Gaming machine
Patent Information
- Application Number
- JP2023128298
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-07
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2043-08-07
Smart Images

Figure 0007917153000001 
Figure 0007917153000002 
Figure 0007917153000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game machine, and in particular, the present invention can be suitably applied to a pinball game machine. [Background Art]
[0002] A game machine (pinball game machine) includes a reservation storage means capable of storing a predetermined number of numerical data acquired based on a game ball winning a prize in a starting opening, and when an execution condition is satisfied, executes a winning / failing determination based on the numerical data stored in the reservation storage means. There is known a game machine that executes a special game advantageous to a player (jackpot game, small prize game, etc.) when the result of the winning / failing determination is a specific result (jackpot, small prize, etc.). As such a game machine, there exists a game machine capable of performing pre-reading (preliminary determination) on the result of the winning / failing determination before the execution condition for the winning / failing determination is satisfied, and executing an effect of notifying the result of the pre-reading (hereinafter referred to as pre-reading effect). Further, various improvements have been proposed for this type of game machine with the intention of enhancing the player's interest.
[0003] For example, when the next jackpot is promised, such as in an advantageous state such as a time-saving state that continues until the next jackpot is won after a jackpot, or when so-called consecutive jackpots within reserved holdings occur, a game machine that executes an effect of notifying that the next jackpot is confirmed has been proposed (see Patent Document 1, hereinafter also referred to as a conventional example). In the game machine according to this conventional example, after the notification that the next jackpot is confirmed, a release effect of releasing the winning is performed in the winning variation, resulting in a jackpot. [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2022-33248 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] However, in conventional announcements, such as the one shown here, a big win is guaranteed, and a payout animation is always performed during the winning spin. As a result, players are not interested in the animations during other losing or winning spins, and this is insufficient in enhancing player interest, leaving room for improvement.
[0006] This invention has been made in view of the above problems, and aims to provide a gaming machine that can effectively improve the enjoyment of gaming. [Means for solving the problem]
[0007] The present invention provides a numerical data extraction means for extracting numerical data when a game ball enters the starting opening, A holding storage means capable of storing numerical data extracted by the numerical data extraction means as a holding storage up to a specified number, A win / fail determination means that, by processing the reserved memory stored in the reserved memory means, performs a win / fail determination based on the numerical data stored in the reserved memory means to determine whether or not to proceed to a special game that is advantageous to the player, A special symbol display device that, based on the consumption of the reserved memory, displays a special symbol indicating the result of the win / fail judgment in a variable manner, and displays the special symbol as final to notify the result, A special game execution means that stops the special symbol on a predetermined winning symbol and executes the special game, Numerical data verification means for verifying the contents of the numerical data extracted from the aforementioned numerical data before making the correct / incorrect judgment based on said numerical data, A special game announcement presentation means that displays a special game announcement presentation that suggests that there is a reserved memory in the reserved memory in which the confirmation result by the numerical data confirmation means is the special game, and that, based on the consumption of the reserved memory, even if the result of the win / fail judgment becomes the variable display indicating the special game, the special game announcement presentation can continue to be displayed. The special game announcement performance means, while the special game announcement performance is being displayed and the predetermined conditions have not been met, changes the display mode of the special game announcement performance between the start of the variation display and the stop of the winning symbols if the result of the win / fail judgment based on the consumption of the reserved memory is a special game. A gaming machine characterized in that, while the special game announcement performance is being displayed and the predetermined conditions are met, if the result of the win / fail judgment based on the consumption of the reserved memory is a special game, the display mode of the special game announcement performance is not changed.
[0008] In the present invention, changing the display manner of the special game announcement effect may mean changing the color, shape, or size of the displayed effect, or it may also include hiding the special game announcement effect and not displaying it after it has been hidden, as long as the player can recognize that the display manner of the special game announcement effect has been changed when a special game is played.
[0009] According to the gaming machine of the present invention, the presence of a reserved memory that will result in a special game is indicated by a special game notification effect, the display mode of the special game notification effect is changed when a special game is to be played, and the display mode of the special game notification effect is not changed when predetermined conditions are met. Because special game preview animations may be performed continuously in this manner, when a special game preview animation is performed, players can play with anticipation about whether or not the special game preview animation will change, rather than simply waiting for the game to become a special game. This allows them to be interested in the spins that lead to the special game, further enhancing the enjoyment of the game. [Brief explanation of the drawing]
[0010] [Figure 1] This is a front view of a pinball game machine. [Figure 2] This is a front view of the game board. [Figure 3] This is an explanatory diagram of the operation of the large prize slot on the game board. [Figure 4] This is a rear view of a pinball game machine. [Figure 5]It is a block diagram showing the electrical configuration of a pinball game machine. [Figure 6] It is a schematic block diagram showing the inside of an MPU mounted on a main control device. [Figure 7] It is a schematic block diagram showing the inside of a random number circuit provided in an MPU. [Figure 8] It is a schematic block diagram showing the inside of a power supply board. [Figure 9] It is an explanatory diagram showing the game specifications of a pinball game machine. [Figure 10] It is a first explanatory diagram regarding the termination condition for a bonus game state of a pinball game machine. [Figure 11] It is a second explanatory diagram regarding the termination condition for a bonus game state of a pinball game machine. [Figure 12] It is a third explanatory diagram regarding the termination condition for a bonus game state of a pinball game machine. [Figure 13] It is a flowchart showing "startup processing" executed by the main control device of a pinball game machine. [Figure 14] It is a first flowchart showing "interrupt processing" executed by the main control device of a pinball game machine. [Figure 15] It is a second flowchart showing "interrupt processing" executed by the main control device of a pinball game machine. [Figure 16] It is a flowchart showing "input determination processing" executed in interrupt processing. [Figure 17] It is a flowchart showing "special symbol ball entry confirmation processing" executed in input determination processing. [Figure 18] It is a flowchart showing "normal symbol ball entry confirmation processing" executed in input determination processing. [Figure 19] It is a flowchart showing "winning / losing determination processing" executed in interrupt processing. [Figure 20] It is a first flowchart showing "normal symbol winning / losing determination processing" executed in winning / losing determination processing. [Figure 21] It is a second flowchart showing "normal symbol winning / losing determination processing" executed in winning / losing determination processing. [Figure 22] This is the third flowchart showing the "General Diagram Correct / False Determination Process" that is executed within the correct / false determination process. [Figure 23] This is the first flowchart showing the "General Diagram Game Processing" that is performed within the General Diagram Win / Loss Determination Processing. [Figure 24] This is the second flowchart showing the "General Diagram Game Processing" that is performed within the General Diagram Win / Loss Determination Processing. [Figure 25] This is the first flowchart showing the "special drawing validity determination process" that is executed within the validity determination process. [Figure 26] This is the second flowchart showing the "special drawing validity determination process" that is executed within the validity determination process. [Figure 27] This is the third flowchart showing the "special drawing validity determination process" that is executed within the validity determination process. [Figure 28] This is the fourth flowchart showing the "special drawing validity determination process" that is executed within the validity determination process. [Figure 29] This is the fifth flowchart showing the "special drawing validity determination process" that is executed within the validity determination process. [Figure 30] This is the first flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 31] This is the second flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 32] This is the third flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 33] This is the fourth flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 34] This is the fifth flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 35] This is the sixth flowchart showing the "special game processing" that is performed within the special symbol win / loss determination process. [Figure 36] This is a flowchart showing the "reserve consecutive win notification effect processing" performed by the sub-integrated control unit of a pachinko game machine. [Figure 37] This flowchart shows the "final variation effect processing" performed by the sub-integrated control unit of a pachinko game machine. [Figure 38] This is a timing chart for the implementation of preview and special effects. [Figure 39] This is the first example of a display method that shows the display of the performance display. [Figure 40] This is a second example of a display method that shows the display of the performance indication. [Figure 41] This is a third example of a display method that shows the display of the performance indication. [Figure 42] This is a fourth example of a display method that shows the display of performance indications. [Figure 43] This is the fifth example of a display method for showing performance indications.
[0011] [First Embodiment] The first embodiment of the pachinko machine will be described below with reference to the drawings. First, the external configuration of the pachinko machine 1 in the first embodiment of the present invention will be described with reference to Figures 1 to 4.
[0012] (1. Outline configuration of pachinko machine 1) As shown in Figure 1, pachinko machine 1 is a gaming machine that can be played by players and is installed in a gaming facility.
[0013] (1-1: Front view of the pachinko machine 1) As shown in Figure 1, the pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically elongated fixed outer enclosure holding frame. The outer frame 10 is provided with a front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see Figure 4) that can be opened and closed via hinges 101, 101 located at the upper and lower positions on the left side. The front frame 11 and inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. The inner frame 30 can be opened by inserting a predetermined key into the cylinder lock 18 and turning the key clockwise, and the front frame 11 can be opened by turning the key counterclockwise. Behind the glass plate 110 of the front frame 11, there is a game board 2 (see Figure 2) held in the inner frame 30.
[0014] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, respectively, which output game sounds to enhance the gaming experience. In addition, the front frame 11 is equipped with frame-side decorative lamps 113 that illuminate according to the game state, as well as LEDs that notify of abnormalities in the game.
[0015] The lower half of the front frame 11 has an upper tray 12 and a lower tray 13 integrally formed. A launch handle 14 is provided on the right side of the lower tray 13, and by operating the launch handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched towards the game board 2. Prize balls are also dispensed into the upper tray 12. The lower tray 13 is designed to receive prize balls that overflow from the upper tray 12, and by operating the ball release lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided by the arcade.
[0016] This pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR for reading and writing prepaid cards is located next to it. Pachinko machine 1 has a ball dispensing switch 171, a settlement switch 172, and a settlement display unit of the settlement display device 170 located to the right of the upper tray 12. Also, a player-operable performance button 15 is located in the center of the upper tray 12, and a jog dial 16 is installed around its outer edge.
[0017] (1-2: Configuration of the game board of the pachinko machine 1) As shown in Figure 2, the game board 2 has a roughly circular game area 20 surrounded by an outer rail 201 and an inner rail 202. A center case 200 is attached to the game area at a position slightly above its center. This divides the game area 20 into a left-hitting area L, where the game balls flow when launched with a predetermined force, and a right-hitting area R, where the game balls flow when launched with a force stronger than the predetermined force. Numerous game pins and windmills are installed in the game area 20.
[0018] The center case 200 has an LCD panel for the performance pattern display device 46 (overall illustration omitted) located in the center. The center case 200 is also equipped with a warp entrance, warp trough, stage, etc., as is well known.
[0019] A special symbol entry port 23 for the first special symbol (hereinafter simply referred to as the first special symbol), which can always be entered, is located directly below the center of the center case 200 in the left-right direction. The special symbol entry port 23 is the entry port that triggers the determination of whether the first special symbol is a win or a loss when a ball enters it. When a ball enters the special symbol entry port 23, multiple types of random numbers (numerical data) are extracted, such as random numbers for determining the jackpot of the first special symbol, random numbers for determining the jackpot symbol of the first special symbol, and random numbers for determining the variation pattern of the first special symbol, and these are used for determining whether the result is a win or a loss. Up to four (a specified number) of the extracted random numbers for the first special symbol are stored as reserved memories. The pachinko machine 1 sequentially performs the determination of whether the first special symbol is a win or a loss based on these reserved memories, and a determination of either a jackpot or a loss is made.
[0020] In the left-handed area L, multiple general prize winning slots 27 are located to the left of and directly below the first special symbol starting slot 23.
[0021] In the right-handed area R, a regular symbol activation port 21 is located to the right of the center case 200. The regular symbol activation port 21 is a gate through which game balls can enter and pass, and the pass-through of a game ball determines whether a regular symbol (hereinafter simply referred to as a regular symbol) is correct or incorrect. When a game ball enters the regular symbol activation port 21, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as regular symbol hold memory.
[0022] Furthermore, in the right-handed shooting area R, a standard electric mechanism 22 (hereinafter simply referred to as the standard electric mechanism) is positioned downstream of the standard diagram operation opening 21. The standard electric mechanism 22 is equipped with a pair of left and right wings that can be opened and closed, and is normally a ball entry device that makes it difficult for game balls to enter. When the standard diagram determines whether a win is achieved, the wings open in a predetermined opening manner, making it possible for balls to enter.
[0023] The regular electric device 22 has a second special symbol start port 24 located inside. The second special symbol start port 24 is configured so that only game balls that have entered the regular electric device 22 can enter it. The second special symbol start port 24 is the entry point that triggers the determination of whether the second special symbol (hereinafter referred to as the second special symbol) is a win or loss when a ball enters it. When a ball enters the second special symbol start port 24, multiple types of random numbers (numerical data) are extracted, such as random numbers for determining the jackpot of the second special symbol, random numbers for determining the jackpot symbol of the second special symbol, and random numbers for determining the variation pattern of the second special symbol, and these are used for determining whether the win or loss is a win or loss. The extracted random numbers for the second special symbol are stored as reserved memories, up to a maximum of four (a specified number). The pachinko machine 1 sequentially performs the determination of whether the second special symbol is a win or loss based on these reserved memories, and determines whether it is a jackpot, a minor win, or a loss.
[0024] Furthermore, in the right-hand shooting area R, a first large prize entry point 25 is located downstream of the regular electric mechanism 22 and is provided to be openable and closable by the first special electric door of the first special electric mechanism. The first large prize entry point 25 is opened in a predetermined manner during the jackpot game performed when a jackpot is hit on the first or second special symbol, and is configured to allow game balls to enter when it is open.
[0025] Furthermore, in the right-hand area R, a second large prize opening 26 is located downstream of the first large prize opening 25, and is provided to be openable and closable by the second special electric door of the second special electric mechanism. The second large prize opening 26 is opened in a predetermined manner during the small win game performed when the second special symbol is hit, and is configured to allow game balls to enter when it is open. The second large prize opening 26 is a prize-winning device that has a specific area 262 which is a V prize opening and a shutter 263 which determines whether or not a game ball enters the specific area 262.
[0026] As shown in Figure 3, the second large prize slot 26 is provided with an entry slot 260 whose upper end can be opened and closed by a second special electric door, and game balls can be entered when the second special electric door is open. Game balls that enter the entry slot 260 are taken in from the center of the entry slot 260 and sent into the device through a tunnel-shaped discharge outlet 261.
[0027] The second large prize winning slot 26 has a special area 262 located in the lower center of its interior. The special area 262 is an area where, when a game ball enters, it is possible to progress from a minor win game to a major win game (a special prize win). Above the special area 262, between it and the exit port 261, there is a shutter 263 that closes or opens the special area 262. The shutter 263 closes the special area 262 by bringing a pair of left and right opening / closing bodies together in a V-shape, while opening the special area 262 by opening to the left and right. The shutter 263 constantly repeats a certain opening and closing operation.
[0028] When the game balls are sent out from the outlet 261, they enter a specific area 262 if the shutter 263 is open, and if the shutter 263 is closed, they are taken into the game board through a pair of intake openings 264, 264 located on both the left and right sides of the shutter 263 and discharged from the second large prize opening 26.
[0029] Furthermore, the probability of a ball entering the specific area 262 of the second major prize slot 26 changes depending on the timing of the opening of the ball entry slot 260 and the operation of the shutter 263. Therefore, by adjusting the opening timing of the ball entry slot 260 in relation to the shutter 263, which opens and closes at a constant rate, the probability of a ball entering the specific area 262 can be controlled. The pachinko machine 1 of the present invention has the probability of a ball entering the specific area 262 set to 100%.
[0030] Game balls that enter the second large prize slot 26 are detected by a ball detection sensor (first count switch 506, described later, see Figure 5) located in the ball entry slot 260 and counted as prize balls. The system is configured to check whether there are any game balls remaining in the second large prize slot 26 by comparing the count of game balls that enter the specific area 262 and the game balls taken into each intake slot 264,264 with the count of prize balls.
[0031] Returning to Figure 2, the game board 2 has an outlet 203 for collecting game balls located at the very bottom of the board surface, at the central lower end of the game area 20.
[0032] On the game board 2, a first special symbol display device 281 and a second special symbol display device 283, both consisting of 7-segment displays, and a first special symbol reserve count display device 282 and a second special symbol reserve count display device 284, both consisting of 4 LED displays, are arranged in the area outside the outer rail 201 at the lower right end. Furthermore, a standard symbol display device 285 and a standard symbol hold count display device 286, both consisting of multiple LED displays, are arranged in the same area.
[0033] (1-3: Rear view of the pachinko machine 1) Figure 4 shows the rear view of the pachinko machine 1, where an inner frame 30 for detachably attaching the game board 2 is housed. Similar to the front frame 11, the inner frame 30 is hinged to the outer frame 10 at the upper and lower positions of one side edge (right side in Figure 4), allowing it to be opened and closed. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), with a payout mechanism inside the payout unit 33. With this configuration, when a game ball enters the prize slot of the game board 2, a predetermined number of game balls (prize balls) are dispensed from the ball tank 31 via the tank rail 32 through the payout ball flow passage to the upper tray 12 by the payout unit 33. In addition, the payout unit 33 that dispenses prize balls also dispenses balls that are dispensed by operating the ball dispensing switch 171.
[0034] On the back side of the pachinko machine 1, there is a main control device 40, a payout control device 41, a sub-integrated control device 42, a display symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the display symbol control device 43 are located on the game board 2, while the payout control device 41, the launch control device 44, and the power supply board 45 are located on the inner frame 30. The launch control device 44 is not shown in Figure 4, but it is located on the back of the power supply board 45.
[0035] The main control unit 40 is equipped with an RWM clear switch (SW) 401 and a setting key switch (SW) 402. The RWM clear switch 401 is mainly operated to clear game information and the like stored in the RWM 630 (RAM, see Figure 6) built into the main control unit 40. The RWM clear switch 401 may also be located in the payout control unit 41 or the power supply board 45.
