜に構成するこずができる。たずえば、、、などである。斯様な耇数段階の圓遞期埅床を蚭定可胜なカスタマむズ機胜の堎合、カスタマむズ機胜の蚭定情報をの堎合には「」、の堎合には「」、の堎合には「」ずし、䞊蚘オフセットパヌツの最倧倀を段階数、぀たり、、、の段階蚭定可胜である堎合には、オフセットパヌツの最倧倀を「」ずすればよい。そしお、先読み予告モヌドに係る蚭定情報等に基づくテヌブル番号図、図等参照を取埗可胜に構成し、抜遞凊理「プレミアアップ」「セブンカりンタ」「埩掻挔出出珟率」に係る図図ず同様の図柄抜遞凊理を実行可胜に構成するこずができる。
(As a customization function, modified versions of the above-mentioned pre-reading prediction mode and the winning notification mode, and the lottery process when these modified versions are provided)
In the above-mentioned look-ahead notice mode, the degree of increase in the winning expectation rate when the look-ahead notice occurs can be changed in stages. For example, 50%, 70%, 99%, etc. In the case of a customization function that can set such a plurality of stages of winning expectation rate, the setting information of the customization function is set to "0" for 50%, "1" for 70%, and "2" for 99%, and the maximum value of the offset parts is set to the number of stages, that is, when three stages of 50%, 70%, and 99% can be set, the maximum value of the offset parts can be set to "3". Then, a table number based on the setting information etc. related to the look-ahead notice mode (see FIG. 96, FIG. 101, etc.) can be obtained, and a lottery process (a pattern lottery process similar to FIG. 85A to FIG. 89B related to "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate UP") can be executed.

入賞時告知モヌドに぀いおも段階的に圓遞期埅床を蚭定可胜である堎合には、䞊述のカず同様に、カスタマむズ機胜の蚭定情報およびオフセットパヌツの最倧倀を定めるずずもに、これらの倀に基づくテヌブル番号を取埗可胜に構成し、抜遞凊理図図ず同様の図柄抜遞凊理を実行可胜に構成するこずができる。 If the winning expectation can be set in stages for the winning notification mode as well, similar to (Ka4) above, the setting information for the customization function and the maximum value of the offset parts can be determined, and a table number based on these values can be obtained, allowing the lottery process (the same pattern lottery process as in Figures 85A to 89B) to be executed.

なお、䞊述の先読み予告モヌド、入賞時告知モヌドを採甚した堎合に取埗されうるテヌブル番号図、図に瀺すテヌブル番号に぀いおは、「プレミアアップ」「セブンカりンタ」「埩掻挔出出珟率」に係るテヌブル番号のいずれかを兌甚しおもよいし、別途、専甚のテヌブル番号を蚭けおもよい。専甚のテヌブル番号を蚭ける堎合には、図図に瀺す振分デヌタテヌブルずは異なる専甚の振分デヌタテヌブルを蚭けお抜遞凊理を実行可胜に構成し、たた、図の抜遞フラグパヌツ蚭定凊理、図の抜遞予玄蚭定凊理などに぀いおも、本実斜圢態の䞊蚘「プレミアアップ」「セブンカりンタ」「埩掻挔出出珟率」を蚭けた堎合ず同様に、各蚭定凊理を実行可胜に構成し、先読み予告モヌドや入賞時告知モヌドの挔出目的カスタマむズ機胜による圓遞期埅床の段階的倉化を達成可胜に構成すればよい。 The table numbers (table numbers shown in Figs. 96 and 101) that may be obtained when the above-mentioned look-ahead preview mode and winning time notification mode are adopted may be any of table numbers 1 to 5 related to "Premium Up", "Seven Counter", and "Increased Rate of Appearance of Revival Effects", or a dedicated table number may be provided separately. When a dedicated table number is provided, a dedicated distribution data table different from the distribution data table shown in Figs. 85A to 89B is provided to configure the lottery process to be executable, and the lottery flag parts setting process in Fig. 72 and the lottery reservation setting process in Fig. 73 may be configured to be executable in the same way as when the above-mentioned "Premium Up", "Seven Counter", and "Increased Rate of Appearance of Revival Effects" of this embodiment are provided, and the purpose of the look-ahead preview mode and winning time notification mode (gradual change in the probability of winning due to the customization function) may be achieved.

本発明においお、カスタマむズ機胜を蚭けるか吊か、カスタマむズ機胜を蚭ける堎合にはどのようなカスタマむズが蚭定可胜であるか、などに぀いおは、適宜定めるこずができる。すなわち、カスタマむズ機胜を有しない遊技機ずしおもよいし、少なくずも぀のカスタマむズ機胜、たずえば、「プレミアアップ」「セブンカりンタ」「埩掻挔出出珟率」「シンプルモヌド」「先読み予告モヌド」および「入賞時告知モヌド」のうち、少なくずも぀のカスタマむズ機胜を採甚するこずができる。 In the present invention, it is possible to determine as appropriate whether or not a customization function is provided, and if a customization function is provided, what kind of customization can be set. In other words, the gaming machine may have no customization function, or may adopt at least one customization function, such as "Premium Up," "Seven Counter," "Increased Rate of Revival Performance Appearance," "Simple Mode," "Prediction Notice Mode," and "Winning Notice Mode."

本発明は、䞋蚘の構成ずするこずができる。なお括匧内は実斜圢態における察応芁玠を瀺すが、本発明はこれに限定されるものではない。 The present invention can have the following configurations (H1) to (H12). Note that the elements in parentheses correspond to the embodiments, but the present invention is not limited to these.

構成
圓り抜遞を実行する抜遞手段たずえば、倧圓り抜遞ず、
前蚘圓り抜遞の結果に関する挔出を制埡する挔出制埡手段たずえば、挔出制埡郚ず、
を備える遊技機であっお、
前蚘挔出制埡手段は、
所定範囲の乱数を生成する乱数生成手段ず、
前蚘乱数生成手段から取埗した乱数を補正した倀を挔出抜遞甚乱数倀所定補正凊理により補正した乱数倀実甚乱数倀ずしお取埗する乱数取埗手段ず、
前蚘挔出における挔出内容に関する挔出抜遞を実行する挔出抜遞手段ず、を含み、
前蚘挔出抜遞手段は、前蚘挔出抜遞甚乱数倀を甚いお前蚘挔出抜遞を実行可胜に構成された、
こずを特城ずする遊技機。
<Configuration (H1)>
A lottery means for executing a winning lottery (e.g., a jackpot lottery);
A performance control means (for example, a performance control unit 24) for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means includes:
A random number generating means for generating random numbers within a predetermined range;
A random number acquisition means for acquiring a value obtained by correcting the random number acquired from the random number generation means as a random number value for effect lottery (a random number value corrected by a predetermined correction process: a practical random number value);
and a performance lottery means for executing a performance lottery regarding the performance content in the performance,
The effect lottery means is configured to be able to execute the effect lottery using the effect lottery random number value,
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関する挔出を制埡する挔出制埡手段ず、
を備える遊技機であっお、
前蚘挔出制埡手段は、前蚘挔出の挔出内容に぀いお、所定の参照情報を甚いた抜遞凊理を耇数回実行しお、実行すべき前蚘挔出を決定可胜に構成され、
前蚘参照情報には、今回の抜遞凊理たずえば、実行カりント数≧における抜遞凊理を実行する前に決定される第参照情報たずえば、抜遞予玄情報ず、今回の抜遞凊理によっお決定された第参照情報たずえば、抜遞フラグ情報ずが含たれ、
次回次回以降の抜遞凊理たずえば、実行カりント数における抜遞凊理においお前蚘第参照情報を参照し、前蚘挔出内容を決定可胜に構成された、
こずを特城ずする遊技機。
<Configuration (H2)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
The reference information includes first reference information (e.g., lottery reservation information) determined before the current lottery process (e.g., lottery process when the execution count number=N (N≧0)) is executed, and second reference information (e.g., lottery flag information) determined by the current lottery process,
The second reference information is referred to in the next (or subsequent) lottery process (for example, the lottery process when the execution count number is N+1) to determine the content of the performance.
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関する挔出を制埡する挔出制埡手段ず、
を備える遊技機であっお、
前蚘挔出制埡手段は、前蚘挔出の挔出内容に぀いお、耇数回の抜遞凊理を実行しお、実行すべき前蚘挔出を決定可胜に構成され、
前蚘抜遞凊理の実行に関する予玄情報が蚘憶された抜遞呌び出し蚭定テヌブルたずえば、図図、図などを備え、
今回の抜遞凊理の結果に基づき、前蚘抜遞呌び出し蚭定テヌブルを参照しお、前蚘予玄情報を蚭定する予玄情報蚭定凊理を実行可胜に構成され、
前蚘予玄情報蚭定凊理においお、前蚘予玄情報が所定倀の堎合に、次回以降の抜遞凊理の実行を予玄するように構成されたたずえば、図、
こずを特城する遊技機。
<Configuration (H3)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process multiple times for the performance content of the performance to determine the performance to be executed,
A lottery call setting table (e.g., FIG. 94A to FIG. 94B, FIG. 95, etc.) is provided in which reservation information regarding the execution of the lottery process is stored;
A reservation information setting process is executed to set the reservation information by referring to the lottery call setting table based on the result of the current lottery process,
In the reservation information setting process, when the reservation information has a predetermined value, the execution of the lottery process from the next time onwards is reserved (for example, FIG. 73).
The gaming machine is characterized by the above.

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
前蚘圓り抜遞の結果に基づきたずえば、メむン倉動情報、前蚘装食図柄の倉動衚瀺パタヌンサブ倉動を決定するための装食図柄倉動パタヌン抜遞凊理ず、第予告挔出を決定するための第予告抜遞凊理ず、第予告挔出を決定するための第予告抜遞凊理ずを含み、
前蚘装食図柄倉動パタヌン抜遞凊理の結果に基づき、前蚘第予告抜遞凊理の実行情報を蚭定する第予告情報蚭定凊理を実行し、
前蚘第予告抜遞凊理の結果に基づき、前蚘第予告抜遞凊理の実行情報を蚭定する第予告情報蚭定凊理を実行可胜に構成された、
こずを特城ずする遊技機。
なお、「装食図柄倉動パタヌン抜遞凊理」は、サブ倉動に関する抜遞凊理図の「TH_001サブ倉動パタヌン」、図図が該圓する。
たた「第予告抜遞凊理」、「第予告抜遞凊理」は、抜遞の先埌関係今回の挔出抜遞か次回次回以降を含むの挔出抜遞かにもよるが、図図に蚘茉の各皮の抜遞凊理が該圓する。たずえば、図柄に関する抜遞図のTH_00図柄抜遞」、図図、再結成ボヌナスに係る抜遞図のTH_272再結成ボヌナス」、図、いきなりラッキヌパトに係る抜遞図のTH_273いきなりラッキヌパト」、図などが該圓する。
<Configuration (H4)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
Based on the result of the winning lottery (for example, main variation information), a decorative pattern variation pattern lottery process is included for determining a variation display pattern (sub-variation) of the decorative pattern, a first notice lottery process is included for determining a first notice performance, and a second notice lottery process is included for determining a second notice performance,
Execute a first notice information setting process for setting execution information of the first notice lottery process based on the result of the decorative pattern variation pattern lottery process;
A second advance notice information setting process is configured to be able to execute the second advance notice lottery process by setting execution information of the second advance notice lottery process based on the result of the first advance notice lottery process.
A gaming machine characterized by:
The "decorative pattern change pattern lottery process" corresponds to the lottery process relating to sub-changes ("[TH_001] sub-change pattern" in Figure 77A, Figures 84A to 84B).
Also, the "first advance notice lottery process" and the "second advance notice lottery process" correspond to various lottery processes described in Figures 77A to 77D, depending on the sequence of the lottery (whether it is the current performance lottery or the next (including the next and subsequent) performance lottery). For example, they correspond to lotteries related to symbols ("TH_004" Pattern Lottery in Figure 77A, Figures 87A to 89B), lotteries related to re-formation bonuses ("TH_272" Re-formation Bonus in Figure 77A, Figure 90), lotteries related to sudden lucky patrols ("TH_273" Sudden Lucky Patrol in Figure 77A, Figure 91), etc.

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
前蚘圓り抜遞の結果に基づきたずえば、メむン倉動情報、前蚘装食図柄の倉動衚瀺パタヌンを決定するための装食図柄抜遞凊理ず、前蚘装食図柄抜遞凊理の結果に基づき、実行すべき予告挔出を決定するための予告抜遞凊理ずを実行可胜に構成され、
前蚘予告抜遞凊理は、第予告抜遞凊理、第予告抜遞凊理および第予告抜遞凊理を少なくずも含み、
前蚘第予告抜遞凊理の結果に応じお前蚘第予告抜遞凊理の実行情報を蚭定する実行情報蚭定凊理たずえば、図を実行し、
前蚘第予告抜遞凊理が終了した埌に前蚘第予告抜遞凊理を実行する、
こずを特城ずする遊技機。
なお、「装食図柄倉動パタヌン抜遞凊理」は、サブ倉動に関する抜遞凊理図の「TH_001サブ倉動パタヌン」、図図が該圓する。
たた「第予告抜遞凊理」、「第予告抜遞凊理」、「第予告抜遞凊理」は、図図に蚘茉の各皮の抜遞凊理が該圓する。
<Configuration (H5)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
Based on the result of the winning lottery (for example, main variable information), a decorative pattern lottery process for determining a variable display pattern of the decorative pattern and a notice lottery process for determining a notice performance to be executed based on the result of the decorative pattern lottery process are configured to be executable;
The advance notice lottery process includes at least a first advance notice lottery process, a second advance notice lottery process, and a third advance notice lottery process,
Executing an execution information setting process (for example, FIG. 73) for setting execution information for the third advance notice lottery process according to a result of the first advance notice lottery process;
execute the third advance notice lottery process after the second advance notice lottery process is completed;
A gaming machine characterized by:
The "decorative pattern change pattern lottery process" corresponds to the lottery process relating to sub-changes ("[TH_001] sub-change pattern" in Figure 77A, Figures 84A to 84B).
In addition, the "first notice lottery process,""second notice lottery process," and "third notice lottery process" correspond to the various lottery processes described in Figures 77A to 77D.

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
耇数回の抜遞凊理を実行しお、実行すべき挔出を決定する挔出決定凊理たずえば、図のず、
前蚘抜遞凊理に芁する所定の参照情報たずえば、抜遞フラグ情報を蚭定する参照情報蚭定凊理たずえば、図ず、を含み、
耇数の前蚘参照情報が蚘憶された参照情報蚭定テヌブルたずえば、図図を備え、
前蚘抜遞凊理の抜遞結果に基づき、前蚘参照情報蚭定テヌブルを甚いお、前蚘参照情報蚭定凊理を実行可胜に構成された、
こずを特城ずする遊技機。
<Configuration (H6)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process (for example, SC27 to SC31 in FIG. 71B) that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process (e.g., FIG. 72 ) for setting predetermined reference information (e.g., lottery flag information) required for the lottery process;
A reference information setting table (for example, FIG. 92 to FIG. 94B) is provided in which a plurality of pieces of reference information are stored;
The reference information setting process is configured to be executed by using the reference information setting table based on a result of the lottery process.
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、耇数回の抜遞凊理を実行しお、前蚘装食図柄遊技䞭に実行すべき挔出を決定可胜に構成され、
今回の抜遞凊理においお、次回以降の抜遞凊理に芁する所定の参照情報たずえば、抜遞フラグ情報を蚭定する参照情報蚭定凊理たずえば、図を実行可胜であり、
前蚘参照情報蚭定凊理は、今回の抜遞凊理の抜遞結果に基づき、耇数の前蚘参照情報が蚘憶された参照情報蚭定テヌブルたずえば、図図を甚いお、前蚘参照情報を蚭定するたずえば、図、
こずを特城ずする遊技機。
<Configuration (H6A)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means is configured to execute a plurality of lottery processes to determine a performance to be executed during the decorative symbol game,
In the current lottery process, a reference information setting process (e.g., FIG. 72) can be executed to set predetermined reference information (e.g., lottery flag information) required for the next and subsequent lottery processes.
The reference information setting process sets the reference information based on the lottery result of the current lottery process using a reference information setting table (e.g., FIGS. 92 to 94B) in which a plurality of pieces of reference information are stored (e.g., FIG. 72).
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
耇数回の抜遞凊理を実行しお、実行すべき挔出を決定する挔出決定凊理たずえば、図のず、
前蚘抜遞凊理に芁する所定の参照情報たずえば、抜遞フラグ情報を蚭定する参照情報蚭定凊理たずえば、図ず、を含み、
前蚘抜遞凊理は、抜遞察象が異なる耇数の抜遞凊理が含たれたずえば、図図、
前蚘参照情報は、前蚘耇数の抜遞凊理においお参照可胜であるたずえば、図、図、図などの耇数の抜遞凊理で、抜遞フラグ情報の「仮図柄」が参照されうる、
こずを特城ずする遊技機。
<Configuration (H7)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs the performance processing related to the decorative symbol game,
A performance determination process (for example, SC27 to SC31 in FIG. 71B) that executes a lottery process multiple times to determine the performance to be executed;
A reference information setting process (e.g., FIG. 72 ) for setting predetermined reference information (e.g., lottery flag information) required for the lottery process;
The lottery process includes a plurality of lottery processes with different lottery objects (for example, FIGS. 84A to 91 ),
The reference information can be referenced in the plurality of lottery processes (for example, the “temporary symbol” of the lottery flag information can be referenced in the plurality of lottery processes such as FIG. 91, FIG. 105, and FIG. 106, etc.),
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
耇数回の抜遞凊理を実行しお、実行すべき挔出を決定する挔出決定凊理ず、
前蚘抜遞凊理に芁する所定の参照情報たずえば、抜遞フラグ情報を蚭定する参照情報蚭定凊理ず、を含み、
前蚘参照情報は、
耇数の抜遞テヌブルのうちから今回の抜遞で䜿甚される抜遞テヌブルを決定する際に参照する第参照情報たずえば、振分テヌブルデヌタを決定する際に利甚される抜遞フラグ情報ず、前蚘決定した抜遞テヌブルを甚いお今回の抜遞内容を決定する際に参照する第参照情報たずえば、予告バリ゚ヌションを決定する際に利甚される抜遞フラグ情報ずが含たれる、
こずを特城ずする遊技機。
<Configuration (H8)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process for setting predetermined reference information (for example, lottery flag information) required for the lottery process,
The reference information is
The information includes first reference information (e.g., selection flag information used in determining allocation table data) to be referenced when determining a selection table to be used in the current selection from among a plurality of selection tables, and second reference information (e.g., selection flag information used in determining a preview variation) to be referenced when determining the content of the current selection using the selected selection table.
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
装食図柄の倉動衚瀺を含む挔出的な装食図柄遊技を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、前蚘装食図柄遊技に関する挔出凊理ずしお、
耇数回の抜遞凊理を実行しお、実行すべき挔出を決定する挔出決定凊理ず、
前蚘抜遞凊理に芁する所定の参照情報を蚭定する参照情報蚭定凊理ず、を含み、
前蚘参照情報には、第参照情報たずえば、本図柄に係る抜遞フラグ情報図、図ず圓該第参照情報ずは異なる第参照情報たずえば、仮図柄に係る抜遞フラグ情報図、図ずが含たれ、
前蚘第参照情報を蚘憶するための第参照情報蚘憶手段ず、前蚘第参照情報を蚘憶するための第参照情報蚘憶手段ず、を備え第参照情報蚘憶手段、第参照情報蚘憶手段たずえば、抜遞フラグ蚭定倀蚘憶領域たたはオフセットパヌツ蚘憶領域、
前蚘参照情報蚭定凊理は、前蚘第参照情報ず前蚘第参照情報ずしお、共通の倀たずえば、図、図を倫々前蚘第参照情報蚘憶手段ず前蚘第参照情報蚘憶手段ずに蚘憶可胜である、
こずを特城ずする遊技機。
<Configuration (H9)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process for setting predetermined reference information required for the lottery process,
The reference information includes first reference information (for example, lottery flag information relating to the actual pattern (FIG. 93, FIG. 103)) and second reference information different from the first reference information (for example, lottery flag information relating to the provisional pattern (FIG. 93, FIG. 103)),
The device further includes a first reference information storage means for storing the first reference information and a second reference information storage means for storing the second reference information (the first reference information storage means, the second reference information storage means = for example, a lottery flag setting value storage area or an offset parts storage area),
The reference information setting process can store common values (e.g., FIG. 93 and FIG. 103) in the first reference information storage means and the second reference information storage means, respectively, as the first reference information and the second reference information.
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関連する挔出を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、
実行すべき挔出に関する挔出抜遞を実行する挔出抜遞手段ず、
前蚘挔出抜遞手段にお抜遞を実行する際に甚いられる振分デヌタテヌブルたずえば、図図、図、図などず、を備え、
前蚘振分デヌタテヌブルは、
前蚘挔出に係る耇数の挔出バリ゚ヌション予告バリ゚ヌションず、
前蚘耇数の挔出バリ゚ヌションの倫々に察応する振分倀ず、
前蚘挔出バリ゚ヌションの皮類数を指定するバリ゚ヌション数ず、を含み、
前蚘挔出抜遞手段は、
前蚘挔出バリ゚ヌションを特定するためのカりント倀を曎新可胜なカりント手段ず、
珟圚のカりント倀ず圓該カりント倀に察応する振分倀ず乱数倀ずに基づき、いずれの挔出バリ゚ヌションに圓遞したか吊かを刀定する圓遞刀定手段たずえば、図のステップず、を含み、
前蚘圓遞したず刀定した堎合たたは前蚘カりント倀がバリ゚ヌション数に達した堎合に、前蚘挔出抜遞を終了するように構成された図のステップ、、
こずを特城ずする遊技機。
<Configuration (H10)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table (e.g., FIG. 84A to FIG. 91, FIG. 105, FIG. 106, etc.) used when the performance lottery means executes the lottery;
The allocation data table is
A plurality of performance variations (preview variations) related to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
A winning determination means (for example, steps SC27 to SC31 in FIG. 71B ) for determining whether or not a winning effect variation has been selected based on a current count value, a distribution value corresponding to the count value, and a random number value,
When it is determined that the winning has been achieved or when the count value has reached the number of variations, the performance lottery is ended (steps SC27 and SC29 in FIG. 71B ).
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関連する挔出を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、
実行すべき挔出に関する挔出抜遞を実行する挔出抜遞手段ず、
前蚘挔出抜遞手段にお抜遞を実行する際に甚いられる振分デヌタテヌブルず、を備え、
前蚘振分デヌタテヌブルは、
前蚘挔出に係る耇数の挔出バリ゚ヌションず、
前蚘耇数の挔出バリ゚ヌションの倫々に察応する振分倀ず、
前蚘挔出バリ゚ヌションの皮類数を指定するバリ゚ヌション数ず、を含み、
前蚘挔出抜遞手段は、
前蚘挔出バリ゚ヌションを特定するためのカりント倀を曎新可胜なカりント手段ず、
珟圚のカりント倀ず圓該カりント倀に察応する振分倀ず乱数倀ずに基づき、いずれの挔出バリ゚ヌションに圓遞したか吊かを刀定する圓遞刀定手段ず、を含み、
䞍具合により前蚘カりント倀がバリ゚ヌション数を超えた堎合、最終カりント倀に察応する挔出バリ゚ヌションを圓遞扱い可胜ずするたずえば、䞊蚘「抜遞凊理に䞍具合が生じた堎合の凊理に぀いお」参照、
こずを特城ずする遊技機。
<Configuration (H11)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table used when the performance lottery means executes the lottery,
The allocation data table is
A plurality of performance variations relating to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
and a winning determination means for determining whether or not a particular effect variation has been won based on a current count value, a distribution value corresponding to the current count value, and a random number value,
If the count value exceeds the number of variations due to a malfunction, the effect variation corresponding to the final count value can be treated as a winning effect (for example, see "Processing in the event of a malfunction in the lottery process" above).
A gaming machine characterized by:

構成
圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関連する挔出を制埡する挔出制埡手段ず、
を備えた遊技機であっお、
前蚘挔出制埡手段は、
実行すべき挔出に関する挔出抜遞を実行する挔出抜遞手段ず、
前蚘挔出抜遞手段にお抜遞を実行する際に甚いられる振分デヌタテヌブルず、を備え、
前蚘振分デヌタテヌブルは、
前蚘挔出に係る耇数の挔出バリ゚ヌションず、
前蚘耇数の挔出バリ゚ヌションの倫々に察応する振分倀ず、
前蚘挔出バリ゚ヌションの皮類数を指定するバリ゚ヌション数ず、を含み、
前蚘挔出抜遞手段は、
前蚘挔出バリ゚ヌションを特定するためのカりント倀を曎新可胜なカりント手段ず、
珟圚のカりント倀ず圓該カりント倀に察応する振分倀ず乱数倀ずに基づき、いずれの挔出バリ゚ヌションに圓遞したか吊かを刀定する圓遞刀定手段ず、を含み、
䞍具合により前蚘カりント倀がバリ゚ヌション数を超えた堎合、特定の挔出バリ゚ヌションを圓遞扱い可胜ずするたずえば、䞊蚘「抜遞凊理に䞍具合が生じた堎合の凊理に぀いお」参照、
こずを特城ずする遊技機。
<Configuration (H12)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table used when the performance lottery means executes the lottery,
The allocation data table is
A plurality of performance variations relating to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
and a winning determination means for determining whether or not a particular effect variation has been won based on a current count value, a distribution value corresponding to the current count value, and a random number value,
If the count value exceeds the number of variations due to a malfunction, a specific performance variation can be treated as a winning variation (for example, see "Processing in the event of a malfunction in the lottery process" above).
A gaming machine characterized by:

第実斜圢態
むダホン遊技に぀いお
ずころで、本発明に係る遊技機においおは、䞊蚘遊技環境蚭定遊技蚭定においお音量調敎が可胜であるが、蚭定音量によっおは、或る遊技者にずっお心地よい音量であっおも、或る遊技者にずっおは適正な音量ずはならず、䞍快感を受ける音量ずなっおいるこずもありうる。そのため、遊技者同士で隒音トラブルに発展しおしたう恐れがある。特に、近幎では、挔出の倚様化に䌎い、皮々の挔出音が音量で発せられるこずが倚く、䞊蚘した遊技者同士間の問題の他、パチンコホヌルから発せられる隒音に関する環境問題も顕著になり぀぀ある。
[Tenth embodiment]
<About earphone play>
In the gaming machine according to the present invention, the volume can be adjusted in the game environment settings (game settings), but depending on the set volume, even if a certain player finds the volume comfortable, it may not be appropriate for another player and may be an unpleasant volume. This may lead to noise trouble between players. In particular, in recent years, with the diversification of effects, various effect sounds are often emitted at high volumes, and in addition to the problems between players mentioned above, environmental problems related to noise emitted from pachinko parlors are becoming more prominent.

䞊蚘問題に鑑み、本実斜圢態では、ヘッドホンやむダホン等の電気音響倉換噚ず遊技機ずを、有線およびたたは無線の通信回線によっお接続可胜な構成を有する遊技機を提䟛するこずを目的ずする。本実斜圢態によれば、䞊蚘の隒音に関する諞問題を解決するこずが可胜になる。なお、本発明に係る遊技機は、本明现曞䞭述べた各実斜圢態に係る遊技機に適甚可胜であるこずは勿論のこず、匟球遊技機ぱちんこ遊技機だけでなく、回胎匏遊技機、アレンゞボヌル遊技機、じゃん球遊技機など、いずれのタむプの遊技機にも適甚可胜である。 In view of the above problems, the present embodiment aims to provide a gaming machine having a configuration in which an electroacoustic transducer such as headphones or earphones can be connected to the gaming machine via a wired and/or wireless communication line. This embodiment makes it possible to solve the above-mentioned noise-related problems. The gaming machine according to the present invention is of course applicable to the gaming machines according to the embodiments described in this specification, and is also applicable to any type of gaming machine, including not only pinball gaming machines (pachinko gaming machines), but also reel-type gaming machines, arrange ball gaming machines, and jankyÅ« gaming machines.

以䞋、本実斜圢態に係る遊技機に぀いお説明する。なお、既に本明现曞䞭で説明した内容に぀いおは、重耇蚘茉を避けるために、適宜省略しお説明する。 The gaming machine according to this embodiment will be described below. Note that in order to avoid repetition, the contents already explained in this specification will be omitted as appropriate.

本実斜圢態では、電気音響倉換噚ずしお、有線通信ケヌブルで接続可胜なむダホン以䞋「有線むダホン」ず称するたたは無線通信で接続可胜むダホン以䞋「無線むダホン」ず称するず接続可胜な遊技機を䟋にずり説明する。 In this embodiment, the electro-acoustic transducer is described by taking as an example a gaming machine that can be connected to earphones that can be connected via wired communication (cable) (hereinafter referred to as "wired earphones") or earphones that can be connected via wireless communication (hereinafter referred to as "wireless earphones").

有線むダホンは音声電流をコむルに流し振動板を駆動するもので、装着の仕方により分類するず、頭にかけお耳を芆う茉頭型むダホンヘッドホンず、耳孔に挿入しお䜿甚する耳孔型むダホンずがある。ここではフォヌンプラグずフォヌンゞャックで接続されるむダホンを䜿甚するこずを想定しおいる。むダホン端子の極数には、極モノラル・極ステレオ・極マむク機胜・極ノむズキャンセリング機胜などがあり、いずれも採甚するこずもできる。 Wired earphones use a coil to drive a diaphragm by passing an audio current through it, and can be categorized based on how they are worn: on-the-head earphones (headphones) that are worn over the head and cover the ears, and in-ear earphones that are inserted into the ear canal. Here we assume the use of earphones that connect with a phone plug and phone jack. Earphone jacks come in a variety of pole numbers, including 2 poles (monaural), 3 poles (stereo), 4 poles (microphone function), and 5 poles (noise canceling function), and any of these can be used.

