Game machine
Patent Information
- Application Number
- JP2021203049
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-12-15
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2041-12-15
AI Technical Summary
音信号)の出力によりスピーカ8L、8Rから音声や効果音を出力させること、ランプ制御基板14に対する指令(電飾信号)の出力により遊技効果ランプ9や装飾用LEDを点灯/消灯/点滅させることといった、飾り図柄の可変表示中における各種の演出制御を実行する。こうした演出制御を行った後、例えば演出制御パターンから飾り図柄の可変表示終了を示す終了コードが読み出されたこと、あるいは、主基板11から確定飾り図柄を停止表示させることを指定するコマンドを受信したことなどに対応して、飾り図柄の表示結果となる確定飾り図柄を停止表示させる。確定飾り図柄を停止表示したときには、演出プロセスフラグの値が“3”に更新され、可変表示中演出処理は終了する。
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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine capable of playing games.
Background Art
[0002] As a conventional gaming machine, a gaming machine that performs a countdown effect has been proposed. (For example, Patent Document 1)
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] If a count effect is performed and only a continuous notification of a special state is performed during a round effect that is performed thereafter, there is a risk that the payout speed of the game balls will increase and the probability of winning will be enhanced. In addition, since the count effect is a monotonous effect, it becomes boring, and there is room for improvement in the count effect.
[0005] Therefore, the present invention provides a gaming machine that suppresses the probability of winning and does not make the count effect monotonous.
Means for Solving the Problems
[0006] A gaming machine that can be controlled to an advantageous state advantageous to a player, comprising an effect execution means (for example, an effect control CPU 120, etc.) capable of executing an effect, after being controlled to the advantageous state, it can be controlled to a special state (for example, a high base state) that is more easily controlled to the advantageous state than the normal state, The advantageous state includes a first advantageous state (for example, minor win A shown in Figure 9-2) which is controlled to the advantageous state and then controlled to the special state, and a second advantageous state (for example, minor win B shown in Figure 9-2) which is controlled to the advantageous state and then not controlled to the special state. The aforementioned performance execution means is In the aforementioned special state, the first performance (for example, the default 3-count performance shown in Figure 9-24(A)) can be executed. In the aforementioned special state, a second performance (for example, the 3-count performance of the chance-up pattern shown in Figures 9-25(D) to 9-25(F)) can be performed, which has a higher probability of controlling the game to the first advantageous state than when the first performance is performed. During the first advantageous state, it is possible to execute an animation that notifies the player that the player will be controlled to the special state after the end of the first advantageous state, either in the following patterns: a normal pattern (for example, the animation shown in Figures 9-14(C) to 9-14(H) which notifies the player that the player will win a battle animation against an enemy character during a round and the time-saving state will continue), or a rescue pattern which is different from the normal pattern and first notifies the player that the player will not be controlled to the special state (for example, the animation shown in Figure 9-16(F) which notifies the player that the player will be controlled to the special state after the result display screen is shown), and then executes a rescue animation which notifies the player that the player will lose a battle animation against an enemy character, first display the result display screen, and then executes a rescue animation which notifies the player that the time-saving state will continue. During the second advantageous state, it is possible to perform an effect that notifies the player that the player will not be controlled to the special state after the end of the second advantageous state. When it is determined that the game will be controlled to the first advantageous state and the first performance is performed, the execution rate of the rescue pattern during the first advantageous state is higher than when it is determined that the game will be controlled to the first advantageous state and the second performance is performed. (As shown in Figure 9-3(D), the execution rate of the rescue performance after the default 3-count performance is higher than the execution rate of the rescue performance after the 3-count performance with a chance-up.) It is characterized by the following.
[0007] Based on these characteristics, by executing a first sequence where it is uncertain whether the game will be controlled to a favorable state and a second sequence where it is certain that the game will be controlled to a favorable state, the sequence structure is simplified and lighthearted. At the same time, by making the occurrence rate of rescue patterns from the first sequence higher than that from the second sequence, the appearance of the first and second sequences is maintained, the period from one favorable state to the next favorable state can be extended, and the element of gambling can be suppressed. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the pachinko game machine in this embodiment. [Figure 2] This is a diagram showing the various control boards and other components installed in a pachinko gaming machine. [Figure 3] This flowchart shows an example of the main game control process. [Figure 4] This flowchart shows an example of timer interrupt processing for game control. [Figure 5] This is a flowchart showing an example of the special pattern processing. [Figure 6] This is a flowchart showing an example of the main processing for controlling the visual effects. [Figure 7] This flowchart shows an example of the performance control process. [Figure 8-1] This is a front view of the pachinko game machine in feature section 010IW. [Figure 8-2] This is an explanatory diagram showing an example of the configuration of the special variable prize ball device in feature section 010IW. [Figure 8-3] This is a configuration diagram showing various control boards and other components in feature section 010IW. [Figure 8-4] This is an explanatory diagram showing examples of a jackpot determination table and a minor jackpot determination table. [Figure 8-5] This is an explanatory diagram showing the tables for determining the type of big win and the type of small win. [Figure 8-6] This is an explanatory diagram to show the opening patterns for minor wins. [Figure 8-7] It is an explanatory diagram showing a specific example of a variation pattern table in the feature section 010IW. [Figure 8-8] It is an explanatory diagram showing an example of the content of a production control command. [Figure 8-9] It is an explanatory diagram showing an example of the content of a production control command. [Figure 8-10] It is a flowchart showing an example of a special symbol process in the feature section 010IW. [Figure 8-11] It is a flowchart showing a start winning determination process. [Figure 8-12] It is a flowchart showing a special symbol normal process. [Figure 8-13] It is a flowchart showing a variation pattern setting process. [Figure 8-14] It is a flowchart showing a special symbol variation process. [Figure 8-15] It is a flowchart showing a special symbol stop process. <新 [Figure 8-16] It is a flowchart showing a process before small win release. [Figure 8-17] It is a flowchart showing a process during small win release. [Figure 8-18] It is a flowchart showing a process after small win closure. [Figure 8-19] It is a flowchart showing a process at the end of a big win. [Figure 8-20] It is a state transition diagram for explaining the state transition in the feature section 010IW. [Figure 8-21] It is a flowchart showing a specific example of command analysis processing. [Figure 8-22] It is a flowchart showing a specific example of command analysis processing. [Figure 8-23] It is a flowchart showing a specific example of command analysis processing. [Figure 8-24] It is a flowchart showing a variable display start setting process. [Figure 8-25] It is a flowchart showing a production process during variable display. [Figure 8-26]This is a flowchart showing the process of waiting for a special symbol to hit. [Figure 8-27] This is an explanatory diagram for illustrating the performance patterns when the system is controlled to a special performance mode in the first high base state. [Figure 8-28] This is an explanatory diagram for illustrating the performance patterns when the game is controlled to a specific performance mode in the second high base state. [Figure 8-29] This is an explanatory diagram for illustrating the performance patterns when the game is controlled to a specific performance mode in the second high base state. [Figure 8-30] This is an explanatory diagram for illustrating the performance patterns when the game is controlled to a specific performance mode in the second high base state. [Figure 8-31] This is an explanatory diagram illustrating the presentation patterns when a minor win B occurs during the second high base state. [Figure 8-32] This is an explanatory diagram illustrating the presentation patterns when a minor win B occurs during the second high base state. [Figure 8-33] This is an explanatory diagram for describing the presentation patterns when a small win A occurs during the second high base state, and the presentation switches from a specific presentation mode to a special presentation mode. [Figure 8-34] This is an explanatory diagram for describing the presentation patterns when a small win A occurs during the second high base state, and the presentation switches from a specific presentation mode to a special presentation mode. [Figure 8-35] This is an explanatory diagram to describe the presentation when a minor win B occurs during the second high base state, and there are any big wins or minor win A symbols among the remaining reserved symbols at the start of the minor win B variation. [Figure 8-36] This is an explanatory diagram to describe the presentation when a minor win B occurs during the second high base state, and there are any big wins or minor win A symbols among the remaining reserved symbols at the start of the minor win B variation. [Figure 8-37] This is an explanatory diagram to describe the presentation patterns when, during the second high base state, a minor win