[0036] The setting key switch 402 is a key switch mechanism that turns ON when a key inserted into the keyhole is rotated in one direction. Pachinko machine 1 is a gaming machine that has a setting function that allows the setting of the jackpot probability to be changed by employees of the gaming facility. Employees of the gaming facility can change and confirm the jackpot probability setting by turning on the power with the setting key switch 402 turned ON. The RWM clear switch 401 is also operated when changing the jackpot probability setting.
[0037] Furthermore, the main control device 40 is equipped with a performance display device 403 consisting of four 7-segment LED displays. By installing the performance display device 403 on the back side of the pachinko machine 1, the performance display device 403 can be positioned in a location that is not visible to the player while they are playing.
[0038] Furthermore, the payout control device 41 is equipped with a fraud alert lamp 410 that lights up an LED to notify employees of the amusement facility that fraud has occurred when the main control device 40 determines that fraud has occurred.
[0039] On the back side of the pachinko machine 1, an external connection terminal board 38 is located to the right of the ball tank 31. The external connection terminal board 38 sends signals indicating the game status and game results to the hall computer 500 (see Figure 5). Conventionally, two types of external connection terminal boards were used to send signals to the hall computer 500: one for the game board (terminals for outputting signals output from the game board side to the hall computer 500) and one for the frame side (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the game status and game results are transmitted to the hall computer 500 via a single external connection terminal board 38.
[0040] (1-4: Operation of Pachinko Machine 1) Next, the operation of Pachinko Machine 1 will be explained. When a game ball enters the regular symbol operation opening 21, Pachinko Machine 1 extracts several types of random values related to the hit / fail determination of the regular symbol, and makes a hit / fail determination based on the extracted random values. Based on the result of this hit / fail determination, Pachinko Machine 1 starts displaying the variation of the regular symbol on the regular symbol display device 285, and displays a confirmed result after a predetermined time.
[0041] Then, if the result of the hit / fail judgment is a hit, the pachinko machine 1 opens the normal electric mechanism 22, allowing the ball to enter the second special symbol start opening 24. The opening time and number of times the normal electric mechanism 22 opens are set to, for example, 0.2 seconds x 1 time in normal gameplay, and 2.0 seconds x 1 time in a gameplay state that is advantageous to the player (normal electric mechanism support state described later).
[0042] Pachinko machine 1 makes a win / loss determination based on the random value of the reserved memory generated when a ball enters the first special symbol start opening 23, and determines whether it is a win or a loss. Based on the result of this win / loss determination, pachinko machine 1 starts displaying the variation of the first special symbol on the first special symbol display device 281, and displays a confirmation after a predetermined time has elapsed. In addition, pachinko machine 1 starts displaying the variation of the pseudo-performance symbol 700 (see Figure 39) corresponding to the first special symbol on the performance symbol display device 46, and displays a confirmation after a predetermined time has elapsed.
[0043] Similarly, the pachinko machine 1 makes a hit or miss determination based on the random value of the reserved memory generated when a ball enters the second special symbol start opening 24, and determines whether it is a big win, a small win, or a miss. Based on this determination of success or failure, the pachinko machine 1 starts displaying the variation of the second special symbol on the second special symbol display device 283, and displays a confirmed result for the second special symbol after a predetermined time has elapsed. In addition, the pachinko machine 1 starts displaying the variation of the pseudo-performance symbol 700 corresponding to the second special symbol on the performance symbol display device 46, and displays a confirmed result after a predetermined time has elapsed.
[0044] Furthermore, the fluctuation and confirmation displays for the first and second special symbols are displayed in small print in the corner of the game board 2. The pachinko machine 1 then displays a pseudo-performance using pseudo-performance symbols 700 corresponding to the first and second special symbols on the performance symbol display device 46 located in the center of the game area 20, and informs the player of the result of the win / loss determination through the pseudo-performance display. In the pseudo-performance display, the pachinko machine 1 displays the fluctuation of three pseudo-performance symbols 700, and if the result of the win / loss determination is a jackpot, it stops all three pseudo-performance symbols 700 with the same symbol. In addition, the pachinko machine 1 can give the player a sense of anticipation that the win / loss determination will result in a jackpot by performing a reach performance in the pseudo-performance display, where two of the pseudo-performance symbols 700 are stopped with the same symbol and the remaining pseudo-performance symbol 700 is displayed with the fluctuation.
[0045] Pachinko machine 1 performs a jackpot game if the result of the hit / fail judgment of the first special symbol or the second special symbol is a jackpot according to the confirmed display of the first special symbol or the second special symbol. In this jackpot game, pachinko machine 1 opens and closes the first large prize slot 25 when a condition device is activated and a continuous mechanism device is activated accordingly. Specifically, pachinko machine 1 performs a round game a predetermined number of times in which a series of operations, such as closing the first large prize slot 25 when a predetermined time (for example, 29 seconds) has elapsed since the opening of the first large prize slot 25 began, or when the number of game balls that have entered the first large prize slot 25 since the opening of the first large prize slot 25 has reached a predetermined number of prizes (10 in this embodiment), constitutes one round.
[0046] In a jackpot game, the number of rounds played is determined according to the jackpot symbol determined when the first or second special symbol is judged to be a winner. For example, depending on the jackpot symbol, one of several types of jackpot games is determined, such as a 4R jackpot game with 4 rounds or a 15R jackpot game with 15 rounds.
[0047] If the result of the win / loss determination of the second special symbol is a minor win according to the confirmed display of the second special symbol, the pachinko machine 1 will perform a minor win game. In the case of a minor win game, the pachinko machine 1 will open and close the second large prize slot 26 without activating the condition device and the continuous operation device for the special feature. In a minor win game, for example, an opening operation is performed once in which the second large prize slot 26 is opened for 1.8 seconds.
[0048] Then, in the pachinko machine 1, a special feature jackpot occurs when a game ball enters a specific area 262 of the second large prize entry point 26, which is opened during a minor win game. In a special feature jackpot, a condition device is activated, and in response, a continuous feature activation device is activated to open and close the first large prize entry point 25. In a jackpot game resulting from a special feature jackpot, the number of rounds of gameplay performed is determined according to the minor win symbol determined when the second special feature is judged to be a winner or loser. For example, depending on the minor win symbol, one of several types of jackpot games is determined, such as a 3R jackpot game with 3 rounds, a 5R jackpot game with 5 rounds, a 7R jackpot game with 7 rounds, a 9R jackpot game with 9 rounds, a 13R jackpot game with 13 rounds, or a 15R jackpot game with 15 rounds.
[0049] In Pachinko Machine 1, when a jackpot game occurs from the normal game state due to a symbol jackpot or a special feature jackpot, after the jackpot game ends, the player can transition to a special game state that is advantageous for the player in winning minor prizes and prize balls, depending on the jackpot symbol or minor prize symbol of the first or second special symbol that caused the jackpot game.
[0050] Specifically, in the bonus game state, the probability of winning when determining the success or failure of the regular symbols is increased (regular symbol probability change function), the time it takes for the regular symbols to change when determining the success or failure of the regular symbols is shortened (time reduction function), and the opening time of the regular electric mechanism 22, which is opened when the regular symbols are won, is extended (opening extension function). In this way, in the bonus game state, it is easy to get balls into the second special symbol start opening 24, the probability of winning a small win is high when determining the success or failure of the second special symbol, making it advantageous to acquire small wins, and it is also extremely advantageous to acquire prize balls as it is easy to develop from a small win into a big win with the mechanism. The bonus game state is also called the regular electric support state. Of course, in the regular electric support state, right-handed shooting aiming for the right-handed shooting area R is recommended.
[0051] The normal power support state has several termination conditions set, and when a termination condition is met, the state ends and the game returns to the normal game state. The normal power support state is basically configured to end when a jackpot occurs in the first special symbol, when a jackpot occurs in the second special symbol, or when a jackpot occurs in a special feature triggered by a minor win in the second special symbol.
[0052] Furthermore, the regular electric support state is configured to terminate when the number of symbol changes associated with the success / failure determination of the first special symbol in the regular electric support state reaches a specified "first limit." The regular electric support state is also configured to terminate when the number of symbol changes associated with the success / failure determination of the second special symbol in the regular electric support state reaches a specified "second limit." Moreover, the regular electric support state is also configured to terminate when the sum of the number of symbol changes associated with the success / failure determination of the first special symbol and the number of symbol changes associated with the success / failure determination of the second special symbol in the regular electric support state reaches a specified "third limit." The regular electric support state continues until any of these termination conditions are met.
[0053] Pachinko machine 1 is configured to transition to a normal power support state, which is advantageous for winning minor wins, after a big win game has ended. Therefore, just before the end of a big win game, pachinko machine 1 displays a consecutive win notification effect on the display symbol device 46. The consecutive win notification effect uses the result of a pre-read judgment to indicate that there is a memory in the reserve memory that has the potential to be a minor win or a symbol big win just before the end of the big win game, suggesting that there is a possibility of winning big wins consecutively, thereby increasing the player's anticipation. Furthermore, pachinko machine 1 has a nearly 100% probability of a minor win game leading to a special feature big win, and is configured to display the consecutive win notification effect if there is a minor win in the reserve memory.
[0054] Furthermore, in the normal electric support state, the Pachinko machine 1 performs a final electric support variation performance on the performance symbol display device 46 in accordance with the variation resulting from the hit / fail determination of the last second special symbol that marks the end of the normal electric support state. The final electric support variation performance, for example, performs a performance that makes the variation of the last second special symbol in the normal electric support state and the variation of the reserve memory that exists at that point appear as if they were a single variation. In this case, if the last variation of the normal electric support state is a hit (minor hit or symbol jackpot), the final electric support variation performance will announce that it is a hit and end the performance. That is, the variation of the reserve memory is not performed together. Also, if the variation of the reserve memory performed after the last variation of the normal electric support state is a hit, a performance will be performed that combines the last variation to the reserve memory variation that results in a hit, and it will be announced that it is a hit. On the other hand, if the last variation of the normal electric support state and the reserve memory variations performed thereafter are all misses, a performance will be performed that combines the last variation to all the reserve memory variations, and it will be announced that it is a miss.
[0055] (2. Electrical Configuration of Pachinko Machine 1) Next, the electrical configuration of Pachinko Machine 1 will be explained with reference to Figure 5. Pachinko Machine 1 is configured with a main control device 40 that controls the progress of the game, etc., and includes a payout control device 41, a sub-integrated control device 42, a display symbol control device 43, and a launch control device 44 as sub-control devices. The main control device 40, payout control device 41, sub-integrated control device 42, and display symbol control device 43 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc., and each of these control devices is activated by the CPU in response to an interrupt signal with a period of 2ms or 4ms, which starts a program consisting of a main routine and subroutines stored in the ROM, and various controls are executed. The main control device 40 is also equipped with a random number counter for extracting various random numbers.
[0056] In this embodiment, the launch control device 44 is not equipped with a CPU, ROM, RAM, etc. However, it is not limited to this, and the launch control device 44 may be equipped with a CPU, ROM, RAM, etc.
[0057] (2-1: Main control device 40) As shown in Figure 5, the electrical configuration of the pachinko machine 1 is mainly centered around the main control device 40, which is responsible for controlling the game. The main control device 40 is electrically connected to the hall computer 500 or a test shooting device (not shown) via the back wiring relay terminal board 530 and the external connection terminal board 38. The output signal from the main control device 40 is then sent to the hall computer 500 or the test shooting device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0058] The main control unit 40 is connected via a rear wiring relay terminal board 530 to a glass frame release switch 501 that detects whether the front frame 11 (see Figure 1) is open, and an inner frame release switch 502 that detects whether the inner frame 30 (see Figure 4) is open. These glass frame release switches 501 and inner frame release switches 502 output their respective detection signals to the main control unit 40. In Figure 5, "switch" is abbreviated as "SW".
[0059] Furthermore, the main control device 40 is connected via the game board relay terminal board 531 to the following: a first special symbol start port switch 503 for detecting balls entering the first special symbol start port 23 (see Figure 2); a second special symbol start port switch 504 for detecting balls entering the second special symbol start port 24 (see Figure 2); a normal symbol operation switch 505 for detecting balls entering the normal symbol operation port 21 (see Figure 2); a first count switch 506 for counting the number of balls entering the first large prize port 25 (see Figure 2); a second count switch 507 for counting the number of balls entering the second large prize port 26 (see Figure 2); a V prize port switch 508 for detecting balls entering the specific area 262 (see Figure 2); a general prize port switch 509 for detecting balls entering the general prize port 27 (see Figure 2); and an out port switch 510 for detecting game balls taken into the out port 203. The first special symbol start switch 503, the second special symbol start switch 504, the normal symbol activation switch 505, the first count switch 506, the second count switch 507, the V prize entry switch 508, the general prize entry switch 509, and the out switch 510 each output their respective detection signals to the main control device 40.
[0060] Furthermore, the main control device 40 is connected to the first large prize opening solenoid 511 via the game board relay terminal board 531, and by driving it, controls the opening and closing of the first large prize opening 25 (see Figure 2). Furthermore, the main control device 40 is connected to the second large prize opening solenoid 512 via the game board relay terminal board 531, and by driving it, controls the opening and closing of the second large prize opening 26 (see Figure 2). Furthermore, the main control device 40 is connected to the general-purpose mechanism solenoid 513 via the game board relay terminal board 531, and by driving it, controls the opening and closing of the general-purpose mechanism 22 (see Figure 2). Furthermore, the main control device 40 is connected to the shutter solenoid 514 via the game board relay terminal board 531, and by driving it, controls the opening and closing of the shutter 263 (see Figure 3) of the second large prize opening 26. Note that in Figure 5, "solenoid" is written as "SOL".
[0061] The main control unit 40 operates according to the installed program. The main control unit 40 generates various commands related to the progress of the game based on various detection signals, etc., and outputs commands to the payout control unit 41 and the sub-integrated control unit 42. Furthermore, the main control unit 40 controls the display of the first special symbol display unit 281, the first special symbol reserve count display unit 282, the second special symbol display unit 283, the second special symbol reserve count display unit 284, the normal symbol display unit 285, and the normal symbol reserve count display unit 286, which are connected via the symbol display unit relay terminal board 533.
[0062] (2-1-1: Outline Configuration of MPU600) Here, with reference to Figure 6, the MPU600 (MicroProcessing Unit) mounted on the main control unit 40 will be described. As shown in Figure 6, the MPU600 mainly comprises a CPU610, ROM620, RAM630, counter circuit640, timer circuit650, and random number circuit660. The CPU610, ROM620, RAM630, counter circuit640, timer circuit650, and random number circuit660 are connected via an internal bus 601, and the internal bus 601 is connected to various switches and devices provided in the pachinko machine 1 via an external bus interface 602 so as to be able to communicate (see Figure 5). In Figure 6, reference numeral 611 indicates a general-purpose register of the CPU610.
[0063] (2-1-2:ROM620) ROM620 stores the following: the first special symbol win / failure determination table 621a, the first special symbol symbol selection table 622a, the first special symbol variation pattern selection table 623a, the second special symbol win / failure determination table 621b, the second special symbol symbol selection table 622b, the second special symbol variation pattern selection table 623b, and the reach determination table 624.
[0064] The first special symbol win / failure determination table 621a is used to determine whether the first special symbol wins or loses. The first special symbol win / failure determination table 621a includes multiple win / failure determination tables that can be used depending on the game state and the stage setting value (also simply called the setting value) described later. The first special symbol symbol selection table 622a is used to determine which symbol will be displayed on the first special symbol display device 281 as a result of the win / failure determination of the first special symbol. The first special symbol variation pattern selection table 623a is used to select the variation pattern to be displayed on the first special symbol display device 281. The first special symbol variation pattern selection table 623a includes multiple variation pattern selection tables that can be used depending on the result of the win / failure determination of the first special symbol and the game state being played.
[0065] The second special symbol win / failure determination table 621b is used to determine the win / failure of the second special symbol. The second special symbol win / failure determination table 621b includes multiple win / failure determination tables that can be used depending on the game state, setting stage value, etc. The second special symbol symbol selection table 622b is used to determine the symbol to be displayed on the second special symbol display device 283 as a result of the win / failure determination of the second special symbol. The second special symbol variation pattern selection table 623b is used to select the variation pattern to be displayed on the second special symbol display device 283. The second special symbol variation pattern selection table 623b includes multiple variation pattern selection tables that can be used depending on the result of the win / failure determination of the second special symbol, the game state being played, etc.
[0066] The reach determination table 624 is used to determine whether the first and second special symbols are successful or not. The reach determination table 624 is used to determine whether or not to perform a reach miss animation, which displays a pseudo-animation symbol 700 (see Figure 39) that indicates a miss after the reach animation, in conjunction with the display of the variation of the first and second special symbols on the animation symbol display device 46.
[0067] Furthermore, the ROM 620 stores a win / failure determination table 621c for regular symbols, a symbol selection table 622c for regular symbols, and a variation pattern selection table 623c for regular symbols. The win / failure determination table 621c is used to determine whether a regular symbol is a win or a miss. The symbol selection table 622c is used to determine which symbol to display on the regular symbol display device 285 as a result of the win / failure determination of a regular symbol. The variation pattern selection table 623c is used to select a variation pattern to display on the regular symbol display device 285.
[0068] (2-1-3:RWM630) The RWM630 includes, as a memory area, a first special feature reserve memory area 631, a second special feature reserve memory area 632, a general feature reserve memory area 633, an electric support counter 634, a step setting value storage area 635, and a mode value storage area 636.
[0069] The first special feature reserve memory area 631 stores the number of reserved balls for the first special feature, and the second special feature reserve memory area 632 stores the number of reserved balls for the second special feature. The regular feature reserve memory area 633 stores the number of reserved balls for the regular feature. The maximum number of reserved balls that can be stored in the first special feature reserve memory area 631, the second special feature reserve memory area 632, and the regular feature reserve memory area 633 is 4.