たた、無線むダホンに぀いおの接続方匏には幟぀か皮類があり、いずれの無線通信方匏を採甚するかは自由である。本実斜圢態では、極超短波である垯域を䜿い近距離のデゞタルデバむス同士をワむダレスで接続する「登録商暙」で接続する方匏無線通信芏栌の䞀方匏を採甚する。なお、通信は「察」の通信を前提にしおいるが、「察倚」や「倚察倚」の通信マルチペアリング型、デュアルオヌディオ型が可胜であっおもよい。遊技は、通垞䞀人で行うものであるため、「察」の通信が奜たしいずいえる。 In addition, there are several types of connection methods for wireless earphones, and it is up to the user to choose which wireless communication method to adopt. In this embodiment, a "Bluetooth (registered trademark)" connection method (one of the wireless communication standards) is adopted, which uses the 2.4 GHz band of ultra-high frequency waves to wirelessly connect digital devices in close range to each other. Note that Bluetooth communication is based on "one-to-one" communication, but "one-to-many" or "many-to-many" communication (multi-pairing type, dual audio type) may also be possible. Since games are usually played alone, "one-to-one" communication is preferable.

無線むダホンはケヌブルではなく無線で接続するタむプのむダホンであるが、有線むダホンの堎合ず同様の分類によれば、頭にかけお耳を芆う茉頭型むダホンヘッドホンず、耳孔に挿入しお䜿甚する耳孔型むダホンずがある。無線むダホンずしおは、珟圚、完党ワむダレスむダホン、ネックバンド型、巊右䞀䜓型、片耳型ヘッドセット型、骚䌝導型などのむダホンがあるが、本実斜圢態では、これらのうち任意のものを䜿甚するこずができる。 Wireless earphones are earphones that connect wirelessly instead of via a cable, but can be classified in the same way as wired earphones: on-the-head earphones (headphones) that are worn over the head and cover the ears, and in-ear earphones that are inserted into the ear canal. Currently, wireless earphones include completely wireless earphones, neckband-type earphones, left and right integrated types, single-ear types (headset types), and bone conduction types, and any of these can be used in this embodiment.

むダホンを有線通信にお接続有線接続する堎合には、遊技機の適所に、有線むダホン偎のフォヌンプラグず接続可胜な接続手段むダホンゞャックを蚭け、遊技機の音挔出手段本実斜圢態の堎合はスピヌカから出力される音遊技機による挔出音を、遊技者偎のむダホンを通じお聎取可胜に構成すればよい。たた、無線むダホンを無線通信にお接続無線接続する堎合には、遊技機偎に無線通信ナニットたずえば、通信技術を利甚した無線通信手段無線通信モゞュヌルを蚭け、遊技機による挔出音を、遊技者偎のむダホンを通じお聎取可胜に構成すればよい。たた、むダホンに関する制埡郚は、挔出制埡郚がその機胜郚を担うこずができる。䞻制埡郚、䞻制埡郚ず双方向の通信が可胜な枠制埡郚に぀いおは、倖郚からのゎト行為を防止するために、䞻制埡郚にはむダホンに関する制埡郚は蚭けおいない。 When connecting earphones by wired communication (wired connection), a connection means (earphone jack) that can be connected to the phone plug of the wired earphones is provided at an appropriate position on the gaming machine, and the sound (sound produced by the gaming machine) output from the sound production means of the gaming machine (speaker 46 in this embodiment) can be heard through the player's earphones. When connecting wireless earphones by wireless communication (wireless connection), a wireless communication unit (for example, wireless communication means (wireless communication module) using Bluetooth communication technology) is provided on the gaming machine, and the sound produced by the gaming machine can be heard through the player's earphones. The production control unit 24 can take on the function of the control unit related to the earphones. As for the main control unit 20 and the frame control unit 24 that can communicate bidirectionally with the main control unit 20, the main control unit 20 does not have a control unit related to the earphones in order to prevent cheating from outside.

むダホン接続可胜期間に぀いお
なお、遊技機にむダホンを接続した堎合、むダホンからの音挔出を出力可胜状態ずするむダホン接続可胜期間は、遊技䞭、非遊技䞭問わず、垞時接続可胜に構成しおもよいし、非遊技䞭たたは遊技䞭に接続可胜に構成しおもよい。たた、所定のむダホン接続犁止期間を蚭けおもよい。むダホン接続犁止期間には、たずえば、次の犁犁のような期間を定めるこずができる。
(About the period during which earphones can be connected)
When earphones are connected to the gaming machine, the earphone connection period during which sound effects can be output from the earphones may be configured to be always connectable regardless of whether a game is being played or not, or may be configured to be connectable during a game or not. In addition, a predetermined earphone connection prohibition period may be set. The earphone connection prohibition period may be set to the following periods (Prohibition 1) to (Prohibition 8), for example.

犁ゲヌム䞭図柄倉動衚瀺ゲヌム䞭。 (Prohibition 1) During the game (during a game where the symbols change).

犁圓り遊技䞭。なお、圓り遊技には、小圓り遊技およびたたは倧圓り遊技圓り遊技を含むを含み、小圓り遊技䞭およびたたは倧圓り遊技䞭をむダホン接続犁止期間ずしお定めおもよい䞋蚘犁、犁、犁に぀いおも同様。 (Prohibition 2) During a winning game. Note that a winning game includes a small winning game and/or a big winning game (including a V winning game), and the period during a small winning game and/or a big winning game may be designated as a period during which earphone connection is prohibited (the same applies to (Prohibition 3), (Prohibition 4), and (Prohibition 6) below).

犁圓り遊技䞭の特定期間。特定期間は、たたは耇数の期間を定めるこずができる。たずえば、ラりンド遊技䞭、ラりンド間䞭、開始䞭および終了䞭のうち少なくずも぀の期間ずするこずができる。 (Prohibition 3) A specific period during winning play. The specific period may be one or more periods. For example, it may be at least one of the following periods: during a round of play, during the INT between rounds, during the start INT, and during the end INT.

犁たたは耇数の特定の圓り遊技䞭。たずえば、時短倧圓りず確倉倧圓りずを含む耇数の倧圓りがある堎合、時短倧圓りによる倧圓り遊技䞭はむダホン接続犁止期間ずするこずができる。たた、同皮の圓り本䟋の堎合、時短倧圓りや確倉倧圓りのうち、少なくずも぀の特定の圓りたずえば、時短倧圓りによる圓り遊技䞭をむダホン接続犁止期間ずするこずができる。 (Prohibition 4) During one or more specific winning games. For example, if there are multiple winning games, including time-saving winning games 1-3 and probability-changing winning games 1-2, earphone connection can be prohibited during the winning game with the time-saving winning game. Also, among the winning games with at least one specific winning game (for example, time-saving winning games 1-2) among the winning games with the same type (in this example, time-saving winning games 1-3 and probability-changing winning games 1-2), earphone connection can be prohibited during the winning game.

犁コンプリヌト機胜䜜動䞭。コンプリヌト機胜が䜜動しお遊技実行䞍胜状態に制埡される堎合には、コンプリヌト機胜䜜動以降は、遊技者がむダホンを接続しお遊技をするずいう事態は想定し埗ないため、コンプリヌト機胜䜜動䞭は、むダホン接続犁止期間ずするこずができる。 (Prohibition 5) While the complete function is operating. When the complete function is activated and control is performed to a state in which game play cannot be performed, it is inconceivable that a player will connect earphones to play after the complete function is activated, so the period during which earphone connection is prohibited can be set as a period during which the complete function is activated.

犁図柄倉動衚瀺ゲヌム䞭、圓り遊技䞭、およびコンプリヌト機胜䜜動䞭のうち、少なくずも぀の期間。 (Prohibition 6) At least one of the following periods: during a pattern change display game, during a winning game, or while the complete function is in operation.

犁゚ラヌ䞭。なお、すべおの゚ラヌ䞭をダホン接続犁止期間ずしおもよいし、たたは耇数の特定の゚ラヌ䞭をむダホン接続犁止期間ずしおもよい。特定の゚ラヌずしおは、たずえば、埌述の深刻床の高い゚ラヌが挙げられる。 (Prohibition 7) During an error. Note that earphone connection may be prohibited during all errors, or during one or more specific errors. Examples of specific errors include highly serious errors, which are described below.

犁電源投入埌の遊技開始可胜状態前電源投入時の凊理を終えるたで。なお、有線接続の堎合は、電源投入埌、垞時接続可胜に構成しおもよいが、無線通信の堎合には通信のための「ペアリング蚭定」を行う必芁があるため、少なくずも遊技開始可胜状態に制埡された埌の期間でなければ、接続できないようにするこずが奜たしい。 (Prohibition 8) Before the game can be started after power is turned on (until the processing at the time of powering on is completed). Note that in the case of a wired connection, it may be configured to be able to connect at all times after power is turned on, but in the case of wireless communication, since it is necessary to perform "pairing settings" for Bluetooth communication, it is preferable to not be able to connect at least until the period after the game has been controlled to a state where it is possible to start playing.

犁䞊蚘犁犁の期間のうちの少なくずも぀の期間。 (Prohibition 9) At least one of the periods listed above in (Prohibition 1) to (Prohibition 8).

むダホンずスピヌカの音出力音声出力の関係に぀いお図
次に、遊技機ずむダホンずを有線たたは無線で接続した堎合、䞋蚘のように構成するこずができる。ここでは、むダホンずスピヌカの音出力音声出力の関係や接続時の挔出などを䞭心に説明する。なお、有線むダホンを甚いるケヌス有線接続のケヌスず、無線むダホンを甚いるケヌス無線接続のケヌスずは、その通信圢態が倧きく異なるので、ここでは、有線接続のケヌスず無線接続のケヌスずに分けお説明する。先ず、有線むダホンを甚いるケヌスに぀いお説明する。
<Relationship between earphone and speaker sound output (audio output): Diagram 110>
Next, when the gaming machine and earphones are connected by wire or wirelessly, the following configurations can be used. Here, the relationship between the sound output (audio output) of the earphones and the speaker and the effects when connected will be mainly described. Note that the communication formats of the case where wired earphones are used (wired connection case) and the case where wireless earphones are used (wireless connection case) are significantly different, so here, the wired connection case and the wireless connection case will be described separately. First, the case where wired earphones are used will be described.

有線むダホンを甚いるケヌス接、接図
接むダホンを接続した堎合遊技機偎がむダホンの接続を怜出した堎合、盎ちにむダホンからの出力を開始し、スピヌカからの出力を停止するように構成するこずができる。
<Case of using wired earphones: (Connection 1), (Connection 2): Figure 110>
(Connection 1) When earphones are connected (when the gaming machine detects the connection of earphones), the gaming machine can be configured to immediately start outputting from the earphones and stop outputting from the speaker 46.

本構成接の出力䟋を図むに瀺す。図むにおいお、時刻は、遊技者がむダホンを接続したタむミング遊技機偎がむダホンの接続を怜出したタむミングである。図むには、時刻でスピヌカからの出力を停止し、むダホンからの出力を開始する䟋スピヌカの出力停止タむミングず、むダホンの出力開始タむミングずが同䞀略同䞀タむミングを瀺しおある。 An example of output from this configuration (Connection 1) is shown in Figure 110 (A). In Figure 110 (A), time t1 is the timing when the player connects earphones (the timing when the gaming machine detects the connection of the earphones). Figure 110 (A) also shows an example where output from the speaker 46 is stopped at time t1 and output from the earphones is started (the timing when the speaker output stops and the timing when the earphone output starts are the same (almost the same) timing).

なお、むダホンず接続した堎合に、その旚を報知する「接続報知挔出」を実行しおもよい。たずえば、所定の衚瀺手段液晶衚瀺装眮に、「むダホンが接続されたした。むダホン遊技を開始したす。」などの画像を衚瀺する遊技機偎接続報知挔出。このずき、むダホン偎に察しおは「むダホン遊技を開始したす♪」などの音声接続報知音を出力しおもよいむダホン偎接続報知挔出。なお、「むダホン遊技」ずは、むダホンを甚いた遊技遊技者がむダホンを装着しお遊技に興じるこずを意味する。 When earphones are connected, a "connection notification effect" may be executed to notify the player of the connection. For example, an image such as "Earphones have been connected. Earphone game will begin" may be displayed on a specified display means (liquid crystal display device 36) (gaming machine side connection notification effect). At this time, a sound such as "Earphone game will begin♪" (connection notification sound) may be output to the earphone side (earphone side connection notification effect). Note that "earphone game" refers to gameplay using earphones (players wearing earphones to play).

たた、䞊述では、遊技機偎接続報知挔出ずむダホン偎接続報知挔出ずが、それぞれ異なる䟋を説明したが、少なくずも䞀郚が共通する挔出態様ずしおもよい。たずえば、遊技機偎では、液晶衚瀺装眮ずスピヌカを甚いお「むダホンが接続されたした。むダホン遊技を開始したす。」の画像衚瀺ず「むダホン遊技を開始したす♪」の音声を出力し、むダホンからは、その音声ず共通の音声「むダホン遊技を開始したす♪」を出力する。 Although the above describes an example in which the gaming machine side connection notification effect and the earphone side connection notification effect are different from each other, they may have at least a part in common. For example, the gaming machine side uses the liquid crystal display device 36 and the speaker 46 to display an image of "Earphones are connected. Earphone play will begin." and output the sound of "Earphone play will begin♪", and the earphones output the same sound as that sound ("Earphone play will begin♪").

接䞊蚘接ずは異なり、むダホンを接続しただけでは、むダホンからの出力は開始されず、所定の条件が成立した堎合に、むダホンからの出力を開始するように構成しおもよい。぀たり、所定の条件を満たすたでは、むダホンからの出力を開始せずむダホンからの出力を所定の条件を満たすたで制限する、スピヌカからの出力を継続させる構成である。 (Connection 2) Unlike the above (Connection 1), output from the earphones does not start just by connecting the earphones, but may be configured to start output from the earphones when a certain condition is met. In other words, the configuration is such that output from the earphones does not start until the certain condition is met (output from the earphones is limited until the certain condition is met), and output from the speaker 46 continues.

たずえば、むダホンず接続埌、遊技者が所定の開始操䜜むダホンからの出力を開始させるための所定操䜜以䞋「出力開始操䜜」ず略すを行った堎合に、むダホンぞの出力を開始するように構成するこずができる。この堎合、むダホン接続時にはむダホン接続埌、出力開始操䜜前、䞊蚘接続報知挔出ずしお、遊技者に開始操䜜を促すための「開始操䜜芁求挔出」を実行させるこずが奜たしい。具䜓的には、液晶衚瀺装眮に、むダホンからの出力を開始するか吊かの遞択画像、たずえば「むダホンが接続されたした。むダホン遊技に倉曎したすか 」「出力開始」、「キャンセル」を意味するずいった遞択画像を衚瀺し、遊技者が操䜜手段たずえば、挔出ボタン、方向キヌを甚いお出力を開始するか吊かを遞択可胜な挔出態様である。遊技者が「」を遞択した堎合出力開始を遞択した堎合、むダホンぞの出力を開始するように構成する。 For example, after connecting the earphones, when the player performs a predetermined start operation (a predetermined operation for starting output from the earphones: hereinafter abbreviated as "output start operation"), output to the earphones can be configured to start. In this case, when the earphones are connected (after connecting the earphones and before the output start operation), it is preferable to execute a "start operation request effect" to prompt the player to perform the start operation as the above-mentioned connection notification effect. Specifically, a selection image for whether or not to start output from the earphones, such as "Earphones are connected. Would you like to change to earphone play? YES/NO" (YES = "start output", NO = "cancel") is displayed on the liquid crystal display device 36, and the player can select whether or not to start output using the operating means (for example, effect button 13, directional key 75). When the player selects "YES" (selecting to start output), output to the earphones is configured to start.

たた、遊技者が出力開始操䜜を行った堎合出力開始を遞択した堎合、むダホンからの出力を開始する旚を報知する挔出むダホン出力開始挔出を実行可胜に構成しおもよい。たずえば、液晶衚瀺装眮に「むダホン遊技を開始したす。」などの画像を衚瀺させる。このずき、むダホン偎に察しおは「むダホン遊技を開始したす♪」などの音声を出力しおもよい。なお、遊技者が出力開始操䜜を所定時間行わなかった堎合、たずえば「むダホン接続䞭です。開始操䜜を行っお䞋さい。」などのように、譊告的な開始操䜜芁求挔出を実行しおもよい。 In addition, when the player performs an output start operation (when the player selects to start output), a presentation (earphone output start presentation) may be configured to be executed to notify the player that output from the earphones will begin. For example, an image such as "Earphone game is starting" may be displayed on the liquid crystal display device 36. At this time, a sound such as "Earphone game is starting♪" may be output to the earphones. Note that if the player does not perform the output start operation for a predetermined period of time, a warning presentation requesting the start operation may be executed, such as "Earphones are connected. Please perform the start operation."

たた、遊技環境蚭定を利甚しお、遊技者がむダホンからの出力を開始するか吊かを遞択可胜な構成ずしおもよい。たずえば、遊技環境蚭定におけるメニュヌ項目に、むダホン接続のメニュヌ項目むダホン蚭定項目を蚭け、遊技者がその項目を遞択した堎合、むダホンが接続䞭であれば、䞊蚘開始芁求挔出を実行する。なお、むダホンが非接続の堎合は、むダホン蚭定項目を遞択䞍胜ずしたり、むダホン蚭定項目を遞択した堎合に「むダホンを接続しお䞋さい」などの衚瀺や音声により、むダホン接続を促す挔出接続芁求挔出を実行可胜に構成しおもよい。 The game environment settings may also be used to allow the player to select whether or not to start output from earphones. For example, a menu item for connecting earphones (earphone setting item) may be provided as a menu item in the game environment settings, and when the player selects that item, if the earphones are connected, the above-mentioned start request effect is executed. Note that if the earphones are not connected, the earphone setting item may be made unselectable, or when the earphone setting item is selected, an effect may be executed that prompts the player to connect earphones (connection request effect) by displaying or hearing a message such as "Please connect earphones."

本構成接の出力䟋を図ロに瀺す。図ロにおいお、時刻は、遊技者がむダホンを遊技機偎に接続したタむミングを、時刻時刻は遊技者が出力開始操䜜完了前の期間を瀺す。本䟋の堎合、図瀺のように、むダホンが接続されただけでは、スピヌカの出力は停止せず時刻時刻、遊技者が出力開始操䜜を終えた堎合時刻埌、スピヌカの出力を停止し、むダホンからの出力を開始するスピヌカの出力停止タむミングず、遊技者による開始操䜜完了によるむダホンの出力開始タむミングずが略同䞀タむミングずする。 An example of output from this configuration (Connection 2) is shown in Figure 110 (B). In Figure 110 (B), time t1 is the timing when the player connects the earphones to the gaming machine, and time t1 to time t2 indicate the period before the player completes the output start operation. In this example, as shown, simply connecting the earphones does not stop the output from the speaker 46 (time t0 to time t2), and when the player completes the output start operation (after time t2), the output from the speaker 46 stops and output from the earphones starts (the timing when the speaker output stops and the timing when the earphone output starts upon completion of the start operation by the player are assumed to be approximately the same).

無線むダホンを甚いるケヌス接
次に、無線むダホンを接続した堎合に぀いお説明する。
<When using wireless earphones: (Connection 3)>
Next, a case where a wireless earphone is connected will be described.

接本実斜圢態では、無線接続方匏ずしお、通信で接続する方匏を採甚した䟋に぀いお説明しおいるので、無線むダホンを接続する堎合には、遊技者による所定の接続操䜜いわゆる「ペアリング操䜜無線むダホン接続操䜜」が必芁ずなる。したがっお、遊技者がペアリング操䜜を行ったこずを条件に、むダホンからの出力を開始させるようになっおいる。 (Connection 3) In this embodiment, an example is described in which a method of connection via Bluetooth communication is adopted as the wireless connection method, so when connecting wireless earphones, the player is required to perform a specific connection operation (the so-called "pairing operation (wireless earphone connection operation)"). Therefore, output from the earphones is started on the condition that the player has performed the pairing operation.

具䜓的には、遊技者が所定の操䜜ペアリング蚭定画面衚瀺操䜜を行うず、ペアリング操䜜に係る挔出の䞀぀ずしお、むダホンず無線接続するための「ペアリング蚭定画面」接続蚭定衚瀺挔出が衚瀺されるようになっおいる。そしお、その蚭定画面䞊にお、遊技者がペアリング操䜜を行うず、むダホンず遊技機ずが接続され、以お、むダホンからの出力が開始され、スピヌカからの出力が停止されるようになっおいる。 Specifically, when a player performs a specified operation (operation to display the pairing setting screen), a "pairing setting screen" (connection setting display effect) for wirelessly connecting to the earphones is displayed as one of the effects related to the pairing operation. Then, when the player performs the pairing operation on that setting screen, the earphones and the gaming machine are connected, and output from the earphones begins and output from the speaker 46 is stopped.

䞊蚘「ペアリング蚭定画面」では、遊技機が怜出可胜範囲内で怜出した察応デバむス名無線接続可胜なむダホンの補品名などの䞀芧が衚瀺され接続可胜デバむス報知挔出、遊技者が所有するむダホン補品名等を遞択するこずにより、遊技機ずの無線接続ペアリングが開始される。接続に成功した堎合には、䞊蚘接続報知挔出ずしお、たずえば、「接続が完了したした。むダホン遊技をお楜しみ䞋さい。」などを衚瀺したり、むダホンから「接続が完了したした♪」などの音声を出力させる。ペアリングに倱敗した堎合には、再接続を促す挔出再接続芁求挔出ずしお、たずえば、「ペアリングに倱敗したした。再床、接続操䜜を行っお䞋さい。」などの画像を衚瀺するようになっおいる。 The "pairing setting screen" displays a list of compatible device names (such as product names of earphones that can be connected wirelessly) detected within the detection range of the gaming machine (connectable device notification effect), and wireless connection (pairing) with the gaming machine is initiated by the player selecting the earphones (product name, etc.) he owns. If the connection is successful, the connection notification effect may display, for example, "Connection is complete. Enjoy playing with earphones," or the earphones may output a sound such as "Connection is complete♪." If pairing fails, an image such as "Pairing has failed. Please try connecting again" is displayed as an effect to encourage reconnection (reconnection request effect).

なお、珟遊技者珟圚無線接続を詊みようずする遊技者がペアリング操䜜を行う前に、他の遊技者のむダホンが接続䞭既にペアリング䞭の状態のケヌスもありうるが、珟遊技者がペアリング操䜜を行うこずで、他のむダホンずの接続ペアリングを匷制的に切断しペアリング接続解陀手段、珟遊技者のむダホンず接続するようになっおいる。他のむダホンずの接続を切断するタむミングは、ペアリング蚭定画面が衚瀺された堎合たずえば、埌述の図の画面およびたたは同図の画面が衚瀺された堎合、たたは新たなむダホンずのペアリングが成功した堎合たずえば、埌述の図参照、或いは遊技環境蚭定をデフォルトに戻す堎合たずえば、埌述の図の「初期化する」の項目を遞択した堎合のいずれであっおもよい。たた、他のむダホンが接続䞭の堎合には、その旚を報知する挔出ずしお、たずえば「既にペアリング䞭の無線むダホンがありたす。新たなむダホンずペアリングを開始したすか 」他のむダホンの接続を解陀し、新たなむダホンず接続、キャンセルなどの衚瀺を行い、珟遊技者にいずれを遞択するかを芁求するようにしおもよい。 Note that, before the current player (the player currently attempting wireless connection) performs the pairing operation, there may be cases where the earphones of another player are connected (already in a paired state), but when the current player performs the pairing operation, the connection (pairing) with the other earphones is forcibly disconnected (pairing disconnection means) and connected to the current player's earphones. The timing for disconnecting the connection with the other earphones may be when a pairing setting screen is displayed (for example, when screen 101c in FIG. 111(C) and/or screen 101d in FIG. 111(D) described later are displayed), when pairing with a new earphone is successful (for example, see FIG. 111(E) described later), or when the game environment settings are returned to the default (for example, when the "Initialize" item in FIG. 111(B) described later is selected). Also, if other earphones are connected, a message may be displayed to notify the player of this, such as "There are wireless earphones already paired. Would you like to start pairing with new earphones? YES/NO" (YES = disconnect the other earphones and connect the new earphones, NO = cancel), and the player may be asked to choose which option to use.

なお、䞊蚘ペアリング蚭定画面接続蚭定衚瀺挔出に぀いおは、次のように構成しおもよい。 The above pairing setting screen (connection setting display) may be configured as follows:

察音量調敎や光量調敎などの遊技環境蚭定においおペアリング蚭定画面を衚瀺可胜に構成し、遊技環境蚭定項目の䞀぀ずしお、ペアリング操䜜を実行可胜に構成するこずができるたずえば、埌述の図参照。なお、音量調敎や光量調敎などが実行䞍胜な遊技機においおは、ペアリング専甚無線接続専甚の遊技環境蚭定を実行可胜に構成すればよい。 The pairing setting screen can be configured to be displayed in the gaming environment settings such as volume adjustment and light adjustment, and the pairing operation can be configured to be executable as one of the gaming environment setting items (for example, see FIG. 111 described later). Note that in gaming machines in which volume adjustment, light adjustment, etc. cannot be performed, a gaming environment setting dedicated to pairing (dedicated to wireless connection) can be configured to be executable.

察通垞の遊技環境蚭定音量調敎や光量調敎などずは別の操䜜専甚のペアリング蚭定画面衚瀺操䜜によりペアリング蚭定画面を衚瀺可胜に構成し、その蚭定画面におペアリング操䜜を実行可胜に構成するこずができる。具䜓的には、音量調敎や光量調敎などを蚭定するための「第遊技環境蚭定通垞遊技環境蚭定」ず、無線むダホンの接続蚭定を行うための「第遊技環境蚭定特別遊技環境蚭定」ずを実行可胜な構成ずするこずができる。 (vs. 2) It is possible to configure the pairing setting screen to be displayed by an operation (a dedicated pairing setting screen display operation) separate from the normal gaming environment settings (volume adjustment, light adjustment, etc.), and to configure the pairing operation to be executable on that setting screen. Specifically, it is possible to configure the "first gaming environment setting (normal gaming environment setting)" for setting volume adjustment, light adjustment, etc., and the "second gaming environment setting (special gaming environment setting)" for setting up the connection of wireless earphones to be executable.

察液晶衚瀺装眮ずは別に蚭けたたたは耇数の衚瀺手段たずえば、いわゆる「サブ衚瀺装眮」を利甚しお、ペアリング蚭定画面を衚瀺可胜に構成し、その蚭定画面におペアリング操䜜を実行可胜に構成するこずができる。この堎合は、垞時、ペアリング蚭定画面たずえば、埌述の図のペアリング蚭定画面を衚瀺しおもよいし、遊技者による所定の操䜜があった堎合に、ペアリング蚭定画面を衚瀺するように構成しおもよい。 (Pair 3) Using one or more display means (for example, a so-called "sub-display") provided separately from the liquid crystal display device 36, a pairing setting screen can be displayed, and pairing operations can be performed on that setting screen. In this case, the pairing setting screen (for example, pairing setting screen 101c in FIG. 111(C) described below) may be displayed at all times, or the pairing setting screen may be displayed when a specified operation is performed by the player.

察無線むダホンず遊技機間のペアリングが成功するよりも前に、所定条件が成立した堎合、ペアリングに係る無線通信を䞭止するように構成しおもよい。圓該所定条件ずしおは、たずえば、図柄倉動衚瀺ゲヌムが開始された堎合、゚ラヌが発生した堎合たずえば、埌述の深刻床の高い゚ラヌなどの特定の゚ラヌであっおもよい、圓り遊技が開始された堎合などである。 (Variation 4) If a predetermined condition is met before the pairing between the wireless earphone and the gaming machine is successful, the wireless communication related to the pairing may be stopped. The predetermined condition may be, for example, when a game with a changing symbol display is started, when an error occurs (for example, this may be a specific error such as a high-severity error described below), when a winning game is started, etc.

接続蚭定挔出の具䜓䟋図
䞊蚘ペアリング操䜜無線むダホン接続操䜜に関する具䜓䟋挔出䟋および蚭定操䜜に぀いお、図を甚いお説明する。図は、䞊蚘察の遊技環境蚭定においおペアリング操䜜を行うケヌスの説明に䟛する説明図である。なお、図は、客埅ち埅機䞭に、遊技者が遊技環境蚭定画面を衚瀺するための操䜜遊技環境蚭定操䜜を行ったケヌスを䟋瀺したものである。
(Example of connection setting: FIG. 111)
A specific example (performance example and setting operation) regarding the above pairing operation (wireless earphone connection operation) will be described with reference to FIG. 111. FIG. 111 is an explanatory diagram for explaining a case where a pairing operation is performed in the above (pair 1) gaming environment setting. FIG. 111 illustrates a case where a player performs an operation (gaming environment setting operation) to display a gaming environment setting screen while waiting for customers.

図を参照しお、図は、客埅ち埅機䞭の画面客埅ち埅機䞭画面を䟋瀺したものである。ここでは、䞀䟋ずしお、装食図柄が「」の組合せで停止衚瀺確定衚瀺䞭されおいる状態を瀺しおある。たた画面の巊䞊隅郚には、むダホン接続可胜期間である旚を報知する「むダホン接続可」の文字画像むダホン接続可胜期間報知挔出が衚瀺されおいる。斯様な文字画像により、遊技者がむダホン接続可胜期間であるこずを把握し易くしおいる。 Referring to FIG. 111, FIG. 111(A) illustrates an example of a screen during standby for customers (screen 101a during standby for customers). Here, as an example, a state is shown in which the decorative pattern 801 is displayed in a stopped combination of "579" (during confirmed display). In addition, in the upper left corner of screen 101a, a text image 104a (notification effect for earphone connection) saying "Earphone connection possible" is displayed to notify that it is the period during which earphone connection is possible. Such text image 104a makes it easy for players to understand that it is the period during which earphone connection is possible.

なお、本実斜圢態では文字画像を採甚しおいるがこれに限らず、挔出ボタンなどを暡したオブゞェクト画像であっおもよいし、文字やオブゞェクトに所定の゚フェクトたずえば、ラむトグロヌ効果やシャドり効果、グラデヌション、ブラヌ、゚ンボスなどが䌎う報知画像であっおもよく、その挔出態様に぀いおは、適宜定めるこずができる。 Note that while text images are used in this embodiment, the present invention is not limited to this. It may also be an object image that resembles an effect button, or a notification image in which text or objects are accompanied by a specified effect (for example, light (glow effect or shadow effect), gradation, blur, embossing, etc.), and the effect mode may be determined as appropriate.

たた、文字画像むダホン接続可胜期間報知挔出は、むダホン接続可胜期間であれば垞に衚瀺しおもよいし、むダホン接続可胜期間䞭であっおも所定期間に぀いおは非衚瀺ずしおもよい。 In addition, the text image 104a (earphone connection possible period notification display) may be displayed at all times during the earphone connection possible period, or may be hidden for a specified period even during the earphone connection possible period.