B occurs, and after the minor win B variation begins, remaining reserves that result in a major win or minor win A occur. [Figure 8-38]This is an explanatory diagram to describe the presentation patterns when, during the second high base state, a minor win B occurs, and after the minor win B variation begins, remaining reserves that result in a major win or minor win A occur. [Figure 8-39] This is an explanatory diagram to describe the presentation patterns when the remaining reserved balls after the first high base state ends result in a big win or a small win. [Figure 8-40] This is an explanatory diagram to describe the presentation patterns when the remaining reserved balls after the first high base state ends result in a big win or a small win. [Figure 9-1] This is an explanatory diagram showing a table of the jackpot determination values for the first special symbol and the second special symbol, and the minor win determination values for the second special symbol, in the pachinko machine 1, which is part of the feature section 1144SKY~1148SKY. [Figure 9-2] This is an explanatory diagram showing a table that displays the determination values for the types of big wins and small wins in the pachinko machine 1, as shown in feature section 1144SKY~1148SKY. [Figure 9-3] This is an explanatory diagram showing a table illustrating the variation patterns when the first and second special symbols are displayed in a variable manner. [Figure 9-4] This is an explanatory diagram showing an example of the content of a performance control command sent to the performance control CPU 120. [Figure 9-5] This is an explanatory diagram showing an example of the content of a performance control command sent to the performance control CPU 120. [Figure 9-6] This flowchart shows an example of the special pattern processing in feature sections 1144SKY to 1148SKY. [Figure 9-7] Flowchart of the start-up prize determination process (step 010IWS101). [Figure 9-8] This is a flowchart showing the process for setting the variation pattern. [Figure 9-9] This is a flowchart showing the process for stopping special symbols. [Figure 9-10] This is a flowchart showing the post-minor win closing process. [Figure 9-11] This is a flowchart showing the process for ending a jackpot. [Figure 9-12]This is an explanatory diagram illustrating an example of the animation when the Super Reach α animation is performed after the variable display of decorative symbols enters a reach state in the normal state. [Figure 9-13] This is an explanatory diagram illustrating an example of the sequence of events that occurs when the game is controlled to a high base state, a game ball enters the second starting prize slot, a variable display is executed, and then the game is controlled to a minor win state. [Figure 9-14] This is an explanatory diagram illustrating an example of the animation when the game is controlled to a minor win state in a high base state and the special prize entry point is opened. [Figure 9-15] This is an explanatory diagram showing an example of the animation when the "Bow and Arrow Chance" animation is performed. [Figure 9-16] This is an explanatory diagram illustrating an example of the sequence of events leading up to the execution of a relief sequence, which is triggered based on the receipt of a variation pattern command corresponding to variation pattern PE1-3. [Figure 9-17] This is an explanatory diagram comparing the case where the 3-count animation is performed and the case where the bow and arrow chance is performed. [Figure 9-18] This is an explanatory diagram showing the timing of the definitive notification during the 3-count sequence when the game is controlled to a jackpot state that grants a high base state. [Figure 9-19] This is an explanatory diagram showing the pattern in which the decorative symbol "666" is displayed as the result of a jackpot in the normal state. [Figure 9-20] This is an explanatory diagram showing the pattern in which the decorative symbol "666" is displayed as the result of a jackpot in a high base state. [Figure 9-21] This is an explanatory diagram illustrating the different output sounds depending on the number when the decorative symbol "666" is displayed as a jackpot result in a high base state. [Figure 9-22] This is an explanatory diagram showing a comparison of the enlargement period of decorative patterns in the normal state and the high base state. [Figure 9-23] This is an explanatory diagram showing a comparison of the period before the enlarged display of decorative symbols in the normal state and the high base state. [Figure 9-24] This is an explanatory diagram showing the duration and changes in the presentation style of the 3-count effect. [Figure 9-25] This is an explanatory diagram showing the patterns for the 3-count effect. [Figure 9-26] This is an explanatory diagram showing a table of selection patterns for the 3-count effect. [Figure 9-27] This is an explanatory diagram showing the gathering animation, which, when executed after a 3-count animation, controls the game to a jackpot state and guarantees the continuation of a high base state. [Modes for carrying out the invention]
[0009] (Feature section 1144 SKY form) The gaming machine of form 1-1 is, A gaming machine that can be controlled to enter a favorable state (jackpot state) that is advantageous to the player, It is equipped with a means for executing effects (for example, a CPU 120 for effect control), After being controlled to the aforementioned advantageous state, it is possible to control it to a special state (e.g., a high base state) that is more easily controlled to the aforementioned advantageous state than the normal state. The advantageous state includes a first advantageous state (for example, minor win A shown in Figure 9-2) which is controlled to the advantageous state and then controlled to the special state, and a second advantageous state (for example, minor win B shown in Figure 9-2) which is controlled to the advantageous state and then not controlled to the special state. The aforementioned performance execution means is In the aforementioned special state, the first performance (the 3-count performance shown in Figures 9-13(C) to 9-13(E)) can be executed. In the aforementioned special state, the second performance (the bow and arrow chance shown in Figures 9-15(A) to 9-15(D)) can be performed. If it is determined that the state will be controlled to the first advantageous state in the aforementioned special state, then either the first performance or the second performance can be executed. If it is determined that the state will be controlled to the second advantageous state in the aforementioned special state, the second performance can be executed, but the first performance cannot be executed. In the aforementioned special state, if it is decided not to control either the first advantageous state or the second advantageous state, the first performance can be executed, but the second performance cannot be executed. In the aforementioned special state, if it is determined that the game will be controlled to the first advantageous state, the second performance will have a higher execution rate than the first performance (in the variation pattern selection ratio shown in Figure 9-3(D), the rate at which minor win A is executed is higher for PC3-2 than for PC3-6). It is characterized by the following.
[0010] These characteristics mean that the notification after the first performance is more likely to announce that the game will continue, which increases the opportunities to excite the player and heightens the sense of anticipation about whether the special state will continue after the advantageous state ends.
[0011] The gaming machine of form 1-2 is the gaming machine described in form 1-1. After the first performance, a notification performance can be executed, and in the notification performance, there are multiple periods for notifying whether the special state will continue, and the period for notifying that the special state will continue is the first notification period (for example, as shown in Figures 9-14(C) to 9-14(H), which indicates that victory was achieved in Figure 9-14(G), and the period for notifying that the continuation is confirmed) and the second notification period which is performed before the first notification period (for example, as shown in Figures 9-16(A) to 9-16(C), which indicates that victory was achieved in Figure 9-16(C)) This indicates that there is a period in which the continuation is confirmed and announced, and a third announcement period in which, after announcing that the special state will not continue during the announcement performance, the continuation is confirmed as a rescue performance (for example, as shown in Figures 9-16(D) to 9-16(G), after announcing a losing result in Figure 9-16(F), the period in Figure 9-16(G) in which the continuation of the special state is confirmed), and when the special state continues, the proportion of announcements confirming continuation is given in the third announcement period rather than the second announcement period. It is characterized by the following.
[0012] These characteristics mean that the continuation of the game is more likely to be announced in the latter half of the notification sequence, which helps players maintain a sense of anticipation until the very end of the notification sequence.
[0013] The gaming machine of form 1-3 is the gaming machine described in form 1-1, The execution period of the first performance (for example, the countdown performance shown in Figures 9-13(C) to (E)) consists of at least a first period (for example, the part that displays the count "3" as shown in Figure 9-13(C)), a second period that follows the first period (for example, the part that displays the count "2" as shown in Figure 9-13(D)), and a third period that follows the second period (for example, the part that displays the count "1" as shown in Figure 9-13(E)). The execution period from the first to the third period can be in a normal mode (for example, the case of a 3-count performance with an execution period of 6000ms as shown in Figure 9-17) or in a special mode with a longer execution period than the normal mode (for example, the case of a 3-count performance with an execution period of 10000ms, although this is not shown in the figure). The advantageous state is more easily controlled when the special mode is executed than when the normal mode is executed. It is characterized by the following.