[0070] The electric support counter 634 is equipped with the special symbol counting counter described above. As described above, when the pachinko machine 1 determines whether the first or second special symbol is correct or incorrect, it transitions from the normal game state (non-normal electric support state) to the normal electric mechanism support state after the jackpot game ends. At this time, the electric support counter 634 is set to have a limit of 1 to 3 times, which are the termination conditions. Then, 1 is added to the count value of the special symbol counting counter each time the first or second special symbol is correct or incorrect. Then, the count value of the special symbol counting counter is compared with the limit of 1 to 3 times. If the result of the comparison matches, the game state returns from the normal electric support state to the normal game state when a minor win occurs thereafter. The RWM 630 is provided with an electric support flag that indicates that the game state is the normal electric support state. This electric support flag is set to "1" when the game state is in the normal electric support state, and to "0" when the game state is not in the normal electric support state.
[0071] (2-1-4: Stage setting value) The stage setting value storage area 635 stores the stage setting value, which is a value related to the probability of winning in the win / fail judgment. As described above, the pachinko machine 1 is a game machine that has a setting function. That is, the pachinko machine 1 can set stage setting values 1 to 6, which are divided into 6 stages according to the probability of winning in the win / fail judgment, for example, in the stage setting value storage area 635. The main control device 40 then determines the win / fail judgment table to be used in the win / fail judgment of the first special figure or the second special figure based on the stage setting value stored in the stage setting value storage area 635.
[0072] In this embodiment, the main control device 40 is configured to set values from "1 to 6" as the step setting values stored in the step setting value storage area 635. However, if a value other than "1 to 6" is stored in the step setting value storage area 635, it is determined that some kind of fraudulent activity or an abnormality in the RWM 630 has occurred. In this case, it is desirable for the main control device 40 to notify the employees of the gaming facility using the fraud notification lamp 410 or the like.
[0073] (2-1-5: Transition Mode) The mode value storage area 636 stores a "mode value" that indicates which of the four transition modes the pachinko machine 1 transitions to after power-on is the current mode.
[0074] Specifically, when the power to the pachinko machine 1 is turned on and the predetermined preparation process is completed, the pachinko machine 1 transitions to one of the following modes: "game mode," "setting confirmation mode," "setting change mode," and "game stop mode."
[0075] The game mode is a transition mode that is set when the pachinko machine 1 becomes playable. The game mode also includes a "backup restore mode" which transitions to the game mode after restoring the backup data stored in the RWM630 at the time of the most recent power outage, and an "RWM clear mode" which transitions to the game mode after erasing the backup data stored in the RWM630 at the time of the most recent power outage. When the mode value stored in the mode value storage area 636 is "0", the main control device 40 transitions to the game mode.
[0076] The setting confirmation mode is a transition mode set when an employee of the amusement facility or similar person checks the currently set stage setting value on pachinko machine 1. The setting change mode is a transition mode set when changing the stage setting value set on pachinko machine 1. Pachinko machine 1 will be disabled from gameplay when either the setting confirmation mode or the setting change mode is set as the transition mode.
[0077] Furthermore, when the mode value stored in the mode value storage area 636 is "1", the main control unit 40 transitions to the setting confirmation mode, and when the mode value stored in the mode value storage area 636 is "2", the main control unit 40 transitions to the setting change mode. The setting confirmation mode and the setting change mode then terminate when a predetermined operation is performed by an employee of the gaming facility. After the termination of the setting confirmation mode or the setting change mode, the main control unit 40 transitions to the game mode and stores "0" in the mode value storage area 636.
[0078] Furthermore, the settings confirmation mode, settings change mode, and game stop mode are transition modes that can only be entered when the power is turned on. In other words, after the power is turned on, Pachinko machine 1 will transition to either the settings confirmation mode or the settings change mode, and will not transition to any other transition mode other than game mode. Furthermore, after entering game mode, pachinko machine 1 will not enter any of the following modes: setting confirmation mode, setting change mode, or game stop mode.
[0079] The game stop mode is a transition mode that is set when it is determined that an abnormality has occurred in the RWM630. When the game stop mode is set as the transition mode, the mode value storage area 636 stores "3" as the mode value.
[0080] (2-1-6: Counter Circuit 640) As shown in Figure 6, the counter circuit 640 performs timing processing for various counters provided in the pachinko machine 1, and the timer circuit 650 performs timing processing for various timers provided in the pachinko machine 1. For example, the timer circuit 650 includes a fluctuation time timer 651 which sets the fluctuation time of the first special symbol or the second special symbol according to the selected fluctuation pattern. The main control device 40 displays the fluctuation of the first special symbol or the second special symbol until the fluctuation time timer 651 reaches 0, and when the fluctuation time timer 651 reaches 0, it displays the confirmed state of the first special symbol or the second special symbol.
[0081] (2-1-7: Random Number Circuit 660) The random number circuit 660 generates hardware random numbers used in the processing performed by the main control unit 40. Examples of random numbers generated by the random number circuit 660 include random numbers for determining the success or failure of the first special symbol and the second special symbol, and random numbers for determining the success or failure of the regular symbols. The main control unit 40 then determines that the result of the success or failure determination is a jackpot if the extracted random number for determining the success or failure of the jackpot matches the random value set in the first special symbol success or failure determination table 621a or the second special symbol success or failure determination table 621b.
[0082] Furthermore, when a game ball enters the first special symbol start port 23, the main control device 40 stores the extracted random number for determining the jackpot in the first special symbol reserve storage area 631. Similarly, when a game ball enters the second special symbol start port 24, the main control device 40 stores the extracted random number for determining the jackpot in the second special symbol reserve storage area 632. In addition, when a game ball enters the general symbol operation port 21, the main control device 40 stores the extracted random number for determining the win in the general symbol reserve storage area 633.
[0083] The random number circuit 660 generates a random number 1 and a random number 2 for determining the winning symbol, which are used to select the special symbols to be displayed on the first special symbol display device 281 or the second special symbol display device 283. The main control device 40 then determines the special symbols to be displayed on the first special symbol display device 281 or the second special symbol display device 283 based on the extracted random number 1 and random number 2 and the random values set in the first special symbol selection table 622a or the second special symbol selection table 622b.
[0084] Similarly, the random number circuit 660 generates random numbers for determining the winning symbols, which are used to select the symbols to be displayed on the symbol display device 285. The main control device 40 then determines the symbols to be displayed on the symbol display device 285 based on the extracted random numbers for determining the winning symbols and the random values set in the symbol selection table 622c for symbols.
[0085] Furthermore, the random number circuit 660 generates random numbers for determining whether or not to perform a reach-miss animation. The main control unit 40 then decides whether or not to perform a reach-miss animation based on the extracted random numbers for determining reach and the random values set in the reach-miss table 624.
[0086] Furthermore, the random number circuit 660 generates random numbers 1 and 2 for determining the special feature variation pattern, which are used to select the variation pattern to be displayed on the first special feature display device 281 or the second special feature display device 283. The main control device 40 then determines the variation pattern to be displayed on the first special feature display device 281 or the second special feature display device 283 based on the extracted random numbers 1 and 2 and the random values set in the first special feature variation pattern selection table 623a or the second special feature variation pattern selection table 623b.
[0087] Furthermore, the random number circuit 660 generates random numbers for determining the normal pattern variation, which are used to select the variation pattern to be displayed on the normal pattern display device 285. Then, the main control device 40 determines the variation pattern to be displayed on the normal pattern display device 285 based on the extracted random numbers 2 for determining the normal pattern variation and the random values set in the normal pattern variation selection table 623c.
[0088] As shown in Figure 7, the random number circuit 660 comprises a random number generation circuit 661, three random value registers 662A to 662C, a random value acquisition register 663, and random number latch flag registers 664A to 664C. The random number generation circuit 661 starts up simultaneously with the power-up of the MPU 600 and updates the random value at a timing determined by appropriately dividing the system clock signal (SCLK) from the timer circuit 650 (see Figure 6).
[0089] Each of the random number registers 662A to 662C stores the random number generated by the random number generation circuit 661. The random number input register 663 is used to specify which random number register 662A to 662C will store the random number. For example, when storing a random number in random number register 662A, the main control unit 40 sets "1" in the random number input register 663. Similarly, when storing a random number in random number register 662B, the main control unit 40 sets "2" in the random number input register 663, and when storing a random number in random number register 662C, it sets "3" in the random number input register 663.
[0090] The random number latch flag registers 664A to 664C indicate whether or not random numbers have been stored in the respective random number registers 662A to 662C. Specifically, when random numbers are stored in the random number registers 662A to 662C, the main control unit 40 sets "1" in the corresponding random number latch flag registers 664A to 664C. Then, the main control unit 40 refers to the random numbers stored in each of the random number registers 662A to 662C and sets "0" in the referred random number latch flag register 664A to 664C. In this way, the main control unit 40 can determine whether or not random numbers have been stored in each of the random number registers 662A to 662C.
[0091] (2-2: Payout Control Device 41) Returning to Figure 5, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 in a bidirectional manner. The payout control device 41 is connected to the glass frame release switch 501 and the inner frame release switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 then transmits information regarding the prize balls, information regarding the open / closed state of the front frame 11 and the inner frame 30, etc., to the hall computer 500 or the test firing device (not shown) via the external connection terminal board 38. The payout control device 41 also transmits a firing stop signal to the firing control device 44 to stop the firing of game balls as needed.
[0092] Furthermore, the dispensing control device 41 is connected via a rear wiring relay terminal board 530 to a bulb failure switch 520 that detects when the bulb tank 31 (see Figure 4) is empty. When the bulb failure switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.
[0093] Furthermore, the payout control device 41 is connected via a payout relay terminal board 534 to a payout motor 521 that dispenses game balls and a payout switch 522 that detects when game balls have been dispensed. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to dispense game balls. When the payout switch 522 detects that game balls have been dispensed, it outputs a detection signal to the payout control device 41. In addition, the payout control device 41 is connected to a full-capacity switch 523 that detects when the lower tray 13 is full. When the full-capacity switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.
[0094] The payout control device 41 stops the payout motor 521 when it receives a detection signal from the bulb failure switch 520 and when it receives a detection signal from the full tray switch 523. This stops the payout operation of the payout unit 33 for prize balls. The bulb failure switch 520 continues to output a detection signal until the bulb failure condition is resolved, and the full tray switch 523 continues to output a detection signal until the full tray 13 is released. Then, when the input of detection signals from the bulb failure switch 520 and the full tray switch 523 stops, the payout control device 41 restarts the operation of the payout motor 521.
[0095] Furthermore, when the present invention is applied to a sealed-type gaming machine that circulates game balls sealed inside the machine, one-way communication from the main control device 40 to the payout control device 41 (in the case of a sealed-type gaming machine, game balls are not dispensed, so it is preferable to call it a frame control device) may be used. In this case, the gaming machine can be configured to be difficult to tamper with.
[0096] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535, enabling bidirectional communication. The settlement display device 170 is connected to a ball dispensing switch 171 and a settlement switch 172, which are operated by the player. The ball dispensing switch 171 is operated when the player requests to be dispensed with game balls, and the settlement switch 172 is operated when the player requests a settlement.
[0097] When the ball dispensing switch 171 detects operation by a player, it outputs an operation signal requesting a ball to be dispensed. The ball dispensing request signal output by the ball dispensing switch 171 is input to the CR unit CR via the settlement display device 170, and the CR unit CR sends a ball dispensing request signal to the payout control device 41. When the payout control device 41 receives the ball dispensing request signal from the CR unit CR, it drives the payout motor 521 to dispense the game balls and controls the display of the balance on the prepaid card inserted into the CR unit CR.
[0098] When the settlement switch 172 detects an operation by a player, it outputs a settlement request operation signal. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR controls the balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0099] Furthermore, the payout control device 41 is equipped with an fraud alert lamp 410, which is an LED that lights up when it is determined that the frequency of balls entering the general prize slot 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it can notify employees of the amusement facility that fraud may have occurred by lighting up the fraud alert lamp 410.
[0100] (2-3: Sub-integrated control device 42 and performance pattern control device 43) The sub-integrated control device 42 is connected to the main control device 40 via the performance relay terminal board 532 and enables communication from the main control device 40 to the sub-integrated control device 42. The sub-integrated control device 42 then performs performance control based on commands received from the main control device 40. The sub-integrated control unit 42 is connected to the performance button 15 and the jog dial 16. The performance button 15 and the jog dial 16 each input their respective detection signals to the sub-integrated control unit 42.
[0101] The sub-integrated control unit 42 controls the output of sound by driving the speaker 112, and also controls the lighting and extinguishing of various LEDs and lamps, including the frame-side decorative lamp 113. Furthermore, the sub-integrated control unit 42 is provided with a volume control switch for adjusting the volume output from the speaker 112. The sub-integrated control unit 42 controls the volume output from the speaker 112 based on the operation signal input from the volume control switch.
[0102] The performance symbol control device 43 is connected to the sub-integrated control device 42 in a bidirectional manner. The sub-integrated control device 42 transmits commands to the performance symbol control device 43 regarding the display mode of pseudo-performances that display characters, etc., and pseudo-symbols of special symbols. Meanwhile, the performance symbol control device 43 displays pseudo-performance symbols 700 corresponding to the commands sent from the sub-integrated control device 42 on the LCD panel of the performance symbol display device 46.
[0103] Furthermore, if the sub-integrated control device 42 determines that the frequency of balls entering the general prize slot 27 is abnormal, it will issue an error notification via the speaker 112, the frame-side decorative lamp 113, and the display symbol display device 46.
[0104] (2-4: Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and the rotation signal of the launch handle 14 to launch and stop the game balls.
[0105] Furthermore, the launch control device 44 is connected to a launch stop switch 524 provided on the launch handle 14, and a touch switch 525 that detects when a player is touching the launch handle 14. When the touch switch 525 detects that a player is touching the launch handle 14, it inputs a detection signal to the launch control device 44. The launch control device 44 then launches a game ball when it receives a detection signal from the touch switch 525. On the other hand, the launch stop switch 524 inputs a detection signal to the launch control device 44 when it detects an operation by the player. When the launch control device 44 receives a detection signal from the launch stop switch 524, it stops launching game balls even if it has received a detection signal from the touch switch 525.
[0106] (2-5: Power supply board 45) As shown in Figure 8, the power supply board 45 includes a power supply circuit 671, a power receiving circuit 672, a power failure detection circuit 673, and a backup power supply circuit 674. The power supply circuit 671 converts the AC voltage supplied from an externally provided AC power supply (main power supply AC24V) to generate a DC voltage. The power receiving circuit 672 is provided with a power switch 450, and the power supply circuit 671 is connected to the AC power supply via the power receiving circuit 672. When the power switch 450 is turned ON, the power supply circuit 671 conducts with the AC power supply, and the main power supply AC24V is supplied to the power supply circuit 671. The power supply circuit 671 then supplies the necessary DC voltage to various control devices, actuators, etc.
[0107] The power outage detection circuit 673 monitors the voltage supplied from the power supply circuit 671. When the supplied voltage falls below a predetermined voltage, the power outage detection circuit 673 determines that the power switch 450 has been switched to OFF or that a power interruption due to a power outage has occurred, and sets the power outage detection signal output to the main control device 40 and the payout control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit 671 rises above a predetermined voltage, the power outage detection circuit 673 sets the power outage detection signal to a low level (OFF).
[0108] In this embodiment, the power outage detection circuit 673 was described using the example of transmitting a power outage detection signal to the main control unit 40 and the payout control unit 41, but it is not necessarily limited to this. For example, the power outage detection circuit 673 may be configured to transmit a power outage detection signal to only one of the main control unit 40 or the payout control unit 41, and to transmit a power outage command from the main control unit 40 to the payout control unit 41, or from the payout control unit 41 to the main control unit 40.
[0109] The backup power supply circuit 674 is composed of capacitors and the like. The backup power supply circuit 674 charges the DC 5V power generated by the power supply circuit 671 while it is receiving power from the AC power supply, and in the event of a power outage, it supplies the backup power supply (DC 5V) to the RWM 630 of the main control device 40 and the RWM of the payout control device 41, etc.
[0110] In this embodiment, backup power is supplied to the RWM 630 of the main control unit 40 and the RWM of the payout control unit 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can retain for a certain period of time the contents that were stored in the main control unit 40 and the payout control unit 41 at the time of the power outage, such as the game state of the pachinko machine 1 and the number of game balls to be paid out as prize balls.
[0111] On the other hand, the backup power is not supplied to the RWM of the sub-integrated control unit 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control unit 42 are erased.
[0112] (3. Specifications of Pachinko Machine 1) Next, the basic specifications of Pachinko Machine 1 will be explained. As shown in Figure 9, Pachinko Machine 1 is configured to change the probability of winning a jackpot in the first special symbol and the second special symbol according to the setting value. For example, the jackpot probability at setting value 1 is set to 1 in 209 for both the first and second special symbols, at setting value 2 it is set to 1 in 204, at setting value 3 it is set to 1 in 199, at setting value 4 it is set to 1 in 194, at setting value 5 it is set to 1 in 189, and at setting value 6 it is set to 1 in 184.
[0113] Pachinko machine 1 is configured in such a way that minor wins are not determined in the win / loss determination of the first special symbol. The probability of winning a minor prize in the second special feature is constant regardless of the setting value, and is set to 1 in 7.4.
[0114] In pachinko machine 1, the second large prize slot 26 is opened during a minor win. The opening time and number of times the second large prize slot 26 is opened during a minor win are set to 1.8 seconds x 1 time, regardless of whether it is in normal game mode or normal power support mode. Furthermore, in the minor prize game, the probability of getting the game ball into the specific area 262 (V-winning rate) is set to approximately 1 / 1.
[0115] Next, we will explain the types of jackpot games for Pachinko Machine 1. In the case of a jackpot determined by the win / loss judgment of the first special symbol, one of two types of jackpot games will be selected, for example, "4R bonus available" or "15R bonus available 1". The jackpot game for the first special symbol is determined according to the jackpot symbol set at the time of the win / loss judgment.