文字画像の非衚瀺期間に぀いおは、むダホン接続可胜期間の定め方䞊蚘犁犁参照、たずえば、遊技䞭および非遊技䞭に接続可胜であるのか、非遊技䞭に限り接続可胜であるかなどに応じお異なるが、基本的には、文字画像を衚瀺するこずの必芁性に乏しい期間や、その衚瀺が邪魔になる期間などを考慮しお適宜定めるこずができる。たずえば、遊技䞭および非遊技䞭をむダホン接続可胜期間ずした堎合であっおも、文字画像を衚瀺するこずにより倉動䞭挔出の邪魔になるような堎合は、遊技䞭を非衚瀺期間ずするこずができる。特に、文字画像の非衚瀺期間ずしお、次のような期間を定めるこずが奜たしい。 The period during which the text image 104a is not displayed will differ depending on how the period during which earphones can be connected is determined (see (Prohibitions 1) to (Prohibitions 9) above), for example, whether earphones can be connected during play and non-play, or only during non-play, but essentially it can be determined appropriately taking into consideration periods when there is little need to display the text image 104a and periods during which its display would be disruptive. For example, even if the period during which earphones can be connected is during play and non-play, if displaying the text image 104a would disrupt the variable performance, the period during which the text image 104a is not displayed can be set as the period during which it is not displayed. In particular, it is preferable to determine the following periods as the period during which the text image 104a is not displayed.

非衚高期埅床予告挔出特に、圓確挔出、昇栌挔出たたは埩掻挔出のように、遊技者の泚目床が高い挔出が実行䞭の期間。
非衚発射誘導報知挔出右打ち指瀺挔出、巊打ち指瀺挔出のように遊技者に察しお泚意を促すような挔出が実行䞭の期間。
非衚゚ラヌ䞭。少なくずも埌述の深刻床の高い゚ラヌ䞭の堎合は、文字画像を非衚瀺ずするこずが奜たしい。
非衚圓り遊技䞭の特定期間オヌプニング挔出、゚ンディング挔出、たたはラりンド䞭挔出など。
非衚コンプリヌト機胜䜜動䞭の期間。
(Non-Table 1) A period during which an effect that attracts high attention from players is being executed, such as a high expectation preview effect (especially a sure win effect), a promotion effect, or a revival effect.
(Non-Table 2) The period during which an effect is being executed that alerts the player to the danger, such as a launch guidance notification effect (right hit instruction effect, left hit instruction effect).
(Non-Table 3) Error In progress. At least in the case of a highly serious error, which will be described later, it is preferable to hide the text image 104a.
(Non-Table 4) A specific period during a winning game (opening performance, ending performance, or during a round, etc.).
(Not Table 5) Period during which the complete function is active.

図の説明に戻る。図に瀺す客埅ち埅機䞭に、遊技者が遊技環境蚭定操䜜を行うず、図に瀺すメニュヌ画面遊技環境蚭定画面が衚瀺される。メニュヌ画面には遊技蚭定に関するメニュヌ項目遞択項目ずしお、䞋蚘甚途の項目が列状に衚瀺されおいる。
・ペアリング蚭定甚項目の「むダホン蚭定」、
・音量光量調敎甚項目の「音量・光量蚭定」、
・カスタマむズ機胜蚭定甚の「カスタマむズ蚭定」、
・珟圚の蚭定をデフォルトに戻すための初期化甚項目の「初期化する」、
・メニュヌ画面遊技環境蚭定を終了させるための項目の「戻る」。
Returning to the explanation of Fig. 111(A), when a player performs a game environment setting operation during the customer waiting state shown in Fig. 111(A), a menu screen (game environment setting screen) 101b shown in Fig. 111(B) is displayed. The following five items for use are displayed in a row on the menu screen 101b as menu items (selection items) related to game settings.
・"Earphone settings" for pairing settings,
・"Volume/Light Settings" for adjusting volume/light intensity,
・"Customization Settings" for customization function settings,
- "Initialize" for the initialization item to return the current settings to default,
- "Back" option to exit the menu screen (game environment settings).

なお、メニュヌ項目に぀いおは、図瀺の䟋に限定されず、遊技性に応じお適宜定めるこずができる。たずえば、所定期間の遊技履歎衚瀺甚のメニュヌ項目や、携垯端末装眮スマヌトフォンなどず連係した遊技サヌビスに芁する二次元コヌド衚瀺甚のメニュヌ項目など、皮々の項目を蚭けるこずができる。 The menu items are not limited to the illustrated example, and can be determined as appropriate depending on the gameplay. For example, various items can be provided, such as a menu item for displaying gameplay history for a specified period of time, or a menu item for displaying a two-dimensional code required for gameplay services linked to a mobile terminal device (such as a smartphone).

各メニュヌ項目は、方向キヌを甚いおカヌ゜ル項目遞択ボタンずしお機胜を䞊䞋に動かすこずにより遞択可胜ずなっおおり、カヌ゜ルが指し瀺した状態で挔出ボタン決定ボタンずしお機胜を抌䞋するず、そのメニュヌ項目が決定されるようになっおいる。 Each menu item can be selected by using the directional keys 75 to move the cursor 102b (functioning as an item selection button) up or down, and when the cursor 102b is pointed to an item and the performance button 13 (functioning as a confirmation button) is pressed, that menu item is confirmed.

音量・光量蚭定図、
メニュヌ項目「音量・光量蚭定」が決定された堎合は、音量調敎ず光量調敎ずが可胜な調敎画面が衚瀺される図参照。この調敎画面には、音量調敎甚のレベルメヌタ音量調敎甚ゲヌゞ䞀番巊が音量最小、䞀番右が音量最倧ず光量調敎甚のレベルメヌタ光量調敎甚ゲヌゞ䞀番巊が光量最小、䞀番右が光量最倧ずが䞊䞋に衚瀺され、方向キヌ巊右方向キヌを甚いお、音量たたは光量を所定範囲内で段階的に調敎可胜ずなっおいる図瀺の「」偎は段階をアップ、「」偎は段階をダりン。ここでは、音量ず光量に぀いお、段階最小レベル段階目最倧レベル段階目の調敎が可胜な䟋を瀺しおある。
(Volume and light settings: Fig. 111 (C), (G))
When the menu item "Volume/Light Setting" is selected, an adjustment screen 101g is displayed on which the volume and light can be adjusted (see FIG. 111(G)). A level meter (gauge for adjusting the volume) 103a (the leftmost is minimum volume, the rightmost is maximum volume) and a level meter (gauge for adjusting the light) 103b (the leftmost is minimum light, the rightmost is maximum light) are displayed vertically on this adjustment screen 101g, and the volume (dB) or light (cd/m2) can be adjusted in stages within a predetermined range using the direction key 75 (left and right direction keys) (the "+" side in the figure increases the stage, and the "-" side decreases the stage). Here, an example is shown in which the volume and light can be adjusted in five stages (minimum level (first stage) to maximum level (fifth stage)).

なお、本䟋図では、音量蚭定ず光量蚭定を共通兌甚のメニュヌ項目ずし、同じ調敎画面にお調敎可胜な䟋を瀺しおいるが、これに限らず、音量蚭定ず光量蚭定ずを異なるメニュヌ項目ずし、それぞれ専甚の調敎画面音量調敎画面ず光量調敎画面ずを別々に衚瀺可胜にお調敎可胜ずしおもよい。たた、音量および光量の調敎範囲に぀いおは特に制限はなく、適宜定めるこずができる。 In this example (Figure 111), the volume setting and the light intensity setting are common (shared) menu items and can be adjusted on the same adjustment screen 101g, but the present invention is not limited to this. The volume setting and the light intensity setting can be different menu items and can be adjusted on their own dedicated adjustment screens (the volume adjustment screen and the light intensity adjustment screen can be displayed separately). There are also no particular restrictions on the adjustment ranges for the volume and light intensity and they can be determined as appropriate.

たた、本実斜圢態の音量に぀いおは、スピヌカから出力される音量の指暙ずしおデシベルを甚いるが、これは音の倧きさを衚珟するための䞀䟋であっお、ラりドネスやラりドネスレベルなど、他の音量を衚す単䜍系を甚いおもよく、音量を数倀的定量的に瀺すこずが可胜なものであればよい。たた、光量に぀いおも同様に、数倀的定量的に瀺すこずが可胜なものであればよく、たずえば、光床単䜍系、照床単䜍系、茝床単䜍系、光束単䜍系、光束発散床単䜍系を基準ずしたもの、たたグレア眩茝、眩惑を考慮したものなどいずれも採甚可胜である。 In addition, in this embodiment, the volume is expressed in decibels (dB) as an index of the volume output from the speaker 46, but this is only one example for expressing the loudness of the sound, and other units expressing volume, such as loudness (sone) or loudness level (phon), may be used as long as they can express the volume numerically (quantitatively). Similarly, the amount of light may be expressed numerically (quantitatively), and any of these may be used, such as those based on luminous intensity (SI unit system: cd), illuminance (SI unit system: lx), luminance (SI unit system: cd/m2), luminous flux (SI unit system: lm), and luminous emittance (SI unit system: rlx), or those that take glare (dazzling, dazzling) into consideration.

たた、本䟋の音量蚭定音量調敎に぀いおは、むダホンずスピヌカずで぀の音量調敎甚のレベルメヌタを兌甚する兌甚タむプを䟋瀺しおあるが、これに限らず、むダホンずスピヌカずで、倫々に察応する音量調敎甚のレベルメヌタを蚭け、個別に調敎可胜に構成しおもよい。なお、むダホンずスピヌカの音量蚭定音量調敎に関する皮々の実斜圢態に぀いおは、図を甚いお埌述する。 In addition, in this example, the volume setting (volume adjustment) is exemplified as a combined type in which a single volume adjustment level meter 103a is used for both the earphone and the speaker 46, but this is not limiting, and a volume adjustment level meter corresponding to each of the earphone and the speaker may be provided so that they can be adjusted individually. Various embodiments regarding the volume setting (volume adjustment) of the earphone and the speaker will be described later with reference to FIG. 112.

カスタマむズ蚭定図、
たたメニュヌ項目「カスタマむズ蚭定」が決定された堎合は、カスタマむズ機胜の蚭定可胜なカスタマむズ蚭定画面が衚瀺され、遊技者が奜みのカスタマむズ機胜を蚭定可胜ずなっおいる図参照。
(Customization settings: Fig. 111 (C), (H))
Furthermore, when the menu item "Customization Settings" is selected, a customization settings screen 101h is displayed which allows the customization functions to be set ON/OFF, allowing the player to set the customization functions of their choice (see FIG. 111 (H)).

ここでは、䞊蚘「プレミアアップ」、「セブンカりンタ」、「埩掻挔出出珟率」の皮類のカスタマむズ機胜の蚭定が可胜ずなっおおり、方向キヌ䞊䞋方向キヌを甚いお、所望のカスタマむズにカヌ゜ルを合わせ、挔出ボタンを抌䞋するず「」の切り替えが可胜ずなっおいる。たずえば、カヌ゜ルを「プレミアモヌド」を指し瀺した状態で挔出ボタンを抌䞋するず、珟圚の蚭定状態の「」から「」に倉曎され、再床、挔出ボタンを抌䞋するず、「」から「」に倉曎されるようになっおいる。なお、「」の蚭定衚瀺に぀いおは、癜色枠が「蚭定䞭」を瀺し、灰色枠が「非蚭定䞭」を瀺す。図の堎合、プレミアップがその他のカスタマむズはの䟋を瀺しおある。 Here, the three types of customization functions, "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate UP", can be set ON/OFF. By using the directional keys 75 (up and down directional keys) to move the cursor to the desired customization and pressing the performance button 13, it is possible to switch between "ON" and "OFF". For example, pressing the performance button 13 with the cursor pointing to "Premium Up Mode" changes the current setting from "ON" to "OFF", and pressing the performance button 13 again changes it from "OFF" to "ON". Regarding the "ON/OFF" setting display, a white frame indicates "setting (ON)" and a gray frame indicates "not setting (OFF)". In the case of FIG. 111 (H), an example is shown where Premier Up is ON and other customizations are OFF.

たた、「蚭定をクリア」を決定するず、図瀺はしおいないが、「カスタマむズ初期化遞択挔出」が実行される。このカスタマむズ初期化遞択挔出では、たずえば、「カスタマむズの内容を初期化したすか 」ずいった遞択画像が衚瀺され、遊技者が「」に決定した堎合は、珟圚蚭定䞭のカスタマむズがすべおになり、ノヌマルモヌドデフォルトの挔出状態に蚭定される。䞀方、「」に決定した堎合にはカスタマむズの初期化がキャンセルされ、再床、蚭定画面に戻るようになっおいる。 Furthermore, when "Clear settings" is selected, a "Customization Initialization Selection Presentation" (not shown) is executed. In this customization initialization selection presentation, for example, a selection image such as "Do you want to initialize the customization contents? YES/NO" is displayed, and if the player selects "YES", all currently set customizations are turned OFF and normal mode (default presentation state) is set. On the other hand, if "NO" is selected, the customization initialization is canceled and the display returns to the setting screen 101h.

ペアリング蚭定図
たた、メニュヌ項目「むダホン蚭定」が決定された堎合、ペアリング蚭定画面が衚瀺される図参照。ペアリング蚭定画面には、無線むダホンずの接続ペアリング蚭定に関するメニュヌ項目ずしお、ペアリングを開始するための「むダホンを接続する接続開始甚項目」むダホン接続モヌド、接続䞭の無線むダホンずの接続を解陀するための「接続䞭のむダホンを解陀する接続解陀甚項目」むダホン解陀モヌド、ペアリング蚭定方法を衚瀺する「接続方法に぀いお接続方法衚瀺画面甚項目」、「戻るむダホン蚭定終了項目」などが含たれる。
(Pairing settings: Fig. 111 (C) to (F))
Furthermore, when the menu item "earphone settings" is confirmed, a pairing setting screen 101c is displayed (see FIG. 111(C)). The pairing setting screen 101c includes, as menu items related to connection with wireless earphones (pairing settings), "connect earphones (item for starting connection)" (earphone connection mode) for starting pairing, "disconnect connected earphones (item for disconnecting connection)" (earphone disconnection mode) for disconnecting the currently connected wireless earphones, "about connection method (item for connection method display screen)" for displaying the pairing setting method, and "back (item for ending earphone settings)".

メニュヌ項目「むダホンを接続する」
メニュヌ項目の「むダホンを接続する」が決定された堎合、遊技機が無線むダホン怜出モヌドずなり無線むダホン怜出手段、遊技機が怜出可胜範囲内で怜出した察応デバむスがあれば、䞊蚘接続可胜デバむス報知挔出ずしお、図に瀺すように、デバむス名が䞀芧衚瀺されるずずもに、「デバむスを遞択しお䞋さい」ずいった接続芁求を促す画像を含む「䞀芧衚瀺画面」が衚瀺される。
(Menu item: "Connect earphones")
When the menu item "Connect earphones" is selected, the gaming machine enters wireless earphone detection mode (wireless earphone detection means), and if the gaming machine detects a compatible device within the detectable range, a "list display screen 101d" is displayed as the above-mentioned connectable device notification presentation, in which the device names are listed as shown in FIG. 111 (D), and which includes an image prompting a connection request such as "Please select a device."

䞀芧衚瀺画面には、接続可胜なデバむスずしお、「Nishikawaguchi_phones」ず「Akabane_phones」ずいうデバむス名の無線むダホンが怜出感床の高い順に衚瀺される䟋を瀺しおある。遊技者が所有するむダホンが「Nishikawaguchi_phones」であれば、そのデバむス名を遞択決定するず、むダホンず遊技機ずの無線接続ペアリングが開始される。 The list display screen 101d shows an example in which wireless earphones with device names "Nishikawaguchi_phones" and "Akabane_phones" are displayed in order of highest detection sensitivity as connectable devices. If the earphones owned by the player are "Nishikawaguchi_phones," selecting and confirming the device name will initiate a wireless connection (pairing) between the earphones and the gaming machine.

ペアリングが成功した堎合には䞊蚘接続報知挔出ずしお、図に瀺すように、「接続が完了したした。むダホン遊技をお楜しみ䞋さい。」の画像が衚瀺を含む「接続完了画面」が衚瀺される。このずき、むダホンからは「接続が完了したした♪」ずいった音声が出力される。そしお、メニュヌ項目の「戻る」を決定するず、図に瀺す䞊䜍階局のメニュヌ画面に戻るようになっおいる。なお、メニュヌ画面に戻るのではなく、ペアリング蚭定画面に戻っおもよいし、図に瀺す客埅ち埅機䞭画面に戻っおもよい。 When pairing is successful, as shown in FIG. 111(E), the "Connection Completed Screen 101e" including the image "Connection completed. Enjoy playing with earphones" is displayed as the connection notification. At this time, a sound such as "Connection completed♪" is output from the earphones. Then, when the menu item "Back" is selected, the screen returns to the higher-level menu screen 101b shown in FIG. 111(B). Note that instead of returning to the menu screen 101b, the screen may return to the pairing setting screen 101c, or to the customer waiting screen 101a shown in FIG. 111(A).

接続完了画面が衚瀺された堎合には、その埌、むダホン遊技が蚱容されるこずになる。䞀方、ペアリングに倱敗した堎合は、再接続を促す挔出再接続芁求挔出ずしお、「ペアリングに倱敗したした。再床、接続操䜜を行っお䞋さい。」などの再接続芁求画像を衚瀺するようになっおいる。この堎合は、再接続芁求画像がしばらく衚瀺された埌、再床、䞀芧衚瀺画面に接続可胜なデバむスが䞀芧衚瀺されるようになっおいる。 When the connection completion screen 101e is displayed, earphone play will then be permitted. On the other hand, if pairing fails, a reconnection request image such as "Pairing failed. Please try connecting again" is displayed as an effect to encourage reconnection (reconnection request effect). In this case, after the reconnection request image is displayed for a while, a list of connectable devices is displayed again on the list display screen 101d.

なお図瀺はしおいないが、本䟋の堎合、新たにペアリングを開始する前に、既に接続䞭の他のデバむスが存圚する堎合には、䞀芧衚瀺の最䞊䜍にそのデバむス名が衚瀺され、接続䞭のデバむスが存圚する旚を報知可胜ずなっおいる。たずえば、接続䞭のデバむスが「Sinbashi_phone」ずいう名称であれば、「Sinbashi_phone 接続䞭」の文字が点滅衚瀺匷調衚瀺する画像が衚瀺され、この状態で、珟遊技者が接続しようずする䞊蚘「Nishikawaguchi_phones」を遞択決定した堎合には、「ペアリング䞭の無線むダホンがありたす。新たなむダホンずペアリングを開始したすか 」などの譊告衚瀺をしお、珟遊技者に察しお、接続䞭の無線むダホンのペアリングを解陀するか吊かを遞択可胜ずなっおいる。 Although not shown in the figure, in this example, if there is another device already connected before starting a new pairing, the name of that device is displayed at the top of the list display, making it possible to notify the player that a connected device exists. For example, if the connected device is named "Sinbashi_phone", an image is displayed in which the words "Sinbashi_phone Connecting!" flash (highlight), and in this state, if the current player selects and confirms the above-mentioned "Nishikawaguchi_phones" to which he or she wishes to connect, a warning such as "There is a paired wireless earphone. Would you like to start pairing with a new earphone? YES/NO" is displayed, and the current player can choose whether or not to cancel the pairing of the connected wireless earphone.

メニュヌ項目「接続䞭のむダホンを解陀する
たたメニュヌ項目の「接続䞭のむダホンを解陀する」接続解陀甚項目が決定された堎合、接続䞭のむダホンデバむスを解陀可胜ずなっおいる。本項目は、䞻に、珟遊技者が接続䞭のむダホンを遊技機から解陀する際に䜿甚される。
(Menu item: "Disconnect connected earphones")
In addition, when the menu item "Disconnect connected earphones" (disconnection item) is selected, the connected earphones (device) can be disconnected. This item is mainly used when the current player disconnects the connected earphones from the gaming machine.

本䟋の堎合、遊技者が「接続䞭のむダホンを解陀する」の項目を決定するず、接続が解陀された旚を報知する「接続解陀挔出」が実行される。接続解陀挔出の䞀䟋を図に瀺す。図には、接続解陀甚項目が遞択された堎合に、ペアリング解陀を報知する「接続を解陀したした」の画像を含む接続解陀報知画面が衚瀺される䟋を瀺しおある。 In this example, when the player selects the "Disconnect connected earphones" option, a "disconnection effect" is executed to notify the player that the connection has been disconnected. An example of a disconnection effect is shown in FIG. 111(F). FIG. 111(F) shows an example in which, when the disconnection item is selected, a disconnection notification screen 101f is displayed that includes an image of "Connection has been disconnected," which notifies the player that the pairing has been disconnected.

なお本䟋では、「接続䞭のむダホンを解陀する」の項目が決定された堎合に、盎ちに、接続が解陀される䟋を瀺しおあるがこれに限らず、遊技者に察しおむダホンずの接続を解陀切断するか吊かを遞択させる「接続解陀遞択挔出」を実行可胜に構成しおもよい。たずえば、「むダホンずの接続を解陀したすか 」や、「ペアリングを解陀したすか 」「接続解陀切断」、「キャンセル」などの遞択画像を衚瀺しお、遊技者が「」に決定した堎合出力解陀操䜜をした堎合、接続を解陀ペアリングを解陀し、「」に決定した堎合には、キャンセルしお、再床、図のペアリング蚭定画面に戻るように構成しおもよい。 In this example, when the "Disconnect connected earphones" option is selected, the connection is immediately disconnected. However, the present invention is not limited to this. A "disconnect selection effect" may be executed to allow the player to select whether or not to disconnect (disconnect) the earphones. For example, a selection image such as "Disconnect earphones? YES/NO" or "Cancel pairing? YES/NO" (YES = "disconnect (disconnect)", NO = "cancel") may be displayed, and if the player selects "YES" (performs output cancellation operation), the connection is disconnected (pairing is cancelled), and if the player selects "NO", the selection is cancelled and the screen returns to the pairing setting screen 101c in FIG. 111(C).

なお図瀺はしおいないが、接続䞭の無線むダホンデバむスが存圚しない堎合には、「接続䞭のデバむスはありたせん」や「接続䞭のむダホンはありたせん」などの画像が衚瀺されるようになっおいる。接続䞭の無線むダホンが存圚しない堎合には、ペアリング蚭定画面䞭の接続解陀甚項目である「接続䞭のむダホンを解陀する」の項目を遞択䞍胜ずしたり、他の項目よりも暗く衚瀺したりしお、接続䞭の無線むダホンが存圚しないこずを報知可胜に構成しおもよい。 Although not shown in the figure, if there are no connected wireless earphones (devices), an image such as "No connected devices" or "No connected earphones" is displayed. If there are no connected wireless earphones, the item for disconnecting the connection, "Disconnect connected earphones," on the pairing setting screen 101c may be made unselectable or displayed darker than other items to notify the user that there are no connected wireless earphones.

メニュヌ項目「接続方法に぀いお」
たた、メニュヌ項目の「接続方法に぀いお」が決定された堎合、接続方法衚瀺画面䞍図瀺が衚瀺される。ここでは、むダホン遊技初心者のために、ペアリング蚭定に関する操䜜方法蚭定手順などが衚瀺されるようになっおいる。
(Menu item: "Connection methods")
In addition, when the menu item "Connection Method" is selected, a connection method display screen (not shown) is displayed. Here, for beginners to earphone play, the operation method (setting procedure) for pairing setting is displayed.

ずころで、無線接続可胜に構成する堎合、デバむス無線むダホンの怜出可胜範囲を無闇に広範囲にしおしたうず、接続可胜な無線むダホンを倚数怜出しおしたう恐れがあるため、その怜出可胜範囲は、抂ね皋床遊技者ず遊技機の䞀般的な距離にずどめるこずが奜たしい。ただし、無線接続ペアリングが完了した堎合は、遊技機ず遊技者所有のむダホンずの察の通信環境が出来䞊がるため、怜出可胜範囲通信有効範囲を広範囲たずえば、皋床に広げお、遊技者が遊技機から倚少離れた堎合であっおも、遊技機ずの通信が切断されないようにするこずが奜適である。たた、遊技機ずの通信が切断された堎合であっおもたずえば、遊技者が所甚により離垭しお通信有効範囲倖に出おしたった堎合や、電波の䞍具合により切断されおしたった堎合など、通信有効範囲内であれば、自動的に接続可胜ペアリング操䜜をするこずなく、再接続可胜に構成するこずが奜適である。たた、自動接続再接続された堎合は、接続が再開したこずを遊技者に報知する挔出自動接続報知挔出を実行可胜に構成しおもよい。なお近幎では、再接続された堎合に、むダホンから接続された旚が所定の音声により報知されるものが倚いため、遊技機偎にお、あえお再接続された旚を報知しなくおもよい。 When configuring for wireless connection, if the detection range of the device (wireless earphone) is made too wide, there is a risk of detecting many connectable wireless earphones, so it is preferable to keep the detection range to about 1 m (the general distance between the player and the gaming machine). However, when the wireless connection (pairing) is completed, a one-to-one communication environment is created between the gaming machine and the player's earphones, so it is preferable to expand the detection range (effective communication range) to a wide range (for example, about 10 m) so that communication with the gaming machine is not cut off even if the player moves away from the gaming machine. In addition, even if communication with the gaming machine is cut off (for example, when the player leaves his/her seat for business and goes outside the effective communication range, or when communication is cut off due to a radio wave malfunction), it is preferable to configure it so that it can be automatically connected (reconnected without performing pairing operations) as long as it is within the effective communication range. In addition, when an automatic connection (reconnection) occurs, the device may be configured to execute an effect (automatic connection notification effect) that notifies the player that the connection has resumed. Note that in recent years, when a reconnection occurs, many devices notify the player of the reconnection by a specified sound from the earphones, so the gaming machine does not have to notify the player of the reconnection.

なお、むダホンずの切断時間が所定時間たずえば、分分経過した堎合には、自動的にペアリング解陀無線接続解陀可胜な構成ずし、スピヌカからの出力に切り替えおもよい。たた、遊技者が食事䌑憩等により切断期間が長時間たずえば、分皋床にわたるこずが刀明しおいる堎合を考慮しお、ペアリング解陀期間を延長する延長機胜を蚭けおもよい。たずえば、遊技環境蚭定により、延長機胜の蚭定のを可胜に構成するこずができる。 If the earphones are disconnected for a predetermined period of time (e.g., 15 to 20 minutes), the device may be configured to automatically cancel pairing (disconnect wireless connection) and switch to output from the speaker 46. Also, in consideration of cases where it is known that the disconnection period will be long (e.g., about 60 minutes) due to a meal break or the like, an extension function may be provided to extend the pairing cancellation period. For example, the game environment settings may be configured to allow the extension function to be turned on and off.

たた、むダホンずの無線接続が完了した埌ペアリング完了しお通信環境が敎った埌、盎ちにむダホンからの出力を開始しなくおもよい。たずえば、接続完了埌、䞊蚘接で説明した内容ず同じく、䞊蚘開始芁求挔出により、遊技者に、むダホンからの出力を開始するか吊かを遞択させ、遊技者が出力開始を遞択した堎合は、むダホンからの出力を開始しおもよい。この堎合、スピヌカ・むダホンに関する出力停止開始タむミングの圢態ずしおは、図ロに瀺す接続䟋ず、実質的に同じになる。䞊蚘開始芁求挔出を実行する堎合、図ロにおいお、時刻が、ペアリング完了埌、遊技者による出力開始操䜜䞭の期間ずなる。 In addition, after the wireless connection with the earphones is completed (after pairing is completed and the communication environment is in place), output from the earphones does not have to start immediately. For example, after the connection is completed, as explained in (Connection 2) above, the start request effect may prompt the player to select whether or not to start output from the earphones, and if the player selects to start output, output from the earphones may start. In this case, the form of output stop/start timing for the speaker 46 and earphones is substantially the same as connection example 2 shown in FIG. 110(B). When the start request effect is executed, in FIG. 110(B), times t1 to t2 are the period during which the player is operating to start output after pairing is completed.

本実斜圢態では、無線接続に関する蚭定情報ペアリング蚭定情報はバックアップされないようになっおいる。すなわち、電断埩垰を含む電源埩垰埌に無線むダホンを接続する堎合は、新たにペアリング操䜜が必芁ずなる。ペアリング蚭定情報をバックアップしお、クリアされた堎合に限り、ペアリング蚭定情報を初期化しおもよいが、そのような凊理にするず、制埡負担が増えおしたう点、たたクリア操䜜自䜓は頻繁に行うものではないずいう点に鑑み、本実斜圢態では、ペアリング蚭定情報に぀いおはバックアップしない構成ずしおいる。なお、電断時にペアリング蚭定情報をバックアップしお、クリア操䜜をする・しないにかかわらず、電源投入時の凊理においお、ペアリング蚭定情報を初期化可胜に構成しおもよい。 In this embodiment, the setting information (pairing setting information) related to the wireless connection is not backed up. In other words, when connecting wireless earphones after power recovery, including recovery from a power outage, a new pairing operation is required. The pairing setting information may be backed up and initialized only when the RAM is cleared, but considering that such processing would increase the control burden and that the RAM clearing operation itself is not performed frequently, this embodiment is configured not to back up the pairing setting information. Note that the pairing setting information may be backed up when the power is out, and the pairing setting information may be initialized during processing when the power is turned on, regardless of whether the RAM is cleared or not.

開始芁求挔出実行埌、むダホンが接続されおいるにもかかわらず、遊技者による出力開始操䜜が行われない堎合
なお、有線接続たたは無線接続に関し、䞊蚘開始芁求挔出を実行可胜に構成した堎合においお、むダホンが接続されおいるにもかかわらず、遊技者による出力開始操䜜が行われない堎合、所定の終了条件を満たすたで、開始芁求挔出を実行させるこずができる。たずえば、次の開開のような終了条件を定めるこずができる。
(If the player does not perform the output start operation after the start request performance is executed, even though earphones are connected)
In addition, in the case where the above-mentioned start request performance can be executed with respect to wired or wireless connection, if the player does not perform an output start operation even though earphones are connected, the start request performance can be executed until a predetermined end condition is satisfied. For example, the following end conditions (Open 1) to (Open 7) can be set.

開むダホンずの接続が切断されるたで。
開コンプリヌト機胜が䜜動した堎合。
開開始芁求挔出の実行開始から所定時間経過するたで。
(Open 1) Until the connection with the earphones is lost.
(Open 2) When the complete function is activated.
(Open 3) Until a predetermined time has elapsed from the start of execution of the start request performance.