[0014] These characteristics allow the first presentation to capture the player's attention more effectively than a typical first presentation.
[0015] The gaming machine of form 1-4 is a modified version of form 1-1. In the performance when a special state (e.g., a high base state) continues, there are notification performances that can be executed after the first performance (e.g., a performance that notifies that the high base state will continue in the next performance, as shown in Figure 9-14), a second performance (e.g., the bow and arrow chance shown in Figure 9-15), and a third performance that can be executed after the first performance (e.g., a gathering performance that is executed during the "Aim for V period" shown in Figure 9-27, which, when executed, indicates the next high base state), and the notification performance has a higher execution rate than the second and third performances. It is characterized by the following.
[0016] These characteristics allow for increasing the number of animation patterns that confirm a special state, thereby reassuring players. Furthermore, by making the most frequent animation pattern that announces continuation, it's possible to keep players entertained by building anticipation about whether the next special state will be controlled to the normal state or continue.
[0017] A gaming machine of form 1-5 is a gaming machine described in any of forms 1-1 to 1-4, The execution period of the second effect (for example, the bow and arrow chance shown in Figure 9-15) is longer than the execution period of the first effect (for example, the 3-count effect shown in Figures 9-13(C) to 9-13(E)). It is characterized by the following.
[0018] With these characteristics, the second performance can be controlled to an advantageous state or displayed in a variable state again in a special state. Therefore, even if the second performance is executed, it will not be controlled to the normal state, allowing the player to build anticipation for being controlled to an advantageous state over time, thereby increasing the player's excitement.
[0019] (SKY1145SKY form) Gaming machine of form 2-1, A gaming machine that can be controlled to create a favorable state for the player, It is equipped with a means for executing effects (for example, a CPU 120 for effect control), After being controlled to the aforementioned advantageous state, it is possible to control it to a special state (e.g., a high base state) that is more easily controlled to the aforementioned advantageous state than the normal state. The advantageous state includes a first advantageous state (for example, minor win A shown in Figure 9-2) which is controlled to the advantageous state and then controlled to the special state, and a second advantageous state (for example, minor win B shown in Figure 9-2) which is controlled to the advantageous state and then not controlled to the special state. The aforementioned performance execution means is In the aforementioned special state, the first performance (for example, the default 3-count performance shown in Figure 9-24(A)) can be executed. In the aforementioned special state, a second performance (for example, the 3-count performance of the chance-up pattern shown in Figures 9-25(D) to 9-25(F)) can be performed, which has a higher probability of controlling the game to the first advantageous state than when the first performance is performed. During the first advantageous state, it is possible to execute an animation that notifies the player that the player will be controlled to the special state after the end of the first advantageous state, either in the following patterns: a normal pattern (for example, the animation shown in Figures 9-14(C) to 9-14(H) which notifies the player that the player will win a battle animation against an enemy character during a round and the time-saving state will continue), or a rescue pattern which is different from the normal pattern and first notifies the player that the player will not be controlled to the special state (for example, the animation shown in Figure 9-16(F) which notifies the player that the player will be controlled to the special state after the result display screen is shown), and then executes a rescue animation which notifies the player that the player will lose a battle animation against an enemy character, first display the result display screen, and then executes a rescue animation which notifies the player that the time-saving state will continue. During the second advantageous state, it is possible to perform an effect that notifies the player that the player will not be controlled to the special state after the end of the second advantageous state. When it is determined that the game will be controlled to the first advantageous state and the first performance is performed, the execution rate of the rescue pattern during the first advantageous state is higher than when it is determined that the game will be controlled to the first advantageous state and the second performance is performed. (For example, as shown in Figure 9-3(D), the execution rate of the rescue performance after the default 3-count performance is higher than the execution rate of the rescue performance after the 3-count performance with a chance-up.) It is characterized by the following.
[0020] Based on these characteristics, by executing a first sequence where it is uncertain whether the game will be controlled to a favorable state and a second sequence where it is certain that the game will be controlled to a favorable state, the sequence structure is simplified and lighthearted. At the same time, by making the occurrence rate of rescue patterns from the first sequence higher than that from the second sequence, the appearance of the first and second sequences is maintained, the period from one favorable state to the next favorable state can be extended, and the element of gambling can be suppressed.
[0021] The gaming machine of form 2-2 is the gaming machine described in form 2-1, If, after initially notifying that the game will not be controlled to the special state, the probability of executing the first performance (for example, the performance pattern that notifies that the game will be controlled to the special state, as shown in Figures 9-14(C) to 9-14(G)) is higher than the probability of executing the relief pattern that notifies that the game will be controlled to the special state (for example, the performance pattern that shows the round performance after the 3-count performance as shown in Figures 9-16(D) to 9-16(G) and then displays the word "Blessing" to notify that the high base state will continue), It is characterized by the following.
[0022] These characteristics allow for adjustment of the presentation time and suppress the element of gambling by selecting multiple patterns while emphasizing the speed of payouts, even as the number of times the game is controlled to an advantageous state increases.
[0023] The gaming machine of form 2-3 is the gaming machine described in forms 2-1 to 2-2, The probability of executing the first pattern (for example, the pattern that notifies that the high base state will continue during the round performance after the 3-count performance, as shown in Figures 9-14(C) to 9-14(G)) being higher than the second pattern (for example, the performance pattern that notifies that the high base state will continue during the round performance after the 3-count performance, as shown in Figure 9-24(B)), It is characterized by the following.
[0024] These characteristics allow the payout speed when the game is controlled to be advantageous to be emphasized to the player.
[0025] (SKY1146SKY form) Gaming machine of form 3-1, A gaming machine that can display a variable value and control the game to a state that is advantageous to the player (for example, a jackpot state), Equipped with display means, It is controllable between a normal state and a special state (for example, a time-saving state) that is more easily controlled to the advantageous state than the normal state. In the special state, the variable display time of the variable display that is determined to be controlled to the advantageous state (for example, the 7000ms variation period of the time-saving state shown in Figure 9-22) is shorter than the variable display time of the variable display that is determined to be controlled to the advantageous state in the normal state (for example, the 200000ms variation period of the normal state shown in Figure 9-22). The aforementioned display means is During the variable display in the normal state in which it has been determined to be controlled to the advantageous state, it is possible to enlarge the decorative identification information over a first period in a manner that indicates that it is controlled to the advantageous state (for example, the period during which the decorative pattern of the time chart T3 in the normal state is at its maximum enlargement, as shown in Figure 9-23). In the special state, during a variable display that has been determined to be controlled to the advantageous state, it is possible to enlarge the decorative identification information in a manner that indicates that it will be controlled to the advantageous state for a second period longer than the first period (for example, the period during which the decorative symbols of the time chart T9 in the time-saving state shown in Figure 9-23 are at their maximum enlargement), and during the second period, it is possible to enlarge the decorative identification information with special actions that are not accompanied when the decorative identification information is enlarged during a variable display that has been determined to be controlled to the advantageous state in the normal state (for example, as shown in Figure 9-20(B), it represents a state in which the symbols are vibrating when they are enlarged). It is characterized by the following.
[0026] Given these characteristics, in special states with short fluctuation times, it is easy to control the game into a favorable state, so there is no need to use decorative identification information to excite the player. However, to emphasize that the game is controlled into a favorable state, the decorative identification information can be enlarged for a longer period of time and vibrated to highlight the information to the player.
[0027] The gaming machine of form 3-2 is the gaming machine described in form 3-1, The display positions of the decorative identification information displayed when notifying that the game is controlled to a jackpot state in the normal state (for example, as shown in Figure 9-19(C), the left, center, and right decorative symbols are enlarged at equal intervals) are different from the display positions of the decorative identification information displayed when notifying that the game is controlled to a jackpot state in the special state (for example, as shown in Figure 9-20(B), the left, center, and right decorative symbols are enlarged while overlapping). It is characterized by the following.