[0116] "4R Bonus" means that the round game is played over 4 rounds, and the normal power support state is set after the jackpot game ends. "15R Bonus 1" means that the round game is played over 15 rounds, and the normal power support state is set after the jackpot game ends. The probability of "4R Bonus" occurring with a symbol jackpot is said to be 99%, while the probability of "15R Bonus 1" occurring is said to be 1%.
[0117] In the example diagram, the symbol jackpot determined by the first special symbol result in both "4R bonus available" and "15R bonus available 1" transitions to the normal power support state after the jackpot game ends, but this is not the only configuration. For example, in addition to the symbol jackpots "4R bonus available" and "15R bonus available 1", symbol jackpots such as "no 4R bonus" and "no 15R bonus" may be provided, in which the normal game state is set after the jackpot game ends.
[0118] In the case of a jackpot determined by the second special symbol's hit / fail judgment, only the "15R Bonus 2" jackpot game will be played. Of course, "15R Bonus 2" means that the game will be played for 15 rounds, and the normal power support state will be set after the jackpot game ends. The occurrence rate is said to be 100%.
[0119] In the case of a jackpot triggered by a minor win in the second special symbol, one of seven types of jackpot games will be selected, such as "3R bonus available", "5R bonus available", "7R bonus available", "9R bonus available", "11R bonus available", "13R bonus available", and "15R bonus available 3". The jackpot game that transitions from the minor win in the second special symbol is determined according to the minor win symbol set at the time of the win / loss determination.
[0120] "3R Bonus" means that the game is played for 3 rounds, and the normal power support state is set after the jackpot game ends, with an occurrence rate of 20% for this bonus occurring with a special feature jackpot. "5R Bonus" means that the game is played for 5 rounds, and the normal power support state is set after the jackpot game ends, with an occurrence rate of 30% for this bonus occurring with a special feature jackpot. "7R Bonus" means that the game is played for 7 rounds, and the normal power support state is set after the jackpot game ends. "9R Bonus" means that the game is played for 9 rounds, and the normal power support state is set after the jackpot game ends. "11R Bonus" means that the game is played for 11 rounds, and the normal power support state is set after the jackpot game ends. "13R Bonus" means that the game is played for 13 rounds, and the normal power support state is set after the jackpot game ends. "15R Bonus 3" means that the round game is played for 15 rounds, and after the jackpot game ends, the normal power support state is set. "7R Bonus," "9R Bonus," "11R Bonus," "13R Bonus," and "15R Bonus 3" all have an occurrence rate of 10% when a jackpot is won.
[0121] In the example diagram, the winning combinations of the special feature jackpot determined by the second special feature result in a transition to the normal power support state after the jackpot game ends, regardless of whether it is "3R Bonus Available", "5R Bonus Available", "7R Bonus Available", "9R Bonus Available", "11R Bonus Available", "13R Bonus Available", or "15R Bonus Available 3". However, this is not the only configuration. For example, in addition to the special feature jackpots of "3R Bonus Available", "5R Bonus Available", "7R Bonus Available", "9R Bonus Available", "11R Bonus Available", "13R Bonus Available", and "15R Bonus Available 3", special feature jackpots of "3R Bonus Not Available" or "5R Bonus Not Available" may also be provided.
[0122] Next, we will explain the game specifications related to the determination of whether the regular symbols are correct or incorrect and the operation of the regular electric mechanism. In the normal game state, the Pachinko machine 1 has a regular symbol variation time set to 6.2 seconds. The probability of winning with the regular symbols is set to 1 in 100. The opening time and number of openings of the regular electric mechanism 22, which is activated when the regular symbols are won, are set to 0.2 seconds x 1 time.
[0123] In the normal electric support state, the fluctuation time of the normal diagram is set to 0.7 seconds. The probability of winning the normal diagram is set to approximately 1 in 1. The opening time and number of times of the normal electric mechanism 22, which is activated when the normal diagram is won, are set to 0.6 seconds x 1 time.
[0124] Furthermore, Pachinko machine 1 has two types of normal power support states with different termination conditions. Details of the termination conditions for the normal power support states will be described later, but in one normal power support state, the number of times the second special symbol is limited (the second limit) which is the termination condition is set to fewer times (for example, 1 time) than the specified number of reserved memories. In the other state, the number of times the second special symbol is limited which is the termination condition is set to more times (for example, 7 times) than the specified number of reserved memories. In the former normal power support state where the limit is "1 time", the probability of entering the Tatsuyoshi Chance, which is the probability of a small win resulting in a big win, is set to approximately 52%. In this case, the probability of entering the Tatsuyoshi Chance is the probability of a big win occurring in 5 spins, which is the sum of 1 spin of the second special symbol in the normal power support state and 4 spins of the reserved memories of the second special symbol stored from the big win game until the end of normal power support.
[0125] On the other hand, in the latter case, the normal electric support state with a limit of "7 times," the probability of a special feature jackpot occurring from a minor win is said to be approximately 80%. In this case, the Tatsuyoshi Chance continuation rate is the probability of a special feature jackpot occurring in 11 spins, which is the sum of the 7 spins of the second special symbol in the normal electric support state and the 4 spins of the second special symbol stored in the reserve memory from the jackpot game until the end of normal electric support. In addition, there is a 64% probability of a special feature jackpot occurring in the 7 spins of the second special symbol in the normal electric support state. There is also a 44% probability of a special feature jackpot occurring in the 4 spins of the second special symbol stored in the reserve memory.
[0126] (4. Termination conditions for the normal power support state) Next, the termination conditions for the normal power support state will be explained with reference to Figures 10 to 12. Pachinko machine 1 is provided with three termination conditions for terminating the normal power support state: the maximum number of spins for the first special symbol (first limit), the maximum number of spins for the second special symbol (second limit), and the total number of spins for the first and second special symbols (third limit).
[0127] As shown in Figure 10, the number of times the normal power support state is limited when a symbol jackpot "4R bonus available" occurs in the non-normal power support state, which is a normal power support state in which the normal power support function is not granted, is limited by the following conditions: the first limit is that the number of spins of the first special symbol reaches "99 times", the second limit is that the number of spins of the second special symbol reaches "1 time", and the third limit is that the sum of the number of spins of the first and second special symbols reaches "99 times".
[0128] Furthermore, the number of times the normal power support state is limited, which is triggered by a symbol jackpot of "15R Bonus 1" in the non-normal power support state where the normal power support function is not granted, is limited to the following conditions: the first limit is that the number of spins of the first special symbol reaches "99 times", the second limit is that the number of spins of the second special symbol reaches "7 times", and the third limit is that the sum of the number of spins of the first and second special symbols reaches "99 times". It should be noted that a configuration without a first limit, which counts only the number of spins of the first special symbol, is also conceivable.
[0129] Furthermore, the number of times the normal electric support state, which is triggered by a symbol jackpot in the normal electric support state resulting from a symbol jackpot in the first special symbol, can be reached is limited by the following conditions: the first limit is that the number of spins of the first special symbol reaches "99 times", the second limit is that the number of spins of the second special symbol reaches "1 time", and the third limit is that the sum of the number of spins of the first and second special symbols reaches "99 times". However, the limit on the number of times the normal electric support state is triggered by a symbol jackpot in the normal electric support state, specifically the "4R bonus" symbol jackpot, is set to "1" when the second limit, the number of spins in the second special symbol, reaches "1". However, it may be set to "7" times, similar to "15R bonus 1". This is because if "4R bonus" occurs after "15R bonus 1", the second limit, the number of spins in the second special symbol, will become "1".
[0130] Furthermore, the number of times the normal electric support state, which is triggered by a symbol jackpot in the normal electric support state resulting from a symbol jackpot in the first special symbol, can be reached is limited by the following conditions: the first limit is that the number of spins of the first special symbol reaches "99 times", the second limit is that the number of spins of the second special symbol reaches "7 times", and the third limit is that the sum of the number of spins of the first and second special symbols reaches "99 times".
[0131] As shown in Figure 11, the number of times the normal power support state is limited when a symbol jackpot "with 15R bonus" occurs in the non-normal power support state, which is a normal power support state in which the normal power support function is not granted, is limited by the following conditions: the first limit is when the number of spins of the first special symbol reaches "99 times", the second limit is when the number of spins of the second special symbol reaches "7 times", and the third limit is when the sum of the number of spins of the first and second special symbols reaches "99 times".
[0132] Furthermore, the number of times the normal electric support state, which is triggered by a symbol jackpot in the second special symbol state and specifically by a symbol jackpot with a "15R bonus," is limited is determined by the following conditions: the first limit is reached when the number of spins of the first special symbol reaches "99 times," the second limit is reached when the number of spins of the second special symbol reaches "7 times," and the third limit is reached when the sum of the number of spins of the first and second special symbols reaches "99 times."
[0133] As shown in Figure 12, the number of times a special feature jackpot can be triggered from a small win in the non-normal power support state, where the normal power support function is not granted, is set to the same number for all of the following: "3R bonus available", "5R bonus available", "7R bonus available", "9R bonus available", "11R bonus available", "13R bonus available", and "15R bonus available 3". These limits are set on the following conditions: the first limit is that the number of spins of the first special feature reaches "99 times", the second limit is that the number of spins of the second special feature reaches "7 times", and the third limit is that the sum of the number of spins of the first and second special features reaches "99 times".
[0134] Furthermore, the number of times a special feature jackpot can be triggered from a small win in the normal electric support state during a special feature jackpot in the second special feature is set to the same number for all of the following: "3R Bonus Available", "5R Bonus Available", "7R Bonus Available", "9R Bonus Available", "11R Bonus Available", "13R Bonus Available", and "15R Bonus Available 3". These limits are set on the following conditions: the first limit is that the number of spins in the first special feature reaches "99 times", the second limit is that the number of spins in the second special feature reaches "7 times", and the third limit is that the sum of the number of spins in the first and second special features reaches "99 times".
[0135] Furthermore, in the normal power support state of Pachinko Machine 1, right-hand play is performed, so the normal power support state mainly ends when the limit of the second special symbol, which is the second limit of the number of plays, is reached. Therefore, it is not necessary to set a condition for ending the normal power support state by reaching the limit of the first special symbol.
[0136] (5. Startup Process) Next, the startup process performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 13. The startup process is performed when the power to the pachinko machine 1 is turned on.
[0137] As shown in Figure 13, the main control unit 40 sets the stack pointer to the stack address as the first step in the startup process (process S1). Subsequently, the main control unit 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (process S2) and also sets the internal register (process S3). The interrupt vector address is used to specify the starting address for the interrupt processing program described later in the address space (memory space).
[0138] Next, the main control unit 40 reads the input port register (process S4) and determines whether the power outage stop signal is OFF or OFF (process S5). If the power outage detection signal remains ON and there is a negative determination (process S5: No), the main control unit 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control unit 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power outage stop signal turns OFF.
[0139] On the other hand, if the power outage detection signal is switched to OFF and the result is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 is above a predetermined voltage and that a stable voltage supply has been established, and permits writing to the RWM630 (process S6).
[0140] After process S6, the main control unit 40 performs an initial setup process (process S7). This initial setup process (process S7) mainly involves setting the transition mode. After that, the main control unit 40 disables interrupts (process S8) and performs register saving (process S9). Furthermore, the main control unit 40 performs a game performance calculation process (process S10) which calculates game performance such as base values. In other words, the main control unit 40 performs calculations related to game performance outside the RWM630 area.
[0141] After process S10, the main control unit 40 performs register restoration (process S11) and enables interrupts (process S12), and returns to process S8. In this way, the main control unit 40 repeatedly executes processes S8 to S12 during the startup process. Meanwhile, between the execution of process S12 and the execution of process S8 again, the main control unit 40 periodically (for example, at a 4ms cycle) executes the interrupt processing described later (see Figure 14).
[0142] (6. Interrupt Handling) Next, the interrupt handling performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 14. As shown in Figure 14, the main control unit 40 sets the timer and the watchdog timer as the first process to be performed in interrupt handling (process S21). In process S21, the main control unit 40 sets various timers provided in the main control unit 40, and clears and restarts the watchdog timer.
[0143] After processing S21, the main control unit 40 determines whether the mode value stored in the mode value storage area 636 is "3" (processing S22). If the mode value is "3" (processing S22: Yes), it can be determined that the pachinko machine 1 has the game stop mode set as the transition mode. In other words, it can be determined that the pachinko machine 1 is in a state where it cannot start playing and is waiting for the power switch 450 to be switched to OFF. Therefore, in this case, the main control unit 40 enables interrupts (processing S36) and returns to the startup process (see Figure 13).
[0144] On the other hand, if the mode value stored in the mode value storage area 636 is not "3" (process S22: No), the main control device 40 executes a timer update process to update the various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into the various starting holes and various prize winning holes. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in Figure 16. After process S24, the main control device 40 executes a win / fail determination process (process S25), which is a process related to win / fail determination and jackpot games. Details of the win / fail determination process (process S25) will be described later with reference to the flowchart shown in Figure 19.
[0145] After processing S25, the main control unit 40 executes a game state setting process (processing S26) which sends a signal to the hall computer 500 indicating that the game state has changed. In processing S26, for example, after a jackpot game (special game) or a winning game (regular game) has ended in the above-mentioned win / failure determination process (processing S25), the main control unit 40 sends a signal to the hall computer 500 after a predetermined time has elapsed. If the pachinko machine 1 is connected to a test shooting device (not shown), the main control unit 40 sends a test signal to the test shooting device (not shown) in processing S26 indicating that the game state has changed.
[0146] After processing S26, the main control unit 40 performs an error monitoring process (process S27) to monitor whether or not an error has occurred. Examples of errors monitored by the main control unit 40 in the error monitoring process (process S27) include open errors indicating that the front frame 11 or inner frame 30 is open, radio wave errors indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and vibration errors indicating that an abnormal vibration has been detected by a vibration sensor (not shown).
[0147] After processing S27, the main control device 40 executes a prize ball command transmission process (process S28) to send a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of prize balls set for each type of starting gate or prize gate into which a ball entered.
[0148] After processing S28, the main control unit 40 executes a performance data output process (process S29) which creates image data and sound data according to the game content during execution and outputs them to the sub-integrated control unit 42. Furthermore, if the main control unit 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately provides error notification, such as displaying an error on the performance symbol display device 46, lighting or flashing the frame-side decorative lamps 113, or outputting sound from the speaker 112, depending on the content of the detected error.
[0149] After processing S29, the main control unit 40 performs external output processing (processing S30) to the hall computer 500 via the external connection terminal board 38. In processing S30, the main control unit 40 transmits data related to the first large prize slot solenoid 511, the second large prize slot solenoid 512, and the general-purpose mechanism solenoid 513 to the hall computer 500 based on the processing content of the above-mentioned win / failure determination processing (processing S25). Also in processing S30, if the main control unit 40 detects the occurrence of an error in the above-mentioned error monitoring processing (processing S27), it transmits a security signal to the hall computer 500. If a test firing device is connected to the pachinko machine 1, the main control unit 40 transmits data related to the first large prize slot solenoid 511, the second large prize slot solenoid 512, and the general-purpose mechanism solenoid 513, as well as a security signal, to the test firing device in processing S30.
[0150] After process S30, the main control unit 40 performs register saving (process S31) as shown in Figure 15, and then executes the performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device 403 the calculation results of the performance display calculation process (process S10) performed outside the RWM630 area during the startup process (see Figure 13), and the test results of the test firing. After process S31, the main control unit 40 performs register restoration (process S33).
[0151] After processing S33, the main control unit 40 executes the segment data creation process (processing S34). In processing S34, the main control unit 40 creates segment data for controlling the emission of light for each common (8-bit display area related to LED segments) of various LEDs provided on the performance display device 403, in preparation for displaying the data created in processing S31 on the performance display device 403.
[0152] After processing S34, the main control unit 40 performs display processing for various display devices (processing S35), displaying game performance and test shooting data on the performance display device 403. Also in processing S35, the main control unit 40 displays the variation and confirmation of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285, depending on the game status being played. After processing S35, the main control unit 40 allows interrupts (processing S36) and returns to the startup process (see Figure 13).
[0153] Furthermore, while the main control unit 40 executes the performance display calculation process (process S10) in the startup process (Figure 13), it performs the processing related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, by executing the performance display calculation process (process S10), which has a large amount of processing load, in the startup process, the main control unit 40 can prevent interrupt disabling (process S8, see Figure 13) from being executed before the performance display calculation process (process S10) is completed. On the other hand, the main control unit 40 can improve the efficiency of display control by executing the display processing for the performance display device 403 at the same timing as the display processing for the first special drawing display device 281, etc.
[0154] (7. Input Judgment Processing) Next, the input judgment processing (process S24) performed within the interrupt processing (see Figure 14) will be explained with reference to the flowchart shown in Figure 16. As shown in Figure 16, the main control device 40 performs the special ball entry confirmation processing (process S101) as the first process of the input judgment processing (process S24). The special ball entry confirmation processing (process S101) is performed when a game ball enters the first special ball start opening 23 or the second special ball start opening 24. Details of the special ball entry confirmation processing (process S101) will be described later with reference to the flowchart shown in Figure 17.
[0155] After process S101, the main control device 40 executes the normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is executed when a game ball enters the normal ball entry opening 21. Details of the normal ball entry confirmation process (process S102) will be described later with reference to the flowchart shown in Figure 18.
[0156] After processing S102, the main control device 40 executes the prize count processing (processing S103). The prize count processing (processing S103) is executed when a game ball enters the first large prize opening 25, the second large prize opening 26, or the general prize opening 27. Specifically, in processing S103, when the first count switch 506, the second count switch 507, or the general prize opening switch 509 detects a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of game balls that entered the first large prize opening 25, the second large prize opening 26, or the general prize opening 27.
[0157] After processing S103, the main control device 40 executes the out count processing (processing S104). The out count processing (processing S104) is a process that aggregates the number of outs used in calculating game performance. Specifically, in processing S104, the main control device 40 adds 1 to the value of the counter that counts the number of outs when the first special symbol start switch 503, the second special symbol start switch 504, the normal symbol activation switch 505, the first count switch 506, the second count switch 507, the general prize entry switch 509, and the out switch 510 detect a game ball.