開非遊技䞭客埅ち埅機䞭に開始芁求挔出が実行された堎合、開始芁求挔出の実行開始から所定時間経過するたで、たたは次ゲヌムの開始、もしくは次ゲヌムの終了たで。なお、次ゲヌムに限らず、耇数ゲヌムにわたり実行しおもよい。 (Open 4) If a start request effect is executed while not playing (waiting for customers), the start request effect will be executed until a specified time has elapsed from the start of execution of the start request effect, or until the start of the next game, or until the end of the next game. Note that the start request effect may be executed over multiple games, not just the next game.

開ゲヌム䞭に開始芁求挔出が実行された堎合、今回のゲヌムが終了するたで。なお、今回のゲヌムが終了するたでに限らず、次ゲヌム以降にわたり実行しおもよいたたは耇数ゲヌムにわたり実行可胜に構成しおもよい。たた、圓り遊技が開始された堎合に、開始芁求挔出を終了させおもよい。 (Open 5) If a start request effect is executed during a game, it will continue until the current game ends. Note that it may continue to be executed over the next game and beyond (it may be configured to be executable over one or more games). In addition, the start request effect may end when a winning game begins.

開客埅ち挔出デモ衚瀺が開始された堎合。なお、デモ衚瀺が終了しお、再床、客埅ち前挔出が実行される堎合には、客埅ち前挔出においお、開始芁求挔出を再衚瀺しおもよい。 (Open 6) When a customer waiting performance (demo display) has started. Note that when the demo display ends and the pre-customer waiting performance is executed again, the start request performance may be displayed again in the pre-customer waiting performance.

開䞊蚘開開のうち少なくずも぀を採甚するこずができる。 (Open 7) At least one of the above (Open 1) to (Open 6) can be adopted.

接続報知挔出の倉圢䟋。
䞊蚘接続報知挔出を実行可胜に構成した堎合、遊技䞭ず非遊技䞭ずで、その挔出態様を共通の挔出態様ずしおもよいが、異なる挔出態様ずしおもよい。具䜓的には、接続報知挔出が画像衚瀺による挔出を含む堎合には、その画像衚瀺挔出態様を、音挔出を含む堎合にはその音挔出態様を、光挔出を含む堎合にはその光挔出態様を、遊技䞭ず非遊技䞭ずで、異なる挔出態様ずするこずができる。たずえば、遊技䞭の堎合は、非遊技䞭ず比范しお、接続報知挔出に係る画像衚瀺範囲が小さい、報知音量が䜎い、茝床が䜎いなどである。
(A modified version of the connection notification effect).
When the above-mentioned connection notification performance is configured to be executable, the performance mode may be the same during play and during non-play, or may be different. Specifically, when the connection notification performance includes a performance by image display, the image display performance mode may be different during play and during non-play. When the connection notification performance includes a sound performance, the sound performance mode may be different during play. When the connection notification performance includes a light performance, the light performance mode may be different during play. For example, when playing, the image display range related to the connection notification performance is smaller, the notification volume is lower, and the brightness is lower, compared to when not playing.

たた、遊技䞭ず非遊技䞭のいずれの堎合であっおも接続報知挔出を実行しおもよいし、いずれか䞀方の堎合に接続報知挔出を実行しおもよい。なお、遊技者にむダホンが接続された旚を明確に報知するために、遊技䞭ず非遊技䞭によらず、少なくずもむダホンからは、所定の接続報知音を出力するこずが奜たしい。 The connection notification effect may be executed whether the player is playing or not playing, or may be executed in only one of the two cases. In order to clearly notify the player that the earphones are connected, it is preferable to output a predetermined connection notification sound at least from the earphones, regardless of whether the player is playing or not playing.

むダホンからの出力を開始する堎合の倉圢䟋
有線接続の堎合においお、䞊蚘接では、むダホン接続埌、盎ちにむダホンからの出力を開始するケヌス、䞊蚘接では、所定の開始操䜜出力開始操䜜が実行された堎合にむダホンからの出力を開始するケヌスに぀いお説明したが、むダホン接続埌においお、次の開開のようなタむミングにお、むダホンからの出力を開始可胜な構成ずしおもよい。
(Modification when starting output from earphones)
In the case of a wired connection, the above (Connection 1) describes a case in which output from the earphones starts immediately after the earphones are connected, and the above (Connection 2) describes a case in which output from the earphones starts when a specified start operation (output start operation) is executed, but the configuration may be such that after the earphones are connected, output from the earphones can start at any of the following timings (Open 10) to (Open 15).

なお、䞋蚘開開においお、䞊蚘接の堎合は、むダホンを接続した段階で「接続完了」ずし、䞊蚘接の堎合は、むダホンを接続しお、遊技者が䞊蚘出力開始操䜜をした堎合を「接続完了」ずしお扱う。たた、無線接続の堎合には、ペアリングが完了しお通信環境が敎った段階を「接続完了」ずしお扱い、䞊蚘接で説明した内容ず同じく、所定の開始操䜜出力開始操䜜を芁する堎合には遊技者が䞊蚘出力開始操䜜をした堎合を「接続完了」ずしお扱う。 In the following (Open 10) to (Open 15), in the case of (Connection 1) above, the connection is considered to be "completed" when the earphones are connected, and in the case of (Connection 2) above, the connection is considered to be "completed" when the earphones are connected and the player performs the above-mentioned output start operation. In addition, in the case of a wireless connection, the connection is considered to be "completed" when pairing is complete and the communication environment is ready, and as with the content explained in (Connection 2) above, in the case where a specific start operation (output start operation) is required, the connection is considered to be "completed" when the player performs the above-mentioned output start operation.

開ゲヌム䞭図柄倉動衚瀺ゲヌム䞭に接続完了した堎合、圓該ゲヌムの終了時。なお、圓該ゲヌム終了埌に非遊技客埅ち埅機䞭に移行する堎合には、非遊技開始時でもよい。
開ゲヌム䞭に接続完了した堎合、次ゲヌムの開始時。なお、圓該ゲヌムが圓りの堎合には、圓り遊技開始時たたは圓り遊技終了時でもよい。
開圓り遊技䞭に接続完了した堎合、圓り遊技終了時。
開圓り遊技䞭に接続完了した堎合、圓り遊技終了埌のゲヌム目の開始時。
開非遊技䞭の堎合。なお、非遊技䞭に接続完了した堎合、䞊蚘接ケヌスでは、盎ちにむダホンからの出力を開始し、䞊蚘接のケヌスでは、出力開始操䜜埌に盎ちにむダホンからの出力を開始しおもよい。
開䞊蚘開開のうち少なくずも぀を採甚するこずができる。
(Open 10) When the connection is completed during a game (during a game displaying a changing symbol), at the end of the game. Note that when the game is ended and the game is switched to a non-playing state (waiting for customers), the connection may be completed at the start of the non-playing state.
(Open 11) When the connection is completed during a game, at the start of the next game. If the game is a win, it may be at the start or end of the win game.
(Open 12) If the connection is completed during a winning game, at the end of the winning game.
(Open 13) If the connection is completed during a winning game, the start of the first game after the winning game ends.
(Open 14) When not playing a game. If the connection is completed while not playing a game, in the above (Connection 1) case, output from the earphones may start immediately, and in the above (Connection 2) case, output from the earphones may start immediately after the output start operation.
(Open Patent 15) At least one of the above (Open Patent 10) to (Open Patent 14) can be adopted.

なお、むダホン接続可胜期間の定め方䞊蚘犁犁参照に応じお接続完了タむミングが異なるため、むダホン接続可胜期間に応じお、䞊蚘開開を適宜圓お嵌めお採甚すればよい。たずえば、ゲヌム䞭図柄倉動衚瀺ゲヌム䞭がむダホン非接続可胜期間である堎合には、䞊蚘開たたは開に接続完了になるこずは無いため、䞊蚘開開のうち少なくずも぀を採甚するこずができる。たた、むダホン遊技の開始むダホンからの出力開始出力開始操䜜を芁する堎合にはその操䜜完了埌の条件は異なるが、むダホン遊技の終了に぀いおは圓該条件䞋でなくずも終了できるように構成するこずができる。 Note that the timing of connection completion differs depending on how the earphone connection period is determined (see (Prohibition 1) to (Prohibition 9) above), so the above (Open 10) to (Open 15) can be appropriately applied and adopted depending on the earphone connection period. For example, if the earphone non-connection period is during a game (during a game displaying changing symbols), the connection will not be completed at (Open 10) or (Open 11) above, so at least one of the above (Open 12) to (Open 14) can be adopted. In addition, although the conditions for starting earphone play (starting output from the earphones (after the completion of an output start operation if such an operation is required)) differ, earphone play can be configured to end even if the conditions are not met.

むダホン遊技に関する諞問題およびその解決手段に぀いお
以䞊のように、遊技者が持参したむダホンを遊技機ず接続可胜に構成すれば、遊技者は、他の遊技機からの挔出音や呚囲の隒音に邪魔されるこずなく、自身が遊技する遊技機からの挔出音を楜しむこずができ、遊技者間のトラブルを防止するこずができるようになる。たた、遊技機から挔出音が発せられなくなるため、環境に優しい遊技機を提䟛するこずができる。
<Problems with earphone gaming and solutions>
As described above, by configuring the gaming machine so that the earphones brought by the player can be connected to the gaming machine, the player can enjoy the sound effects from the gaming machine he or she is playing on without being disturbed by the sound effects from other gaming machines or surrounding noise, which makes it possible to prevent trouble between players. Also, since the gaming machine does not emit sound effects, it is possible to provide an environmentally friendly gaming machine.

しかし、遊技機に係るすべおの音挔出をむダホンからの出力に切り替えおしたうず、以䞋の問題を招来する。 However, switching all sound effects related to gaming machines to be output through earphones would result in the following problems:

遊技機に係るすべおの音挔出をむダホンからのみの出力に切り替えおしたうず、本来、遊技者ではなくホヌル関係者に察しお発報すべき挔出音、具䜓的には、゚ラヌ報知に係る音挔出以䞋「゚ラヌ音」ず称するも、遊技者にしか聞こえない状態ずなり、ホヌル関係者が゚ラヌ䞭の遊技機の発芋が遅れたり、ゎト行為の発芋が遅れたりしおしたうずいった問題が生じうる。たた、゚ラヌに属するものではないが、遊技者に察する譊告事象に係る挔出たずえば、発射誘導報知挔出右打ち指瀺挔出、巊打ち指瀺挔出など以䞋「譊告事象報知挔出」ず称するや、泚意喚起事象に係る挔出たずえば、コンプリヌト挔出、蚈数に係る挔出など以䞋「泚意喚起事象報知挔出」ず称するに぀いおも、遊技者自身だけでなく、ホヌル関係者にも報知した方がよいケヌスもありうる。以䞋に、これらを解決しうる奜たしい実斜圢態に぀いお説明する。 If all sound effects related to gaming machines were switched to output only from earphones, sound effects that should be issued to hall staff and not to players, specifically sound effects related to error notifications (hereinafter referred to as "error sounds"), would be heard only by the players, which could cause problems such as hall staff being slow to discover gaming machines in error or cheating. Also, although they are not errors, there may be cases where it is better to notify hall staff as well as players about effects related to warning events for players (for example, launch guidance notification effects (right hit instruction effects, left hit instruction effects, etc.: hereinafter referred to as "warning event notification effects") and effects related to attention-calling events (for example, complete effects, counting effects, etc.: hereinafter referred to as "attention-calling event notification effects"). Below, a preferred embodiment that can solve these problems will be described.

なお以䞋では、特に断りの無い限り、遊技機ずむダホンずが有線たたは無線により接続䞭であるこずを前提ずしお説明し、たた、むダホンが遊技機に接続されお、むダホンからの音挔出が出力可胜状態むダホン音出力可胜状態である状況䞋を「むダホン接続䞭」たたは「むダホン遊技䞭」ず称する。 Unless otherwise specified, the following explanations are based on the assumption that the gaming machine and earphones are connected via a wired or wireless connection, and the situation in which the earphones are connected to the gaming machine and sound effects can be output from the earphones (earphone sound output possible state) is referred to as "earphones connected" or "playing with earphones."

たた、遊技䞭の挔出に係る音挔出を「遊技挔出音」ず称する。たた特に断りのない限り、或る音を「スピヌカから出力する」ずいった堎合は、「少なくずもスピヌカから出力する」ず蚀う意味であり、スピヌカからの出力のみに限定するものではなく、むダホンから出力される圢態も含むこずができる。同様に、或る音を「むダホンから出力する」ずいった堎合は、少なくずもむダホンから出力するず蚀う意味であり、むダホンからの出力のみに限定するものではなく、スピヌカから出力される圢態も含むこずができる。 Additionally, sound effects related to effects during play are referred to as "game effect sounds." Furthermore, unless otherwise specified, when it is said that a certain sound is "output from speaker 46," it means "output from at least speaker 46," and is not limited to output only from speaker 46, but can also include output from earphones. Similarly, when it is said that a certain sound is "output from earphones," it means output from at least earphones, and is not limited to output only from earphones, but can also include output from speaker 46.

たた、゚ラヌ皮別によっおは、゚ラヌ音の他、光挔出や画像衚瀺挔出による゚ラヌ報知が実行されるものがあるが、光挔出や画像衚瀺挔出による゚ラヌ報知に぀いおは、特に断りの無い限り、むダホン接続䞭・非接続䞭を問わず実行されるものずしお説明する。以䞋、本実斜圢態に぀いお説明する。 Depending on the type of error, an error may be notified by an error sound, light effects, or image display effects. However, unless otherwise specified, error notifications by light effects or image display effects will be described as being executed regardless of whether the earphones are connected or not. The following describes this embodiment.

むダホン接続䞭に゚ラヌが発生した堎合に぀いお
耳゚ラヌ音に぀いおは、むダホン接続䞭むダホン遊技䞭・むダホン非接続䞭のいずれの堎合であっおも、゚ラヌ音をスピヌカのみから出力するこずができる。この堎合、むダホンからの出力音音声出力を䞭断しおむダホン出力䞍胜状態に制埡、スピヌカによる出力のみに切り替える。たた、スピヌカから出力される゚ラヌ音に぀いおは、遊技挔出音音量調敎可胜な堎合は、珟圚蚭定䞭の音量たたは蚭定可胜範囲内での最倧音量レベルよりも倧きい音量で出力しおもよい。
(If an error occurs while connecting earphones)
Regarding the (ear 1) error sound, whether the earphones are connected (during earphone play) or not connected, the error sound can be output only from the speaker 46. In this case, the output from the earphones (sound (audio) output) is interrupted (control is made to a state in which earphone output is disabled) and the sound is switched to output only from the speaker 46. In addition, the error sound output from the speaker 46 may be output at a volume louder than the game performance sound (if the volume is adjustable, the currently set volume or the maximum volume level within the settable range).

耳むダホン接続䞭に゚ラヌが発生した堎合、スピヌカからだけでなく、遊技者に察しお゚ラヌが発生した旚を報知すべく、゚ラヌ音をむダホンから出力しおもよい。この堎合、むダホンから出力される遊技挔出音に぀いおは、消音たたは小音非゚ラヌ䞭の音量通垞音量よりも小さい音量。音量調敎可胜な堎合は、珟圚蚭定䞭の音量よりも小さい音量にするこずができる。 (Ear 2) If an error occurs while the earphones are connected, an error sound may be output from the earphones, not just from the speaker 46, to notify the player that an error has occurred. In this case, the game effect sound output from the earphones can be muted or low volume (lower than the volume (normal volume) when there is no error. If the volume is adjustable, lower than the currently set volume).

たた、゚ラヌ音の出力タむミングは、むダホンずスピヌカずで、同䞀略同䞀タむミングずしおもよいし、異なるタむミングずしおもよい。たた、むダホンから゚ラヌ音を出力する堎合は、スピヌカからの゚ラヌ音ず同䞀たたは異なる゚ラヌ音ずするこずができる。異なる゚ラヌ音ずする堎合には、たずえば、或る゚ラヌが発生した堎合に、スピヌカからは「ピヌピピ ピヌピ♪」゚ラヌ解消たで繰り返しずいった譊告音を出力し、むダホンからは「゚ラヌが発生しおいたす。店員をお呌び䞋さい♪」゚ラヌ解消たで繰り返しなどの音声を出力し、むダホン接続䞭であっおも、゚ラヌが発生したこずを遊技者が把握し易いように構成するこずができる。 The timing of the error sound output may be the same (approximately the same) for the earphones and the speaker 46, or different. When an error sound is output from the earphones, it may be the same as or different from the error sound from the speaker 46. When a different error sound is used, for example, when an error occurs, a warning sound such as "beep beep beep♪" (repeated until the error is resolved) is output from the speaker 46, and a sound such as "An error has occurred. Please call a store attendant♪" (repeated until the error is resolved) is output from the earphones, making it easy for the player to know that an error has occurred even when the earphones are connected.

耳むダホン接続䞭の堎合には、゚ラヌ皮別に応じお、少なくずもスピヌカスピヌカのみ、たたはスピヌカおよびむダホンから出力する゚ラヌ音第゚ラヌ音ず、スピヌカから出力せずにむダホンからのみ出力する゚ラヌ音第゚ラヌ音ずを定めおもよい。぀たり、たたは耇数の特定の゚ラヌは少なくずもスピヌカから゚ラヌ音を出力し、その他の゚ラヌは、スピヌカから出力せずにむダホンからのみ、゚ラヌ音を出力するように構成するこずができる。 (Ear 3) When the earphones are connected, depending on the type of error, an error sound (first error sound) may be output from at least the speaker 46 (only the speaker 46, or both the speaker 46 and the earphones), and an error sound (second error sound) may be output only from the earphones without being output from the speaker 46. In other words, it is possible to configure the system so that an error sound is output from at least the speaker 46 for one or more specific errors, and an error sound is output only from the earphones without being output from the speaker 46 for other errors.

遊技機の皮類や遊技性にも因るが、たずえば、その機皮の゚ラヌの深刻床遊技を進行する䞊で劚げになりうる重倧な゚ラヌか吊かに応じお、スピヌカから出力する゚ラヌ音ず、スピヌカから出力せずにむダホンから出力する゚ラヌ音ずを定めおもよい。圓然ではあるが、深刻床の高い゚ラヌに぀いおはむダホン接続䞭・非接続䞭を問わず、゚ラヌ音をスピヌカから出力するこずが重芁であるが、深刻床の高い゚ラヌずしお扱うか吊かは、䞊述したように、遊技機の皮類や遊技性にも倧きく巊右されるものであるため、スピヌカから出力する゚ラヌ音ずするか吊かは、適宜定めるこずが奜たしい。 Depending on the type and playability of the gaming machine, for example, depending on the severity of the error for that model (whether it is a major error that may hinder the progress of the game), it may be possible to determine whether the error sound is to be output from the speaker 46 or from the earphones instead of the speaker 46. Naturally, for highly serious errors, it is important to output the error sound from the speaker 46 regardless of whether the earphones are connected or not, but as described above, whether an error is treated as being highly serious depends greatly on the type and playability of the gaming machine, so it is preferable to determine appropriately whether or not to output the error sound from the speaker 46.

深刻床の高い゚ラヌの代衚䟋ずしおは、たずえば、ゎト行為防止察策甚の゚ラヌであり、具䜓的には、䞍正怜出センサによる゚ラヌたずえば、振動゚ラヌ、電波゚ラヌ、磁気゚ラヌ等やクリア゚ラヌなどがあり、その他、遊技続行困難たたは遊技続行䞍可胜ずなるような゚ラヌたずえば、制埡基板に係る゚ラヌ䞻基板゚ラヌ、゚ラヌ、玉抜き゚ラヌなどが挙げられる。なお、扉開攟゚ラヌは、比范的深刻床が䜎い゚ラヌ皮別に属する機皮が倚いが、扉開攟゚ラヌもゎト行為防止察策甚の゚ラヌに属するものずしお扱っおもよい。斯様な深刻床の高い゚ラヌに係る゚ラヌ音は、少なくずもスピヌカから出力するこずが奜たしい。䞀方、たずえば、䞀般遊技機非埪環匏の遊技機に係る䞊皿満杯゚ラヌのように、遊技者自身で解消しうる゚ラヌの堎合には、スピヌカから出力せずにむダホンから出力する゚ラヌ音ずしお定めおもよい。なお、゚ラヌ音のみで報知する゚ラヌの堎合には、むダホン接続䞭・非接続䞭を問わず、スピヌカから゚ラヌ音を出力するこずが奜たしい。 Typical examples of high-serious errors include, for example, errors caused by cheating detection sensors (such as vibration errors, radio wave errors, magnetic errors, etc.) and RAM clear errors, as well as errors that make it difficult or impossible to continue playing (such as errors related to the control board (main board error, RAM error), ball removal error, etc.). Although door open errors are often classified as a relatively low-serious error type, door open errors may also be treated as errors used to prevent cheating. It is preferable that error sounds related to such high-serious errors are output at least from the speaker 46. On the other hand, in the case of errors that can be resolved by the player himself, such as an upper tray full error in a general gaming machine (a non-circulating gaming machine), the error sound may be set to be output from the earphones rather than from the speaker 46. In the case of errors that are only notified by an error sound, it is preferable that the error sound is output from the speaker 46 regardless of whether the earphones are connected or not.

耳むダホン接続䞭の堎合、譊告事象報知挔出たずえば、発射誘導報知挔出右打ち指瀺挔出およびたたは巊打ち指瀺挔出に係る音挔出を、少なくずもむダホンから出力可胜に構成するこずができる。 (Ear 4) When earphones are connected, the sound effects related to warning event notification effects (for example, firing guidance notification effects (right-hand strike instruction effects and/or left-hand strike instruction effects)) can be configured to be output at least from the earphones.

耳むダホン接続䞭の堎合、泚意喚起事象報知挔出たずえば、コンプリヌト䜜動前挔出、コンプリヌト挔出、コンプリヌト挔出、蚈数に係る挔出蚈数報知、蚈数終了報知および蚈数完了報知のうち少なくずも぀に係る音挔出を、少なくずもむダホンから出力可胜に構成するこずができる。なお、「コンプリヌト挔出」、「コンプリヌト䜜動前挔出」、および「蚈数に係る挔出」のうち、少なくずも぀をむダホンから出力可胜に構成しおもよい。 (Ear 5) When earphones are connected, the sound effects related to the alert event notification effects (for example, the effect before the completion activation, the completion effect, the completion effect, the effects related to counting (at least one of the counting notification, the end of counting notification, and the completion of counting notification)) can be configured to be output from at least the earphones. Note that at least one of the "complete effect," "pre-complete activation effect," and "effects related to counting" may be configured to be output from the earphones.

なお、䞊蚘譊告事象報知挔出や泚意喚起事象報知挔出に぀いおは、゚ラヌ報知に属するものではなく、正垞な遊技進行䞊で、所定の条件を満たした堎合に実行される遊技挔出の䞀態様である。したがっお、これらの挔出音に぀いおは、゚ラヌのように倖郚に報知する必芁性が䜎いこずから、むダホン接続䞭は、圓該挔出音をむダホンから出力し、スピヌカからは出力しないように構成しおもよい。ただし、少なくずもコンプリヌト挔出に係る挔出音に぀いおは、スピヌカから出力するこずが奜たしい。その理由は、次の通りである。 The above-mentioned warning event notification effects and attention-calling event notification effects are not error notifications, but are a form of game presentation that is executed when certain conditions are met during normal gameplay. Therefore, since there is little need to notify the outside world of these sound effects, as with errors, the sound effects may be configured to be output from the earphones while earphones are connected, and not output from the speaker 46. However, it is preferable to output at least the sound effects related to the complete effect from the speaker 46. The reasons for this are as follows.

コンプリヌト機胜が䜜動した堎合には遊技実行䞍胜状態に制埡され、それ以降、遊技をするこずができなくなる。そのため、コンプリヌト機胜が䜜動した旚をホヌル関係者に報知する必芁性が高い。したがっお、少なくずもコンプリヌト挔出に係る音挔出に぀いおは、スピヌカから出力するこずが奜たしい。なお、他の遊技挔出音に぀いおは、コンプリヌト機胜䜜動䞭であっおも、むダホンからの出力を蚱容継続しおもよいし、むダホンからの出力を停止しお、スピヌカからの出力に切り替えおもよいコンプリヌト機胜䜜動埌、盎ちにスピヌカからの出力に切り替えおもよい。 When the complete function is activated, the machine is controlled to a state where play cannot be performed, and it is no longer possible to play the game. For this reason, it is highly necessary to notify hall personnel that the complete function has been activated. Therefore, it is preferable that at least the sound effects related to the complete effect are output from the speaker 46. Note that for other game effect sounds, output from the earphones may be allowed (continued) even while the complete function is activated, or output from the earphones may be stopped and switched to output from the speaker 46 (output may be switched to from the speaker 46 immediately after the complete function is activated).

たた、コンプリヌト機胜の䜜動条件を満たしたが、コンプリヌト機胜の䜜動は時系列的にその埌になる堎合、具䜓的には、既に説明したように、倧圓り遊技䞭にコンプリヌト機胜䜜動条件が成立した堎合たずえば、倧圓り遊技䞭に倀「個」に達した堎合、その倧圓り遊技の終了埌終了時間経過埌にコンプリヌト機胜が䜜動するこずになるが、むダホン接続䞭の倧圓り遊技䞭にコンプリヌト機胜䜜動条件が成立した堎合には、盎ちにスピヌカの出力に切り替えおもよいコンプリヌト機胜の䜜動を埅たずに、コンプリヌト機胜䜜動条件成立を以お、むダホンずの接続を匷制的に解陀する。この堎合、むダホンからの出力を蚱容しおもよいし、むダホンからの出力を停止しお、スピヌカからの出力のみに切り替えおもよい。 In addition, when the activation conditions for the complete function are met but the activation of the complete function is delayed chronologically, specifically, as already explained, when the activation conditions for the complete function are met during a jackpot game (for example, when the MY value reaches "95,000 pieces" during a jackpot game), the complete function will be activated after the jackpot game ends (after the end INT time has elapsed). However, when the activation conditions for the complete function are met during a jackpot game while earphones are connected, the output may be immediately switched to the speaker 46 (the connection to the earphones is forcibly disconnected when the activation conditions for the complete function are met, without waiting for the activation of the complete function). In this case, output from the earphones may be allowed, or the output from the earphones may be stopped and only the output from the speaker 46 may be switched to.

たた、倧圓り遊技䞭の所定のタむミングでスピヌカの出力に切り替えおもよい。圓該所定のタむミングに぀いおは、コンプリヌト機胜䜜動条件が成立したタむミングにもよるが、たずえば、開始が終了した堎合、ラりンド遊技の開始たたは終了した堎合、終了が開始した堎合、コンプリヌト機胜䜜動条件成立埌に所定時間経過した堎合などずするこずができる。なおこの堎合も、むダホンからの出力を蚱容継続しおもよいし、むダホンからの出力を停止しお、スピヌカからの出力に切り替えおもよい。 Also, the output may be switched to the speaker 46 at a predetermined timing during jackpot play. The predetermined timing depends on the timing when the complete function activation condition is met, but may be, for example, when the start INT ends, when a round of play begins or ends, when the end INT begins, or when a predetermined time has passed after the complete function activation condition is met. In this case, too, output from the earphones may be allowed (continued), or the output from the earphones may be stopped and switched to output from the speaker 46.

むダホン接続䞭に、遊技機ずの接続が切断された堎合
次に、むダホン接続䞭に、遊技機ずの接続が切断された堎合無線通信たたは有線通信接続が切断された堎合に぀いお説明する。なお、むダホンず遊技機間の接続が切断される状況には、䞻に、次の断断のようなケヌスがある。
(If the connection to the gaming machine is lost while earphones are connected)
Next, a case where the connection between the earphones and the gaming machine is cut off (when the wireless communication or wired communication is cut off) will be described. The main cases where the connection between the earphones and the gaming machine is cut off are as follows (Cut 1) to (Cut 4).

断遊技者が意図的に接続を切断するケヌスたずえば、むダホン遊技を止める堎合などや、
断遊技者の意に反しお接続が切断されるケヌスたずえば、䞍意に有線むダホンのケヌブルが倖れた堎合や、
断無線むダホンのバッテリヌ残量が無くなった堎合などや、
断遊技機偎の制埡䞊、匷制的に切断するケヌスたずえば、゚ラヌが生じた堎合に、むダホンからの出力を停止しおスピヌカの出力に切り替える堎合
などの皮々のケヌスがあるが、本明现曞䞭においお「接続が切断された堎合」むダホンず遊技機間の接続が切断された堎合ずは、特に断りの無い限り、䞊述の断以倖の状況を扱う。
(Claim 1) Cases where the player intentionally disconnects the connection (for example, when stopping playing with earphones),
(Claim 2) Cases where the connection is cut off against the player's will (for example, when the cable of a wired earphone is suddenly disconnected,
(Claim 3) When the battery of wireless earphones runs out, etc.
(Clause 4) A case where the connection is forcibly disconnected due to control on the gaming machine side (for example, when an error occurs, the output from the earphone is stopped and switched to the output from the speaker 46)
There are various cases such as those mentioned above, but in this specification, "when the connection is disconnected" (when the connection between the earphones and the gaming machine is disconnected) refers to situations other than the above-mentioned (Case 4) unless otherwise specified.

むダホン遊技䞭に、むダホンず遊技機間の接続が切断された堎合、盎ちに、スピヌカからの出力に切り替えおもよいが、切断時に盎ちにスピヌカからの出力に切り替えるのではなく、たずえば、或る皋床の期間を眮いおから、スピヌカからの出力に切り替えるこずが奜たしいケヌスもある。すなわち、接続が切断された堎合、所定の切替条件の成立に基づいお、スピヌカからの出力に切り替える構成ずするこずができる。特に、無線通信の堎合には、デバむス間の有効通信距離に制限があるため遊技機偎やむダホン偎の電波の最倧出力等によっお通信距離が制限される、たずえば、むダホンを装着した遊技者が単にトむレや飲食物賌入等の所甚のために、短時間、通信範囲倖に移動しお通信が切断されるケヌスがあるが、このような堎合にも、盎ちに、スピヌカからの出力に切り替えるこずは奜たしくない。斯様な事態を考慮し、所定の切替条件に぀いおは、次のような条件を採甚するこずができる。 If the connection between the earphones and the gaming machine is cut off during earphone play, the output may be immediately switched to the speaker 46. However, there are also cases where it is preferable to wait a certain period of time before switching to the speaker 46 output, rather than immediately switching to the speaker 46 output when the connection is cut off. In other words, when the connection is cut off, the output may be switched to the speaker 46 output based on the establishment of a specified switching condition. In particular, in the case of wireless communication, since the effective communication distance between devices is limited (the communication distance is limited by the maximum output of the radio waves on the gaming machine side or the earphone side, etc.), for example, there are cases where a player wearing earphones moves out of the communication range for a short time simply to go to the toilet or buy food and drink, and the communication is cut off. In such cases, it is not preferable to immediately switch to the speaker 46 output. In consideration of such a situation, the following conditions can be adopted as the specified switching conditions.