[0028] These features allow for the display of decorative identification information to be emphasized to the player.
[0029] The gaming machine of form 3-3 is the gaming machine described in form 3-1 and form 3-2, In special conditions (for example, a time-saving state), when enlarging the decorative identification information from the period before the decorative pattern is enlarged, vibration is displayed (for example, when enlarging the display, vibration or shaking motion is displayed as shown in Figure 9-20(C)). It is characterized by the following.
[0030] These features allow for the display of decorative identification information to be emphasized to the player.
[0031] The gaming machine of form 3-4 is the gaming machine described in forms 3-1 to 3-3, The display patterns of decorative identification information shown when controlled to the normal state (for example, the decorative patterns depicting ally characters shown in Figures 9-19(A) to 9-19(F)) and the display patterns of decorative identification information shown when controlled to the special state (for example, the decorative patterns without ally characters shown in Figures 9-20(A) to 9-20(F)) share at least some common display patterns (the numerical form of the decorative patterns is common). It is characterized by the following.
[0032] These features make it easier for players to see the decorative identification information when it is highlighted in special conditions.
[0033] (SKY1147SKY form) The gaming machine of form 4-1 is, A gaming machine that can display a variable value and control the game to a state that is advantageous to the player (for example, a jackpot state), Equipped with display means, It is controllable between a normal state and a special state (for example, a time-saving state) that is more easily controlled to the advantageous state than the normal state. In the special state, the variable display time of the variable display that is determined to be controlled to the advantageous state (for example, the 7000ms variation period of the time-saving state shown in Figure 9-22) is shorter than the variable display time of the variable display that is determined to be controlled to the advantageous state in the normal state (for example, the 200000ms variation period of the normal state shown in Figure 9-22). The aforementioned display means is During the variable display in the normal state in which it has been determined to be controlled to the advantageous state, it is possible to enlarge the decorative identification information in a manner that notifies that it has been controlled to the advantageous state, and after the period from the start of the enlarged display to the pre-enlarged display period of the first period (for example, the period from T1 to T2 of the normal state time chart shown in Figure 9-23), it is possible to enlarge the decorative identification information to its maximum size (for example, the period from T3 of the normal state time chart shown in Figure 9-23). During the variable display in the special state in which it has been determined to be controlled to the advantageous state, it is possible to enlarge the decorative identification information in a manner that notifies that it will be controlled to the advantageous state, and after a pre-enlargement period of a second period shorter than the first period from the start of the enlargement display (for example, the period T2 of the normal state and the period T8 of the special state which is shorter than T2 as shown in Figure 9-23), it is possible to enlarge the decorative identification information to its maximum size. It is characterized by the following.
[0034] These characteristics mean that in special states, the probability of being controlled to an advantageous state is high, and by shortening the period before highlighting decorative identification information, it is possible to prevent the performance effect from being diminished.
[0035] Form 4-2 is a gaming machine as described in Form 4-1, The decorative identification information includes a first decorative identification information (for example, "6" located on the left side of the three decorative patterns as shown in Figure 9-19(A)), a second decorative identification information (for example, "6" located on the right side of the three decorative patterns as shown in Figure 9-19(A)), and a third decorative identification information located between the first and second decorative identification information (for example, "6" located in the middle of the three decorative patterns as shown in Figure 9-19(A)). In the normal state, when the decorative identification information is enlarged, the third decorative identification information is displayed in a way that it is partially obscured by the display means, while in the special state, when the decorative identification information is enlarged, the third decorative identification information is displayed in a way that it is not partially obscured. It is characterized by the following.
[0036] These features make it easier for players to see the decorative identification information when it is highlighted in special conditions.
[0037] (SKY1148SKY form) Gaming machine of form 5-1, A gaming machine that can be controlled to enter a favorable state for the player (for example, a jackpot state), It is equipped with a means for executing effects (for example, a CPU 120 for effect control), The aforementioned performance execution means is It is possible to execute a specific performance (the 3-count performance shown in Figure 9-24(A)) that is capable of notifying that the system is controlled to the advantageous state, and which consists of at least a first period (for example, a period in which the count "3" is displayed as shown in Figure 9-24(A)), a second period executed after the first period (for example, a period in which the count "2" is displayed as shown in Figure 9-24(A)), and a third period executed after the second specific period (for example, a period in which the count "1" is displayed as shown in Figure 9-24(A)), and which is capable of notifying that the system is controlled to the advantageous state, The aforementioned advantageous state includes a first advantageous state (for example, minor win A shown in Figure 9-2) and a second advantageous state with a lower degree of advantage than the first advantageous state (for example, minor win B shown in Figure 9-2). The aforementioned specific performance includes a normal mode and a specific mode (for example, a time-saving mode) in which the expectation of being controlled to the first advantageous state is higher than that of the normal mode. When it is determined that the system will be controlled to the first advantageous state, the execution pattern of the specific performance includes a first execution pattern in which the specific form is used during the first period and also during the second and third periods (for example, a chance-up pattern in which the background and number colors are displayed in a different manner from the default pattern in Figures 9-25(A) to 9-25(C) in "San," "Ni," and "Ichi" as shown in Figures 9-25(D) to 9-25(F)), and a second execution pattern in which the normal form is used during the first and second periods and the specific form is used during the third period (for example, a pattern in which the performance changes to a chance-up form different from the default during the "Ichi" period of "San," "Ni," and "Ichi" as shown in Figures 9-25(J) to 9-25(L)). If it is determined that the system will be controlled to the first favorable state, the second execution pattern will have a higher execution rate than the first execution pattern. It is characterized by the following.
[0038] Based on these characteristics, by increasing the rate at which a specific effect changes to a specific form in the third period compared to the first period, it is possible to keep the player's attention until the latter half of the specific effect.
[0039] Form 5-2 is a gaming machine as described in Form 5-1, In a specific presentation (for example, the 3-count presentation shown in Figure 9-24(A)), the proportion of times the specific pattern occurs is higher in the first period (for example, the period showing the count "3" as shown in Figure 9-24(A)) and the third period (for example, the period showing the count "1" as shown in Figure 9-24(A)) than in the second period (for example, the period showing the count "2" as shown in Figure 9-24(A)). It is characterized by the following.
[0040] These characteristics make it possible to enhance specific performances.
[0041] (Basic explanation) First, we will explain the basic configuration and control of Pachinko Gaming Machine 1 (which is also the configuration and control of a typical Pachinko Gaming Machine).
[0042] (Configuration of Pachinko Game Machine 1, etc.) Figure 1 is a front view of the pachinko game machine 1, showing the layout of its main components. The pachinko game machine (game machine) 1 is broadly composed of a game board (gauge board) 2 that constitutes the game surface, and a game machine frame (frame) 3 that supports and fixes the game board 2. A game area is formed on the game board 2, and game balls, which serve as the game medium, are launched from a predetermined ball launching device and fired into this game area.
[0043] A first special symbol display device 4A and a second special symbol display device 4B are provided at a predetermined position on the game board 2 (to the right of the game area in the example shown in Figure 1) to perform a variable display (also called a special symbol game) of multiple types of special identification information, special symbols (also called special symbols). These each consist of 7-segment LEDs or the like. Special symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Special symbols may also include patterns in which all LEDs are turned off.
[0044] The "variable display" of special symbols refers to, for example, the display of multiple types of special symbols in a variable manner (the same applies to other symbols described later). Variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / shrinking one or more symbols. In the variation of special symbols and the regular symbols described later, multiple types of special symbols or regular symbols are displayed in an updated manner. In the variation of decorative symbols described later, multiple types of decorative symbols are displayed in a scrolling or updated manner, or one or more decorative symbols are transformed or enlarged / shrinked. Variations also include the display of a symbol blinking. At the end of the variable display, a predetermined special symbol is displayed as a stopped display (also called derivation or derivation display, etc.) (the same applies to the variable display of other symbols described later). Variable display may also be expressed as variable display or simply variable.