[0158] After processing S104, the main control device 40 determines whether the frequency of balls entering the general prize pocket 27 is abnormal (processing S105). Specifically, in processing S105, the main control device 40 determines that fraud has occurred if the number of game balls that enter the general prize pocket 27 within a predetermined time (for example, 60 seconds) exceeds a specified number (for example, 10 balls). If the ball entry frequency is normal and the determination is negative (processing S105: No), the main control device 40 terminates this process and returns to the interrupt processing (see Figure 14).
[0159] On the other hand, if the ball entry frequency is abnormal and the determination is positive (process S105: Yes), the main control unit 40 sends an infraction alert command to the payout control unit 41 and the sub-integrated control unit 42 (process S106), and terminates this process. In process S106, the payout control unit 41, having received the infraction alert command from the main control unit 40, lights up the infraction alert lamp 410 (see Figure 4) provided on the payout control unit 41.
[0160] Furthermore, the sub-integrated control unit 42, upon receiving an error notification command from the main control unit 40, provides error notification through the illumination or flashing of the frame-side decorative lamps 113 and audio output from the speaker 112. In addition, the performance symbol control unit 43, upon receiving the error notification command from the sub-integrated control unit 42, displays a warning on the performance symbol display device 46 indicating that an error has occurred. Note that the error notification via audio output from the speaker 112 ends 30 seconds after the error notification begins, and the warning display on the performance symbol display device 46 and the error notification via the frame-side decorative lamps 113 end 5 minutes after the error notification begins.
[0161] (7-1: Special Symbol Ball Entry Confirmation Process) Next, the special symbol ball entry confirmation process (process S101) executed within the input judgment process (process S24, see Figure 16) will be explained with reference to the flowchart shown in Figure 17. The special symbol ball entry confirmation process (process S101) extracts and stores multiple types of random numbers for the first special symbol in response to the ball entering the first special symbol start port 23, and extracts and stores multiple types of random numbers for the second special symbol in response to the ball entering the second special symbol start port 24. Then, it transmits various commands resulting from the ball entering the first special symbol start port 23 and the second special symbol start port 24 to the sub-integrated control device 42.
[0162] As shown in Figure 17, the "Special Feature Ball Entry Confirmation Process" first determines in process S110 whether or not the ball has entered the first special feature start port 23 by the first special feature start port switch 503. If the determination is negative (process S110: No), the process proceeds to process S115. If the result is positive (process S110: Yes), in process S111, it is determined whether the number of reserved memories of the first special feature stored in the first special feature reserved memory area 631 is full (whether the upper limit has been reached). If the result is positive (process S111: Yes), the process proceeds to process S115.
[0163] If the judgment in the above process S111 is negative (process S111: No), then in process S112, random numbers for determining the jackpot of the first special feature, random numbers for determining the jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary storage area of the first special feature reserve storage area 631. Furthermore, the various random numbers stored in the temporary storage area are stored as first special feature reserve memories in the main storage area of the first special feature reserve storage area 631. Even if the number of reserve memories for the first special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the first special feature start opening 23 are stored in the same way as when there is a number of memories less than the maximum value.
[0164] Next, the pre-read judgment process for the first special symbol in process S113 is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of the first special symbol's reserve storage area 631 are specific values before the hit / miss determination of whether or not it will be a jackpot is made. For example, it is checked whether the specific values are numbers that will be determined to be a jackpot, numbers that will be determined to be a super reach or a reach, and if it is a jackpot, whether or not it is a jackpot that will be granted the normal electric support function. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the first special symbol is sent to the sub-integrated control device 42. After that, in process S114, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve storage counter is sent to the sub-integrated control device 42.
[0165] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.
[0166] In the subsequent process S115, it is determined whether or not the entry of a ball into the second special feature start port 24 has been detected by the second special feature start port switch 504. If the determination is negative (process S115: No), the process returns to the input determination process (see Figure 16) and terminates. If the result is positive (process S115: Yes), in process S116, it is determined whether the number of reserved memories for the second special feature stored in the second special feature reserved memory area 632 is full (whether the upper limit has been reached). If the result is positive (process S116: Yes), the system returns.
[0167] If the judgment in the above process S116 is negative (process S116: No), then in process S117, random numbers for determining the jackpot of the second special feature, random numbers for determining the jackpot symbol, random numbers for determining the minor jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary storage area of the second special feature reserve storage area 632. Furthermore, the various random numbers stored in the temporary storage area are stored as reserve memories for the second special feature in the main storage area of the second special feature reserve storage area 632. Furthermore, random numbers stored in a predetermined storage area are stored as reserve memories. Even if the number of reserve memories for the second special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the second special feature start opening 24 are stored in the same way as when there is a number of memories less than the maximum value.
[0168] Next, in process S118, the pre-read judgment process for the second special symbol is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of the second special symbol's reserve storage area 632 are specific values before the hit / miss judgment is made. For example, it is checked whether the specific values are numbers that will be judged as a jackpot, numbers that will be judged as a super reach or a reach, and if it is a jackpot, whether it is a jackpot that will be given normal electric support. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the second special symbol is sent to the sub-integrated control device 42. After that, in process S119, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the second special symbol's reserve storage counter is sent to the sub-integrated control device 42.
[0169] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.
[0170] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary memory area, and then the random number stored in the temporary memory area is stored in the main reserved memory area. However, if the number of reserved memories is not full, the extracted random number may be stored in both the temporary memory area and the main reserved memory area. Furthermore, when a random number is extracted due to a ball entering the first special ball entry opening 23 or the second special ball entry opening 24, the extracted random number is stored in the temporary memory area. Then, it is checked whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary memory area may be stored in the main reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the temporary memory area is erased.
[0171] Furthermore, in the special ball entry confirmation process (process S101), the look-ahead determination process looks at random numbers stored in a temporary memory area, but it is not limited to this, and may also look at random numbers stored in the main reserved memory area.
[0172] (7-2: Normal Ball Entry Confirmation Process) Next, the normal ball entry confirmation process (process S102) performed within the input judgment process (process S24, see Figure 16) will be explained with reference to the flowchart shown in Figure 18. The normal ball entry confirmation process (process S102) extracts and stores random numbers related to multiple types of normal balls in response to the ball entering the normal ball operation port 21. Then, it transmits various commands resulting from the ball entering the normal ball operation port 21 to the sub-integrated control device 42.
[0173] As shown in Figure 18, the "normal symbol ball entry confirmation process" first determines in process S121 whether or not a ball has entered the normal symbol opening 21 by the normal symbol activation switch 505. If the determination is negative (process S121: No), the process returns to the input determination process (see Figure 13) and terminates.
[0174] If the result in process S121 is positive (process S121: Yes), then in process S122, it is determined whether the number of reserved general diagrams stored in the general diagram reserve memory area 633 is full (whether the upper limit has been reached). If the result in positive (process S122: Yes), the system returns.
[0175] If the determination in process S122 is negative (process S122: No), then in process S123, random numbers for determining the winning symbol, random numbers for determining the variation pattern, etc., are extracted. Then, the extracted random numbers are stored in the normal symbol reserve memory area 633 as normal symbol reserve memory. Even if the number of normal symbol reserve memories is "0", the various random numbers extracted when a game ball enters the normal symbol operation opening 21 are stored in the same way as when there is a number of memories less than the maximum value. After that, in process S124, the reserve memory counter indicating the number of normal symbol reserve memories is incremented, and a reserve number instruction command indicating the value of the added normal symbol reserve memory counter is sent to the sub-integrated control device 42.
[0176] (8. Win / Loss Determination Process) Next, the win / loss determination process (process S25) executed within the interrupt process will be explained with reference to the flowchart shown in Figure 19. As shown in Figure 19, the main control device 40 executes the regular diagram win / loss determination process (process S200), which is the first process to be executed in the win / loss determination process (process S25), and is a process related to the win / loss determination of the regular diagram and winning games (regular diagram games). Details of the regular diagram win / loss determination process (process S200) will be described later with reference to the flowcharts shown in Figures 20 to 24.
[0177] Next, the main control device 40 executes the special symbol win / failure determination process (process S300), which is the process of determining whether the first or second special symbol is correct or incorrect, and the process related to the jackpot game (special game). Details of the special symbol win / failure determination process (process S300) will be described later with reference to the flowcharts shown in Figures 25 to 35.
[0178] (8-1: General Diagram Correct / Failure Determination Process) Next, the "General Diagram Correct / Failure Determination Process" (process S200) which is performed within the correct / failure determination process (process S25, see Figure 19) will be explained with reference to the flowcharts shown in Figures 20 to 24.
[0179] As shown in Figure 20, the main control device 40, as the first process executed in the regular drawing win / loss determination process (process S200), determines whether or not the regular electric gimmick 22, which operates during a winning game (regular drawing game), is in operation (process S201). If the regular electric gimmick 22 is in operation in process S201 and the determination is positive (process S201: Yes), the main control device 40 determines that a winning game is in progress and proceeds to the regular drawing game process (process S250).
[0180] On the other hand, if the regular electric device 22 is not operating and the determination is negative (process S201: No), the main control device 40 determines whether or not the regular symbol display device 285 is currently displaying a regular symbol in a variable manner (process S202). If the result is that the regular symbol is currently displaying a variable manner and the determination is positive (process S202: Yes), the main control device 40 determines whether or not the variable time for the regular symbol that is currently being displayed has elapsed (process S203).
[0181] If the time for the variable display of the regular figure has elapsed and the determination is positive (process S203: Yes), the main control device 40 stops the variable display of the regular figure, executes a confirmed display process to display the confirmed result (process S204), and proceeds to the regular figure game process (process S250). On the other hand, if the time for the variable display of the regular figure has not elapsed and the determination is negative (process S203: No), the main control device 40 skips process S204 and proceeds to the regular figure game process (process S250).
[0182] In process S202, if the display of the regular pattern is not changing and the result is negative (process S202: No), the main control device 40 determines whether or not the regular pattern display device 285 is displaying the regular pattern in a fixed state (process S205).
[0183] If the display of the regular diagram is in progress and the result is positive (process S205: Yes), the main control unit 40 determines whether the display time for the regular diagram has elapsed (process S206). If the result is that the display time for the regular diagram has not elapsed and the result is negative (process S206: No), the main control unit 40 proceeds to the regular diagram game processing (process S250). On the other hand, if the display time for the regular diagram has elapsed and the result is positive (process S206: Yes), the main control unit 40 executes the display completion processing (process S207).
[0184] In process S207, the main control unit 40 sets the display of the regular symbol that is currently being displayed in the regular symbol display device 285 to end. The main control unit 40 also sends a command to the sub-integrated control unit 42 to end the performance related to the regular symbol in the performance symbol display device 46. After process S207, the main control unit 40 proceeds to process S208 shown in Figure 21.
[0185] As shown in Figure 21, in process S208, the main control unit 40 determines whether the result of the normal drawing's hit / fail judgment is a hit or not. If the result of the normal drawing's hit / fail judgment is a hit and the judgment is affirmative (process S208: Yes), the main control unit 40 performs the process to start the winning game (normal drawing game). Specifically, the main control unit 40 performs the process to start the operation of the normal electric device 22 (process S209). The main control unit 40 also sends a winning game start command to the sub-integrated control unit 42 to instruct the start of the winning game performance (process S210), and starts timing the start interval of the winning game. After process S210, the main control unit 40 moves on to the normal drawing game process (process S250, see Figure 20).
[0186] On the other hand, in process S208, if the result of the hit / fail judgment for the regular diagram is a miss and the judgment is negative (process S208: No), the main control device 40 skips processes S209 and S210 and proceeds to the regular diagram game process (process S250).
[0187] Returning to Figure 20, let's continue the explanation of the normal drawing confirmation process (process S200). In process S205, if the normal drawing is not being displayed and the result is negative (process S205: No), the main control unit 40 determines whether or not there is a reserved normal drawing in storage (process S211).
[0188] As a result, if there is no reserved memory for the regular diagram and the determination is negative (process S211: No), the main control device 40 proceeds to the regular diagram game processing (process S250). On the other hand, if there is reserved memory for the regular diagram and the determination is positive (process S211: Yes), the main control device 40 performs a shift process for the reserved memory of the regular diagram (process S212) and makes a win / fail determination based on the oldest reserved memory among the reserved memory of the regular diagram. In addition, in conjunction with this process S212, the main control device 40 subtracts 1 from the number of reserved memories of the regular diagram. Then, after process S212, it proceeds to process S213 as shown in Figure 22.
[0189] As shown in Figure 22, in process S213, the main control device 40 performs a win / fail determination based on the win / fail determination table (normal table) used in the normal diagram and a random number for determining wins. If the result of the win / fail determination is a win, and in process 214 the determination is affirmative (process S214: Yes), the main control device 40 determines the winning symbol in the normal diagram based on the random number for determining the winning symbol (process S215), and also determines the variation pattern based on the random number for determining the variation pattern (process S216). After that, the main control device 40 performs a win setting process (process S217) to set the start interval time and end interval time of the winning game.
[0190] On the other hand, if the result of the win / fail judgment is a loss, and the judgment in process 214 is negative (process S214: No), the main control device 40 determines the losing symbols based on the random number for determining the winning symbols (process S218), and also determines the variation pattern based on the random number for determining the variation pattern (process S219).
[0191] Furthermore, in processes S216 and S219, the main control device 40 determines a variation pattern such that the variation time of the regular diagram is shorter than in the normal game state, if the game state is a probability variation game or a normal power support state. For example, if the game state is a normal game state, the main control device 40 selects a variation pattern with a variation time of 6.2 seconds, and if the game state is a probability variation game or a normal power support state, it selects a variation pattern with a variation time of 0.7 seconds, which is shorter than in the normal game state.
[0192] After processing S217 or S219, the main control unit 40 transmits hold memory information, including information indicating a decrease in the normal symbol hold memory, to the sub-integrated control unit 42 (processing S220). Upon receiving the hold memory information, the sub-integrated control unit 42 transmits the hold memory information to the performance symbol control unit 43 and updates the display content of the normal symbol hold display (not shown) on the performance symbol display device 46.
[0193] After processing S220, the main control unit 40 sends a normal symbol variation start command to the sub-integrated control unit 42 (processing S221). Processing S221 is a pre-processing step to perform the effects corresponding to the normal symbols in the effect symbol display unit 46, in conjunction with the normal symbol variation display in the normal symbol display unit 285. Specifically, the main control unit 40 sends to the sub-integrated control unit 42 a symbol variation start command that includes the result of the win / loss determination and the normal symbol variation pattern, as well as an effect specification command that specifies the effects corresponding to the winning or losing symbols determined in processing S215 or processing S218. After processing S221, the main control unit 40 executes the normal symbol game processing (processing S250, Figure 20).
[0194] (8-2: Normal Diagram Game Processing) Next, the normal diagram game processing (process S250) performed within the normal diagram win / loss determination processing (process S200) will be explained with reference to the flowchart shown in Figure 23. As shown in Figure 23, the main control device 40 determines whether or not the normal electric gimmick 22 is open as the first process to be performed in the normal diagram game processing (process S250) (process S251). If the normal electric gimmick 22 is open and the determination is positive (process S251: Yes), the main control device 40 proceeds to process S252 shown in Figure 24.
[0195] As shown in Figure 24, in process S252, the main control device 40 determines whether or not four game balls have entered the regular electric device 22 based on the detection signal from the second special feature start switch 504. If the number of game balls that have entered the regular electric device 22 has not reached four, and the determination is negative (process S252: No), the main control device 40 determines whether or not a predetermined time has elapsed since the regular electric device 22 was opened (process S253). If the predetermined time has not elapsed since the regular electric device 22 was opened, and the determination is negative (process S253: No), the main control device 40 terminates the regular game processing (process S250, see Figure 23) and returns to the win / fail determination processing (see Figure 19).
[0196] On the other hand, if the number of game balls that have entered the electric feature 22 reaches four and the result in process S252 is positive (process S252: Yes), or if a predetermined amount of time has elapsed since the electric feature 22 was opened and the result in process S252 is positive (process S253: Yes), the main control device 40 drives the electric feature solenoid 513 to close the electric feature 22 (process S254). Subsequently, the main control device 40 executes an end interval process (process S255) to start timing the end interval time. After process S255, the main control device 40 terminates the regular game processing (process S250) and returns.
[0197] Returning to Figure 23, we continue the explanation of the normal game processing (process S250). If the determination in process S251 is negative (process S251: No), the main control device 40 determines whether or not it is during the termination interval (process S256). If the result is that it is during the termination interval and the determination is positive (process S256: Yes), the main control device 40 then determines whether or not the termination interval time has elapsed (process S257).
[0198] As a result, if the determination in process S257 is positive (process S257: Yes), the main control unit 40 executes the process for ending the normal game in process S258 and sends a game end command to the sub-integrated control unit 42 in process S259. Upon receiving the game end command, the sub-integrated control unit 42 terminates the game animation. After process S259, the main control unit 40 terminates the normal game processing (process S250, see Figure 23) and returns to the win / failure determination processing (see Figure 19). On the other hand, if the termination interval time has not elapsed and the determination is negative (process S257: No), the main control unit 40 terminates the normal game processing (process S250) and returns to the win / failure determination processing.
[0199] Furthermore, if the determination in process S256 is negative (process S256: No), the main control device 40 determines whether the start interval time has elapsed (process S260). If the result is that the start interval time has elapsed and the determination is positive (process S260: Yes), the main control device 40 drives the general-purpose solenoid 513 in process S261 and opens the general-purpose mechanism 22. On the other hand, if the determination in process S260 is negative (process S260: No), the main control device 40 terminates the general-purpose game processing (process S250) and returns to the win / fail determination processing.