切替切断埌、所定時間が経過した堎合。
切替切断時が図柄倉動衚瀺ゲヌム䞭の堎合、そのゲヌムが終了した堎合。
切替切断時が特定の遊技状態である堎合、その遊技状態が終了した堎合。特定の遊技状態は、たずえば、通垞状態、時短状態埮時短状態を含む、確倉状態、朜確状態、圓り遊技などである。
切替コンプリヌト機胜が䜜動した堎合コンプリヌト機胜が䜜動した堎合は、遊技実行䞍胜状態に制埡されるため、盎ちに切断するこずが奜たしい。
切替切断埌、非遊技䞭たずえば、特別図柄が埅機䞭であり、か぀保留蚘憶無しの状態図の参照など埅機䞭ずなった堎合。
切替切断時が非遊技䞭であるが、その時点では盎前のゲヌムに係る音挔出が出力䞭である堎合おいお、所定の条件が成立した堎合たずえば、圓該音挔出が終了した堎合や、圓該音挔出終了埌に所定時間経過した堎合。
切替䞊蚘切替切替のうち少なくずも぀を採甚するこずができる。
(Switch 1) When a predetermined time has elapsed after disconnection.
(Switch 2) If the disconnection occurs during a game in which a changing pattern is displayed, the game ends.
(Switching 3) When a specific game state is reached at the time of disconnection, the game state is terminated. The specific game state may be, for example, a normal state, a time-saving state (including a micro-time-saving state), a probability-changing state, a potential probability state, a winning game, or the like.
(Switch 4) When the complete function is activated (when the complete function is activated, the device is controlled to a state in which game play cannot be performed, so it is preferable to immediately disconnect the device).
(Switch 5) After disconnection, when the machine is not being played (for example, when a special symbol is on standby and there is no reserved memory (see S417-419 in FIG. 12)).
(Switch 6) When disconnection occurs while no game is being played, but sound effects related to the previous game are being output at that time, a predetermined condition is met (for example, when the sound effects have ended or when a predetermined time has passed since the sound effects ended).
(Switch 8) At least one of the above (Switch 1) to (Switch 8) can be adopted.

なお、切断時が非遊技䞭の堎合は、䞊蚘切替を採甚するのではなく、盎ちにスピヌカからの出力に切り替えおもよい。 If the disconnection occurs while the game is not in progress, the output may be immediately switched to the speaker 46 instead of using the above (switch 5).

たた、䞊蚘断の「遊技機偎の制埡䞊、匷制的に切断するケヌス」を陀倖したのは、本ケヌスの堎合、深刻床が高い゚ラヌなどの遊技機に深刻な䞍具合が発生しおいる状況䞋にあるケヌスが䞻たるケヌスであるため、むダホンの接続が切断された堎合、所定の切替条件の成立を埅぀よりも、盎ちに、スピヌカからの出力に切り替えるこずが奜たしいからである。 In addition, the reason why the "case where the connection is forcibly disconnected due to control on the gaming machine side" in (Clause 4) above has been excluded is that in this case, the gaming machine is mainly in a situation where a serious malfunction such as a highly serious error has occurred, and therefore when the earphone connection is disconnected, it is preferable to immediately switch to output from the speaker 46 rather than waiting for a specific switching condition to be met.

切断報知挔出
たた、むダホン接続䞭に、むダホンず遊技機ずの接続が切断された堎合、その旚を報知する「切断報知挔出」を実行可胜に構成するこずができる。
(Disconnection notification)
In addition, if the connection between the earphones and the gaming machine is disconnected while the earphones are connected, a "disconnection notification effect" can be executed to notify the user of this.

切断報知挔出には、音挔出、光挔出、および画像衚瀺挔出の少なくずも぀を利甚するこずができるが、切断された旚を音挔出で報知するず、実行䞭のゲヌムに係る遊技挔出音ず玛らわしくなる点、切断時は、むダホンから挔出音が聞こえなくなるため、遊技者が切断されたこずを遊技者が把握し易いようにする点などを考慮しお、切断報知挔出は、少なくずも芖芚的に把握し易い画像衚瀺挔出を利甚するこずが奜たしいたずえば、「むダホンずの接続が切断されたした。」や「むダホンずの接続が切断されたした。むダホン遊技を䞭止したす。」等の画像を衚瀺する。この堎合、切断報知挔出を倧々的に報知するのではなく、他の挔出の邪魔にならない䜍眮たずえば、液晶画面の隅郚近傍などの退避衚瀺甚領域に衚瀺したり、他の挔出たずえば、倉動䞭挔出、圓り䞭挔出等よりも衚瀺優先床が䜎くしたりするたずえば、切断報知挔出ずの透過率を高くし、背景偎の予告挔出等を把握し易いようにするこずが奜適である。たた、切断埌、盎ちにスピヌカの出力に切り替えない堎合には、その切り替える旚を事前報知する「切替報知挔出切断事前報知挔出」を実行可胜に構成しおもよい。たずえば、「むダホンずの接続が切断されたした。たもなく、スピヌカの出力に切り替えたす。」などの画像を衚瀺するこずができる。 At least one of sound effects, light effects, and image display effects can be used for the disconnection notification effect. However, if the disconnection is notified by sound effects, it may be confused with the game effects related to the game being played, and since the sound effects cannot be heard from the earphones when the disconnection occurs, it is preferable to use an image display effect that is at least visually easy to understand for the disconnection notification effect, taking into consideration the fact that the player is easily aware of the disconnection because the sound effects cannot be heard from the earphones during the disconnection. In this case, it is preferable to display the disconnection notification effect in a position that does not interfere with other effects (for example, in a retreat display area such as near the corner of the LCD screen) rather than notifying the disconnection notification effect in a large scale, or to give it a lower display priority than other effects (for example, during fluctuation effects, during win effects, etc.) (for example, by increasing the transparency of the disconnection notification effect so that the advance notice effects in the background are easily understood). Furthermore, if the output is not immediately switched to the speaker 46 after disconnection, a "switching notification effect (disconnection advance notification effect)" that notifies the user in advance of the switch may be configured to be executable. For example, an image such as "The connection with the earphones has been disconnected. We will switch to speaker output shortly." may be displayed.

なお、䞊蚘切断報知挔出は、次の切切のように構成するこずができる。 The disconnection notification can be configured as follows: (Cut 1) to (Cut 5).

切遊技䞭ず非遊技䞭ずで、異なる挔出態様ずするこずができる。たずえば、遊技䞭は、䞊述のように画像衚瀺挔出による挔出態様ずし、非遊技䞭は画像衚瀺挔出に加え、音挔出およびたたは光挔出ずによる挔出態様ずするこずができる。具䜓的には、遊技䞭は「むダホンずの接続が切断されたした。」等の画像衚瀺のみを実行し、非遊技䞭は「むダホンずの接続が切断されたした。」等の画像衚瀺ず「むダホンずの接続が切断されたした♪」等の音声を出力する。特に非遊技䞭は、基本的には遊技挔出音が実行されおいないため、少なくずも音声音挔出を含む挔出態様により、むダホンが切断された旚を報知するこずが奜たしい。たた、遊技䞭ず非遊技䞭ずで、切断報知挔出に係る衚瀺範囲、報知音量、報知茝床の少なくずも぀を異なる挔出態様ずしおもよい。たずえば、切断報知挔出に係る衚瀺範囲たたは報知音量などに぀いお、遊技䞭よりも非遊技䞭の方が、盞察的に倧きく高くなるように構成しおもよい。 (1) Different presentation modes can be used during play and non-play. For example, during play, the presentation mode can be an image display presentation as described above, and during non-play, the presentation mode can be an image display presentation plus sound presentation and/or light presentation. Specifically, during play, only image display such as "Earphone connection has been disconnected" is executed, and during non-play, image display such as "Earphone connection has been disconnected" and sound such as "Earphone connection has been disconnected♪" are output. In particular, during non-play, since game presentation sounds are basically not executed, it is preferable to notify that the earphones have been disconnected by a presentation mode including at least sound (sound presentation). In addition, at least one of the display range, notification volume, and notification brightness related to the disconnection notification presentation can be different during play and non-play. For example, the display range or notification volume related to the disconnection notification presentation can be configured to be relatively larger (higher) during non-play than during play.

切遊技䞭ず非遊技䞭ずにおいお切断報知挔出を実行可胜に構成しおもよいが、むダホンが切断された遊技状況は、遊技進行自䜓には圱響を及がすこずがない点、遊技䞭に切断報知挔出を珟出させるのは他の予告挔出等の邪魔になりうる点などを考慮し、少なくずも非遊技䞭の堎合に切断報知挔出を実行可胜な構成ずしおもよい。たずえば、遊技䞭の堎合には切断報知挔出を実行せず、非遊技䞭の堎合に切断報知挔出を実行可胜な構成ずするこずができる。 (Cut 2) The disconnection notification effect may be configured to be executable both during play and when not playing, but taking into consideration that a game situation in which the earphones are disconnected does not affect the progress of the game itself, and that displaying the disconnection notification effect during play may interfere with other advance notice effects, etc., the disconnection notification effect may be configured to be executable at least when not playing. For example, the disconnection notification effect may not be executed when playing, but may be executed when not playing.

切しかし、遊技挔出音を呚囲の隒音に邪魔されるこずなく集䞭しお遊技に興じたいず切望する遊技者も倚いのが実情であり、切断された事実を早急に遊技者に知らせるこずも重芁であるずいう点に鑑み、少なくずも遊技䞭である堎合に切断報知挔出を実行可胜な構成ずしおもよい。たずえば、非遊技䞭の堎合には切断報知挔出を実行せず、遊技䞭の堎合に切断報知挔出を実行可胜な構成ずするこずができる。 (Cut 3) However, in reality, many players desire to concentrate on playing games without being disturbed by surrounding noise, and in light of the fact that it is important to promptly inform the player of the fact that a disconnection has occurred, the configuration may be such that the disconnection notification effect can be executed at least when play is in progress. For example, the configuration may be such that the disconnection notification effect is not executed when not playing, but is executed when play is in progress.

切コンプリヌト機胜が䜜動した堎合は、遊技実行䞍胜状態に制埡されるため、切断報知挔出を実行する必芁性に乏しい。したがっお、コンプリヌト機胜が䜜動した堎合は、切断報知挔出を実行しなくおもよい。 (Off 4) When the complete function is activated, the machine is controlled to a state where play cannot be performed, so there is little need to execute the disconnection notification display. Therefore, when the complete function is activated, there is no need to execute the disconnection notification display.

切切断された状況に応じお、異なる切断報知挔出を実行しおもよい。䞊蚘した切断報知挔出は、䞻に、遊技者が意図的に接続を切断するケヌスや、遊技者の意に反しお接続が切断されるケヌスが倧半であるため、その報知内容は、䞊蚘したように「むダホンずの接続が切断されたした。ずいった受身の意を含む衚珟内容の挔出態様ずするこずが奜たしい。なお、䞊蚘断の「遊技機偎が制埡䞊、匷制的に切断するケヌス」の堎合には「゚ラヌが発生したため、むダホンの接続を切断したした。」所定の゚ラヌ発生時に接続を切断する堎合や、「コンプリヌト機胜が䜜動したした。むダホンの接続を切断したす」コンプリヌト機胜時に接続を切断する堎合など、遊技機偎が自発的に切断した意を含む衚珟内容を含む挔出態様匷制切断報知挔出ずするこずが奜たしい。 (Cut 5) Depending on the circumstances of the cut, different cut notification effects may be executed. The cut notification effects described above are mainly cases where the player intentionally cuts the connection or the connection is cut against the player's will, so it is preferable that the notification content be a presentation mode with a passive meaning such as "The connection to the earphones has been cut." In the case of "the gaming machine forcibly cuts the connection due to control" in (Cut 4) above, it is preferable to use a presentation mode (forced cut notification effect) with a meaning that the gaming machine voluntarily cut the connection, such as "An error has occurred, so the earphones have been cut" (when the connection is cut when a specific error occurs) or "The complete function has been activated. The earphones will be cut" (when the connection is cut during the complete function).

なお、䞊蚘切替報知挔出に぀いおも、切断報知挔出ず同様に、次の替替のような構成ずするこずができる。なお、䞊蚘切切ず実質的に同様の内容に぀いおは重耇蚘茉を避けるため、省略する。 The above switching notification effects can be configured as follows (Change 1) to (Change 4), just like the disconnection notification effects. Note that content that is essentially the same as the above (Off 1) to (Off 4) will be omitted to avoid duplication.

替遊技䞭ず非遊技䞭ずで、異なる挔出態様ずするこずができる。
替少なくずも非遊技䞭の堎合に切替報知挔出を実行可胜な構成ずしおもよい。
替少なくずも遊技䞭である堎合に切替報知挔出を実行可胜な構成ずしおもよい。
替コンプリヌト機胜が䜜動した堎合は、切替報知挔出を実行しなくおもよい。
(Alternative 1) Different presentation styles can be used during play and non-play.
(Alternative 2) The configuration may be such that the switching notification effect can be executed at least when no game is being played.
(Alternative 3) The configuration may be such that the switching notification effect can be executed at least while a game is being played.
(Change 4) When the complete function is activated, the switching notification performance does not need to be executed.

接続解陀遞択挔出の倉圢䟋
ここで図では、遊技環境蚭定においお、接続解陀甚項目図の「接続䞭のむダホンを解陀する」が決定された堎合に、ペアリング解陀する圢態を䞭心に説明した図参照。しかし本発明はこれに限らず、次のように構成するこずができる。
(Modification of the disconnection selection effect)
Here, in Fig. 111, the description was given mainly on the form of canceling pairing when the item for disconnection ("Disconnect connected earphones" in Fig. 111(C)) is determined in the game environment setting (see Figs. 111(B), (C), and (F)). However, the present invention is not limited to this, and can be configured as follows.

たずえば、遊技環境蚭定ずは別に、独立しお䞊蚘「接続解陀遞択挔出」を実行可胜に構成しおもよい。たずえば、遊技䞭および非遊技䞭の任意のタむミングにお、遊技者が特定操䜜接続解陀遞択挔出実行甚の操䜜を行った堎合、むダホンずの接続を解陀切断するか吊かの遞択画像、たずえば既に説明した「むダホンずの接続を解陀したすか 」や「ペアリングを解陀したすか 」などの遞択画像を衚瀺し、遊技者が操䜜手段を甚いお接続を解陀するか吊かを遞択可胜に構成するこずができる。 For example, the above-mentioned "disconnect selection effect" may be configured to be executable independently of the game environment settings. For example, when a player performs a specific operation (an operation for executing the disconnect selection effect) at any time during or outside of gameplay, a selection image for whether or not to disconnect (disconnect) the earphones, such as the already explained "Disconnect earphones? YES/NO" or "Cancel pairing? YES/NO", may be displayed, allowing the player to select whether or not to disconnect using the operating means.

斯様な接続解陀遞択挔出により、䞀々、遊技環境蚭定画面の衚瀺操䜜を経お、ペアリングを解陀しなくおもよく、遊技者は自己の奜きなタむミングで、むダホン遊技を䞭止するこずができるようになる。勿論、図に瀺すような遊技環境蚭定機胜自䜓を有しない遊技機あっおもよく、この堎合は、遊技者が接続解陀遞択挔出実行甚の操䜜を行った堎合に、接続解陀遞択挔出を実行すればよい。 With this type of disconnection selection display, the player does not have to go through the display operation of the game environment setting screen to cancel the pairing each time, and can stop playing with earphones at a time of his or her choosing. Of course, there may be gaming machines that do not have the game environment setting function as shown in FIG. 111. In this case, the disconnection selection display can be executed when the player performs an operation for executing the disconnection selection display.

なお、むダホンが非接続䞭に、遊技者が接続解陀遞択挔出実行甚の操䜜を行った堎合は、接続解陀遞択挔出を実行しなくおもよい。たた、「無線むダホンを接続しお䞋さい。」などのむダホン接続を促す接続芁求挔出を実行可胜に構成しおもよいし、図で説明したように、「接続䞭のデバむスはありたせん」や「接続䞭のむダホンはありたせん」などの画像を衚瀺しおもよい。たた、接続解陀遞択挔出を実行するが、接続解陀項目の「」自䜓を遞択䞍胜ずしおもよいし、䞊蚘遞択画像䞊蚘「むダホンずの接続を解陀したすか 」などの画像を暗く衚瀺したりしお、接続䞭の無線むダホンが存圚しないこずを報知可胜に構成しおもよい。 Note that if the player performs an operation to execute the disconnection selection effect while the earphones are not connected, the disconnection selection effect does not have to be executed. Also, the device may be configured to execute a connection request effect that prompts the player to connect the earphones, such as "Please connect your wireless earphones," or to display an image such as "No device connected" or "No earphones connected," as described in FIG. 111. Also, the disconnection selection effect may be executed, but the "YES" option for disconnection itself may be made unselectable, or the selection image (such as the above-mentioned "Disconnect earphones? YES/NO" image) may be displayed in a darkened state to notify the player that no wireless earphones are connected.

なお、接続解陀遞択挔出は、遊技者に察しおむダホンずの接続を解陀切断するか吊かを遞択させる挔出であるこずから、専ら、無線むダホンが接続可胜な遊技機においお、ペアリングを解陀する際に利甚される。有線接続の堎合は、遊技者自身でむダホンケヌブルを遊技機偎むダホンゞャックから取り倖せばよく、接続解陀遞択挔出を実行する必芁性に乏しいからである勿論、有線接続可胜な遊技機の堎合にも、接続解陀遞択挔出を実行しおもよい。 The disconnection selection effect allows the player to choose whether or not to disconnect (disconnect) the earphones, and is therefore used exclusively when canceling pairing on gaming machines that can connect to wireless earphones. In the case of a wired connection, the player can simply remove the earphone cable from the gaming machine (earphone jack) themselves, and there is little need to execute the disconnection selection effect (of course, the disconnection selection effect may also be executed on gaming machines that can connect via wire).

本䟋に係る接続解陀遞択挔出は、遊技者が所定操䜜を行った堎合に、い぀でも実行されるように構成しおもよいし、遊技状況に応じお、次のような条件を付すこずもできる。 The disconnection selection display in this example may be configured to be executed at any time when the player performs a specified operation, or the following conditions may be attached depending on the game situation:

解陀非遊技䞭およびたたは遊技䞭の堎合。
解陀非遊技䞭ずなった埌、所定時間経過たずえば、秒経過した堎合。
解陀非遊技䞭ずなったが、盎前に実行されたゲヌムに係る音挔出が出力䞭である堎合においお、所定の条件が成立した堎合たずえば、圓該音挔出が終了した堎合や、圓該音挔出終了埌に所定時間経過した堎合など。
解陀圓り遊技䞭圓り䞭挔出の所定のタむミングたずえば、開始䞭オヌプニング挔出䞭、ラりンド遊技䞭ラりンド䞭挔出䞭、終了䞭゚ンディング挔出䞭など。
解陀特定の遊技状態䞭たずえば、通垞状態よりも有利な遊技状態䞭。
解陀遊技環境蚭定が可胜な期間。
解陀䞊蚘解陀解陀のうち少なくずも぀を採甚するこずができる。
(Cancellation 1) When not playing and/or when playing.
(Release 2) When a predetermined time has passed (for example, 10 seconds) after the game is no longer in progress.
(Release 3) When the game is no longer being played but sound effects related to the game played immediately before are being output, a certain condition is met (for example, when the sound effects end, or when a certain amount of time has passed since the sound effects ended).
(Release 4) At a specified timing during winning play (winning play performance) (for example, during start INT (during opening performance), during round play (during round performance), during end INT (during ending performance), etc.).
(Release 5) During a specific gaming state (for example, during a gaming state that is more advantageous than the normal state).
(Release 6) The period during which the gaming environment can be configured.
(Release 7) At least one of the above (Release 1) to (Release 6) can be adopted.

なお、コンプリヌト機胜が䜜動した堎合は遊技実行䞍胜状態に制埡されるが、コンプリヌト機胜が䜜動した堎合であっおも、少なくずも接続解陀遞択挔出の実行は制限しないように構成するこずができる。たた、コンプリヌト機胜が䜜動した堎合に、遊技者に察しおむダホンの接続解陀を促す挔出接続解陀芁求挔出を実行可胜に構成しおもよい。たずえば、「コンプリヌト機胜が䜜動したした。むダホンの接続を解陀しお䞋さい。」などの画像衚瀺を行うこずができる。 When the complete function is activated, the game is controlled to an unplayable state, but even when the complete function is activated, the game can be configured so that at least the execution of the disconnection selection effect is not restricted. Also, when the complete function is activated, the game can be configured to execute an effect that prompts the player to disconnect their earphones (disconnection request effect). For example, an image such as "The complete function has been activated. Please disconnect your earphones" can be displayed.

しかし、コンプリヌト機胜が䜜動した堎合に、接続解陀遞択挔出遊技環境蚭定に属する接続解陀遞択挔出を含むの実行を制限する構成ずしおもよい。コンプリヌト機胜による遊技実行䞍胜状態の解陀は、少なくずも電源断本実斜圢態の堎合、クリアが必芁であるため、接続解陀遞択挔出を実行する意矩に乏しいからである。ただし、無線むダホンの堎合無線接続の堎合、接続解陀遞択挔出の実行が制限されおしたうず、コンプリヌト機胜䜜動䞭はペアリング解陀䞍胜ずなっおしたう。遊技者が遊技機ずのペアリングを解陀できないずするず、遊技機ずの接続が維持されたたたになっおしたい、䞍具合が生じる恐れがある。そこで、少なくずもコンプリヌト機胜が䜜動した堎合は、むダホンずの接続を匷制的に解陀可胜な構成するこずが奜たしい。 However, the configuration may be such that the execution of the disconnection selection effect (including the disconnection selection effect belonging to the game environment settings) is restricted when the complete function is activated. This is because the release of the game execution disabled state by the complete function requires at least a power cut (in the case of this embodiment, RAM clearing), so there is little point in executing the disconnection selection effect. However, in the case of wireless earphones (wireless connection), if the execution of the disconnection selection effect is restricted, it will be impossible to unpair while the complete function is activated. If the player is unable to unpair with the gaming machine, the connection with the gaming machine will remain maintained, which may cause a malfunction. Therefore, it is preferable to configure the device so that the connection with the earphones can be forcibly released at least when the complete function is activated.

たた本䟋の堎合においおも、遊技者が出力解陀操䜜を行った堎合接続解陀遞択挔出にお「」を遞択した堎合、図に瀺すような「接続解陀完了挔出」を実行可胜に構成しおもよい。 Also in this example, if the player performs an output cancellation operation (selects "YES" in the disconnection selection display), a "disconnection completion display" as shown in FIG. 111 (F) may be executed.

なお別途、䞊蚘「カスタマむズ初期化遞択挔出」を実行可胜な堎合、遊技者がカスタマむズ初期化を遞択した堎合には、カスタマむズ初期化に䌎い、むダホンずの接続も解陀されるように構成しおもよい。しかしこれに限らず、カスタマむズ初期化ではむダホンずの接続は解陀されないように構成しおもよい。この堎合、接続解陀遞択挔出により解陀可胜に構成すればよい。 Separately, if the above-mentioned "customization initialization selection effect" can be executed, when the player selects customization initialization, the connection to the earphones may also be disconnected in conjunction with the customization initialization. However, this is not limited to this, and the customization initialization may not disconnect the earphones. In this case, it is sufficient to configure it so that it can be disconnected by the connection disconnection selection effect.

むダホン遊技䞭における特殊挔出
次に、むダホン遊技䞭における特殊な挔出系に぀いお説明する。ここでは、むダホン遊技䞭むダホン接続䞭ず非むダホン遊技䞭むダホン非接続䞭ずで、異なる音挔出特に、遊技挔出音を実行可胜な構成に぀いお説明する。本䟋以䞋、本䟋を「特殊音挔出圢態」ず称するは、次の挔α挔γのような挔出圢態が含たれる。
(Special effects during earphone play)
Next, a special performance system during earphone play will be described. Here, a configuration that can execute different sound performances (particularly game performance sounds) during earphone play (earphones connected) and non-earphone play (earphones not connected) will be described. This example (hereinafter, this example will be referred to as the "special sound performance form") includes the following performance forms (performance α) to (performance γ).

挔α特定の挔出においお、むダホン接続䞭ずむダホン非接続䞭ずで異なる音挔出が実行される圢態。 (Performance α) In a specific performance, different sound effects are executed when earphones are connected and when they are not connected.

挔β特定の挔出においお、むダホン接続䞭には所定の音挔出を実行するが、むダホン非接続䞭にはその音挔出を実行しない圢態。぀たり、むダホン接続䞭にのみ、むダホンから出力される特殊な遊技挔出音接続時特定音挔出がある圢態。 (Performance β) In a specific performance, a specific sound performance is executed when earphones are connected, but the sound performance is not executed when the earphones are not connected. In other words, a special game performance sound (specific sound performance when connected) is output from the earphones only when they are connected.

挔γ特定の挔出においお、むダホン非接続䞭には所定の音挔出を実行するが、むダホン接続䞭にはその音挔出を実行しない圢態。぀たり、むダホン非接続䞭にのみ、スピヌカから出力される特殊な遊技挔出音非接続時特定音挔出がある圢態。 (Performance γ) In a specific performance, a specific sound performance is executed when the earphones are not connected, but the sound performance is not executed when the earphones are connected. In other words, a special game performance sound (specific sound performance when not connected) is output from the speaker 46 only when the earphones are not connected.

特殊音挔出圢態の䞀䟋ずしおは、たずえば、特定のリヌチ挔出においお、むダホン非接続䞭には、テンパむ時リヌチ時に「リヌチ♪」ずいうテンパむ音をスピヌカから出力するが、むダホン接続䞭には「リヌチ♪熱いぜ」非接続時ず接続時ずで、䞀郚共通の音挔出や「倧圓りだよ♪」非接続時ず接続時ずで、党く異なる音挔出ずいった特殊なテンパむ音を出力する。この䟋では、同じリヌチ挔出同䞀の予告挔出実行される堎合あっおも、むダホン接続䞭ずむダホン非接続䞭ずで異なる音挔出が実行され、むダホン接続䞭では圓遞期埅床を瀺唆する音挔出が、むダホン非接続䞭では圓遞期埅床を瀺唆しない通垞音挔出が実行される䟋である。 As an example of a special sound presentation form, for example, in a specific reach presentation, when earphones are not connected, the ready sound "reach ♪" is output from speaker 46 when ready (reach), but when earphones are connected, special ready sounds such as "reach ♪ it's hot!!" (a sound presentation that is partially the same when connected and when not connected) or "it's a big hit ♪" (a completely different sound presentation when connected and when not connected) are output. In this example, even when the same reach presentation (same advance notice presentation) is executed, different sound presentations are executed when earphones are connected and when earphones are not connected, and when earphones are connected, a sound presentation that suggests the likelihood of winning is executed, and when earphones are not connected, a normal sound presentation that does not suggest the likelihood of winning is executed.

すなわち、本䟋の最倧の特城点は、むダホン遊技䞭の遊技者にのみ、知埗しうる特定情報を報知可胜な構成であるずいう点にある。この特定情報ずしおは、たずえば、䞊述のような圓遞期埅床圓遞を含むに関する情報の他、蚭定倀に関する情報蚭定機胜を有する遊技機に奜適、珟圚の遊技状態情報所定の条件䞋で内郚遊技状態を挔出的に秘匿可胜な遊技機に奜適など、皮々の情報を採甚するこずができる。 In other words, the greatest feature of this example is that it is configured to notify specific information that can only be known by the player playing with earphones. This specific information can be, for example, information about the probability of winning (including winning) as described above, as well as information about setting values (suitable for gaming machines with setting functions) and information about the current gaming state (suitable for gaming machines that can conceal the internal gaming state as a creative presentation under certain conditions).

特殊音挔出圢態に係る音挔出は、倉動䞭挔出予告挔出、先読み予告、蚭定瀺唆挔出、圓り䞭挔出、デモ挔出デモ衚瀺などで実行させるこずができる。どのような挔出に採甚するか、たたどのような特定情報を報知するかに぀いおは、適宜定めるこずができる。 Sound effects related to special sound effect formats can be executed during fluctuation effects (preview effects), pre-reading notices, setting suggestion effects, winning effects, demo effects (demo displays), etc. The type of effect to be adopted and the type of specific information to be notified can be determined as appropriate.

なお、圓り䞭挔出に採甚する堎合には、たずえば、今回のゲヌムが倧圓りである堎合、そのゲヌム䞭は圓遞した倧圓り皮別を䞀旊秘匿状態ずし、その埌に実行される倧圓り遊技䞭に圓遞した倧圓り皮別を報知するようなケヌスにおいお、むダホン接続䞭には、オヌプニング挔出䞭開始䞭にその圓遞した倧圓り皮別に関する情報特定情報に盞圓を報せる音挔出たずえば、「おめでずう今回の倧圓りは確倉倧圓りだよ」などを実行するが、むダホン非接続䞭にはその音挔出自䜓を実行しない、たたは時系列的に埌に報知するたずえば、゚ンディング挔出䞭終了䞭に報知するこずができる。 When used for the effects during a win, for example, if the current game is a jackpot, the type of jackpot that was won will be kept secret during that game, and the type of jackpot that was won will be announced during the jackpot game that is subsequently played. In this case, when earphones are connected, a sound effect will be executed during the opening effect (during the start INT) that announces information (corresponding to specific information) about the type of jackpot that was won (for example, "Congratulations! This jackpot is a guaranteed jackpot!"), but when earphones are not connected, the sound effect itself will not be executed, or it can be announced later in the chronological order (for example, it can be announced during the ending effect (during the end INT)).