[0045] Furthermore, the special symbols that are variably displayed in the first special symbol display device 4A are also called "first special symbols," and the special symbols that are variably displayed in the second special symbol display device 4B are also called "second special symbols." In addition, a special symbol game using the first special symbols is called a "first special symbol game," and a special symbol game using the second special symbols is also called a "second special symbol game." Furthermore, there may be only one type of special symbol display device that performs the variable display of special symbols.
[0046] An image display device 5 is provided near the center of the game area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display) or an organic EL (electroluminescence) and displays various visual effects. The image display device 5 may also consist of a projector and a screen. Various visual effects are displayed on the image display device 5.
[0047] For example, on the screen of the image display device 5, a variable display of decorative symbols (such as symbols showing numbers) that are different from special symbols, is performed in synchronization with the first special symbol game and the second special symbol game. Here, in synchronization with the first or second special symbol game, the decorative symbols are displayed variably (for example, by scrolling up and down or updating) in the left, middle, and right decorative symbol display areas 5L, 5C, and 5R, respectively. Note that the special symbol game and the variable display of decorative symbols that are executed in synchronization are collectively referred to simply as variable display.
[0048] The screen of the image display device 5 may be provided with display areas for displaying pending displays corresponding to variable displays whose execution is currently suspended, and active displays corresponding to variable displays that are currently running. The pending displays and active displays are collectively referred to as variable display-compatible displays corresponding to variable displays.
[0049] The number of variable displays that are being held in reserve is also called the reserved memory count. The reserved memory count corresponding to the first special feature game is called the first reserved memory count, and the reserved memory count corresponding to the second special feature game is called the second reserved memory count. The sum of the first reserved memory count and the second reserved memory count is also called the total reserved memory count.
[0050] Furthermore, a first reserve indicator 25A and a second reserve indicator 25B, each composed of multiple LEDs, are provided at predetermined positions on the game board 2. The first reserve indicator 25A displays the first reserve memory count based on the number of lit LEDs, and the second reserve indicator 25B displays the second reserve memory count based on the number of lit LEDs.
[0051] Below the image display device 5, a prize ball device 6A and a variable prize ball device 6B are provided.
[0052] The prize ball entry device 6A forms a first starting prize entry opening that is kept in a constant open state, allowing game balls to enter at all times, for example, by a predetermined ball receiving member. When a game ball enters the first starting prize entry opening, a predetermined number of prize balls (for example, 3) are dispensed, and the first special game may be started.
[0053] The variable prize ball device 6B (ordinary electric mechanism) forms a second starting prize opening that changes between a closed state and an open state by a solenoid 81 (see Figure 2). The variable prize ball device 6B includes, for example, an electric tulip-type mechanism having a pair of movable wing pieces. When the solenoid 81 is in the off state, the movable wing pieces are in a vertical position, so the tips of the movable wing pieces are close to the prize ball device 6A, resulting in a closed state where game balls cannot enter the second starting prize opening (also said to be the second starting prize opening being in the closed state). On the other hand, when the solenoid 81 is in the on state, the movable wing pieces of the variable prize ball device 6B are in a tilted position, resulting in an open state where game balls can enter the second starting prize opening (also said to be the second starting prize opening being in the open state). When a game ball enters the second starting prize opening, a predetermined number of prize balls (for example, 3) are dispensed, and the second special game may be started. Furthermore, the variable prize ball device 6B only needs to be capable of changing between a closed state and an open state, and is not limited to being equipped with an electric tulip-shaped mechanism.
[0054] General prize slots 10 are provided at predetermined locations on the game board 2 (four locations on the left, right, and lower sides of the game area in the example shown in Figure 1), which are kept in a constant open state by predetermined ball receiving members. In this case, when a ball enters any of the general prize slots 10, a predetermined number of game balls (for example, 10 balls) are dispensed as prize balls.
[0055] Below the prize ball device 6A and the variable prize ball device 6B, a special variable prize ball device 7 is provided, which has a large prize opening. The special variable prize ball device 7 is equipped with a large prize opening door that is opened and closed by a solenoid 82 (see Figure 2), and the large prize opening door forms a large prize opening as a specific region that changes between an open state and a closed state.
[0056] For example, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door (for the special electric mechanism) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable prize ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0057] When a game ball enters the large prize slot, a predetermined number of game balls (for example, 14) are dispensed as prize balls. When a game ball enters the large prize slot, more prize balls are dispensed than when a game ball enters, for example, the first starting prize slot, the second starting prize slot, or the general prize slot 10.
[0058] When a game ball enters any of the prize-winning slots, including the general prize-winning slot 10, it is also called "winning a prize." In particular, when a ball enters the starting slots (first starting prize-winning slot, second starting prize-winning slot), it is also called a starting prize.
[0059] A regular symbol display unit 20 is provided at a predetermined position on the game board 2 (on the left side of the game area in the example shown in Figure 1). For example, the regular symbol display unit 20 consists of a 7-segment LED and performs a variable display of regular symbols as multiple types of regular identification information distinct from special symbols. Regular symbols are represented by lighting patterns such as numbers "0" to "9" or "-". Regular symbols may also include a pattern in which all LEDs are turned off. Such a variable display of regular symbols is also called a regular symbol game.
[0060] To the left of the image display device 5, there is a passage gate 41 through which game balls can pass. Based on the fact that a game ball has passed through the passage gate 41, the regular game is executed.
[0061] Above the regular symbol display unit 20, a regular symbol hold indicator unit 25C is provided. The regular symbol hold indicator unit 25C is composed of, for example, four LEDs and displays the number of regular symbol hold memories, which is the number of regular symbol games whose execution is pending, by the number of lit LEDs.
[0062] In addition to the above configuration, the surface of the game board 2 is equipped with windmills and numerous obstacle pins that change the direction and speed of the game balls. At the very bottom of the game area is an outlet where game balls that do not enter any of the winning pockets are collected.
[0063] Speakers 8L and 8R for playing and outputting sound effects are provided at the upper left and right positions of the gaming machine frame 3, and a game effect lamp 9 for game effects is provided around the gaming area. The game effect lamp 9 is composed of LEDs.
[0064] A movable body 32 that operates in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in Figure 1).
[0065] A ball-launching handle (operating knob) 30 is provided at the lower right position of the gaming machine frame 3, which is operated by the player or others to launch the game balls towards the game area using a ball-launching device.
[0066] A ball supply tray (upper tray) is provided at a predetermined position on the gaming machine frame 3 below the gaming area, which holds (stores) the game balls dispensed as prize balls and the game balls dispensed by a predetermined ball dispenser so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0067] A stick controller 31A, which can be grasped and tilted by the player, is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is equipped with a trigger button that can be pressed by the player. Operations on the stick controller 31A are detected by the controller sensor unit 35A (see Figure 2).
[0068] A push button 31B is provided at a predetermined position on the gaming machine frame 3 below the gaming area, allowing the player to perform predetermined instruction operations by pressing it. Operations on the push button 31B are detected by a push sensor 35B (see Figure 2).
[0069] In the pachinko game machine 1, a stick controller 31A and a push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but other detection means may also be provided.
[0070] (Outline of how the game progresses) The player rotates the ball-shooting handle 30 on the pachinko machine 1, launching the game ball towards the game area. When the game ball passes through the passage gate 41, the regular symbol game is started using the regular symbol display 20. If the game ball passes through the passage gate 41 during the execution of the previous regular symbol game (i.e., the game ball passes through the passage gate 41 but the regular symbol game based on that passage cannot be immediately executed), the regular symbol game based on that passage is held up to a predetermined upper limit (for example, 4).
[0071] In this regular symbol game, if a specific regular symbol (regular symbol winning symbol) stops and is displayed, the display result for the regular symbol will be "Regular Symbol Win". On the other hand, if a regular symbol other than the regular symbol winning symbol (regular symbol losing symbol) stops and is displayed as a confirmed regular symbol, the display result for the regular symbol will be "Regular Symbol Loss". When "Regular Symbol Win" occurs, an opening control is performed that keeps the variable prize ball device 6B open for a predetermined period of time (the second starting prize entry point becomes open).