[0200] (8-3: Special Symbol Win / Loss Determination Process) Next, the "Special Symbol Win / Loss Determination Process" (process S300) executed within the win / loss determination process (process S25, see Figure 19) will be explained with reference to the flowcharts shown in Figures 25 to 35. The Special Symbol Win / Loss Determination Process (process S300) consists of the "Special Symbol Win / Loss Determination Process" shown in Figures 25 to 29 and the "Special Game Process" shown in Figures 30 to 35, which are executed sequentially. In the following explanation, unless it is necessary to distinguish between the first special symbol and the second special symbol, both will be considered equivalent and simply referred to as "special symbol".
[0201] As shown in Figure 25, in the "Special Symbol Win / Loss Determination Process," the main control device 40 first determines in process S301 whether the jackpot flag, which indicates that a jackpot is in progress, is "0." If the determination is negative (process S301: No), the "Special Symbol Win / Loss Determination Process" is terminated and the process moves to the "Special Game Process" described later.
[0202] If the result in process S301 is positive (process S301: Yes), then in process S302, it is determined whether the minor win flag, which indicates that a minor win is in progress, is "0". If the result is negative (process S302: No), the process proceeds to the "Special Game Processing" described below.
[0203] If the result in process S302 is positive (process S302: Yes), then in process S303, it is determined whether or not the special symbol is stopped. If the result in positive (process S303: Yes), then in process S304, it is determined whether or not the confirmed symbol of the special symbol is not displayed.
[0204] If the result in process S304 is positive (process S304: Yes), then in process S305, it is determined whether or not there is a reserved memory for the second special symbol (process S305). If the result is positive (process S305: Yes), then in process S306, a shift process is performed on the reserved memory for the second special symbol. This shift process makes the random number from the oldest reserved memory among the reserved memories for the second special symbol the subject of the win / loss determination.
[0205] On the other hand, if the result in process S305 is negative (process S305: No), then in process S307, it is determined whether or not there is a reserved memory for the first special symbol. If the result is positive (process S307: Yes), then in process S308, a shift process is performed on the reserved memory for the first special symbol. This shift process makes the random number from the oldest reserved memory among the reserved memories for the first special symbol the subject of the win / loss determination. Thus, the second special drawing takes precedence over the first special drawing in determining whether the result is correct or incorrect. If, in process S307, there are no pending memories for either the first or second special symbol and the result is negative (process S307: No), the process proceeds to "Special Game Processing".
[0206] Following process S306 or S308, as shown in Figure 26, in process S310, a win / fail determination is made by comparing the win / fail determination table with the random numbers used to determine the jackpot of the random numbers subject to the win / fail determination. Next, in process S311, it is determined whether the win / fail determination is a jackpot (symbol jackpot). If it is a jackpot (symbol jackpot) (process S311: Yes), in process S312, the jackpot symbol is determined based on the value of the random numbers used to determine the jackpot symbol of the random numbers subject to the win / fail determination. In addition, the jackpot variation pattern (variation time) is determined based on the value of the random numbers used to determine the variation pattern of the random numbers subject to the win / fail determination and the current game state (normal game or normal power support state) (process S313).
[0207] Next, in process S314, the jackpot content setting process is performed, and based on the value of the random number used to determine the jackpot symbols, the contents of the jackpot game (special game) (opening pattern of the first jackpot 25, opening performance time, ending performance time, etc.) and the game state after the jackpot game ends are set. Also in this process S314, information such as the contents of the jackpot game (special game) and the settings of the game state after the jackpot game ends is transmitted to the sub-integrated control device 42. The sub-integrated control device 42 stores the received information in a predetermined memory area.
[0208] Next, the first special symbol display device 281 or the second special symbol display device 283 displays the first or second special symbol in a variable position, and outputs a special symbol variation start command containing data indicating the win / loss judgment result (type of win, small win, miss, presence or absence of reach, variation time, etc.) to the sub-integrated control device 42 and the performance symbol control device 43 (processing S315). As a result, the sub-integrated control device 42 and the performance symbol control device 43 start the variation of the pseudo-performance symbols corresponding to the first or second special symbol in the performance symbol display device 46. After that, the process moves to "special game processing".
[0209] If the judgment in process S311 is negative and not a big win (process S311: No), then in process S320, as shown in Figure 27, it is determined whether the value of the random number used to determine the big win matched the winning value of the minor win in the win / failure determination table. If the judgment is positive and it is a minor win (process S320: Yes), then in process S321, the minor win symbol is determined based on the value of the random number used to determine the symbol.
[0210] In the subsequent process S322, the variation pattern determination process determines the variation pattern for minor wins based on the value of the random number used to determine the variation pattern and the current game state. In the subsequent process S323, which determines the minor win opening pattern, the opening pattern of the second major prize slot 26 is determined according to the minor win symbol determined in process S321.
[0211] Next, in the minor win content setting process of process S324, the content of the minor win game (for example, opening sequence time, ending sequence time, etc.) and the game state after the minor win game ends are set based on the value of the random number used to determine the big win symbols.
[0212] If neither a big win nor a small win occurs in processes S311 and S320 (processes S311 and S320: No), the win / loss determination is a loss. Therefore, in process S325, the losing symbols are determined. Next, the losing variation pattern is determined (process S326).
[0213] After the completion of process S324 or process S326, process S327 determines whether the electric support flag is "1" and thereby determines whether the normal electric support state is in effect. If the electric support flag is "1" and the determination is positive (process S327: Yes), process S328 performs counting on the electric support counter, which counts the continuation of the normal electric support state. In this case, the electric support counter includes a counter that counts the number of times the first special symbol changes, a counter that counts the number of times the second special symbol changes, and a counter that counts the sum of the number of times the first special symbol changes and the number of times the second special symbol changes. Then, "1" is added to the count value of the counters depending on the changing symbols. After that, the process proceeds to S315.
[0214] If the result in process S303 shown in Figure 25 is negative (process S303: No), then in process S330, as shown in Figure 28, it is determined whether or not the special symbol variation time has elapsed. If the result is negative (process S330: No), the process proceeds to "special game processing".
[0215] On the other hand, if it is determined in process S330 that the variation time has elapsed (process S330: Yes), then in process S331, a symbol stop command is sent to the sub-integrated control device 42 and the display symbol control device 43.
[0216] In the subsequent process S332, it is determined whether the symbol is a winning symbol. If the determination is positive (process S332: Yes), in process S333, the first special symbol display device 281 or the second special symbol display device 283 is used to confirm and display the winning symbol of the first or second special symbol. Accordingly, the sub-integrated control device 42 and the performance symbol control device 43 confirm and display the pseudo-performance symbol corresponding to the winning symbol of the first or second special symbol in the performance symbol display device 46.
[0217] Next, the condition device is activated (process S334), and the continuous mechanism device is activated (process S335). The condition device is necessary for the continuous mechanism device to operate during a jackpot game, and the continuous mechanism device is a device that continuously operates the first special electric mechanism.
[0218] Next, in process S336, it is determined whether the electric support flag is "1" (if it is 1, it is in the normal electric support state). If the determination is positive (process S336: Yes), in process S337, the electric support flag is reset to "0". This transitions the game from the normal electric support state to the normal game state. Then, in process S338, the jackpot flag is set to "1". After that, the game proceeds to the "special game processing".
[0219] If the result in process S332 is negative (process S332: No) and the symbol is not a jackpot symbol, then in process S340, it is determined whether the symbol is a minor jackpot symbol. If the result is positive (process S340: Yes), then in process S341, the second special symbol display device 283 is used to confirm and display the minor jackpot symbol. Accordingly, the sub-integrated control device 42 and the performance symbol control device 43 confirm and display the pseudo-performance symbol corresponding to the minor jackpot symbol of the second special symbol in the performance symbol display device 46. Then, in process S342, the minor jackpot flag is set to "1".
[0220] Next, in process S343, it is determined whether the electric support flag is "1". If the result is negative (process S343: No), the process proceeds to S346. If the result is positive (process S343: Yes), in process S344, it is determined whether the count value of any of the three types of electric support counters has reached one of the first, second, or third limit counts. If the result is negative (process S344: No), the process proceeds to S346.
[0221] If the result in process S344 is positive (process S341: Yes), the electric support flag is reset to "0" in process S345. This means that the number of variations of the first special symbol, the number of variations of the second special symbol, or the sum of both has reached one of the first, second, or third limit counts, and the continuation of the normal electric support state is terminated.
[0222] After processing S345, or if processing S343 or S344 results in a negative determination (processing S343, processing S344: No), in processing S346, a state specification command based on the release extension flag, etc., is sent to the sub-integrated control device 42 and the performance symbol control device 43 in the state specification command transmission process. After that, the process proceeds to "special game processing".
[0223] If the result in processing S340 is not a minor win symbol (processing S340: No), then it is a losing symbol, and in processing S347, the first special symbol display device 281 or the second special symbol display device 283 is used to confirm and display the losing symbol. Accordingly, the sub-integrated control device 42 and the performance symbol control device 43 confirm and display the pseudo-performance symbol corresponding to the losing symbol in the performance symbol display device 46. After that, in processing S346, a state specification command transmission process is performed and the system moves to "special game processing".
[0224] If the determination in process S304 in Figure 25 is positive (process S304: No), then in process S350, as shown in Figure 29, it is determined whether the display time for the confirmed symbols has elapsed. If the determination is positive (process S350: Yes), in the confirmed symbol display termination process in process S351, the first special symbol display device 281 or the second special symbol display device 283 terminates the display of the confirmed symbols for the first or second special symbol, and a command regarding the termination of the confirmed symbol display is sent to the sub-integrated control device 42 and the performance symbol control device 43, after which the process proceeds to "special game processing". In response to the aforementioned command, the sub-integrated control device 42 and the performance symbol control device 43 terminate the confirmed display of the pseudo-performance symbol corresponding to the first special symbol or the second special symbol in the performance symbol display device 46.
[0225] If the result in process S350 is negative (process S350: No), process S351 is skipped and the process proceeds to "Special Game Processing".
[0226] (8-4: Special Game Processing) Next, the "Special Game Processing" for performing minor win games and major win games will be explained with reference to Figures 30 to 35. As shown in Figure 30, the "Special Game Processing" first determines in process S400 whether the major win flag is "0". If the determination is positive (process S400: Yes), it is not a major win, so in process S401, it is determined whether the minor win flag is "0" (process S401). If the determination is positive (process S401: Yes), it is neither a major win nor a minor win, so this "Special Game Processing" is terminated and the system returns to the win / loss determination processing (see Figure 19).
[0227] If the determination in process S401 is negative (process S401: No), it is a minor win, so in process S402, it is determined whether or not the minor win start animation is in progress (process S402). If the determination is positive and the minor win animation is in progress (process S402: Yes), in process S403, it is determined whether or not the minor win start animation has ended. If the determination is positive (process S403: Yes), in the second major prize opening process of process S404, the second special electric door of the second special electric mechanism is activated to open the second major prize opening 26 in the opening pattern set in process S323 (see Figure 27). Next, in process S405, detection of balls entering the two specific areas 262 of the second large prize winning area 26 is enabled.
[0228] If the result in process S402 is negative (process S402: No), then in process S406, it is determined whether the second large prize slot 26 is open or not. If the result is negative (process S406: No), then in process S407, it is determined whether the specific area 262 is active or not. If the result is negative (process S407: No), then in process S408, it is determined whether the mini-win ending animation is in progress. If the result is positive (process S408: Yes), then in process S409, it is determined whether the mini-win ending animation has finished. If the result is positive (process S409: Yes), then in process S410, the mini-win flag is reset to "0" and the mini-win game ends. After that, the game returns.
[0229] If the determination in process S408 is negative (process S408: No), the minor win start animation process is performed in process S411, thereby sending the minor win start command to the sub-integrated control device 42 and the animation symbol control device 43. After that, the program returns.
[0230] If the second large prize slot 26 is open in process S406 and the result is positive (process S406: Yes), then in process S420, as shown in Figure 31, it is determined whether the number of balls that have entered the second large prize slot 26 has reached the specified number of 10 (process S420). If the result is positive (process S420: Yes), then in process S422, the second large prize slot 26 is closed.
[0231] On the other hand, if the result in process S420 is negative (process S420: No), then in process S421, it is determined whether the opening time for the second large prize slot 26 has ended. If the result is positive (process S421: Yes), then in process S422, the second large prize slot 26 is closed.
[0232] If a negative determination is made in process S421 (process S421: No), or if the specific area 262 is valid in process S407 (see Figure 30) (process S407: Yes), then, as shown in Figure 32, it is determined in process S430 whether or not there is a ball entering (winning) the specific area 262.
[0233] If the result in process S430 is positive (process S430: Yes), the condition device is started in process S431. Subsequently, the continuous operation device for the special features is started (process S432).
[0234] Next, in process S433, it is determined whether the second large prize slot 26 is open or not. If the determination is positive (process S433: Yes), in process S434 the second large prize slot 26 is closed, and further in process S435 the specific area 262 is disabled.
[0235] Subsequently, in the special feature jackpot setting process of process S436, the following processes are performed: First, the opening pattern of the first jackpot entry point 25, the start time of the special feature jackpot performance, the end time of the special feature jackpot performance, etc. are set. Then, a special feature jackpot start command is sent to the sub-integrated control device 42 and the performance symbol control device 43. Furthermore, in this process, the game state after the jackpot game due to the special feature jackpot is set. Also, in this process S436, information such as the content of the jackpot game (special game) and the settings of the game state after the jackpot game is sent to the sub-integrated control device 42. The sub-integrated control device 42 stores the received information in a predetermined memory area.
[0236] Next, in process S437, the minor win flag is reset to "0". Then, the big win flag is set to "1" (process S438). This transitions the game from a minor win to a special feature big win. Furthermore, in process S439, the electric support flag is reset to "0". This transitions the game state for big wins triggered by special feature big wins from the normal electric support state to the normal game state. After that, the game returns.
[0237] In this "special game processing," if a ball enters the specific area 262 while the second large prize entry point 26 of the minor prize game is open (processing S421: No) (processing S430: Yes), the condition device and the continuous mechanism operation device are immediately activated to close the second large prize entry point 26 and transition to a special prize jackpot. However, this is not the only configuration. For example, after the second large prize entry point 26 is closed due to the number of balls entering the second large prize entry point 26 reaching a predetermined number (processing S420: Yes) or the opening time of the second large prize entry point 26 ending (processing S421: Yes), it may be configured to check whether a ball has entered the specific area 262, and if a ball has entered, activate the condition device and the continuous mechanism operation device to transition to a special prize jackpot.
[0238] If the result in process S430 is negative (process S430: No), process S440 checks whether the validity period of the specific area 262 has ended. If the result is positive (process S440: Yes), process S441 sets the minor win ending animation, thereby sending a minor win ending command to the sub-integrated control device 42 and the animation symbol control device 43. After that, it returns.
[0239] If the result in process S400 shown in Figure 30 is negative (process S400: No), then in process S450, as shown in Figure 33, it is determined whether or not the first large prize slot 25 is open. If the result is negative (process S450: No), then in process S451, it is determined whether or not it is during the interval between big wins. If the result is positive (process S451: Yes), then in process S452, it is determined whether or not it is the end of the interval. If the result is positive (process S452: Yes), then in process S453, the first special electric door of the first special electric mechanism is activated to open the first large prize slot 25 for the next round of the big win game. After that, the process returns.
[0240] If the result in process S451 is negative (process S451: No), then in process S454, it is determined whether or not the jackpot ending animation is in progress. If the result is negative (process S454: No), then in process S455, it is determined whether or not the jackpot starting animation is in progress.
[0241] If the result in process S455 is positive (process S455: Yes), then in process S456, it is determined whether the time for the start of the jackpot animation has elapsed. If the result is positive (process S456: Yes), then in process S457, the first special electric door of the first special electric mechanism is activated to open the first jackpot entry point 25 for the first round of the jackpot game. After that, the process returns.
[0242] If the result in process S455 is negative (process S455: No), the jackpot start animation process is performed in process S458, thereby sending the jackpot start command to the sub-integrated control device 42 and the animation symbol control device 43. After that, the program returns.
[0243] If the determination in process S450 is positive (process S450: Yes), then in process S460, as shown in Figure 34, it is determined whether the number of balls that have entered the first large prize opening 25 has reached the prescribed number of 10. If the determination is positive (process S460: Yes), then in process S462, the first large prize opening 25 is closed.
[0244] If the result in process S460 is negative (process S460: No), then in process S461, it is determined whether the opening time for the first large prize slot 25 has ended. If the result is negative (process S461: No), the system returns. If the result is positive (process S461: Yes), then in process S462, the first large prize slot 25 is closed.
[0245] Next, in process S463, it is determined whether or not the final round of the jackpot has ended. If the determination is positive (process S463: Yes), the jackpot ending animation process is performed in process S464, thereby sending the jackpot ending command to the sub-integrated control device 42 and the animation symbol control device 43 (process S464). After that, the system returns.
[0246] If the determination in process S463 is negative (process S463: No), the open interval (jackpot interval) process is performed in process S465, thereby sending the jackpot interval command to the sub-integrated control device 42 and the display symbol control device 43. After that, the program returns.
[0247] If the result in process S454 (see Figure 33) is positive (process S454: Yes), then in process S470, as shown in Figure 35, it is determined whether or not the time for the jackpot ending animation has elapsed. If the result is negative (process S470: No), return. If the result is positive (process S470: Yes), the condition device is stopped in process S471, and the continuous operation device for the special features is stopped (process S472).
[0248] Next, in process S473, it is determined whether or not to transition to the normal electric support state after the jackpot game ends, depending on the jackpot symbols and minor jackpot symbols (process S473). If the determination is positive (process S473: Yes), in process S474, the termination condition for the normal electric support state selected in the jackpot content setting process (S314 in Figure 26 or process S436 in Figure 32) is set. Then, in process S475, the electric support flag is set to "1". When the electric support flag is set to "1", the game transitions to the normal electric support state.
[0249] Next, in process S476, the game state after the jackpot game ends is set, so that if the game transitions to the normal power support state after the jackpot game ends, it is set to the normal power support state. Then, in process S477, the jackpot flag is reset to "0" and the jackpot game ends.