たた、デモ挔出に採甚する堎合には、むダホン接続䞭に限り、たずえば、補造メヌカの広告や宣䌝、遊技説明、泚意喚起報知、譊告事象報知などの音声をむダホンから出力させるこずができる。 In addition, when used for demo performances, sounds such as manufacturer advertisements, game instructions, warning notifications, and alerts can be output from the earphones only when the earphones are connected.

特殊音挔出圢態の倉圢䟋
たた、䞊蚘の特殊音挔出圢態の別圢態ずしお、次のような構成ずするこずができる。ここでは、挔出手段の䞀぀ずしお、遊技者操䜜者に振動を䞎えるこずが可胜な加振装眮振動手段を蚭けた挔出手段以䞋「振動挔出手段」ず称するを有する遊技機を前提ずしお説明する。
(Variations of special sound effects)
As another embodiment of the special sound presentation, the following configuration can be used. Here, the following description is given on the premise that the gaming machine has a presentation means (hereinafter referred to as "vibration presentation means") that is provided with a vibration device (vibration means) capable of applying vibration to the player (operator) as one of the presentation means.

振動挔出手段ずは、たずえば、遊技者が操䜜可胜な操䜜手段に加振装眮を蚭け、「操䜜手段が振動する」ずいった挔出態様により、動的な挔出効果を発揮するものであり、時蚈型圹物時蚈針や花型圹物ず同じく、可動䜓圹物に属する挔出手段である。振動挔出手段は、予告挔出や蚭定瀺唆挔出やデモ挔出など、皮々の挔出に利甚するこずが可胜であり、䞻に、倉動䞭挔出に係る予告挔出や先読み予告の所定のタむミングにお、加振装眮を䜜動させ、その振動態様により圓遞期埅床を瀺唆したり、倧圓り圓遞を確定的に報知したりする際に利甚される。以䞋、振動挔出手段による挔出を「振動挔出」ず称する。 The vibration presentation means is, for example, a vibration device provided on the operating means that can be operated by the player, and produces a dynamic presentation effect by causing the operating means to vibrate. Like the clock-shaped device 80 (clock hands 82) and the flower-shaped device 90, the vibration presentation means is a type of presentation means that belongs to movable devices. The vibration presentation means can be used for various presentations, such as advance notice presentations, setting suggestion presentations, and demo presentations, and is mainly used when the vibration device is activated at a specified timing for advance notice presentations and pre-reading notices related to the variable presentations, and the vibration form is used to suggest the probability of winning or to definitively notify the winning of a jackpot. Hereinafter, the presentation using the vibration presentation means will be referred to as a "vibration presentation".

近幎では、操䜜手段を単に振動させるだけでなく、意図的に振動音が倧きくなるように構成したり、操䜜手段の内郚に音を発する郚材を封入したりしお、音響玩具的な機胜を持たせたものがあり、振動䞭の挔出的効果を高めたものが実甚化されおいる。 In recent years, rather than simply vibrating the operating means, some have been designed to intentionally make louder vibration sounds, or have sound-emitting components enclosed inside the operating means, giving them a sonic toy-like function, and devices that enhance the dramatic effect of the vibration have been put into practical use.

しかし、むダホン遊技䞭は、振動挔出が奏する音挔出以䞋「音響玩具音」ず称するを聎取し蟛い状況䞋にあり、折角の振動挔出を蚭けた意矩が倱われおしたう恐れがある。そこで、振動挔出の実行䞭に、むダホンから音響玩具音を暡した音挔出たたはそれに代わる音挔出以䞋「疑䌌的音響玩具音」ず称するを出力可胜に構成するこずが奜たしい。このようにすれば、むダホン遊技䞭においお聞き取りにくくなる音響玩具音を、疑䌌的に聎取させるこずが可胜になる。なお、むダホン非接続䞭の堎合は、スピヌカから疑䌌的音響玩具音を出力する意矩が無いため、むダホン非接続䞭は、本来の音響玩具音を発するようにし、スピヌカから疑䌌的音響玩具音を出力しないこずが奜たしい。 However, during earphone play, it is difficult to hear the sound effects (hereinafter referred to as "acoustic toy sounds") produced by the vibration effects, and there is a risk that the purpose of providing the vibration effects will be lost. Therefore, it is preferable to configure the earphones to be able to output sound effects that imitate acoustic toy sounds or sound effects that replace them (hereinafter referred to as "pseudo acoustic toy sounds") while the vibration effects are being executed. In this way, it becomes possible to pseudo-listen to the acoustic toy sounds that are difficult to hear during earphone play. Note that since there is no point in outputting the pseudo acoustic toy sounds from the speaker 46 when the earphones are not connected, it is preferable to emit the original acoustic toy sounds and not output the pseudo acoustic toy sounds from the speaker 46 when the earphones are not connected.

疑䌌的音響玩具音に぀いおは、䞊蚘したように、本来の音響玩具音の替わりずしお利甚される挔出態様であるが、必ずしもすべおの振動挔出に利甚しなくおもよい。たずえば、リヌチ挔出の埌半で、最終的なゲヌム結果を報知する際に実行される振動挔出たずえば、最終結果挔出導出前の煜り挔出の䞀環ずしお実行される振動挔出や、最終結果挔出の䞀環ずしお実行される振動挔出や、昇栌挔出たたは埩掻挔出の䞀環ずしお実行される振動挔出などのように、圓遞期埅床が高い予告挔出に甚いられる振動挔出、昇栌報知や圓確報知の際に甚いられる振動挔出の堎合には、疑䌌的音響玩具音を出力可胜に構成するこずができる。たた、耇数の振動挔出がある堎合、その挔出尺振動時間が盞察的に長い振動挔出の堎合に、疑䌌的音響玩具音を出力するように構成するこずができる。すなわち、挔出的に重芁床が高い振動挔出の堎合に、疑䌌的音響玩具音を出力するように構成し、それ以倖の振動挔出の堎合は、疑䌌的音響玩具音を出力しないように構成する。 As described above, the pseudo toy acoustic sound is a presentation mode used in place of the original toy acoustic sound, but it does not necessarily have to be used for all vibration presentations. For example, in the latter half of the reach presentation, such as the vibration presentation executed when announcing the final game result (for example, the vibration presentation executed as part of the teasing presentation before the derivation of the final result presentation, or the vibration presentation executed as part of the final result presentation), or the vibration presentation executed as part of the promotion presentation or revival presentation, the pseudo toy acoustic sound can be configured to be output in the case of the vibration presentation used in the advancement presentation with a high expectation of winning, or the vibration presentation used in the promotion presentation or the winning announcement. In addition, when there are multiple vibration presentations, the pseudo toy acoustic sound can be configured to be output in the case of the vibration presentation with a relatively long presentation length (vibration time). In other words, the pseudo toy acoustic sound is configured to be output in the case of the vibration presentation with high presentation importance, and the pseudo toy acoustic sound is not configured to be output in the case of the other vibration presentations.

音量調敎機胜、レベルメヌタの衚瀺態様に぀いお図
次に、本実斜圢態の音量調敎機胜に係る各皮の実斜䟋に぀いお説明する。
(Volume adjustment function and level meter display: Fig. 112)
Next, various examples of the volume adjustment function of this embodiment will be described.

先述した図の音量蚭定音量調敎では、むダホンずスピヌカずで぀の音量調敎甚のレベルメヌタを兌甚しお、音量調敎可胜ずする兌甚タむプに぀いお説明した。しかし本発明はこれに限らず、むダホンずスピヌカずで別々のレベルメヌタを蚭け、䞋蚘のように構成するこずができる。 In the volume setting (volume adjustment) in FIG. 111 described above, a combined type was described in which a single volume adjustment level meter 103a is used for both the earphone and the speaker 46 to enable volume adjustment. However, the present invention is not limited to this, and separate level meters can be provided for the earphone and the speaker 46, and the configuration can be as follows.

調音量に぀いおは、必ずしも遊技環境蚭定たずえば、図参照においお調敎可胜ずしなくおもよく、遊技環境蚭定ずは別の操䜜専甚の音量蚭定画面衚瀺操䜜により音量蚭定画面音量調敎甚画面を衚瀺可胜に構成し、その蚭定画面にお音量を調敎可胜な構成ずしおもよい。 (Option 1) The volume does not necessarily have to be adjustable in the game environment settings (for example, see FIG. 111). It is also possible to configure the volume setting screen (volume adjustment screen) to be displayed by an operation separate from the game environment settings (a dedicated volume setting screen display operation), and to configure the volume to be adjustable on that setting screen.

調スピヌカの音量ずむダホンの音量ずを別々に独立しお調敎可胜に構成するこずができる。たずえば、図に瀺すように、音量調敎甚のレベルメヌタずしお、スピヌカ音量調敎甚のレベルメヌタ以䞋「スピヌカ甚レベルメヌタ」ず略す堎合があるず、むダホン音量調敎甚のレベルメヌタ以䞋「むダホン甚レベルメヌタ」ず略す堎合があるずを蚭け、スピヌカの音量ずむダホンの音量ずを別々に調敎可胜に構成するこずができる。図では、同じ調敎画面に、スピヌカ甚レベルメヌタずむダホン甚レベルメヌタずを衚瀺する䟋を瀺しおある。 (Mode 2) The speaker 46 volume and the earphone volume can be configured to be adjustable separately (independently). For example, as shown in FIG. 112(A), a level meter 103a for adjusting the speaker volume (hereinafter sometimes abbreviated as "speaker level meter") and a level meter 103c for adjusting the earphone volume (hereinafter sometimes abbreviated as "earphone level meter") can be provided as level meters for adjusting the volume, and the speaker 46 volume and the earphone volume can be configured to be adjustable separately. FIG. 112(A) shows an example in which the speaker level meter 103a and the earphone level meter 103c are displayed on the same adjustment screen 101k.

調図では、同じ調敎画面に、スピヌカ甚レベルメヌタずむダホン甚レベルメヌタずを衚瀺する䟋であるが、たずえば図に瀺すように、スピヌカ甚の音量蚭定画面ずむダホン甚の音量蚭定画面ずを衚瀺可胜に構成しお、スピヌカ甚レベルメヌタずむダホン甚レベルメヌタずを別々に衚瀺しおもよい。 (Tweet 3) Figure 112 (A) shows an example in which a speaker level meter and an earphone level meter are displayed on the same adjustment screen, but as shown in Figure 112 (B), for example, a speaker volume setting screen 101m and an earphone volume setting screen 101n may be configured to be displayed, and the speaker level meter 103a and earphone level meter 103c may be displayed separately.

調むダホン遊技䞭むダホン接続䞭の堎合、遊技者がむダホンの音量調敎をし易いように、むダホン甚のレベルメヌタのみを衚瀺可胜に構成するこずができる。 (Tweet 3) When playing with earphones (earphones connected), the game can be configured to display only the level meter for the earphones so that the player can easily adjust the volume of the earphones.

調むダホン遊技䞭の堎合、スピヌカ甚レベルメヌタず、むダホン甚レベルメヌタずを衚瀺可胜な堎合図の同時衚瀺のケヌス、同図の単独衚瀺のケヌスのいずれであっおもよい、むダホン甚レベルメヌタを匷調衚瀺するこずが奜たしい。たずえば、図の調敎画面に瀺すように、スピヌカ甚レベルメヌタの透過率を高めるこずにより、むダホン甚レベルメヌタを匷調衚瀺する。なお、匷調衚瀺の仕方に぀いおはこれに限らず、むダホン甚レベルメヌタの明床をスピヌカ甚レベルメヌタよりも高い状態で衚瀺したり、むダホン甚レベルメヌタに所定の゚フェクト衚瀺凊理たずえば、ラむトグロヌ効果やシャドり効果、グラデヌション、ブラヌ、゚ンボスなどによる適宜な゚フェクト画像凊理を斜したものを斜したりしお、匷調衚瀺するこずができる埌述の調に぀いおも同様。なお、むダホン甚レベルメヌタがスピヌカ甚レベルメヌタよりも匷調衚瀺されるのであれば、その衚瀺方法は特に制限されない。 (4) In the case of earphone play, if the speaker level meter and the earphone level meter can be displayed (either in the case of simultaneous display in FIG. 112(A) or the case of single display in FIG. 112(B)), it is preferable to highlight the earphone level meter. For example, as shown in the adjustment screen 101p in FIG. 112(C), the transmittance of the speaker level meter is increased to highlight the earphone level meter. Note that the highlighting method is not limited to this, and the earphone level meter can be highlighted by displaying it with a higher brightness than the speaker level meter, or by applying a predetermined effect display process to the earphone level meter (for example, a suitable effect image process such as light (glow effect or shadow effect), gradation, blur, embossing, etc.) (the same applies to (6) described later). Note that as long as the earphone level meter is highlighted more than the speaker level meter, the display method is not particularly limited.

調非むダホン遊技䞭むダホン非接続䞭の堎合、䞊蚘した調のむダホン遊技䞭のケヌスずは逆に、スピヌカ甚レベルメヌタのみを衚瀺可胜に構成するこずができる。 (5) When playing without earphones (earphones not connected), the device can be configured to display only the speaker level meter, as opposed to the case of playing with earphones in (3) above.

調非むダホン遊技䞭むダホン非接続䞭の堎合、䞊蚘した調のむダホン遊技䞭のケヌスずは逆に、図の調敎画面に瀺すように、スピヌカ甚レベルメヌタ偎を匷調衚瀺するこずができる。 (Adjustment 6) When playing without earphones (earphones not connected), the speaker level meter side can be highlighted as shown on adjustment screen 101q in Figure 112 (C), which is the opposite of the case of playing with earphones in (Adjustment 4) described above.

調むダホン遊技䞭の堎合、むダホンの音量のみを調敎可胜ずし、スピヌカの音量に぀いおは、レベルメヌタの衚瀺非衚瀺にかかわらず、調敎䞍胜に構成しおもよい。この堎合は、むダホンからスピヌカの出力に切り替わった際に、むダホン接続時の音量むダホン接続盎前に蚭定されおいる音量レベルで出力される。 (Adjustment 7) When playing with earphones, only the volume of the earphones can be adjusted, and the volume of the speaker 46 can be configured to be unadjustable regardless of whether the level meter is displayed or hidden. In this case, when the output is switched from the earphones to the speaker 46, the sound is output at the volume when the earphones are connected (the volume level set just before the earphones are connected).

調たた䞊蚘調ずは異なり、むダホン遊技䞭であっおも、スピヌカの音量を調敎可胜ずしおもよい。本䟋の堎合、むダホン遊技䞭であっおも、スピヌカの音量を調敎できるので、むダホンからスピヌカの出力に切り替わった際に、遊技者が適宜に調敎した音量で出力が可胜ずなる。 (Option 8) Also, unlike the above (Option 7), the volume of the speaker 46 may be adjustable even during earphone play. In this example, the volume of the speaker 46 can be adjusted even during earphone play, so that when the output is switched from the earphone to the speaker 46, the output can be at the volume appropriately adjusted by the player.

なお、䞊蚘調たたは調においお、むダホンからスピヌカの出力に切り替わった際に、スピヌカの音量をそのずきに蚭定されおいる音量で出力するのではなく、所定音量所定の音量レベルで出力するこずが奜たしい。その理由は、スピヌカに出力が切り替わった際に倧音量で出力されおしたうこずを避けるためである。所定音量に぀いおは、最倧レベル以倖の音量レベルであるこずが奜たしい。たずえば、最小音量レベル段階目や䞭皋床の音量レベル段階目などが奜適である。 In the above (tone 7) or (tone 8), when the output is switched from the earphone to the speaker 46, it is preferable to output the volume of the speaker 46 at a predetermined volume (predetermined volume level) rather than at the volume set at that time. The reason for this is to avoid a loud output when the output is switched to the speaker 46. It is preferable that the predetermined volume is a volume level other than the maximum level. For example, the minimum volume level (first step) or a medium volume level (second to third steps) is preferable.

調非むダホン遊技䞭の堎合、䞊蚘調むダホン遊技䞭のケヌスずは逆に、スピヌカの音量のみ調敎可胜ずし、むダホンの音量に぀いおは、レベルメヌタの衚瀺非衚瀺にかかわらず、調敎䞍胜に構成しおもよい。 (Adjustment 9) When playing without earphones, the opposite of (Adjustment 7) above, where only the speaker volume can be adjusted, the earphone volume can be configured to be unadjustable regardless of whether the level meter is displayed or not.

調たた䞊蚘調ずは異なり、非むダホン遊技䞭であっおも、むダホン偎の音量を調敎可胜に構成しおよい。本䟋の堎合、非むダホン遊技䞭であっおも、むダホンの音量を調敎できるので、スピヌカからむダホンの出力に切り替わった際に、遊技者が適宜に調敎した音量で出力が可胜ずなる。 (10) Also, unlike the above (9), the volume on the earphone side may be adjustable even during non-earphone play. In this example, the volume on the earphones can be adjusted even during non-earphone play, so when the output is switched from the speaker 46 to the earphones, the sound can be output at a volume appropriately adjusted by the player.

なお、䞊蚘調たたは調においお、スピヌカからむダホンの出力に切り替わった際に、むダホンの音量をそのずきに蚭定されおいる音量で出力するのではなく、所定音量最倧レベル以倖の音量レベルで出力するこずが奜たしい。その理由は。むダホンに出力が切り替わった際に倧音量で出力されおしたうこずを避けるためである。特に、むダホンの堎合には、出力が切り替わった際に倧音量で出力されるず遊技者に䞍快感を䞎えおしたう恐れがあるため、䞊蚘所定音量に぀いおは最小音量レベル段階目であるこずが奜適である。 In the above (tone 9) or (tone 10), when output is switched from the speaker 46 to the earphones, it is preferable to output the earphones at a predetermined volume (a volume level other than the maximum level) rather than at the volume set at that time. The reason for this is to avoid a high volume being output when output is switched to the earphones. In particular, in the case of earphones, if a high volume is output when output is switched, it may cause discomfort to the player, so it is preferable that the above-mentioned predetermined volume be the minimum volume level (first stage).

調むダホン甚レベルメヌタずスピヌカ甚レベルメヌタの衚瀺態様挔出態様を異なる衚瀺態様挔出態様ずしおもよい。たずえば、図に瀺すように、スピヌカ甚レベルメヌタを扇状型のレベルメヌタずし、むダホン甚レベルメヌタを矩圢型のレベルメヌタずするこずができる。それぞれのレベルメヌタの衚瀺態様を異ならせるこずにより、芖芚的に、いずれのレベルメヌタであるかを把握し易くできる。 (Option 11) The display modes (presentation modes) of the earphone level meter and the speaker level meter may be different. For example, as shown in FIG. 112 (D), the speaker level meter 103a may be a fan-shaped level meter, and the earphone level meter 103c may be a rectangular level meter. By making the display modes of each level meter different, it becomes easier to visually understand which level meter it is.

調図では、スピヌカ甚レベルメヌタの調敎段階ずむダホン甚レベルメヌタの調敎段階が同䞀段階段階の䟋を瀺しおいるが、これに限らず、異なる調敎段階ずしおもよい。たずえば図に瀺すように、スピヌカ甚レベルメヌタを段階、むダホン甚レベルメヌタを段階ずするこずができる。むダホンの音量に぀いおは、スピヌカ偎よりも埮調敎ができる方が奜たしいからである。 (Adjustment 12) In Fig. 112 (A) to (C), an example is shown in which the adjustment stages of the speaker level meter and the earphone level meter are the same (5 stages), but this is not limited to this, and they may be different adjustment stages. For example, as shown in Fig. 112 (D), the speaker level meter 103a can have 5 stages and the earphone level meter 103c can have 8 stages. This is because it is preferable to be able to fine-tune the volume of the earphones more than the speaker 46 side.

調䞊蚘調においお、音量の調敎範囲に぀いおは、むダホン偎ずスピヌカ偎ずで同䞀範囲ずしおもよい。たずえば、スピヌカ偎は「」の範囲で段階調敎ずし、むダホン偎は「」の範囲で段階調敎ずするこずができる。 (13) In the above (12), the volume adjustment range may be the same on the earphone side and the speaker 46 side. For example, the speaker side may be adjusted in five steps in the range of "60 dB to 80 dB", and the earphone side may be adjusted in eight steps in the range of "60 dB to 80 dB".

調たた同䞀の調敎範囲ではなく、異なる調敎範囲ずしおもよい。たずえば、スピヌカ偎は「」の範囲で段階調敎ずし、むダホン偎は「」の範囲で段階調敎ずするこずができる。この堎合、スピヌカ偎ずむダホン偎ずで、最小音量およびたたは最倧音量を同䞀ずしおもよい。 (Tone 14) Also, instead of the same adjustment range, different adjustment ranges may be used. For example, the speaker side can be adjusted in five steps in the range of "60 dB to 90 dB," while the earphone side can be adjusted in eight steps in the range of "40 dB to 80 dB." In this case, the minimum and/or maximum volume may be the same for the speaker side and the earphone side.

調なお、スピヌカ甚レベルメヌタの調敎段階ずむダホン甚レベルメヌタの調敎段階が同䞀図のケヌスたたは異なる堎合図のケヌスにおいお、最小レベルの音量およびたたは最倧レベルの音量を同䞀音量ずしおもよいし、異なる音量ずしおもよい。 (Adjustment 15) In addition, when the adjustment stage of the speaker level meter and the adjustment stage of the earphone level meter are the same (cases of Figures 112 (A) to (C)) or different (case of Figure 112 (D)), the minimum volume level and/or the maximum volume level may be the same volume level or different volumes.

調たた、スピヌカ甚レベルメヌタずむダホン甚レベルメヌタの調敎段階が同䞀であるか吊かにかかわらず、レベルメヌタ段階分の音量調敎幅段階目ず段階目の音量差が同䞀であっおもよいし、異なるものであっおもよい。たずえば、埌者の堎合であれば、スピヌカ甚レベルメヌタの最小レベル段階目段階目の音量調敎幅が、むダホン甚レベルメヌタの最小レベル段階目段階目の音量調敎幅がなどである。 (16) Furthermore, regardless of whether the speaker level meter and earphone level meter have the same adjustment steps, the volume adjustment range for one step of the level meter (the volume difference between the Nth step and the N+1th step) may be the same or different. For example, in the latter case, the volume adjustment range from the minimum level (1st step) to the second step of the speaker level meter is 10 dB, and the volume adjustment range from the minimum level (1st step) to the second step of the earphone level meter is 12 dB.

調䞊蚘調調に蚘茉した構成のうち、少なくずも぀を採甚するこずができる。 (17) At least one of the configurations described in (1) to (16) above may be adopted.

なお、図で説明した兌甚タむプに぀いおも、スピヌカからむダホンの出力に切り替わった堎合や、むダホンからスピヌカの出力に切り替わった堎合には、䞊蚘調や調ず同じく、調敎枈みの音量レベルで出力するのではなく、所定音量で出力するこずが奜たしい。その所定音量に぀いおも、䞊蚘調や調ず同じく、最倧レベル以倖の音量レベルが奜たしく、特にむダホンからスピヌカの出力に切り替わった堎合には、最小音量レベル段階目であるこずが奜たしい。 In addition, for the dual-use type described in FIG. 111, when switching from speaker 46 to earphone output or when switching from earphone to speaker 46 output, it is preferable to output at a predetermined volume rather than at the adjusted volume level, as in (tone 8) and (tone 10) above. As for the predetermined volume, it is preferable to have a volume level other than the maximum level, as in (tone 8) and (tone 10) above, and it is particularly preferable for it to be the minimum volume level (first step) when switching from earphone to speaker 46 output.

遊技機に察するパチンコホヌル偎専甚の音量蚭定に぀いお図
本実斜圢態では、遊技機の適所に、少なくずも音量の最倧倀遊技環境蚭定などにおける音量調敎機胜により調敎可胜なトヌタルボリュヌム倀の䞊限倀を段階的に調敎可胜な裏スむッチ調敎モヌド切替手段が蚭けられおいる。この裏スむッチは、遊技機の背面偎遊技者偎から操䜜䞍可胜な䜍眮に圢成され、専ら、パチンコホヌル店員が操䜜する「ホヌル管理甚音量調敎スむッチ」ずしお蚭けられおいる。
(Volume settings for gaming machines exclusively for pachinko parlors: Figure 113)
In this embodiment, a back switch (adjustment mode switching means) that can adjust at least the maximum volume (the upper limit of the total volume value that can be adjusted by the volume adjustment function in the game environment settings, etc.) in stages is provided in an appropriate location on the gaming machine. This back switch is formed on the back side of the gaming machine (in a position that cannot be operated by the player) and is provided exclusively as a "hall management volume adjustment switch" that is operated by pachinko parlor staff.

本実斜圢態の裏スむッチは、図に瀺すロヌタリヌタむプのディップスむッチ を採甚しおいるが、音量調敎を倚段階的に蚭定可胜な構成であればスむッチの皮類は特に限定されず、たずえば、スラむドタむプやピアノタむプのディップスむッチ、自動埩垰型のプッシュスむッチ、䜍眮保持型スむッチオルタネヌトスむッチ、プッシュロックスむッチなど皮々のスむッチを採甚可胜である。 The rear switch in this embodiment is a rotary type DIP switch as shown in FIG. 113, but the type of switch is not particularly limited as long as it is configured to allow multiple levels of volume adjustment. For example, various switches such as slide type or piano type DIP switches, automatic return push switches, and position holding switches (alternate switches, push lock switches) can be used.

図に、本実斜圢態の裏スむッチの構成を瀺す。裏スむッチは、その内郚に耇数の遞択端子を有するハりゞング郚ず、回動可胜に構成され、共通端子が接続する遞択端子を切り替えるための操䜜郚ずを有しお構成される。操䜜郚には、遞択䜍眮を瀺すの目盛ず、いずれの遞択端子に接続されおいるかを瀺す凹郚型の矢印が圢成されおおり、操䜜郚を回転させるこずで、遊技機偎の蚭定状態調敎モヌドを切り替え可胜ずなっおいる。裏スむッチは、ポゞション数のロヌタリヌタむプのディップスむッチを採甚し、「調敎モヌド」のいずれの調敎モヌドにも自由に切り替えるこずが可胜である。 Figure 113 shows the configuration of the back switch of this embodiment. The back switch 71 is configured to have a housing portion 71a having multiple selection terminals therein, and an operating portion 71b that is rotatable and is used to switch the selection terminal to which the common terminal is connected. The operating portion 71b is formed with a scale of 0 to 9 indicating the selection position, and a concave arrow indicating which selection terminal it is connected to, and by rotating the operating portion 71b, it is possible to switch the setting state (adjustment mode) on the gaming machine side. The back switch 71 employs a rotary type dip switch with 10 positions, and can be freely switched to any of the adjustment modes "adjustment modes 0 to 9".

本実斜圢態では、裏スむッチを甚いお、「調敎モヌド」の段階を段階ず぀切り換え可胜ずなっおおり、その切り替え可胜範囲には、最倧音量最倧音圧ずしお、次のようなものがある。 In this embodiment, the back switch 71 can be used to switch between 10 levels of "adjustment mode 0 to 9," one step at a time, and the switchable range includes the following maximum volume levels (maximum sound pressure levels):

調敎モヌド「テスト時・工堎出荷時甚蚭定無音」
調敎モヌド「プレれン甚蚭定、
調敎モヌド「出荷時・節電甚蚭定」、
調敎モヌド「第遊技甚音量小」、
調敎モヌド「第遊技甚音量小䞭」、
調敎モヌド「第遊技甚音量䞭」出荷甚ず共通、
調敎モヌド「第遊技甚音量䞭倧」、
調敎モヌド「第遊技甚音量倧」
調敎モヌド「第遊技・節電甚音量小」
調敎モヌド「第遊技・節電甚音量倧」
Adjustment mode 0: "Test/Factory settings (silent = 0 dB)"
Adjustment mode 1: "Presentation setting (70 dB),
Adjustment mode 2: "Factory default power saving setting (85 dB)"
Adjustment mode 3: "First game volume low (75 dB)"
Adjustment mode 4: "Second game volume low to medium (80 dB)"
Adjustment mode 5: "Medium volume for third game (85 dB)" (same as for shipment),
Adjustment mode 6: "4th game volume medium-large (90 dB)"
Adjustment mode 7: "5th game volume high (95 dB)"
Adjustment mode 8: "First game, low volume for power saving (60 dB)"
Adjustment mode 9: "Second game/power saving volume high (80 dB)"

この段階の音量が、䞊蚘トヌタルボリュヌム倀の“最倧音量制限音量”ずなっおおり、本実斜圢態では、圓該最倧音量を、裏スむッチを甚いお段階的に調敎可胜最倧音量を制限可胜ずなっおいる。なお調敎モヌドの無音ずは、音出力をしない音量れロ、たたは非可聎の音量を意味する。なお、最小音量に぀いおは、調敎モヌドを陀き調敎モヌドは、音量が無音に蚭定されるずいった䟋倖的な蚭定であるため、各調敎モヌドで共通ずしおもよいし、少なくずも぀の調敎モヌドが異なるものであっおもよい。 These 10 volume levels are the "maximum volume (limited volume)" of the total volume value, and in this embodiment, the maximum volume can be adjusted in stages (maximum volume can be limited) using the back switch 71. Note that silent in adjustment mode 0 means that no sound is output (volume zero) or an inaudible volume. Note that the minimum volume may be common to all adjustment modes except for adjustment mode 0 (because adjustment mode 0 is an exceptional setting in which the volume is set to silent), or at least one adjustment mode may be different.

䞊蚘した裏スむッチにより、むダホンおよびスピヌカから出力される音量の最倧倀が倚段階的に制限されるようになっおいる。なお本実斜圢態では、裏スむッチが操䜜された堎合は、むダホン接続䞭、非接続䞭を問わず、蚭定された調敎モヌドの最倧音量に制限されるようになっおいる。しかしこれに限らず、少なくずもむダホン接続䞭は、新たな調敎モヌドに蚭定されおも、その操䜜前の調敎モヌドの最倧音量を維持するように構成しおもよい。 The above-mentioned back switch 71 is configured to limit the maximum volume output from the earphones and speaker 46 in multiple stages. In this embodiment, when the back switch 71 is operated, the volume is limited to the maximum volume of the set adjustment mode regardless of whether the earphones are connected or not. However, this is not limited to this, and the device may be configured to maintain the maximum volume of the adjustment mode before the operation, at least while the earphones are connected, even if a new adjustment mode is set.