[0072] When a game ball enters the first starting prize entry opening formed in the prize ball entry device 6A, the first special symbol game is started by the first special symbol display device 4A.
[0073] When a game ball enters the second starting prize entry opening formed in the variable prize ball entry device 6B, the second special symbol game is started by the second special symbol display device 4B.
[0074] Furthermore, if a game ball enters (wins) the starting entry point during the execution of a special feature game, or during the period when the game is controlled to be in a jackpot game state or a minor jackpot game state as described later (i.e., a starting entry occurs, but the special feature game based on that entry cannot be executed immediately), the execution of the special feature game based on that entry will be suspended until a predetermined upper limit (for example, 4) is reached.
[0075] In the special feature game, if a specific special symbol (a winning symbol, for example, "7," although the actual symbol will differ depending on the type of win described later) stops and is displayed as a confirmed special symbol, it is a "jackpot." If a predetermined special symbol different from the jackpot symbol (a minor win symbol, for example, "2") stops and is displayed, it is a "minor win." Also, if a special symbol different from the jackpot or minor win symbol (a losing symbol, for example, "-") stops and is displayed, it is a "miss."
[0076] After the display result in the special game is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result in the special game is "Minor Win," the game is controlled to a minor win state.
[0077] In a jackpot state, the large prize slot formed by the special variable prize ball device 7 opens in a predetermined manner. This open state continues until the earlier of the following two timings: the elapsed time of a predetermined period (for example, 29 seconds or 1.8 seconds) or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 9 balls). The predetermined period is the maximum period for which the large prize slot can be opened in one round, and is hereinafter also referred to as the maximum opening period. One cycle in which the large prize slot is open in this manner is called a round (round game). In a jackpot state, the round can be repeated until it reaches a predetermined maximum number of times (15 times or 2 times).
[0078] In a jackpot state, players can win prize balls by getting them into the jackpot slot. Therefore, a jackpot state is advantageous for the player. The more rounds there are in a jackpot state, and the longer the maximum opening period, the more advantageous it is for the player.
[0079] Furthermore, each "jackpot" has a designated jackpot type. For example, there may be multiple types of opening patterns for the jackpot opening (number of rounds and maximum opening period) and game states after a jackpot (such as normal state, time-saving state, and probability-changing state, as described later), and the jackpot type may be set according to these. There may also be jackpot types that award a large number of prize balls, and jackpot types that award few or almost no prize balls.
[0080] In the minor win state, the large prize slot formed by the special variable prize ball entry device 7 opens in a predetermined opening pattern. For example, in the minor win state, the large prize slot opens in the same opening pattern as in the jackpot state for some jackpot types (the number of times the large prize slot opens is the same as the number of rounds, and the closing timing of the large prize slot is also the same, etc.). In addition, similar to the jackpot types, there may also be minor win types.
[0081] After the jackpot game state ends, the game may be controlled to a time-saving state or a probability-increasing state depending on the type of jackpot.
[0082] In the time-saving state, a control (time-saving control) is implemented that shortens the average fluctuation time (the period during which the special symbols fluctuate) compared to the normal state. In the time-saving state, a control (high-open control, high-base control) is also implemented that makes it easier for game balls to enter the second starting prize entry point, such as shortening the average normal symbol fluctuation time (the period during which the normal symbols fluctuate) compared to the normal state, or increasing the probability of a "normal symbol win" in the normal symbol game compared to the normal state. The time-saving state is advantageous for the player because it improves the fluctuation efficiency of the special symbols (especially the second special symbol).
[0083] In the probability variation state, in addition to the time-saving control, probability variation control is implemented that makes the probability of the displayed result being "jackpot" higher than in the normal state. The probability variation state is even more advantageous for the player because it is a state in which the efficiency of special symbol variations is improved and "jackpot" is more likely to occur.
[0084] The time-saving mode and the probability-increasing mode continue until one of the following termination conditions is met first: either a predetermined number of special symbol games have been played, or the next jackpot game state has begun. When the termination condition is the execution of a predetermined number of special symbol games, it is also called a count-restriction mode (count-restriction time-saving mode, count-restriction probability-increasing mode, etc.).
[0085] The normal state refers to any game state other than advantageous states such as the jackpot game state, the time-saving state, the probability variation state, etc., which are advantageous to the player. It is a state in which the pachinko game machine 1 is controlled to be the same as its initial setting state (for example, when a system reset is performed and a predetermined recovery process is not executed after power-on).
[0086] The state in which probability variation control is being performed is also called a high probability state, and the state in which probability variation control is not being performed is also called a low probability state. The state in which time reduction control is being performed is also called a high base state, and the state in which time reduction control is not being performed is also called a low base state. Combining these, the time reduction state is also called a low probability high base state, the probability variation state is also called a high probability high base state, and the normal state is also called a low probability low base state. The state that is both a high probability state and a low base state is also called a high probability low base state.
[0087] After the minor win game state ends, the game state is not changed, and the game continues to be controlled to the state before the special symbol game display result became "minor win" (however, if the special symbol game at the time of the "minor win" is the special symbol game of the predetermined number in the above count cut, the game state will naturally be changed). Note that the special symbol game display result does not have to be "minor win".
[0088] Furthermore, the game state may change based on the fact that the game ball passes through a specific area (for example, a specific area within the jackpot entry point) during a jackpot game state. For example, when the game ball passes through a specific area, the game state may be controlled to a probability variation state after the jackpot game state.
[0089] (Regarding the progress of the performance, etc.) In the pachinko game machine 1, various effects (effects that notify the progress of the game or enhance the excitement of the game) are executed according to the progress of the game. These effects are described below. These effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of this display, they may also be performed by sound output from speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, the operation of the movable body 32, etc.
[0090] As an effect executed in accordance with the progress of the game, the decorative symbol display areas 5L, 5C, and 5R on the image display device 5, designated as "left," "center," and "right," begin to display variable decorative symbols in response to the start of the first or second special symbol game. At the timing when the display result (also called the confirmed special symbol) is displayed in a stopped state during the first or second special symbol game, the confirmed decorative symbol (a combination of three decorative symbols) which is the display result of the variable display of decorative symbols is also displayed in a stopped state (derived).
[0091] During the period from the start to the end of the variable display of decorative symbols, the mode of variable display of decorative symbols may become a predetermined reach mode (a reach is achieved). Here, a reach mode refers to a mode in which, when the stopped display of decorative symbols on the screen of the image display device 5 constitutes part of the jackpot combination described later, the variable display of decorative symbols that have not yet been stopped continues.
[0092] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the variable display of decorative symbols. In pachinko machine 1, multiple types of reach animations are executed, each with a different probability (also called the jackpot reliability or jackpot expectation) of the display result (display result of the special symbol game or display result of the variable display of decorative symbols) being a "jackpot" depending on the animation pattern. Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.
[0093] When the display result of the special game is "Big Win," the image display device 5 screen displays a predetermined combination of decorative symbols that results in a big win (the display result of the variable display of decorative symbols is "Big Win"). For example, identical decorative symbols (for example, "7" etc.) are lined up and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R.
[0094] In the case of a "probability-increasing jackpot," where the game state is controlled to a probability-increasing state after the jackpot state ends, odd-numbered decorative symbols (for example, "7") may be displayed when the symbols line up. In the case of a "non-probability-increasing jackpot (normal jackpot)," where the game state is not controlled to a probability-increasing state after the jackpot state ends, even-numbered decorative symbols (for example, "6") may be displayed when the symbols line up. In this case, odd-numbered decorative symbols are also called probability-increasing symbols, and even-numbered decorative symbols are also called non-probability-increasing symbols (normal symbols). After a reach-out sequence with non-probability-increasing symbols, an upgrade sequence that ultimately results in a "probability-increasing jackpot" may be performed.