[0250] (9. Reserved Consecutive Win Notification and Final Electric Support Spinning Performance) Next, we will explain the reserved consecutive win notification and the final spinning performance in the normal electric support state that Pachinko Machine 1 performs when a big win game is ending.
[0251] (9-1: Reserved Consecutive Win Notification Effect) The Reserved Consecutive Win Notification Effect is an effect that suggests the possibility of winning consecutive jackpots after a jackpot due to the reserved balls that are stored and retained until the end of a jackpot game. In addition, in Pachinko Machine 1, when in the normal power support state, it is advantageous to win small wins, and since small wins lead to a special jackpot with a probability of almost 100%, it is possible to win jackpots consecutively.
[0252] Further, the pachinko machine 1 is configured such that it does not perform the pending consecutive notice performance when the normal electric support state after the end of the jackpot game is a normal electric support state in which the limit number of times of the second special figure (hereinafter referred to as the second limit number of times) as the end condition is "1 time", and performs the pending consecutive notice performance in a normal electric support state in which the second limit number of times as the end condition is "7 times".
[0253] The pending consecutive notice performance is a performance performed on the performance symbol display device 46 via the performance symbol control device 43 under the control of the sub-integrated control device 42. The pending consecutive notice performance is implemented, for example, by the "pending consecutive notice performance processing" shown in FIG. 36.
[0254] (9-2: Pending Consecutive Notice Performance Processing) The "pending consecutive notice performance processing" executed by the sub-integrated control device 42 will be described with reference to the flowchart shown in FIG. 36. As shown in FIG. 36, in the "pending consecutive notice performance processing", the sub-integrated control device 42 first determines whether or not a jackpot end performance command (see FIG. 26: processing S315) has been received from the main control device 40 in processing S501. If a negative determination is made (processing S501: No), this processing is ended, and the process returns to the main routine executed by the sub-integrated control device 42.
[0255] If an affirmative determination is made in processing S501 (processing S501: Yes), in processing S502, information on the normal electric support state to be transitioned to after the end of the jackpot game is confirmed. In this processing S502, based on the information on the setting of the game state after the end of the jackpot game received and stored from the main control device 40 (see FIG. 26: processing S314, FIG. 32: processing S436), it is confirmed whether the state is a normal electric support state in which the second limit number of times is "1 time" or a normal electric support state in which the second limit number of times is "7 times".
[0256] Next, in processing S503, it is determined whether or not the normal electric support state to be transitioned to after the end of the jackpot game is a normal electric support state in which the second limit number of times is "7 times". If a negative determination is made (processing S503: No), the process returns.
[0257] If an affirmative determination is made in process S503 (process S503: Yes), in process S504, for example, based on a pre-reading command from the main control device 40 (see process S113 and process S118 in Fig. 17), it is determined whether there is any pending storage corresponding to a minor jackpot or a major jackpot, and it is determined whether to perform a pending consecutive notice effect. In this process, for example, a determination to perform the effect is made when there is any pending storage corresponding to a minor jackpot or a major jackpot in the pending storage. On this basis, it may be further determined whether to perform the pending consecutive notice effect by lottery or the like. Of course, even if there is no pending storage corresponding to a minor jackpot or a major jackpot in the pending storage and all are misses, a determination to perform the effect may still be made. It should be noted that although both minor jackpots and major jackpots are set as targets of the pending consecutive notice effect, it is also conceivable to set only minor jackpots as targets, or a configuration in which only major jackpots are noticed may be adopted. Particularly in the case of a game configuration where a minor jackpot almost certainly does not result in an accessory jackpot, only major jackpots may be targeted. This allows for a notice effect that reliably indicates a major jackpot. Subsequently, in process S505, it is determined whether to perform the pending consecutive notice effect based on the determination result of process S504. If a negative determination is made (process S505: No), the process returns.
[0258] If an affirmative determination is made in process S505 (process S505: Yes), in process S506, a process for performing the pending consecutive notice effect in the major jackpot end effect is performed. Accordingly, a command to start the effect is transmitted from the sub-integrated control device 42 to the effect symbol control device 43, and in response to the command, the pending consecutive notice effect is performed on the effect symbol display device 46 via the effect symbol control device 43. Thereafter, the process returns.
[0259] The electric support final variation effect is, for example, an effect that makes the variation of the last second special symbol in the normal electric support state and the variation of the pending storage existing at this time appear as if they are a single variation. It should be noted that the electric support final variation effect is configured to be performed regardless of whether the second number of limits is "1 time" or "7 times" as the termination condition of the normal electric support state.
[0260] In the final spin of the electric support state, if the last spin is a win (minor win or big win), the final spin of the electric support state will announce that it is a win and end the sequence. In other words, the spins stored in the reserve memory will not be processed all at once.
[0261] Furthermore, in the final electric support spin sequence, even if the judgment result of the final spin in the normal electric support state is a miss, if there is a memory of a jackpot in the reserve memory, the final spin will not be indicated as a miss, and will be combined with the subsequent spins of the reserve memory that will result in a jackpot. The winning symbols of the reserve memory that will result in a jackpot will then be displayed to confirm, and the spins will be presented as if they were a single spin. For example, in the pseudo-symbol spin sequence of the final spin, the reserve memory spin sequence that will result in a jackpot will be performed and the jackpot symbols will be displayed to confirm. In the special symbol display device (281,283), while the reserve memory spin that will result in a jackpot is being performed, an indication that it is a jackpot or an interval sequence with the start of the jackpot game may be performed. In addition, in the final electric support spin sequence, a reach sequence may be performed before the jackpot symbols are displayed to confirm.
[0262] Similarly, even if the final spin result is a miss, if there is a memory of a minor win in the reserve memory, an effect is performed that suggests information about a major win game that develops from the minor win game. In this case, the final spin effect of the electric support does not suggest that the final spin was a miss, but is combined with the effects up to the spin of the reserve memory that will result in a minor win. The effect symbols indicating the minor win in the reserve memory are then displayed to make the multiple spins appear as if they were a single spin. For example, in the effect spin of the pseudo-symbol of the final spin, the effect spin of the reserve memory that will result in a minor win is performed and the minor win symbol is displayed to confirm it, and while the effect of the reserve memory that will result in a minor win is being performed on the special symbol display device (281, 283), an effect suggesting that it is a minor win or an interval effect with the start of the minor win game may be performed. Furthermore, in the electric support special effect, a reach effect may be performed before the minor win symbol is displayed to confirm it.
[0263] (9-3: Final Electric Support Variation Performance) The final electric support variation performance is a performance that is carried out by the performance symbol display device 46 via the performance symbol control device 43 under the control of the sub-integrated control device 42. The final electric support variation performance is carried out by, for example, the "final variation performance processing" shown in Figure 37.
[0264] (9-4: Final Variation Performance Processing) Next, the "final variation performance processing" executed by the sub-integrated control unit 42 will be explained with reference to the flowchart shown in Figure 37. As shown in Figure 37, in the "final variation performance processing," the sub-integrated control unit 42 first determines in process S521 whether or not it has received a variation start command (see Figure 26: process S315) from the main control unit 40. If the determination is negative (process S521: No), this process is terminated and the sub-integrated control unit 42 returns to the main routine executed by the sub-integrated control unit 42.
[0265] If the result in process S521 is positive (process S521: Yes), then in process S522, it is determined whether or not a pending memory exists. In this process S522, the existence of the pending memory is confirmed based on the pending number instruction command received from the main control unit 40 (see Figure 17: processes S114 and S119). If the result is negative (process S522: No), the system returns.
[0266] If the result in process S522 is positive (process S522: Yes), then in process S523, it is determined whether the game state is in the normal power support state. If the result is negative (process S523: No), the program returns. On the other hand, if the determination is positive (processing S523: Yes), then in processing S524, it is determined whether the number of changes in the first special figure, which is one of the termination conditions for the normal electric support state, is 99. If the result is positive (process S524: Yes), proceed to process S527.
[0267] If the result in process S524 is negative (process S524: No), then in process S525, it is determined whether the number of rotations of the second special symbol, which is one of the conditions for ending the normal electric support state, has reached the limit number of rotations (1st or 7th). For example, if the big win game that triggers the normal electric support state is "with 4R bonus", it is determined whether it is the 1st rotation; otherwise, it is determined whether it is the 7th rotation. If the result is positive (process S525: Yes), the process proceeds to process S527.
[0268] If the result in process S525 is negative (process S525: No), then in process S526, it is determined whether the total number of fluctuations of the first and second special symbols, which is one of the termination conditions for the normal electric support state, is 99. If the result is negative (process S526: No), the program returns.
[0269] If the determination in process S526 is positive (process S526: Yes), then in process S527, for example, based on the variation start command from the main control device 40 (see Figure 26: process S315), it is determined whether the final variation will result in a minor win or a major win, and whether or not to perform the final variation electric support performance. In this process, for example, if the final variation does not result in a minor win or a major win, it is decided to perform the performance. Furthermore, it may be decided whether or not to perform the consecutive win notification performance by lottery or the like. Then, in process S528, it is determined whether or not to perform the final variation electric support performance based on the result of the decision in process S527. If the determination is negative (process S528: No), the system returns.
[0270] If the result in process S528 is positive (process S528: Yes), the final electric support variation animation is started in process S529. As a result, a command to start the animation is sent from the sub-integrated control device 42 to the animation symbol control device 43, and in response to this command, the final electric support variation animation is performed on the animation symbol display device 46 via the animation symbol control device 43. After that, the system returns.
[0271] (9-5: Examples of the hold-over notification effect and the final electric support variation effect) The examples of the hold-over notification effect and the final electric support variation effect will be explained with reference to the timing chart shown in Figure 38. Figure 38(a) is a timing chart showing the execution of the final electric support variation animation in the normal electric support state when the second limit number of times is "1". In this normal electric support state, the reserve consecutive notification animation is not performed during the jackpot game. In this embodiment, when the second limit number of times is "1", the final electric support variation animation is performed immediately, and all reserves generated in the normal electric support state become subject to the final electric support variation animation. The final spin animation for the electric support feature is designed to trigger a win animation if any of the multiple win / loss judgments (up to 5 in this embodiment) result in a win. Compared to typical animations that perform one animation for each win / loss judgment, this animation has a higher probability of resulting in a win. If a highly anticipated hold is announced in advance during a big win, it would diminish the interest in the final electric support spin animation. Therefore, if the second limit is "1 time," not performing the hold consecutive announcement animation enhances the impact of the final electric support spin animation.
[0272] As shown in Figure 38(a), when a jackpot game ends [A], the game enters a normal electric support state [B], and the second special symbol starts to change after the jackpot game ends [C]. The change here is the change display of the second special symbol on the second special symbol display device 283. This change [C] is the final change in the normal electric support state, and the normal electric support state ends when change [C] ends. If the result of change [C] is a miss, the final electric support change performance starts [D]. On the other hand, although not shown in the figure, if the final change is a minor win or a jackpot, the final electric support change performance is not performed, and the game transitions to a minor win or jackpot game after an announcement that it is a minor win or a jackpot.
[0273] If the final spin is a miss and the final spin with electric support is initiated, the final spin with electric support will be performed over a total of five spins: the final spin [U] and the four spins [O, Ka, Ki, Ku] that follow, which are based on the held memory. In this case, the rate of balls entering the second special symbol start port 24 during the final spin is high, and the number of held memories will reach the specified number during the final spin. In addition, the spin time of the second special symbol corresponding to the held memory is set to an extremely short spin pattern (for example, 0.5 seconds).
[0274] For example, in the electric support final variation effect, if the fourth target pending storage corresponds to a minor jackpot, the fact that it is a minor jackpot is notified during the final variation period, an absorption effect is performed across the variations of the four pending storages, and the final variation and the variations of the four pending storages are made to appear as if they are a single variation effect. Specifically, a battle effect or the like is performed during the final variation period, and the scene where an ally character wins and rejoices in the absorption effect is continuously displayed until the variation of the fourth pending storage ends.
[0275] The continuous display of the absorption effect in the electric support final variation effect changes depending on the position of the winning pending storage. That is, if the first pending storage is a win, the variation period of the special figure for the first pending storage becomes the period of the absorption effect, and if the third pending storage is a win, the variation period of the special figure for the pending storages up to the third one becomes the period of the absorption effect. Furthermore, the pachinko machine 1 can obtain a chance of a jackpot consecutive win by a total of five variations including the final variation and the four pending storages in the normal electric support state where the number of limitations is "1".
[0276] FIG. 38(b) is a timing chart showing the execution of the pending consecutive notice effect and the electric support final variation effect in the normal electric support state where the second number of limitations is "7". In the normal electric support state, if there is a pending storage that becomes a minor jackpot or a big jackpot among the pending storages during the jackpot game, the pending consecutive notice effect is executed just before the end of the jackpot game. When the second number of limitations is "7", the pending storages reserved during the jackpot game are notified by one variation effect for one winning / losing determination result in the normal electric support state, and are not the target of the electric support final variation effect, so even if the pending consecutive notice effect is performed, it can be executed without impairing the expressive power of either effect.
[0277] As shown in Figure 38(b), when a jackpot game ends [A], the game enters the normal electric support state [B]. After the jackpot game ends, the second special symbol starts to rotate [C]. As the game progresses, the seventh rotation of the second special symbol [J] begins. This rotation [J] is the final rotation in the normal electric support state, and the normal electric support state ends when rotation [J] ends. If the result of rotation [J] is a miss, the final electric support rotation performance begins [D]. On the other hand, although not shown in the figure, if the final rotation is a minor win or a jackpot, the final electric support rotation performance does not occur, and the game announces that it is a minor win or a jackpot, and then transitions to a minor win or jackpot game.
[0278] If the final spin is a miss and the electric support final spin performance begins, the electric support final spin performance will be performed over a total of five spins: the final spin [Ko] and the four spins [O, Ka, Ki, Ku] that occur afterward due to the held memory. In this case, the rate of balls entering the second special symbol start opening 24 during the final spin is high, and the number of held memories will reach the specified number during the final spin. In addition, the spin time of the second special symbol corresponding to the held memory is set to an extremely short spin pattern (for example, 0.5 seconds).
[0279] For example, in the final spin of the electric support mode, if the fourth reserved memory is a minor win, the system will notify the player that it is a minor win during the final spin period, and will perform an absorption animation that spans the spins of the four reserved memories, making the final spin and the spins of the four reserved memories appear as if they were a single spin. Specifically, a battle animation will be performed during the final spin period, and the absorption animation will continue to display a scene of the allied character winning and celebrating until the spin of the fourth reserved memory ends.
[0280] The duration of the absorption animation in the final electric support spin animation changes depending on the position of the winning reserved memory. Specifically, if the first reserved memory is a win, the absorption animation will last for the duration of the special symbol spin for the first reserved memory, and if the third reserved memory is a win, the absorption animation will last for the duration of the special symbol spin for the first three reserved memories. Furthermore, in the normal support state where the second limit of spins is "7 times", the chance of a jackpot streak is obtained through a total of 11 spins, including the final spin and the four reserved memories.
[0281] Pachinko machine 1 has a basic configuration in which the duration of the final electric support spin sequence, including the final spin period and the absorption sequence, changes according to the number of reserved memories. However, it is not limited to this, and the duration of the spin sequence may be the same regardless of the number of reserved memories. Also, a configuration in which the final electric support spin sequence does not include an absorption sequence is also conceivable. The final electric support spin sequence is performed after referring to the success or failure of the reserved memories, but it is also possible to indicate the success or failure by performing a spin sequence for each of the targeted reserved memories. In that case, if the spin targeted by the final electric support spin sequence is a success, of course, a sequence indicating that a jackpot will occur will be performed, and if the spin is a failure, a sequence that indicates that a jackpot will occur is conceivable even if a jackpot does not occur at the end of the spin.
[0282] (9-6: Display Patterns) Next, we will explain the display examples for the pseudo-symbol variation effect, the final variation effect with electric support, and the consecutive win notification effect.
[0283] When the Pachinko machine 1 determines whether a win or loss occurs and the first or second special symbol starts to change, the performance symbol display device 46 starts changing the pseudo-performance symbols corresponding to the first or second special symbol. As shown in Figure 39(a), the display screen of the performance symbol display device 46 displays a large pseudo-performance symbol 700 consisting of three number symbols, etc., corresponding to the change of the first or second special symbol, in the lower half. In addition, the character image 710 of "Kuma no Tatsukichi," the main character of the Pachinko machine 1, is displayed in the upper right of the display screen.
[0284] In the pachinko machine 1, a first reserved memory display image 731 indicating the existence of a reserved memory for the first special symbol is displayed on the lower left side of the display screen. Similarly, a second reserved memory display image 732 indicating the existence of a reserved memory for the second special symbol is displayed on the lower right side.
[0285] In pachinko machine 1, if the probability of a big win is high when the pseudo-performance symbol 700 is changing, it develops into a reach performance. In this case, as shown in Figure 39(b), the display screen of the performance symbol display device 46 shows the reach suggestion display section 722 in the upper left, and the pseudo-reach performance symbol 701 is displayed largely in the lower half of the display screen. In the pseudo-reach performance symbol 701, the two symbols on both sides stop as the same symbol, and only the central symbol is changing.
[0286] If the result of the hit / fail judgment for the first or second special symbol of the pachinko machine 1 is a jackpot (symbol jackpot), a jackpot indication display section 723 is displayed in the upper left of the display screen of the performance symbol display device 46, as shown in Figure 39(c). Then, a jackpot pseudo-performance symbol 702 consisting of three identical symbols corresponding to the jackpot symbol of the first or second special symbol is displayed in large size in the lower half of the display screen. In addition, a character image 710 of "Kuma no Tatsukichi" with a big smile is displayed.
[0287] If the result of the win / loss determination in the pachinko machine 1 is a minor win, then, as shown in Figure 39(d), a minor win pseudo-performance symbol 703 consisting of three identical minor win symbols corresponding to the minor win symbol of the second special symbol will be confirmed and displayed in large size in the lower half of the display screen of the performance symbol display device 46.