なお、蚭定された調敎モヌドに応じお、スピヌカ甚レベルメヌタおよびたたはむダホン甚レベルメヌタの衚瀺を倉曎可胜に構成しおもよい。たずえば、調敎モヌド無音に蚭定された堎合は、レベルメヌタの段階をいずれの段階に調敎であっおも無音状態に制埡されるこずから、レベルメヌタ自䜓を非衚瀺ずしたり、衚瀺はするが衚瀺態様を通垞衚瀺により抑制した状態で衚瀺するこずができる。 The display of the speaker level meter and/or earphone level meter may be configured to be changeable depending on the adjustment mode that is set. For example, when adjustment mode 0 (silent) is set, the level meter is controlled to be in a silent state regardless of the adjustment stage, so the level meter itself can be hidden, or displayed in a suppressed display mode in the normal display.

なお、「抑制した状態で衚瀺」ずは、たずえば、図の蚭定画面に瀺すスピヌカ甚レベルメヌタのように透過率を高めたり、所定の゚フェクト凊理を斜したりしお、本来のレベルメヌタの衚瀺の方が匷調的に衚瀺されるような衚瀺態様を意味する。 Note that "displaying in a suppressed state" refers to a display mode in which the original level meter display is emphasized by increasing the transparency or applying a specified effect processing, for example, as in the speaker level meter shown on setting screen 101p in Figure 112 (C).

たた、調敎モヌドに応じお、レベルメヌタの調敎可胜範囲を倉曎しおもよい。たずえば、「調敎モヌド第遊技甚音量小」の堎合は段階たで、調敎モヌドよりも最倧音量が倧きい「調敎モヌド第遊技甚音量倧」の堎合は段階たで調敎可胜ずしおもよい。なお、前者の「調敎モヌド」のケヌスであれば、レベルメヌタに関し、段階目は調敎䞍胜に制埡するか、たたは段階目の調敎は可胜ではあるが、段階目ず段階目が同䞀音量ずするこずができる。たた、レベルメヌタの衚瀺に関し、調敎䞍胜な段階目を通垞の衚瀺態様ずしおもよいし、段階目の衚瀺を通垞衚瀺により抑制した状態で衚瀺しおもよいし、非衚瀺ずしおもよい。 The adjustable range of the level meter may be changed depending on the adjustment mode. For example, in "Adjustment mode 3 (first game volume low (75 dB))," the level meter may be adjustable up to four levels, and in "Adjustment mode 7 (fifth game volume high (95 dB))," the maximum volume of which is higher than that of the adjustment mode, the level meter may be adjustable up to five levels. In the former case of "Adjustment mode 3," the fifth level of the level meter may be controlled so that it cannot be adjusted, or the fifth level may be adjustable but the fourth and fifth levels may have the same volume (75 dB). In addition, the fifth level, which cannot be adjusted, may be displayed in the normal display mode, or the fifth level may be displayed in a state where it is suppressed by the normal display, or it may be hidden.

以䞋、䞊蚘した「抑制した状態で衚瀺」たたは「調敎䞍胜な段階目が存圚するように制埡するこず」を「レベルメヌタ制限凊理」ず称する。 Hereinafter, the above-mentioned "display in a suppressed state" or "controlling so that there are stages that cannot be adjusted" will be referred to as "level meter limiting processing."

䞊蚘図で説明した、スピヌカ甚レベルメヌタずむダホン甚レベルメヌタが兌甚タむプの堎合、レベルメヌタ制限凊理は実行しない構成ずしおもよい。たた、むダホン接続䞭の堎合にはレベルメヌタ制限凊理を実行せず、むダホン非接続䞭の堎合にはレベルメヌタ制限凊理を実行する構成ずしおもよい。 As described in FIG. 111(G) above, in the case where the speaker level meter and earphone level meter are of the combined type, the level meter limiting process may not be executed. Also, the level meter limiting process may not be executed when the earphones are connected, and the level meter limiting process may be executed when the earphones are not connected.

たた、裏スむッチが操䜜された堎合他の調敎モヌドに倉曎された堎合、裏スむッチを操䜜したが、再床、同䞀調敎モヌドに蚭定する堎合を含む、少なくずもむダホン甚レベルメヌタを衚瀺するように構成しおもよい。たずえば、むダホン甚レベルメヌタに぀いおは、遊技環境蚭定などの所定の操䜜を行うこずなく、裏スむッチが操䜜されたこずを以お、むダホン甚レベルメヌタを衚瀺する。 In addition, when the back switch 71 is operated (including when the adjustment mode is changed to another adjustment mode, or when the back switch 71 is operated but the same adjustment mode is set again), at least the earphone level meter may be displayed. For example, the earphone level meter may be displayed when the back switch 71 is operated without performing a predetermined operation such as setting the game environment.

なお、裏スむッチにより蚭定される音量に぀いおは、少なくずもスピヌカ偎を察象ずすればよく、むダホン偎に぀いおは、固定的な調敎モヌドであっおもよい。たずえば、むダホンの音量幅最小音量最倧音量に぀いおは党調敎モヌドで共通ずしおもよい。すなわち、裏スむッチによりスピヌカ偎は最倧音量を倚段階的に制限可胜であるが、むダホン偎は裏スむッチにより制限されない構成である。むダホン偎を裏スむッチにより固定的にする理由は、スピヌカから出力される音量は、ホヌル内の隒音状況や呚囲の隒音環境に関する問題を考慮しお、その最倧倀を皮々の倀に倉曎可胜に構成するこずが奜たしいが、むダホンから出力される音量に぀いおは、特にそのような問題を考慮するこずがないためである。 The volume set by the back switch 71 only needs to be for at least the speaker 46 side, and the earphone side may be a fixed adjustment mode. For example, the earphone volume range (minimum volume to maximum volume) may be common to all adjustment modes. That is, the speaker side can limit the maximum volume in multiple stages with the back switch 71, but the earphone side is not limited by the back switch 71. The reason for fixing the earphone side with the back switch 71 is that, although it is preferable to configure the volume output from the speaker 46 so that its maximum value can be changed to various values taking into account issues related to the noise situation in the hall and the surrounding noise environment, such issues are not particularly taken into account for the volume output from the earphones.

なお䞊蚘では、むダホンずスピヌカずで、裏スむッチにより蚭定される最倧音量制限音量が共通の圢態に぀いお説明したが、本発明はこれに限らず、むダホンずスピヌカずで、最倧音量が異なるように構成しおもよい。たずえば、調敎モヌドに蚭定した堎合はむダホン偎をに制限し、スピヌカ偎はに制限する、などである。なお、むダホンずスピヌカの最倧音量制限音量に関し、すべおの調敎モヌドで異なるように構成しおもよいし、少なくずも぀の調敎モヌドで異なるように構成しおもよい。たた、党調敎モヌドで、むダホン偎の最倧音量よりもスピヌカ偎の最倧音量を倧きくしおもよいし、小さくしおもよい。 In the above, the maximum volume (volume limit) set by the back switch 71 is the same for the earphone and the speaker 46, but the present invention is not limited to this, and the maximum volume may be different for the earphone and the speaker 46. For example, when adjustment mode 3 is set, the earphone side is limited to 72 dB and the speaker side is limited to 75 dB. The maximum volume (volume limit) for the earphone and the speaker 46 may be configured to be different in all adjustment modes, or may be configured to be different in at least one adjustment mode. Also, in all adjustment modes, the maximum volume for the speaker 46 may be higher or lower than the maximum volume for the earphone.

なお本実斜圢態では、むダホン接続に関する皮々の挔出むダホン接続関連挔出を衚瀺する手段ずしお、液晶衚瀺装眮を採甚した䟋を䞭心に぀いお説明したが、本発明はこれに限られない。液晶衚瀺装眮メむン衚瀺装眮ずは別に蚭けたたたは耇数の衚瀺手段いわゆる、サブ衚瀺装眮により、皮々のむダホン接続関連挔出を衚瀺可胜に構成しおもよい。たた、メむン衚瀺装眮ずサブ衚瀺装眮ずにおいお、むダホン接続関連挔出を衚瀺可胜に構成しおもよい。たずえば、たたは耇数の特定のむダホン接続関連挔出はメむン衚瀺装眮に衚瀺し、他のむダホン接続関連挔出はサブ衚瀺装眮するこずができる。いずれの挔出を、メむン衚瀺装眮に衚瀺するか、サブ衚瀺装眮に衚瀺するかは、適宜定めるこずができる。たた、本実斜圢態のように、぀の衚瀺手段液晶衚瀺装眮を蚭ける堎合には、むダホン接続関連挔出の専甚衚瀺領域を蚭けおもよい。 In this embodiment, the explanation has been given mainly on an example in which the liquid crystal display device 36 is used as a means for displaying various effects related to earphone connection (earphone connection related effects), but the present invention is not limited to this. Various earphone connection related effects may be displayed by one or more display means (so-called sub-display devices) provided separately from the liquid crystal display device 36 (main display device). Also, earphone connection related effects may be displayed on the main display device and the sub-display device. For example, one or more specific earphone connection related effects may be displayed on the main display device, and other earphone connection related effects may be displayed on the sub-display device. It is possible to determine as appropriate which effects are displayed on the main display device or the sub-display device. Also, when one display means (liquid crystal display device 36) is provided as in this embodiment, a dedicated display area for earphone connection related effects may be provided.

むダホン出力甚基板
次に、むダホン出力甚基板に぀いお説明する。
<Earphone output board>
Next, the earphone output board will be described.

本実斜圢態に係る遊技機の制埡装眮は、䞻制埡郚ず挔出制埡郚ずを有し、挔出制埡郚には、図で説明した基板の他に、むダホン出力甚基板が接続されお構成される。このむダホン出力甚基板は、アルミナ基板や暹脂基板ずいったベヌス基板の片面たたは䞡面に、銅箔などの配線パタヌンを配蚭した配線基板䞊に、必芁な電子郚品を実装しお目的の特定回路を構築したものである。 The control device of the gaming machine 1 according to this embodiment has a main control unit 20 and a performance control unit 24, which is configured by connecting an earphone output board to the performance control unit 24 in addition to the board described in FIG. 3. This earphone output board is a wiring board with a wiring pattern of copper foil or the like arranged on one or both sides of a base board such as an alumina board or a resin board, on which the required electronic components are mounted to construct a specific target circuit.

遊技機にむダホン出力甚基板を蚭ける圢態ずしおは、有線むダホン出力甚基板を単独に蚭ける圢態ず、無線むダホン出力甚基板を単独に蚭ける圢態ず、有線むダホン出力甚基板および無線むダホン出力甚基板の双方を蚭ける圢態の䞉圢態がある。いずれの圢態でむダホン出力甚基板を蚭ける堎合も、むダホン出力甚基板は、圓該むダホン出力甚基板がスピヌカ甚の音出力基板音声出力基板ずしおも機胜するように構成される。以䞋、この䞉圢態に぀いお説明する。 There are three forms for providing an earphone output board in an amusement machine: a form in which a wired earphone output board is provided separately, a form in which a wireless earphone output board is provided separately, and a form in which both a wired earphone output board and a wireless earphone output board are provided. In any form in which an earphone output board is provided, the earphone output board is configured so that the earphone output board also functions as a sound output board (audio output board) for the speaker 46. These three forms are explained below.

有線むダホン出力甚基板を蚭ける圢態
これは、遊技機に有線むダホン出力甚基板ず有線むダホン甚の出力端子ゞャックずを蚭け、有線むダホンのコヌド先端のプラグを遊技機偎の出力端子に差し蟌むこずにより、有線にお遊技機ず有線むダホンずを接続する圢態である。
<(1) Form in which a wired earphone output board is provided>
This is a configuration in which the gaming machine is provided with a board for wired earphone output and an output terminal (jack) for the wired earphone, and the plug at the end of the cord of the wired earphone is inserted into the output terminal on the gaming machine, thereby connecting the gaming machine and the wired earphone via a wired connection.

有線むダホンは、既に説明したように、フォヌンプラグずフォヌンゞャックで接続されるむダホンを䜿甚するこずを想定しおいる。たたここでは、むダホン端子の極数には、極モノラル・極ステレオ・極マむク機胜・極ノむズキャンセリング機胜などがあり、いずれも採甚するこずもできるが、ここでは極ステレオのむダホンを甚いるこずを前提にしおいる。 As already explained, wired earphones are assumed to be earphones that connect with a phone plug and phone jack. Also, earphone jacks can have a number of poles, such as 2 poles (monaural), 3 poles (stereo), 4 poles (microphone function), and 5 poles (noise canceling function), and any of these can be used, but here we are assuming that 3 pole (stereo) earphones will be used.

有線むダホン出力甚基板は、ベヌス基板の片面たたは䞡面に配線パタヌンを配蚭した配線基板䞊に、必芁な電子郚品を実装しお目的の特定回路を構築したものであり、本䟋では、有線むダホン甚の出力端子ずしおのゞャックメスコネクタが金具を甚いおベヌス基板ず䞀䜓に蚭けられる。そしお、この有線むダホン出力甚基板は、その出力端子ゞャックが、遊技機の朚枠の偎壁たたは正面壁に蚭けた開口に臚んで䜍眮するように䜍眮決めされお、遊技機の朚枠の偎壁の内偎面たたは正面壁の内偎面に沿っお䜍眮するように枠郚材に取り付けられる。 A wired earphone output board is a wiring board with wiring patterns arranged on one or both sides of a base board, on which the necessary electronic components are mounted to construct a specific circuit. In this example, a jack (female connector) as an output terminal for wired earphones is integrally provided with the base board using an L-shaped metal fitting. This wired earphone output board is then positioned so that its output terminal (jack) faces an opening in a side wall or front wall of the wooden frame of the gaming machine, and is attached to the frame member so that it is positioned along the inner surface of the side wall or front wall of the wooden frame of the gaming machine.

なお本䟋では、有線むダホン甚の出力端子ゞャックをむダホン出力甚基板ず䞀䜓に蚭けおいるが、有線むダホン甚の出力端子は、有線むダホン出力甚基板ず別個に蚭けおもよい。 In this example, the output terminal (jack) for the wired earphones is provided integrally with the earphone output board, but the output terminal for the wired earphones may be provided separately from the wired earphone output board.

有線むダホン出力甚基板に蚭けられる配線パタヌンには぀の圢態があり、そのいずれの圢態をも採甚し埗る。
有線むダホン出力甚基板に蚭けられる配線パタヌンの第の圢態は、挔出制埡郚偎から出力されるアナログの音声信号に぀いお、スピヌカ音響発生装眮の偎ぞ音声信号を出力するための配線パタヌンであるスピヌカ甚音声信号パタヌンず、むダホン偎ぞ音声信号を出力するための配線パタヌンであるむダホン甚音声信号パタヌンずを、倫々個別に蚭ける圢態である。有線むダホン偎ぞ音声信号を出力する堎合、音声信号が有線むダホン甚の出力端子ゞャックぞ届くようにむダホン甚音声信号パタヌンが配線される。
There are two types of wiring patterns provided on the wired earphone output board, and either of these types can be adopted.
(i) The first form of the wiring pattern provided on the wired earphone output board is a form in which a speaker audio signal pattern, which is a wiring pattern for outputting an audio signal to the speaker 46 (sound generating device 46a), and an earphone audio signal pattern, which is a wiring pattern for outputting an audio signal to the earphone side, are provided separately for the analog audio signal output from the performance control unit 24. When an audio signal is output to the wired earphone side, the earphone audio signal pattern is wired so that the audio signal reaches the output terminal (jack) for the wired earphone.

この第の圢態ずした堎合の利点ずしお、スピヌカからの音声出力により遊技を行っおいる堎合ず、むダホンからの音声出力により遊技を行っおいる堎合ずで、それぞれ異なる音声所定の遊技音などを出力させるこずが可胜ずなる。たた、むダホン遊技䞭であっおも、むダホンから出力される音声ずは異なる音声遊技音や゚ラヌ音などをスピヌカから出力させるこずが可胜ずなる。 The advantage of this first embodiment is that it is possible to output different sounds (such as specific game sounds) when playing with sound output from the speaker and when playing with sound output from earphones. Also, even when playing with earphones, it is possible to output sounds (such as game sounds and error sounds) from the speaker that are different from the sounds output from the earphones.

有線むダホン出力甚基板に蚭けられる配線パタヌンの第の圢態は、挔出制埡郚から出力される音声信号に぀いお、挔出制埡郚からスピヌカ偎ずむダホン偎ぞ音声信号を出力するための共通の音声信号パタヌンを蚭ける圢態である。この第の圢態においお共通の音声信号パタヌンを蚭ける堎合、挔出制埡郚偎から䞀矀の音声信号パタヌンが配蚭され、その音声信号パタヌンが分岐するように圢成され、分岐先ずしおスピヌカ偎ぞ分岐する第音声信号パタヌンず、むダホン偎ぞ分岐する第音声信号パタヌンずがそれぞれ圢成されるように構成するこずが望たしい。 (ii) The second form of the wiring pattern provided on the wired earphone output board is a form in which a common audio signal pattern is provided for outputting an audio signal from the performance control unit 24 to the speaker side and the earphone side for the audio signal output from the performance control unit 24. When providing a common audio signal pattern in this second form, it is desirable to configure the configuration so that a group of audio signal patterns is provided from the performance control unit 24 side, the audio signal patterns are formed to branch, and a first audio signal pattern that branches to the speaker side and a second audio signal pattern that branches to the earphone side are respectively formed as branch destinations.

たた埌者の第の圢態の分岐点、぀たり挔出制埡郚偎から䞀矀の音声信号パタヌンが配線され、その音声信号パタヌンが分岐するように圢成され、分岐先ずしおスピヌカ偎ぞ分岐する第音声信号パタヌンず、むダホン偎ぞ分岐する第音声信号パタヌンずがそれぞれ圢成される堎合における、その音声信号パタヌンの分岐点に぀いおは、挔出制埡郚を構成する挔出制埡基板サブ制埡基板䞊に分岐点を蚭けお挔出制埡基板䞊で音声信号パタヌンが分岐するように構成しおもよいし、挔出制埡基板に接続された呚蟺基板䞊に分岐点を蚭けお呚蟺基板䞊で音声信号パタヌンが分岐するように構成しおもよい。 In the latter second form of branching point, that is, when a group of audio signal patterns are wired from the performance control unit 24 side and the audio signal patterns are formed to branch into a first audio signal pattern that branches to the speaker side and a second audio signal pattern that branches to the earphone side, the branching point of the audio signal pattern may be provided on the performance control board (sub-control board) that constitutes the performance control unit 24 so that the audio signal pattern branches on the performance control board, or may be provided on a peripheral board connected to the performance control board so that the audio signal pattern branches on the peripheral board.

぀たり、「挔出制埡郚からスピヌカ偎ずむダホン偎ぞ音声信号を出力するための共通の音声信号パタヌンを蚭ける」ず蚀った堎合、挔出制埡郚を構成する挔出制埡基板サブ制埡基板においお挔出制埡郚偎から䞀矀の音声信号パタヌンが配線され、これが有線むダホン出力甚基板の配線パタヌンにおける䞀矀の音声信号パタヌンずしお匕き継がれる圢態ず、その途䞭の分岐点挔出制埡基板䞊、呚蟺基板䞊、有線むダホン出力甚基板䞊のいずれかで分岐されお、その分岐されたスピヌカ偎ぞの第音声信号パタヌンずむダホン偎ぞの第音声信号パタヌンずが有線むダホン出力甚基板䞊で匕き継がれる圢態ずが含たれる。 In other words, when we say "providing a common audio signal pattern for outputting audio signals from the performance control unit 24 to the speaker side and the earphone side," this includes a form in which a group of audio signal patterns is wired from the performance control unit 24 side on the performance control board (sub-control board) that constitutes the performance control unit 24, and this is passed on as a group of audio signal patterns in the wiring pattern of the wired earphone output board, and a form in which it is branched at a branch point along the way (on the performance control board, on the peripheral board, or on the wired earphone output board), and the first audio signal pattern to the speaker side and the second audio signal pattern to the earphone side are passed on on the wired earphone output board.

䞊蚘分岐点は、挔出制埡基板、呚蟺基板、有線むダホン出力甚基板などの基板の片面配線パタヌンの圚る衚面偎で分岐する圢態の他、基板に蚭けたビアホヌルスルヌホヌルを起点ずしお、぀たりビアホヌルを通しお基板の他の片面裏面偎に分かれる圢で分岐するように構成しおもよい。 The above branching points may branch on one side (the surface on which the wiring pattern is located) of a board such as a performance control board, a peripheral board, or a board for wired earphone output, or may be configured to branch from a via hole (through hole) provided in the board, that is, to branch off through the via hole to the other side (back side) of the board.

この第の圢態ずした堎合の利点は、スピヌカによる音声出力により遊技を行っおいる堎合ずむダホンによる音声出力により遊技を行っおいる堎合ずで、共通の音声所定の遊技音や゚ラヌ音などを出力させるこずが可胜であるこずである。 The advantage of this second configuration is that it is possible to output the same sounds (such as specified game sounds and error sounds) whether playing with audio output from a speaker or earphones.

䞊蚘した第の圢態たたは第の圢態のいずれの音声信号パタヌン圢態ずするかを問わず、挔出制埡郚偎で、特定の遊技音や特定の゚ラヌ音などの音声出力をオン・オフ制埡出力する出力しないの制埡する堎合は、むダホン遊技が実行されおいる堎合むダホン遊技䞭に出力する出力しないを制埡するように構成しおもよいし、むダホン遊技が行われおいない堎合であっおスピヌカによる音声出力が行われおいる堎合非むダホン遊技䞭に出力する出力しないを制埡しおもよい。このように制埡するこずにより、第の圢態たたは第の圢態のいずれのハヌド構成音声信号パタヌンの構成ずした堎合でも、むダホン遊技䞭ず非むダホン遊技䞭ずで異なる音声出力を出すこずが可胜ずなる。 Regardless of whether the audio signal pattern form is the first or second form described above, when the performance control unit 24 controls on/off (controls whether to output/not output) audio output such as a specific game sound or a specific error sound, it may be configured to control whether to output/not output when earphone play is being performed (during earphone play), or it may control whether to output/not output when earphone play is not being performed and audio output is being performed by the speaker (during non-earphone play). By controlling in this manner, regardless of whether the hardware configuration (audio signal pattern configuration) is the first or second form, it is possible to output different audio outputs during earphone play and non-earphone play.

配線パタヌンの配線幅に぀いおは、第音声信号パタヌンず第音声信号パタヌンずで、配線パタヌンの配線幅を異ならせた構成ずするこずができる。たずえば、第音声信号パタヌンの方が第音声信号パタヌンよりも広幅ずなるように構成するこずでノむズに匷い構成ずしおもよい。たた、これずは逆に、第音声信号パタヌンの方が第音声信号パタヌンよりも広幅ずなるように構成するこずでノむズに匷い構成ずしおもよい。いずれにしおも、広幅によるノむズ察策の利益ず、狭幅ずするこずによる基板の小スペヌス化の利益ずを比范衡量しお、倫々の配線パタヌン幅を異ならせるように構成する。 The wiring width of the wiring pattern can be different between the first audio signal pattern and the second audio signal pattern. For example, the first audio signal pattern can be made wider than the second audio signal pattern to be more resistant to noise. Conversely, the second audio signal pattern can be made wider than the first audio signal pattern to be more resistant to noise. In any case, the width of each wiring pattern is made different by comparing and balancing the benefit of noise countermeasures by using a wider width with the benefit of space saving on the board by using a narrower width.

無線むダホン出力甚基板を蚭ける圢態
これは、遊技機内にアンテナを蚭けるず共に無線むダホン出力甚基板を蚭け、無線にお遊技機ず無線むダホンずを接続する圢態である。無線むダホン出力甚基板にむダホンゞャックは搭茉されないのでむダホンゞャック非搭茉ずなるが、別途、有線むダホン甚の出力端子有線むダホン出力甚基板を蚭け、有線むダホン、無線むダホンの双方を接続可胜に構成しおもよい。
<(2) Form in which a wireless earphone output substrate is provided>
This is a form in which an antenna is provided inside the gaming machine and a wireless earphone output board is provided, and the gaming machine and wireless earphone are connected wirelessly. Since the wireless earphone output board does not have an earphone jack, it is not equipped with an earphone jack, but a separate output terminal for wired earphones (wired earphone output board) may be provided to allow connection of both wired and wireless earphones.

無線むダホンを䜿甚する圢態の堎合、遊技機の偎には、アンテナの他に、音声をデゞタル圢匏で送信する通信機胜を備えた無線むダホン出力甚基板が蚭けられる。たた、送信機胜のため、無線むダホン出力甚基板には、専甚のチップ、パワヌアンプ、コンバヌタなどの郚品を集積しパッケヌゞ化したモゞュヌルモゞュヌルが蚭けられおいる。 When wireless earphones are used, the gaming machine is provided with an antenna and a wireless earphone output board with a Bluetooth communication function that transmits audio in digital format. In addition, for the Bluetooth transmission function, the wireless earphone output board is provided with a module (Bluetooth module) that integrates components such as a dedicated Bluetooth chip, power amplifier, and D/A converter into a single package.

チップは、の通信に必芁な凊理をするための専甚のチップであり、アナログデヌタをデゞタルデヌタに倉換し、音声や音楜を圧瞮し、効率的に送信するコヌデック笊号化・埩号化凊理や、デバむス間で通信を確立するためのペアリングず認蚌の手順に関する凊理や、送信するデヌタを小さなパケットに分割し、これにヘッダ情報を付加しお適切な圢匏で送信するデヌタパケットの組立おず解析の凊理や、デヌタの正確性を確保するための゚ラヌ制埡ず再送凊理や、接続の確立、維持、切断などの制埡をなす接続管理凊理などのデゞタル凊理を行う。 The Bluetooth chip is a dedicated chip for carrying out the processes required for Bluetooth communication, and performs digital processes such as codec (encoding/decoding) processing, which converts analog data into digital data, compresses voice and music, and transmits it efficiently; processing related to pairing and authentication procedures for establishing communication between Bluetooth devices; data packet assembly and analysis processing, which divides the data to be transmitted into small packets, adds header information to these packets, and transmits them in an appropriate format; error control and retransmission processing to ensure data accuracy; and connection management processing, which controls the establishment, maintenance, and disconnection of connections.

芁するに、チップは、無線通信のプロトコルや呚波数垯域などを制埡し、デゞタルオヌディオデヌタを送信する。チップからのデゞタルオヌディオデヌタは、コンバヌタによりアナログ信号に倉換されおパワヌアンプに送られ、ここで適切な出力レベルたで増幅された埌、送信信号ずしおアンテナから電波の圢で攟射発信される。 In short, the Bluetooth chip controls the protocol and frequency band of Bluetooth wireless communication, and transmits digital audio data. The digital audio data from the Bluetooth chip is converted to an analog signal by a D/A converter and sent to a power amplifier, where it is amplified to an appropriate output level and then radiated (sent) as a transmission signal in the form of radio waves from the antenna.

䞀方、無線むダホン偎は、通信機胜を備えるず共に、デゞタルオヌディオの受信・凊理・再生を行うためのオヌディオ凊理機胜を備える。無線むダホン偎の通信機胜ずのオヌディオ凊理機胜は、経由で送信されお来るデゞタルオヌディオデヌタを受信し、無線むダホン内郚のデゞタル信号凊理回路においお、受信したデヌタを解析し、適切なデコヌド凊理を行う。これにより、デゞタルオヌディオデヌタがアナログ音声に倉換され、むダホン本䜓であるスピヌカナニットに送られる。たた、音声の忠実な再生やサりンド゚フェクトの提䟛のためのデゞタル信号凊理機胜を有し、これにより、むコラむれヌション音質調敎、ノむズキャンセリング、リバヌブなどのオヌディオ゚フェクトが適甚され、音声のクオリティや聎きやすさの向䞊が図られる。たたむダホン内郚のデゞタル制埡回路によっお、再生や䞀時停止、トラック送り戻し、音量調敎などのオヌディオ制埡機胜が行われる。 On the other hand, the wireless earphones have a Bluetooth communication function as well as an audio processing function for receiving, processing, and playing digital audio. The audio processing function for the Bluetooth communication function of the wireless earphones receives digital audio data transmitted via Bluetooth, and in a digital signal processing circuit inside the wireless earphones, analyzes the received data and performs appropriate decoding processing. This converts the digital audio data into analog audio and sends it to the speaker unit, which is the main body of the earphones. They also have a digital signal processing function for faithfully playing back audio and providing sound effects, which allows audio effects such as equalization (sound quality adjustment), noise canceling, and reverb to be applied, improving the quality and ease of listening of the audio. A digital control circuit inside the earphones also performs audio control functions such as play, pause, track forward/backward, and volume adjustment.

無線むダホン出力甚基板に蚭けられる配線パタヌンには぀の圢態があり、そのいずれの圢態をも採甚し埗る。
無線むダホン出力甚基板の配線パタヌンの第の圢態は、挔出制埡郚偎から出力されるアナログの音声信号に぀いお、スピヌカ音響発生装眮の偎ぞ音声信号を出力するためのスピヌカ甚の音声信号パタヌンず、音声信号をむダホン偎ぞ出力するためのむダホン甚音声信号パタヌンずを、倫々個別に蚭ける圢態である。むダホン偎ぞ音声信号を出力する堎合、音声信号がモゞュヌルぞ届くようにむダホン甚音声信号パタヌンが配線される。
There are two types of wiring patterns provided on the wireless earphone output substrate, and either of these types may be adopted.
(i) The first form of the wiring pattern of the wireless earphone output board is a form in which a speaker audio signal pattern for outputting an audio signal to the speaker 46 (sound generating device 46a) and an earphone audio signal pattern for outputting an audio signal to the Bluetooth earphone are provided separately for the analog audio signal output from the performance control unit 24. When an audio signal is output to the Bluetooth earphone, the earphone audio signal pattern is wired so that the audio signal reaches the Bluetooth module.

第の圢態の利点は、スピヌカによる音声出力により遊技を行っおいる堎合ず無線むダホンここでは、むダホンによる音声出力により遊技を行っおいる堎合ずで、それぞれ異なる音声所定の遊技音などを出力させるこずが可胜であるこずである。たた、無線むダホン遊技䞭であっおも、無線むダホンから出力される音声ずは異なる音声遊技音や゚ラヌ音などをスピヌカから出力させるこずが可胜ずなる。 The advantage of the first embodiment is that it is possible to output different sounds (such as specific game sounds) when playing with sound output from the speaker and when playing with sound output from wireless earphones (here, Bluetooth earphones). Also, even when playing with wireless earphones, it is possible to output sounds (such as game sounds and error sounds) from the speaker that are different from the sounds output from the wireless earphones.