[0095] When the display result of the special feature game is a "minor win," a predetermined combination of confirmed decorative symbols (for example, "1 3 5") is derived as the display result of the variable display of decorative symbols on the screen of the image display device 5 (the display result of the variable display of decorative symbols is a "minor win"). As an example, decorative symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. In addition, a common confirmed decorative symbol may be derived and displayed when the display result of the special feature game is a "jackpot" of a certain type of jackpot (a type of jackpot game state that is similar in nature to a minor win game state) and when it is a "minor win."
[0096] If the display result of the special game is "miss," the variable display mode of the decorative symbols may not become a reach mode, and the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a non-reach combination (also called "non-reach miss") (the display result of the variable display of the decorative symbols will be "non-reach miss"). In addition, if the display result is "miss," the variable display mode of the decorative symbols may become a reach mode, and then the display result of the variable display of the decorative symbols may be a confirmed decorative symbol of a predetermined reach combination that is not a jackpot combination (also called "reach miss") (the display result of the variable display of the decorative symbols will be "reach miss").
[0097] The effects that Pachinko machine 1 can perform include displaying the above-mentioned variable display-compatible displays (hold displays and active displays). In addition, other effects, such as a prediction effect that foreshadows the probability of a big win, are performed while the decorative symbols are being displayed in a variable display. Prediction effects include prediction effects that foreshadow the probability of a big win in the variable display that is currently being performed, and pre-announcement prediction effects that foreshadow the probability of a big win in the variable display before execution (variable display whose execution is pending). As a pre-announcement effect, an effect that changes the display mode of the variable display-compatible displays (hold displays and active displays) to a mode different from the normal mode may be performed.
[0098] Furthermore, the image display device 5 may perform a pseudo-consecutive display effect by temporarily pausing the display of the decorative pattern while it is being displayed in a variable manner, and then resuming the variable display, thereby making a single variable display appear as if it were multiple variable displays.
[0099] Even during a big win, a special animation is performed to inform the player of the big win state. This animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Similarly, during a minor win, a special animation is performed to inform the player of the minor win state. It is also possible to perform the same animation during a minor win and during certain types of big wins (types of big wins that have a similar nature to the minor win state, for example, a type of big win that makes the subsequent game state a high probability state) so that the player does not know whether they are currently in a minor win state or a big win state. In such cases, it is also possible to perform the same animation at the end of both the minor win state and the big win state so that the player cannot distinguish between a high probability state and a low probability state.
[0100] Furthermore, when, for example, a special game is not being played, a demo image is displayed on the image display device 5 (a customer-waiting demo is performed).
[0101] (Circuit board configuration) The pachinko game machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and other components, as shown in Figure 2. In addition, various other boards are located on the back of the pachinko game machine 1, such as a payout control board, an information terminal board, a launch control board, and a power supply board.
[0102] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned game in the pachinko game machine 1 (execution of special symbol games (including management of reserves), execution of regular symbol games (including management of reserves), big win game state, small win game state, game state, etc.). The main board 11 includes a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0103] The game control microcomputer 100 mounted on the main board 11 is, for example, a single-chip microcomputer and includes a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0104] The CPU 103 controls the progress of the game (processing that realizes the functions of the main board 11) by executing the program stored in the ROM 101. At this time, various data stored in the ROM 101 (data such as the variation patterns described later, the performance control commands described later, and various tables referenced when making various decisions described later) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the contents are saved for a predetermined period even if the power supply to the pachinko game machine 1 is stopped, in part or in whole. Alternatively, all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0105] The random number circuit 104 keeps an updatable count of numerical data representing various random values (game random numbers) used to control the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0106] The I / O105 includes, for example, an input port to which various signals (detection signals described later) are input, and an output port for transmitting various signals (signals to control (drive) the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first hold indicator 25A, the second hold indicator 25B, the normal symbol hold indicator 25C, etc., and solenoid drive signals).
[0107] The switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0108] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoid 81 and solenoid 82) to solenoid 81 for the regular electric mechanism and solenoid 82 for the large prize door.
[0109] The main board 11 (game control microcomputer 100) supplies performance control commands (commands that specify (notify) the progress of the game, etc.) to the performance control board 12 as part of the control of the game's progress. Performance control commands output from the main board 11 are relayed by the relay board 15 and supplied to the performance control board 12. These performance control commands include, for example, commands that specify various decision results on the main board 11 (e.g., display results of the special feature game (including the type of jackpot), the variation pattern used when executing the special feature game (details will be described later)), the status of the game (e.g., start and end of variable display, opening status of the big prize slot, occurrence of a prize, number of reserved items, game state), and the occurrence of an error.
[0110] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances corresponding to the progress of the game, including various notifications such as driving the movable body 32, error notification, and power outage recovery notification) based on the received performance control commands.
[0111] The performance control board 12 is equipped with a performance control CPU 120, ROM 121, RAM 122, display control unit 123, random number circuit 124, and I / O 125.
[0112] The CPU 120 for performance control executes a program stored in the ROM 121, and together with the display control unit 123, performs processing to execute the performance (processing to realize the above functions of the performance control board 12, including determining which performance to execute). At this time, various data stored in the ROM 121 (data such as various tables) is used, and the RAM 122 is used as the main memory.
[0113] The CPU 120 for controlling the game's presentation may also instruct the display control unit 123 to execute a game presentation based on detection signals from the controller sensor unit 35A and the push sensor 35B (signals output when an operation by a player is detected, and which appropriately indicate the content of the operation).
[0114] The display control unit 123 is equipped with a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and executes performances based on performance execution instructions from the performance control CPU 120.
[0115] The display control unit 123 displays the performance image on the image display device 5 by supplying a video signal corresponding to the performance to be executed to the image display device 5 based on the performance control CPU 120's instruction to execute the performance. Furthermore, the display control unit 123 supplies a sound specification signal (a signal that specifies the sound to be output) to the sound control board 13 and a lamp signal (a signal that specifies the on / off mode of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the performance image and to turn the game effect lamp 9 on / off. In addition, the display control unit 123 supplies a signal to operate the movable body 32 to the movable body 32 or the drive circuit that drives the movable body 32.
[0116] The audio control board 13 is equipped with various circuits for driving speakers 8L and 8R, and drives speakers 8L and 8R based on the specified sound signal, and outputs the sound specified by the specified sound signal from speakers 8L and 8R.
[0117] The lamp control board 14 is equipped with various circuits for driving the game effect lamp 9, and drives the game effect lamp 9 based on the lamp signal, turning the game effect lamp 9 on / off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the turning on / off of the lamp.
[0118] Furthermore, the control of audio output, lamp on / off (supply of sound specification signals and lamp signals, etc.), and control of the movable body 32 (supply of signals to operate the movable body 32, etc.) may be performed by the performance control CPU 120.
[0119] The random number circuit 124 keeps an updatable count of numerical data representing various random values (random numbers for effects) used to execute various effects. The random numbers for effects may be updated by the effect control CPU 120 executing a predetermined computer program (updated by software).
[0120] The I / O 125 mounted on the performance control board 12 includes an input port for receiving performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound specification signals, lamp signals).
[0121] Other boards besides the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. In a pachinko game machine 1, multiple sub-boards may be provided for different functions, or the sub-boards of machine 1 may be configured to have multiple functions.
[0122] (operation) Next, we will explain the operation (function) of the pachinko game machine 1.
[0123] (Main operations of the main board 11) First, the main operations of the main board 11 will be explained. When power is supplied to the pachinko game machine 1, the game control microcomputer 100 starts up, and the main game control processing is executed by the CPU 103. Figure 3 is a flowchart showing the main game control processing executed by the CPU 103 on the main board 11.
[0124] In the main game control process shown in Figure 3, the CPU 103 first sets interrupts to disabled (step S1). Next, it performs the necessary initial settings (step S2). These initial settings include setting the stack pointer, setting the registers of built-in devices (CTC (counter / timer circuit), parallel input / output ports, etc.), and setting RAM 102 to an accessible state.