[0288] Next, the display method of the final electric support spin animation will be explained with reference to Figure 40. When the final spin of the second special symbol in the normal electric support state begins, as shown in Figure 40(a), the display screen of the animation symbol display device 46 displays a "Tatsukichi Chance" image 725 on the upper left side, indicating that it is the final spin in the normal electric support state and that there is a chance to win a jackpot. On the upper right side, a pseudo-animation symbol 700 consisting of three reduced number symbols is displayed in a spinning manner.
[0289] Then, the display screen of the performance symbol display device 46 shows a chance video 741 in the center, in which a karateka is shown practicing by breaking a rock. The chance video 741 indicates that if the rock is destroyed, it is a big win. In the example, the second reserve memory display image 732 shows that there are four reserve memories. In this case, the final electric support spin performance is a performance that targets five spins.
[0290] The example of the final variation display for the electric support shown in Figure 40(b) is the display mode for the absorption effect when all variations are misses. As shown in Figure 40(b), the display screen of the effect symbol display device 46 shows the pseudo-effect symbol 700 for misses confirmed in the upper right corner. Then, in the center of the display screen, a miss video 742 is displayed showing that the karateka was unable to break the rock and that it was a miss.
[0291] On the other hand, if a minor win occurs in either the final spin of the electric support or a spin of the held memory, the pseudo-performance symbol 703 for the minor win will be displayed in the upper right corner of the display screen of the performance symbol display device 46, as shown in Figure 40(c). Then, in the center of the display screen, a winning video 743 will be displayed showing a karateka breaking a rock, indicating that it is a win. In the example shown, the second held memory display image 732 indicates that there are two held memories, and a minor win occurred in the second held memory from the final spin.
[0292] The example of the variation display shown in Figure 41(a) is an example of pseudo-symbol variation from the 1st to the 6th time in the normal electric support state where the second limit number of times is "7 times". As shown in Figure 41(a), the display screen of the performance symbol display device 46 shows at the top that it is a normal electric support state with multiple limit numbers, and also displays the "Tatsuyoshi RUSH" image 726 which indicates that there is a chance to win a jackpot.
[0293] Additionally, the display screen shows a continuation image 727 at the top left, indicating the remaining number of spins in the normal support state. In the example, it displays "Aim for V! 6 spins remaining," indicating that there are 6 spins remaining in the normal support state. At the top right of the display screen, a second reserved memory display image is shown, indicating the number of reserved memories for the second special feature, showing that there are 3 reserved memories.
[0294] The display screen shows a video 751 in the center, in which the main character of Pachinko Machine 1, "Kuma no Tatsukichi," attempts to catch a "V," creating an anticipation of a big win. In the lower right corner of the display screen, a pseudo-animation symbol 700 consisting of three reduced number symbols is displayed in a rotating manner. If "Kuma no Tatsukichi" successfully catches the "V" in the animation video 751, it indicates that a win has occurred, as shown in Figure 42(a). In this case, the win occurs before the final spin in the normal electric support state, and the final electric support spin animation is not performed. On the other hand, if a win does not occur in the first to sixth spins in the normal electric support state, the final electric support spin animation is performed in the seventh spin.
[0295] Next, with reference to Figure 43, the display method of the pending consecutive win notification effect will be explained. When a jackpot game ends, as shown in Figure 43(a), the display screen of the effect symbol display device 46 shows a text ending image 761 at the top of the display area indicating that the jackpot game, "Tatsukichi Bonus," has ended. The text ending image 761 displays the final number of rounds of the jackpot game. Then, a character ending video 762 is displayed largely in the center of the display screen.
[0296] Then, at the end of a winning game, if there are any winning combinations in the reserve memory, a reserve combination notification effect is performed. As shown in Figure 43(b), the reserve combination notification effect is configured such that the video switches from the character ending video 762 (see Figure 43(a)) in the center of the display screen, and a reserve combination notification display 771 is displayed based on the number of winning combinations in the reserve memory. In this way, the pending consecutive win notification effect indicates that there is a win in the pending memory by changing the video during the ending animation of a big win game.
[0297] The pending bonus notification display 771 indicates that there are winning combinations in the pending memory at the end of a winning game. In Figure 43(b), it is displayed as V×2, indicating that there are at least two winning combinations in the pending memory.
[0298] The pending bonus notification display 771 also displays "V x 2 standby" as shown in Figure 41(b) during the spin display after the end of a winning game. When a spin that results in a win is reached, the winning notification effect 772 "V Release!!" is displayed as shown in Figure 41(c), and "V x 2 standby" becomes "V x 1 standby," indicating that a win will occur in that spin, and a win is achieved due to the pending bonus memory announced by the pending bonus notification effect (Figure 42(c)). After that, when a winning game is reached, "V x 1 standby" is displayed as shown in Figure 43(c) during the winning game, indicating that there is at least one win in the pending bonus memory. In this embodiment, "V×2" is displayed at the end of a winning game, and "V×2 standby" is written in the variation display, but both may be displayed the same way. As long as the player can recognize that there are wins in the reserve memory, icons indicating the number of wins in the reserve memory may be displayed, or images corresponding to the number of wins (different sizes, shapes, colors, etc.) may be displayed, and the notification can be made in any way.
[0299] In this embodiment, V×2 is displayed at the end of a jackpot game, V×2 standby is displayed during the spinning display, and when a spinning display that results in a win is displayed, the jackpot notification effect 772, V Release!! is displayed and V×1 is displayed, indicating that there are at least two wins in the reserve memory and that the number of wins in the reserve memory has decreased by one when a win occurs. However, even if there are three wins in the reserve memory at the end of a jackpot game, V×2 may still be displayed at the end of the jackpot game. In this case, even if a spinning display that results in a win occurs after the jackpot ends, V Release!! will not be displayed, and the V×2 standby display will remain as shown in Figure 42(b). In this way, even if a win occurs, the V×2 standby value does not decrease, so the player can recognize that they were able to get a win without using the reserve memory of the announced win, and they will feel like they have gotten a good deal. Furthermore, since the value of the consecutive win notification display may not decrease when a win occurs, players will not simply wait for a win based on the consecutive win notification display, but will instead hope for a big win without the value of the consecutive win notification display decreasing. This will allow players to take an interest in the fluctuation display and the effects during win fluctuations, thereby enhancing the enjoyment of the game.
[0300] Furthermore, for example, if there are three winning combinations in the reserve memory at the end of a jackpot, and the reserve combination notification displays V×2, and if a winning spin occurs after the jackpot, the jackpot notification effect displays V Release!! and changes V×2 to V×1, and if another winning spin occurs after the jackpot, the jackpot notification effect is not performed and the jackpot is won, and V×1 remains as is, and when a winning spin occurs after the next jackpot, the jackpot notification effect displays V Release!! and V×1 is removed. In this way, the timing of not performing the jackpot notification effect does not have to be during the initial winning reserve. By doing this, as long as the reserve combination notification is displayed, there is an expectation of multiple wins.
[0301] In this embodiment, the number of wins in the reserved memory differs from the value of the reserved consecutive win notification display. If the number of wins in the reserved memory is greater, the value of the reserved consecutive win notification display is not reduced, and the jackpot announcement is not performed, even if a winning spin is displayed. However, this is not always necessary. Even if the number of wins in the reserved memory differs from the value of the reserved consecutive win notification display, the value of the reserved consecutive win notification display is always reduced when a winning spin is displayed, and the jackpot announcement is performed. In that case, once the number of wins matches the value displayed on the reserved consecutive win notification display, the reserved consecutive win notification display disappears, but there are still wins in the reserved memory. When a winning spin is displayed, the reserved consecutive win notification display and the jackpot announcement are not performed, but it is a jackpot.
[0302] If the number of winning combinations in the reserved memory differs from the value displayed in the reserved consecutive win notification, and the number of winning combinations in the reserved memory is greater, even if the display shows a win, it may be possible to make the value of the reserved consecutive win notification display equal to the number of winning combinations in the reserved memory and not necessarily decrease it. However, if the value is not necessarily decreased, when the reserved consecutive win notification display disappears and then reappears, if the number of reserved combinations in memory is greater than the value displayed in the reserved consecutive win notification display, it will be confirmed that the number of reserved combinations greater than the value displayed in the reserved consecutive win notification display is a loss. This may reduce the expectation of the reserved memory and decrease the excitement of the performance. Therefore, instead of not necessarily decreasing it to match the number of winning combinations in the reserved memory, it may be possible to make it so that it is always a big win and therefore decreases it. Whether or not to reduce the payout, and when to reduce it, may be determined randomly by a lottery or similar method, or it may be based on predetermined conditions such as the type of jackpot or the number of jackpots at that time.
[0303] Furthermore, in the embodiment, when there are three winning combinations in the reserved memory, V×2 is displayed and the V release animation is not performed even if a jackpot occurs during the variation display. However, when there are two winning combinations in the reserved memory, V×2 is displayed and the variation display starts after the jackpot game, and if a new reserved memory is added and it is a win, the V release!! jackpot announcement animation 772 may not be performed. For example, at the end of a jackpot, there are four reserved memories, the oldest of which is designated as the 1st reserved, followed by the 2nd reserved, 3rd reserved, and 4th reserved in order, and the 1st reserved, which is the oldest of the reserved memories, is used for the win / loss determination in order. Among the 1st to 4th reserved, if the 1st and 2nd reserved are misses and the 3rd and 4th reserved are wins, V×2 is displayed. In the display after a big win, the first reserve starts spinning and a new reserve memory is added. If this added reserve memory is a win, there will be three wins in the reserve, but the display will remain as V×2. Then, when the third reserve, which was stored at the end of the big win, starts spinning, that spin will be a win, but since there are two wins in the reserve, the display remains consistent with V×2 without the need for the "V Release!!" animation, thus surprising the player.
[0304] If the consecutive win notification animation is performed during a big win game, and then the consecutive win notification animation is also performed during the first normal electric support state, which has a limited number of attempts ("1") that is less than the prescribed number of attempts for the reserved memory, it will overlap with the final electric support variation animation. Therefore, Pachinko machine 1 is configured to perform the consecutive win notification animation during a big win game only when the normal electric support state performed after the big win game is the second normal electric support state, which has a limited number of attempts (7) that is more than the prescribed number of attempts for the reserved memory. However, the final electric support variation animation may also be performed during the first normal electric support state of "1," which would allow players to watch the final electric support variation animation with peace of mind. However, if there are many patterns where a win is predetermined in the final electric support spin sequence, the excitement of the final electric support spin sequence decreases, and players may assume that there is a high probability of losing if there is no consecutive win notification sequence. Therefore, it is preferable to make the possibility of the consecutive win notification sequence appearing in the first normal electric support state of "1 time" low (at least lower than when the limit of spins (7 times) is reached, or to make the case where the consecutive win notification sequence is not shown more often than when it is shown) and to make it appear only rarely. If the number of times a consecutive win notification is performed is limited to 7 times, rather than the prescribed number of reserved memory slots, the consecutive win notification that was displayed at the end of the big win will generally not be displayed again in the final spin animation.
[0305] In this embodiment of the pachinko machine, the consecutive win notification animation was performed when there was a win in the reserved memory. However, even if there is no win in the reserved memory, the consecutive win notification animation may be performed if the next win is confirmed. For example, the state in which the next win is confirmed is when the limit of the second special symbol, which is the termination condition of the normal electric support state, reaches 10,000 spins, and a win will almost certainly occur before reaching the limit. Adding this termination condition win, if the limit of spins performed after the end of the big win game is 10,000, the consecutive win notification animation will display V×1 at the end of the big win game, the V×1 display will continue even after the end of the big win game, and when it is a spin that will result in a big win, V Release!! will be displayed, and it will be a big win game. Alternatively, if there is a win in the reserved memory when it is a spin that will result in a big win, the V Release!! display will not be shown and it will be a big win game.
[0306] The consecutive win notification animation was previously performed at the end of a big win game, but it is not limited to this timing. It can also be performed at the start of a big win game, during a big win game, or if there are winning reserved balls during a spin. Furthermore, if a new reserved ball memory is added while the consecutive win notification animation is being displayed, and that memory is a winning reserved ball memory, the number can be added to the value of the number of wins in the currently displayed consecutive win notification animation. By doing this, players can have expectations of winning from their held-in memory at various times, not just at the end of a big win game. Even at these timings, the number of winning combinations in the pending memory and the value of the pending consecutive win notification display may be made different, as in the example.
[0307] Furthermore, the final variation animation is designed to make the final variation and the variations of the four reserved memories appear as if they were a single variation, and there is a possibility that there are multiple wins within the reserved memories. Therefore, in the final variation animation, if there are multiple wins within the reserved memories, a display indicating that there are multiple wins may be shown. For example, as shown in Figure 40(c), in addition to displaying the win video 743 showing that the karateka is able to break a rock and that it is a win, a display such as V×2 may be shown. Doing so can further enhance the interest in the final variation animation, and the reserved consecutive notification animation may be performed even in the first normal electric support state of "1 time", or if the reserved consecutive notification animation is performed during variation display, only the fact that there is a win within the reserved memories (for example, V×1) may be displayed in the reserved consecutive notification animation, and the value displayed in the reserved consecutive notification animation may increase in the final variation animation. Doing so can make the player interested in the final variation animation even when the reserved consecutive notification animation is displayed, thus enhancing the interest in the animation.
[0308] In this embodiment, a pending consecutive win notification effect is performed, and "V Release!!" is displayed when a win occurs. However, the timing of the "V Release!!" display can be at any point during the spin that results in a big win, and there may be multiple timings such as at the start of the spin, in the middle of the spin, when a reach occurs, when the big win effect symbols are displayed, or when the big win is confirmed. It may be a single predetermined timing, or it may be randomly selected from multiple timings. By setting a plurality of timings in this way, it is unpredictable when "V RELEASE!!" will be displayed, so that a player can expect that "V RELEASE!!" will not be displayed and develop interest in the variable display. Furthermore, in the case of a single predetermined timing, the player can develop interest in whether "V RELEASE!!" will be displayed at that timing. By making it highly likely that "V RELEASE!!" will be displayed in the first half of the variable display, it is possible to give the player a sense of relief when "V RELEASE!!" does not appear in the first half; and by making it highly likely that "V RELEASE!!" will be displayed in the second half, it is possible to sustain the player's expectation that "V RELEASE!!" will not appear for a longer time. The expression "highly likely" as used herein includes not only a case where there are a plurality of possible display timings and the probability is higher among the plurality of timings, but also a case where there is only one possible display timing and the probability at any other timing is 0%. The display timing may be based on a drawn variation pattern, or the display timing or likely display timing may be determined according to the type of ready-to-win displayed in a winning variation, the type of advance notice, the type of a plurality of different performance modes having different game performances, the game state, the number of variations, and the like. When the display timing is hard for a player to predict, such as based on a variation pattern as described above, the player cannot predict when the display will occur, and thus can play the game with a sense of tension until the end. When the display timing is determined based on the type of ready-to-win or the type of performance mode, the player can play the game while making predictions to a certain extent, thereby increasing interest in the performance. Furthermore, the timing at which "V RELEASE!!" may possibly be displayed may be notified. By notifying the display timing in this way, the player can enjoy the performance of whether the notification will occur at that timing. The notification may be performed by displaying an explanation at the start of variation or before variation, or by notifying that the current timing is the display timing when it is reached.
[0309] In the present embodiment, "V RELEASE!!" serving as a jackpot notification performance is displayed; however, the jackpot notification performance does not have to be displayed, and only the value displayed in the pending consecutive notice performance may be decreased during a winning variation. Even only decreasing the value allows the player to recognize that a jackpot will occur, and the player can expect that the value will not decrease.
[0310] Of course, the present invention can be implemented in various ways without departing from the gist of the present invention. For example, the present invention is a so-called Type 1 and Type 2 mixed machine in which a specific area is provided inside a large prize opening that opens during a small prize game, and when a game ball enters the large prize opening during a small prize game and passes through the specific area, it develops into a big prize game. However, it may also be a game machine that transitions to a probability variation game state, and as with this embodiment, it is sufficient if it can notify a win when there is a big win in the reserved memory. Furthermore, it may also be applied to a sealed type game machine in which the launched game balls are collected inside the game machine and launched again by a launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. [Explanation of symbols]
[0311] 1: Pachinko machine, 2: Game board, 20 game areas, 22: Standard electric mechanism, 23: First special symbol start port, 24: Second special symbol start port, 25: First major prize port, 26: Second major prize port, 262: Specific area, 281: First special symbol display device, 283: Second special symbol display device, 40: Main control device, 42: Sub-integrated control device, 46: Performance symbol display device
Claims
[Claim 1] A numerical data extraction means for extracting numerical data resulting from the entry of a game ball into the starting slot, A reserved storage means capable of storing the aforementioned numerical data as reserved storage up to a specified number, A means for determining whether or not to transition to a special game that is advantageous to the player based on the aforementioned numerical data, A special symbol display means that displays a special symbol indicating the result of the success or failure determination in a variable manner, and then displays the confirmed result to notify the result, A special game execution means that executes the special game based on the fact that the special symbols have stopped on a predetermined winning symbol, A numerical data verification means for verifying the numerical data before the correctness determination, Based on the verification results by the numerical data verification means, the system includes a reserved consecutive notification effect that announces during the special game that numerical data for the special game exists in the reserved memory, The aforementioned consecutive hold notification effect is, The aforementioned reserved memory can display the number of numerical data items that constitute a special game, and can continue to display them even after the special game has ended and the fluctuation display is performed thereafter. A gaming machine characterized in that, if there are at least multiple numerical data that constitute a special game, the number of numerical data that constitute a special game shown in the reserve consecutive notification effect may or may not be changed between the end of the special game and the start of the subsequent variation display and the stop of the winning symbols.
Citation Information
Patent Citations
Pachinko game machine
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