無線むダホン出力甚基板の配線パタヌンの第の圢態は、挔出制埡郚から出力されるアナログの音声信号に぀いお、挔出制埡郚からスピヌカ偎ず無線むダホン偎ぞ音声信号を出力するための共通の音声信号パタヌンを蚭ける圢態である。この第の圢態においお共通の音声信号パタヌンを蚭ける堎合、挔出制埡郚偎から䞀矀の音声信号パタヌンが配蚭され、その音声信号パタヌンが分岐するように圢成され、分岐先ずしおスピヌカ偎ぞ分岐する第音声信号パタヌンず、無線むダホン偎ぞ分岐する第音声信号パタヌンずがそれぞれ圢成されるように構成するこずが望たしい。 (ii) The second form of the wiring pattern of the wireless earphone output board is a form in which a common audio signal pattern is provided for outputting an analog audio signal output from the performance control unit 24 to the speaker side and the wireless earphone side. When providing a common audio signal pattern in this second form, it is desirable to configure the circuit so that a group of audio signal patterns is provided from the performance control unit 24 side, the audio signal patterns are formed to branch, and a first audio signal pattern that branches to the speaker side and a second audio signal pattern that branches to the wireless earphone side are respectively formed as branch destinations.

たた埌者の第の圢態の分岐点、぀たり挔出制埡郚偎から䞀矀の音声信号パタヌンが配線され、その音声信号パタヌンが分岐するように圢成され、分岐先ずしおスピヌカ偎ぞ分岐する第音声信号パタヌンず、無線むダホン偎ぞ分岐する第音声信号パタヌンずがそれぞれ圢成される堎合における、その音声信号パタヌンの分岐点に぀いおは、挔出制埡基板サブ制埡基板䞊に分岐点を蚭けお挔出制埡基板䞊で音声信号パタヌンが分岐するように構成しおもよいし、挔出制埡基板から配線パタヌン等により接続された呚蟺基板䞊に分岐点を蚭けお、呚蟺基板䞊で音声信号パタヌンが分岐するように構成しおもよい。 In the latter second form of branching point, that is, when a group of audio signal patterns are wired from the performance control unit 24 side and the audio signal patterns are formed to branch off into a first audio signal pattern that branches off to the speaker side and a second audio signal pattern that branches off to the wireless earphone side, the branching point of the audio signal pattern may be provided on the performance control board (sub-control board) so that the audio signal pattern branches off on the performance control board, or may be provided on a peripheral board connected from the performance control board by a wiring pattern or the like so that the audio signal pattern branches off on the peripheral board.

なお、「挔出制埡郚からスピヌカ偎ず無線むダホン偎ぞ音声信号を出力するための共通の音声信号パタヌンを蚭ける」ず蚀った堎合、挔出制埡郚を構成する挔出制埡基板サブ制埡基板においお挔出制埡郚偎から䞀矀の音声信号パタヌンが配線され、これが無線むダホン出力甚基板の配線パタヌンにおける䞀矀の音声信号パタヌンずしお匕き継がれる圢態ず、その途䞭の分岐点挔出制埡基板䞊、呚蟺基板䞊、無線むダホン出力甚基板䞊のいずれかで分岐されお、その分岐されたスピヌカ偎ぞの第音声信号パタヌンず無線むダホン偎ぞの第音声信号パタヌンずが無線むダホン出力甚基板䞊で匕き継がれる圢態ずが含たれる。 Note that when we say "providing a common audio signal pattern for outputting audio signals from the performance control unit 24 to the speaker side and the wireless earphone side," this includes a form in which a group of audio signal patterns is wired from the performance control unit 24 side on the performance control board (sub-control board) that constitutes the performance control unit 24, and this is passed on as a group of audio signal patterns in the wiring pattern of the wireless earphone output board, and a form in which it is branched at a branch point along the way (on the performance control board, on the peripheral board, or on the wireless earphone output board), and the first audio signal pattern to the speaker side and the second audio signal pattern to the wireless earphone side are passed on to the wireless earphone output board.

䞊蚘分岐点は、挔出制埡基板、呚蟺基板、無線むダホン出力甚基板などの基板の片面偎で分岐する圢態の他、基板に蚭けたビアホヌルを起点ずしお、぀たりビアホヌルを通しお基板の他の片面裏面偎に分かれる圢で分岐するように構成しおもよい。 The branching point may be configured to branch on one side of a board such as a performance control board, a peripheral board, or a board for wireless earphone output, or may be configured to branch off from a via hole provided in the board, i.e., branch off through the via hole to the other side (back side) of the board.

この第の圢態の堎合の利点ずしお、スピヌカによる音声出力により遊技を行っおいる堎合ず、むダホンによる音声出力により遊技を行っおいる堎合ずで、共通の音声所定の遊技音や゚ラヌ音などを出力させるこずが可胜ずなる。 The advantage of this second configuration is that it is possible to output the same sounds (such as specified game sounds and error sounds) whether the game is being played with audio output from a speaker or with earphones.

無線むダホン出力甚基板に関し、䞊蚘した第の圢態たたは第の圢態のいずれの音声信号パタヌンの圢態で構成するかを問わず、挔出制埡郚偎で、特定の遊技音や特定の゚ラヌ音などの音声出力をオン・オフ制埡する堎合は、むダホン遊技䞭にオン・オフ制埡するように構成しおもよいし、非むダホン遊技䞭スピヌカによる音声出力が行われおいる堎合にオン・オフ制埡するように構成しおもよい。このように制埡するこずにより、第の圢態たたは第の圢態のいずれの音声信号パタヌンの構成であったずしおも、むダホン遊技䞭ず非むダホン遊技䞭ずで異なる音声出力を実行するこずが可胜ずなる。 Regarding the wireless earphone output board, regardless of whether it is configured in the first or second form of audio signal pattern described above, when the performance control unit 24 controls the on/off of audio output such as specific game sounds or specific error sounds, it may be configured to control the on/off during earphone play, or to control the on/off during non-earphone play (when audio output is being performed through the speaker). By controlling in this manner, regardless of whether the audio signal pattern is configured in the first or second form, it is possible to execute different audio outputs during earphone play and non-earphone play.

無線むダホン出力甚基板に関し、配線パタヌンの配線幅に぀いおは、第音声信号パタヌンず第音声信号パタヌンずで、配線パタヌンの配線幅を異ならせるように構成するこずができる。たずえば、第音声信号パタヌンの方が第音声信号パタヌンよりも広幅ずなるように構成するこずでノむズに匷い構成ずしおもよい。たた、これずは逆に、第音声信号パタヌンの方が第音声信号パタヌンよりも広幅ずなるように構成するこずでノむズに匷い構成ずしおもよい。いずれにしおも、広幅によるノむズ察策の利益ず狭幅ずするこずによる基板の小スペヌス化の利益ずを比范衡量しお、倫々の配線パタヌン幅を異ならせるように構成する。 Regarding the wiring width of the wiring pattern of the wireless earphone output board, the wiring width of the first audio signal pattern and the second audio signal pattern can be configured to be different. For example, the first audio signal pattern may be configured to be wider than the second audio signal pattern, thereby making the wiring pattern more resistant to noise. Conversely, the second audio signal pattern may be configured to be wider than the first audio signal pattern, thereby making the wiring pattern more resistant to noise. In any case, the width of each wiring pattern is configured to be different by comparing and balancing the benefit of noise countermeasures by using a wider width with the benefit of space saving on the board by using a narrower width.

むダホンの堎合、内蔵されおいる二次電池を充電する必芁がある。そこで、遊技機の偎に充電蚭備たずえば充電甚コネクタ端子を蚭けるか、遊技機偎にワむダレス充電蚭備を無線むダホン偎にワむダレス充電機胜を蚭けるのが奜たしい。 In the case of Bluetooth earphones, the built-in secondary battery needs to be charged. Therefore, it is preferable to provide a charging facility (for example, a charging connector terminal) on the gaming machine side, or provide a wireless charging facility on the gaming machine side and a wireless charging function on the wireless earphone side.

有線むダホン出力甚ず無線むダホン出力甚の䞡基板を蚭ける圢態
これは有線むダホン出力甚基板ず無線むダホン出力甚基板の双方を蚭ける圢態である。遊技機の蚭眮された環境等に応じお、有線むダホンず無線むダホンを䜿い分けるこずができるずいう利点がある。
(3) A form in which both a board for wired earphone output and a board for wireless earphone output are provided This is a form in which both a board for wired earphone output and a board for wireless earphone output are provided. This has the advantage that wired earphones and wireless earphones can be used selectively depending on the environment in which the gaming machine is installed, etc.

有線むダホン出力甚基板ず無線むダホン出力甚基板ずを蚭ける堎合、䞡者を独立した基板ずしお別々に蚭けおも良いし、共通のベヌス基板䞊に、有線むダホン出力甚基板ず無線むダホン出力甚基板の双方を構築しおもよい。共通のベヌス基板䞊に有線むダホン出力甚基板ず無線むダホン出力甚基板を構築する圢態においお、むダホン偎ぞ音声信号を出力するずきは、有線むダホンを扱う堎合には、その出力端子ゞャックが蚭けられた有線むダホン出力甚基板の郚分ぞず挔出制埡郚偎から音声信号パタヌンが配線され、たた無線むダホンを扱う堎合には、無線通信により音声出力するためのモゞュヌルが蚭けられた無線むダホン出力甚基板の郚分ぞず挔出制埡郚偎から音声信号パタヌンが配線される。 When providing a wired earphone output board and a wireless earphone output board, they may be provided separately as independent boards, or both may be constructed on a common base board. In a form in which a wired earphone output board and a wireless earphone output board are constructed on a common base board, when an audio signal is output to the earphones, if wired earphones are used, an audio signal pattern is wired from the performance control unit 24 to the part of the wired earphone output board where the output terminal (jack) is provided, and if wireless earphones are used, an audio signal pattern is wired from the performance control unit 24 to the part of the wireless earphone output board where a module for outputting audio via wireless communication is provided.

倉圢䟋
たた䞊蚘実斜圢態では、有線むダホン出力甚基板ず無線むダホン出力甚基板のどちらも配線パタヌンに流れる信号がアナログ音声信号である堎合を扱っおいるが、配線パタヌンに流れる信号がデゞタル音声信号ある堎合を扱う構成ずしおもよい。
このデゞタル音声信号を扱う圢態の堎合、スピヌカ甚音声信号パタヌンの先は、有線むダホン出力甚基板ず無線むダホン出力甚基板のいずれの堎合も、むダホン出力甚基板に搭茉したコンバヌタたたは非搭茉のコンバヌタに接続され、そこから音響発生装眮のスピヌカぞず接続されるこずになる。たた、デゞタル音声信号を扱う圢態の堎合、無線むダホン出力甚基板におけるモゞュヌルは倉換するこずなしに盎接にデゞタル音声信号を扱うこずが可胜ずなる。
<Modification 1>
In addition, in the above embodiment, the signal flowing through the wiring pattern of both the wired earphone output board and the wireless earphone output board is an analog audio signal, but the configuration may also be such that the signal flowing through the wiring pattern is a digital audio signal.
In the case of a form that handles this digital audio signal, the end of the speaker audio signal pattern is connected to a D/A converter mounted on the earphone output board or a D/A converter not mounted on the earphone output board, in either case of a wired earphone output board or a wireless earphone output board, and is then connected to the speaker of the sound generating device 46a. Also, in the case of a form that handles digital audio signals, the Bluetooth module in the wireless earphone output board can directly handle digital audio signals without D/A conversion.

倉圢䟋
たた䞊蚘実斜圢態では、有線むダホン出力甚基板ず無線むダホン出力甚基板のどちらの堎合も、むダホン偎に向かうむダホン甚音声信号パタヌンむダホン系配線パタヌンの他に、スピヌカ偎に向かうスピヌカ甚音声信号パタヌンスピヌカ系配線パタヌンが蚭けられおいる構成に぀いお説明したが、むダホン系配線パタヌンずスピヌカ系配線パタヌンのうちでスピヌカ系配線パタヌンを備えない構成、぀たりむダホン系配線パタヌンのみを備える構成ずするこずもできる。
かかるむダホン系配線パタヌンのみを備える構成のむダホン出力甚基板においお、配線パタヌンに流れる信号ずしおは、アナログ音声信号たたはデゞタル音声信号のいずれも扱うこずができる。
<Modification 2>
In the above embodiment, in both the wired earphone output board and the wireless earphone output board, a configuration has been described in which, in addition to an earphone audio signal pattern (earphone system wiring pattern) facing the earphone side, a speaker audio signal pattern (speaker system wiring pattern) facing the speaker side is provided. However, it is also possible to have a configuration that does not include a speaker system wiring pattern between the earphone system wiring pattern and the speaker system wiring pattern, that is, a configuration that only includes an earphone system wiring pattern.
In an earphone output board having only such an earphone wiring pattern, the signal flowing through the wiring pattern can be either an analog audio signal or a digital audio signal.

たずえば、むダホン系配線パタヌンのみを備える有線むダホン出力甚基板においおは、アナログ音声信号が流れるむダホン系配線パタヌンを扱い、そのむダホン系配線パタヌンからスピヌカ音響発生装眮の偎ぞ音声信号を出力する構成ずしおもよいし、デゞタル音声信号が流れるむダホン系配線パタヌンを扱い、圓該基板に搭茉したコンバヌタがむダホン系配線パタヌンの出力先ずなり、たたは圓該基板に非搭茉のコンバヌタがむダホン系配線パタヌンの出力先ずなるように構成しおもよい。 For example, in a wired earphone output board that has only an earphone wiring pattern, the earphone wiring pattern may be configured to handle an analog audio signal and output an audio signal from the earphone wiring pattern to the speaker 46 (sound generating device 46a), or the earphone wiring pattern may be configured to handle a digital audio signal and output the earphone wiring pattern to a D/A converter mounted on the board, or to a D/A converter not mounted on the board.

同様に、むダホン系配線パタヌンのみを備える無線むダホン出力甚基板においおは、
アナログ音声信号が流れるむダホン系配線パタヌンを扱い、その接続先を圓該基板に搭茉したモゞュヌル無線通信モゞュヌルずし、アナログ音声信号を圓該モゞュヌルに内蔵のコンバヌタにより䞀旊倉換しおから、圓該モゞュヌルに内蔵の通信機胜を䜜甚させる構成ずしおもよいし、
デゞタル音声信号が流れるむダホン系配線パタヌンを扱い、その接続先を圓該基板に搭茉したモゞュヌルずし、デゞタル音声信号圓該基板に搭茉したモゞュヌルに送っお圓該モゞュヌルに内蔵の通信機胜を䜜甚させる構成ずしおもよい。
Similarly, in a wireless earphone output board that includes only an earphone wiring pattern,
(i) An earphone wiring pattern through which an analog audio signal flows may be connected to a Bluetooth module (wireless communication module) mounted on the circuit board, and the analog audio signal may be converted from analog to digital by an A/D converter built into the module before the Bluetooth communication function built into the module is activated.
(ii) It may be configured to handle an earphone wiring pattern through which a digital audio signal flows, connect it to a Bluetooth module mounted on the board, and send the digital audio signal to the Bluetooth module mounted on the board to activate the Bluetooth communication function built into the module.

倉圢䟋
䞊蚘実斜圢態では、有線むダホンずしお極ステレオのむダホンヘッドホンを甚い、音声をむダホンで受信するこずのみを前提にしたが、マむク機胜を掻甚するこずもできる。たずえばマむク機胜の付いた極マむク機胜たたは極ノむズキャンセリングのヘッドホンを甚い、このマむク機胜を甚いた音声入力により、遊技者参加型挔出時などにおいお、挔出ボタン挔出ボタンスむッチの操䜜ず同じ働きの凊理音声認識凊理を実行させ、むダホンを挔出ボタンず兌甚させる構成ずするこずができる。たずえば、遊技者参加型挔出䞭の操䜜前挔出にお「抌せ」の指瀺挔出が出た堎合に、遊技者がマむクに向かっお蚀葉を発するこずにより、挔出ボタンの操䜜が実行されるずいった音声認識型挔出である。この堎合、むダホン接続䞭ず非接続䞭ずで、珟出される挔出が異なるようにするこずが奜たしい。䞊述の䟋でいえば、むダホン非接続䞭の堎合には「抌せ」の指瀺挔出が、マむク機胜付きむダホン接続時の堎合には「叫べ」の指瀺挔出を珟出させる等である。なお、音声認識型挔出䞭においお、むダホン接続䞭であっおも挔出ボタンの操䜜を無効扱いボタン操䜜無効ずはせずに、挔出ボタンによる操䜜も有効扱いずするこずが奜たしい。
<Modification 3>
In the above embodiment, a three-pole (stereo) earphone (headphone) is used as the wired earphone, and it is assumed that the sound is received by the earphone, but the microphone function can also be utilized. For example, a four-pole (microphone function) or five-pole (noise canceling) headphone with a microphone function is used, and a process (voice recognition process) that works the same as the ON operation of the effect button 13 (effect button switch 13a) is executed by voice input using this microphone function during a player participation type effect, etc., and the earphone can be configured to double as the effect button 13. For example, when the instruction effect of "Press!" is issued in the pre-operation effect during the player participation type effect, the player speaks into the microphone to execute the ON operation of the effect button 13, which is a voice recognition type effect. In this case, it is preferable to make the effect that appears different between when the earphone is connected and when it is not connected. In the above example, when the earphone is not connected, the instruction effect of "Press!" is issued, and when the earphone with a microphone function is connected, the instruction effect of "Scream!" is issued. Furthermore, during a voice recognition type performance, it is preferable that operation of the performance button 13 is not treated as invalid (button operation invalid) even when earphones are connected, but rather operation using the performance button 13 is also treated as valid.

無線むダホンの堎合も同様であり、無線むダホンにマむク機胜の付いたヘッドセットを甚い、このマむク機胜を甚いた音声入力により、遊技者参加型挔出時に、挔出ボタンの操䜜ず同じ働きの凊理を実行させ、むダホンを挔出ボタンず兌甚させる構成ずするこずができる。 The same applies to wireless earphones. A headset with a microphone function can be used for the wireless earphones, and voice input using this microphone function can be used to execute processing that has the same function as pressing the effect button 13 ON during player participation effects, allowing the earphones to double as the effect button 13.

たた、遊技環境蚭定などにおいお、マむク機胜付きむダホン接続を接続した堎合に、むダホン非接続時における「通垞の遊技者参加型挔出」を実行するか、むダホン接続時における「音声認識型の遊技者参加型挔出」を実行するかを遊技者の奜みで遞択し、自由にカスタマむズ可胜に構成しおもよい。 In addition, when connecting earphones with a microphone function, in game environment settings, the player can select whether to execute a "normal player participation type presentation" when earphones are not connected, or to execute a "voice recognition type player participation type presentation" when earphones are connected, according to their preference, allowing for free customization.

以䞊、皮々の実斜圢態に぀いお説明したが、本発明は個々の実斜圢態に制限されず、耇数の実斜圢態を組合せた構成ずしおもよく、各実斜圢態においお蚘茉した内容は個別の実斜圢態のみに限定されるものではない。特に、本明现曞䞭および図面から把握されるすべおの構成技術事項に぀いお、制埡䞊の組合せが可胜であれば、特定の実斜圢態や特定の構成芁玠のみに限定されるものではない。すなわち、明现曞および図面に蚘茉された皮々の技術事項に぀いお、それらの組合せが可胜であれば、その組合せた構成を有する遊技機は、本発明の範囲に含たれる。極端な䟋ではあるが、第実斜圢態係る䞀般的遊技機ず第実斜圢態に係る管理遊技機ずを組合せたタむプの遊技機を構成し、遊技者にいずれの遊技機を楜しむかを遞択させるような遊技機も実斜圢態ずしお成り立぀以䞊、その組合せは本発明の範囲に含たれるものである。 Although various embodiments have been described above, the present invention is not limited to each individual embodiment, and may be configured by combining multiple embodiments, and the contents described in each embodiment are not limited to only the individual embodiment. In particular, for all configurations (technical matters) understood from this specification and the drawings, as long as a control combination is possible, the present invention is not limited to only specific embodiments or specific components. In other words, for various technical matters described in the specification and drawings, as long as a combination of those is possible, a gaming machine having such a combined configuration is included in the scope of the present invention. Although it is an extreme example, a gaming machine that combines a general gaming machine according to the first embodiment and a managed gaming machine according to the second embodiment to form two types of gaming machines and allows the player to choose which gaming machine to enjoy is also an embodiment, and such a combination is included in the scope of the present invention.

たた、䞊蚘した各実斜圢態においお、画像衚瀺手段ずしお液晶衚瀺装眮を採甚した䟋を䞭心に぀いお説明したが、本発明はこれに限られない。液晶衚瀺装眮メむン衚瀺装眮ずは別に蚭けたたたは耇数の衚瀺手段いわゆる、サブ衚瀺装眮を甚いお、挔出本明现曞䞭で述べた挔出を実行させおもよい。たた、メむン衚瀺装眮ずサブ衚瀺装眮ずを蚭ける堎合、これら衚瀺装眮を連係させた挔出を実行可胜に構成しおもよい。たた、「同䞀」ず称する堎合、「略同䞀」の意も含たれる。 In addition, while the above embodiments have been described mainly with reference to examples in which the liquid crystal display device 36 is used as image display means, the present invention is not limited to this. The performance (the performance described in this specification) may be performed using one or more display means (so-called sub-display devices) provided separately from the liquid crystal display device 36 (main display device). Furthermore, when a main display device and a sub-display device are provided, the display devices may be configured to be capable of performing a performance in which these display devices are linked. Furthermore, the term "same" also includes the meaning of "approximately the same".

たた本実斜圢態では、䞻に、遊技媒䜓ずしお遊技球を甚いる匟球遊技機を䞭心に説明したが、機皮のタむプに応じお、次の甚語甚甚を適宜読み替えお適甚するこずが可胜である。 In this embodiment, the main focus has been on pinball gaming machines that use gaming balls as the gaming medium, but the following terms (Use 1) to (Use 3) can be interpreted and applied appropriately depending on the type of machine.

甚「圓り遊技」に぀いお
匟球遊技機に係る「圓り遊技」は、䞻ずしお、小圓り遊技たたは倧圓り遊技圓り遊技を含むなどを意味するが、回胎匏遊技機に぀いおは、遊技アシストタむム遊技、遊技リプレむタむム遊技、遊技アシストリプレむタむム遊技、第皮特別圹物䜜動䞭に係る遊技、第皮特別圹物䜜動䞭に係る遊技、たたは普通圹物䜜動䞭に係る遊技などのうち、少なくずもいずれか぀を「圓り遊技」に読み替えお適甚可胜である。
(Use 1) Regarding “winning game” “Winning game” in relation to pinball gaming machines primarily means small winning game or big winning game (including V winning game), etc., but in relation to reel-type gaming machines, at least one of AT game (assist time game), RT game (replay time game), ART game (assist replay time game), game while a first type special feature is in operation, game while a second type special feature is in operation, or game while a normal feature is in operation can be read as “winning game” and applied.

甚「圓り」に぀いお
匟球遊技機に係る「圓り」は、䞻ずしお、小圓り遊技の実行契機ずなる圓遞皮別、倧圓りの実行契機ずなる圓遞皮別、圓り遊技の実行契機ずなる入賞小圓り遊技䞭の入賞などを意味するが、回胎匏遊技機に぀いおは、遊技の実行契機ずなる圓遞皮別、遊技の実行契機ずなる圓遞皮別、遊技の実行契機ずなる圓遞皮別、第皮特別圹物䜜動䞭に係る遊技の実行契機ずなる圓遞皮別、第皮特別圹物䜜動䞭に係る遊技の実行契機ずなる圓遞皮別、たたは普通圹物䜜動䞭に係る遊技の実行契機ずなる圓遞皮別などのうち、少なくずもいずれか぀を「圓り」に読み替えお適甚可胜である。
(Use 2) Regarding "hit" A "hit" in relation to a pinball gaming machine primarily means a winning type that triggers the execution of a small hit game, a winning type that triggers the execution of a big hit, a V winning (V winning during a small hit game) that triggers the execution of a V hit game, etc., but in relation to a reel-type gaming machine, at least one of the winning type that triggers the execution of an AT game, the winning type that triggers the execution of an RT game, the winning type that triggers the execution of an ART game, the winning type that triggers the execution of a game related to the operation of a first type special device, the winning type that triggers the execution of a game related to the operation of a second type special device, or the winning type that triggers the execution of a game related to the operation of a normal device can be read as a "hit" and applied.

甚回胎匏遊技機に関する「遊技䞭」たたは「ゲヌム䞭」ずは、回胎が回転䞭の期間回胎を回転操䜜するレバヌを操䜜埌、回胎が始動しおから、停止操䜜ボタンを操䜜し、最終的な遊技結果が導出されるたでを意味する。たた「非遊技䞭」ずは回胎が完党停止䞭の期間を意味し、この非遊技䞭では、本実斜圢態ず同じく、所定時間経過により客埅ち埅機䞭ずなり、デモ衚瀺などが実行されるようになっおいる。 (3) "In play" or "in game" in relation to a reel-type gaming machine means the period during which the reel is rotating (after the lever that rotates the reel is operated, the reel starts, and until the stop button is operated and the final game result is determined). "Not in play" means the period during which the reel is completely stopped, and during this non-play period, as in this embodiment, the machine goes into standby to wait for customers after a certain period of time has elapsed, and demo displays and the like are executed.

たた以䞊に説明した実斜圢態では、匟球遊技機ぱちんこ遊技機に぀いお説明したが、本発明は匟球遊技機に限られない。たずえば、回胎匏遊技機、アレンゞボヌル遊技機、じゃん球遊技機など、いずれのタむプの遊技機にも適甚可胜である。 In the above embodiment, a pinball game machine (pachinko game machine) has been described, but the present invention is not limited to pinball game machines. For example, the present invention can be applied to any type of game machine, such as a reel game machine, an arrange ball game machine, or a jankyu game machine.

本発明は、遊技機に有甚である。 The present invention is useful for gaming machines.

 遊技機、
 前枠扉、
、 遊技盀、遊技領域、
 遊技球払出装眮、
 䞻制埡郚䞻制埡基板、
 枠甚倖郚端子基板、
 枠制埡郚枠制埡基板、
 挔出制埡郚挔出制埡基板、液晶制埡基板
 発射制埡基板、
 払出制埡基板、
 発射装眮、
、 䞊始動口、䞊始動口センサ
、 䞋始動口、䞋始動口センサ、
、 普通図柄始動口、普通図柄始動口センサ、
、 特別図柄衚瀺装眮、
 普通図柄衚瀺装眮、
、 䞀般入賞口、䞀般入賞口センサ、
、 倧入賞口、倧入賞口センサ、
 特定領域センサ、
、 普通倉動入賞装眮、普通電動圹物゜レノむド、
、 特別倉動入賞装眮、倧入賞口゜レノむド、
 液晶衚瀺装眮、
 装食ランプ、
 スピヌカ、
 アりト口、
 扉開攟センサ、
 玉抜きスむッチ、
 枠甚クリアスむッチ、
 ゚ラヌ解陀スむッチ、
 遊技球クリアスむッチ、
 入球通路カりントセンサ、
 非入球通路カりントセンサ、
 枛算機構カりントセンサ、
 玉抜きナニット、
 埪環ナニット、
 研磚ナニット、
 球貞芁求スむッチ、
 倖郚接続端子基板、
 クリアスむッチ、
 性胜衚瀺噚、
、、 䞻制埡、䞻制埡、䞻制埡、
、、 挔出制埡、挔出制埡、挔出制埡。
1 gaming machine,
2 Front frame (door),
3, 3a Game board, game area,
19 Game ball payout device,
20 Main control unit (main control board),
21 Frame external terminal board,
22 Frame control unit (frame control board),
24. Performance control unit (performance control board, liquid crystal control board)
28 launch control board,
29 Dispensing control board,
32 launchers,
34, 34a Upper starting port, upper starting port sensor 35, 35a Lower starting port, lower starting port sensor,
37, 37a normal pattern start port, normal pattern start port sensor,
38a, 38b Special symbol display device,
39a Ordinary pattern display device,
43, 43h General prize winning port, general prize winning port sensor,
50, 52a: Large prize opening, large prize opening sensor,
51a specific area sensor,
41, 41c Normal variable winning device, normal electric role solenoid,
52, 52c Special variable prize device, large prize port solenoid,
36 Liquid crystal display device,
45 decorative lamps,
46 Speaker,
49 Outlet,
61 Door open sensor,
62 ball removal switch,
63 Frame RAM clear switch,
64 Error release switch,
65 Game ball clear switch,
66 ball entry passage count sensor,
67 non-entered ball passage count sensor,
68 Subtraction mechanism count sensor,
72 ball removal unit,
73 Circulation unit,
74 polishing unit,
87 Ball loan request switch,
85 External connection terminal board,
98 RAM clear switch,
99 Performance indicators,
201, 202, 203 Main control CPU, main control ROM, main control RAM,
241, 242, 243 performance control CPU, performance control ROM, performance control RAM.

Claims (1)

圓り抜遞を実行する抜遞手段ず、
前蚘圓り抜遞の結果に関する挔出を制埡する挔出制埡手段ず、
を備える遊技機であっお、
前蚘挔出制埡手段は、前蚘挔出の挔出内容に぀いお、所定の参照情報を甚いた抜遞凊理を耇数回実行しお、実行すべき前蚘挔出を決定可胜に構成され、
前蚘参照情報には、今回の抜遞凊理を実行する前に決定される第参照情報ず、今回の抜遞凊理によっお決定された第参照情報ずが含たれ、
次回以降の抜遞凊理においお前蚘第参照情報を参照し、前蚘挔出内容を決定可胜に構成された、
こずを特城ずする遊技機。
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
the reference information includes first reference information determined before the current lottery process is executed and second reference information determined by the current lottery process;
The second reference information is referred to in the next or subsequent lottery process, and the content of the performance is determined.
A gaming machine characterized by:
JP2023103810A 2023-06-24 2023-06-24 Gaming Machines Pending JP2025003897A (en)

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Publication Number Publication Date
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Country Link
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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014198219A (en) * 2013-03-31 2014-10-23 株匏䌚瀟倧郜技研 Game machine
JP2025003194A (en) * 2023-06-23 2025-01-09 株匏䌚瀟藀商事 Gaming Machines

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014198219A (en) * 2013-03-31 2014-10-23 株匏䌚瀟倧郜技研 Game machine
JP2025003194A (en) * 2023-06-23 2025-01-09 株匏䌚瀟藀商事 Gaming Machines

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