[0125] Next, it is determined whether the output signal from the clear switch is ON or OFF (step S3). The clear switch is mounted, for example, on the power supply board. When the power is turned on with the clear switch ON, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is ON (step S3; Yes), the initialization process (step S8) is executed. In the initialization process, the CPU 103 performs a RAM clear process to clear the flags, counters, and buffers stored in the RAM 102, and sets initial values in the work area.
[0126] Furthermore, the CPU 103 sends a performance control command to the performance control board 12 to instruct initialization (step S9). When the performance control CPU 120 receives the performance control command, it displays a screen, for example on the image display device 5, to inform the user that the game machine's control has been initialized.
[0127] If the output signal from the clear switch is not on (step S3; No), it is determined whether or not backup data is stored in RAM 102 (backup RAM) (step S4). When the power supply to the pachinko game machine 1 is stopped due to an unexpected power outage, etc., the CPU 103 executes power supply stoppage processing immediately before it becomes inoperable due to the power supply stoppage. In this power supply stoppage processing, a backup flag indicating that data should be backed up in RAM 102 is turned on, and data protection processing for RAM 102 is performed. Data protection processing includes adding error detection codes (checksum, parity bit, etc.) and backing up various data. The data to be backed up includes various data for advancing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and error detection codes. In step S4, it is determined whether or not the backup flag is on. If the backup flag is off and no backup data is stored in RAM 102 (step S4; No), initialization processing (step S8) is executed.
[0128] If backup data is stored in RAM102 (Step S4; Yes), CPU103 performs a data check on the backed-up data (using an error detection code) and determines whether the data is normal or not (Step S5). In Step S5, for example, parity bits or checksums are used to determine whether the data in RAM102 matches the data at the time of power supply interruption. If these are determined to match, it is determined that the data in RAM102 is normal.
[0129] If the data in RAM102 is determined to be abnormal (step S5; No), the internal state cannot be restored to the state it was in when the power supply was cut off, so the initialization process (step S8) is executed.
[0130] If the data in RAM102 is determined to be normal (step S5; Yes), the CPU103 performs a recovery process (step S6) to restore the internal state of the main board 11 to the state it was in when the power supply was cut off. In the recovery process, the CPU103 sets the working area based on the contents of RAM102 (the contents of the backed-up data). This restores the game state to what it was in when the power supply was cut off, and if the special symbols were changing, the special symbols will resume changing from the state before the recovery by executing the game control timer interrupt process described later.
[0131] Then, the CPU 103 sends a performance control command to the performance control board 12 instructing it to restore power from the power outage (step S7). In conjunction with this, it may also send a performance control command that specifies the game state before the power outage, which is backed up, or, if a special symbol game was in progress, a performance control command that specifies the display result of the special symbol game being played. These commands can be the same as the commands that are set to be sent in the special symbol process processing described later. When the performance control CPU 120 receives a performance control command that specifies when power has been restored from the power outage, it displays a screen, for example, on the image display device 5, to indicate that power has been restored or that power restoration is in progress. The performance control CPU 120 may also display an appropriate screen based on the performance control command.
[0132] After completing the recovery or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, it sets the registers of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2ms) (step S11), and enables the interrupt (step S12). After that, it enters a loop process. From then on, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2ms), and the CPU 103 can periodically execute timer interrupt processing.
[0133] The CPU 103, which has executed the main game control processing, receives an interrupt request signal from the CTC and accepts the interrupt request, then executes the game control timer interrupt processing shown in the flowchart of Figure 4. When the game control timer interrupt processing shown in Figure 4 is started, the CPU 103 first executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23 via the switch circuit 110 (step S21). Next, it performs a predetermined main-side error processing to diagnose an abnormality in the pachinko game machine 1, and if necessary, makes it possible to generate a warning according to the diagnosis result (step S22). After this, it executes a predetermined information output processing to output data such as jackpot information (information indicating the number of jackpot occurrences, etc.), start information (information indicating the number of start entries, etc.), and probability variation information (information indicating the number of times the game entered a probability variation state, etc.) which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0134] Following the information output processing, the main board 11 performs a game random number update process to update at least a portion of the game random numbers used by the game via software (step S24). After this, the CPU 103 performs a special symbol process (step S25). By the CPU 103 performing the special symbol process for each timer interrupt, the execution and holding of special symbol games, control of jackpot game states and minor jackpot game states, and control of the game state are realized (details will be described later).
[0135] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process each time a timer interrupt occurs, enabling the execution and management of the normal symbol game based on the detection signal from the gate switch 21 (based on the passage of a game ball through the passage gate 41), as well as the opening control of the variable prize ball device 6B based on a "normal symbol win". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbol holds is displayed by lighting up the normal symbol hold display 25C.
[0136] After the normal pattern processing is executed, the following may be performed as part of the game control timer interrupt processing: processing when a power outage occurs, processing to pay out prize balls, etc. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set to send performance control commands in each of the above processes. In the command control processing of step S27, the process of transmitting the set performance control commands to a sub-control board such as the performance control board 12 is performed. After executing the command control processing, interrupts are enabled and then the game control timer interrupt processing is terminated.
[0137] Figure 5 is a flowchart showing an example of the process performed in step S25 shown in Figure 4 as part of the special symbol process. In this special symbol process, the CPU 103 first performs the start prize determination process (step S101).
[0138] In the start-up prize determination process, the occurrence of a start-up prize is detected, and a process is executed to store the reserved information in a predetermined area of RAM 102 and update the number of reserved items. When a start-up prize occurs, a random value is extracted to determine the display result (including the type of jackpot) and the variation pattern, and this is stored as reserved information. Alternatively, a process may be executed to predict the display result and variation pattern based on the extracted random value. After storing the reserved information and the number of reserved items, a transmission setting is made to send a performance control command to the performance control board 12 to specify the occurrence of a start-up prize, the number of reserved items, and the judgment result such as the predictive judgment. The performance control command for a start-up prize, which has been set for transmission, is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process in step S27 shown in Figure 4.
[0139] After executing the start-up prize determination process in S101, the CPU 103 selects and executes one of the processes in steps S110 to S120 according to the value of the special symbol process flag set in RAM 102. In each of the special symbol process processes (steps S110 to S120), transmission settings are made to send the corresponding performance control command to the performance control board 12.
[0140] The special symbol normal processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this special symbol normal processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game, based on the presence or absence of pending information. In addition, in the special symbol normal processing, based on a random value for determining the display result, it is determined (pre-determined) whether or not the display result of the special symbol or decorative symbol will be a "jackpot" or a "minor win," and if it is a "jackpot," the type of jackpot. Furthermore, in the special symbol normal processing, a confirmed special symbol (either a jackpot symbol, a minor win symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. After that, the value of the special symbol process flag is updated to "1," and the special symbol normal processing ends. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority processing). Alternatively, the system may store the order in which the game balls enter the first and second starting prize slots, and set the conditions for starting the special feature game to be met in that order (also known as "sequential execution").
[0141] When making various decisions based on random values, the various tables stored in ROM 101 (tables in which the decision values compared with the random values are assigned to the decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. On the performance control board 12, the various tables are stored in ROM 121.
[0142] The variable pattern setting process in step S111 is executed when the value of the special feature process flag is "1". This variable pattern setting process includes determining one of several variable patterns using a random value for variable pattern determination, based on a prior decision result such as whether the display result should be "big win" or "small win". When a variable pattern is determined in the variable pattern setting process, the value of the special feature process flag is updated to "2", and the variable pattern setting process ends.
[0143] The variation pattern specifies the execution time of the special feature game (variation time) (which is also the execution time of the variable display of the decorative symbols), the manner of the variable display of the decorative symbols (whether or not there is a reach, etc.), and the content of the effects during the variable display of the decorative symbols (type of reach effect, etc.), and is also called the variable display pattern.
[0144] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbols, and measuring the elapsed time since the special symbols started to vary. It also determines whether the measured elapsed time has reached the variation time corresponding to the variation pattern. When the elapsed time since the special symbols started to vary reaches the variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process ends.
[0145] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes setting the first special symbol display device 4A and the second special symbol display device 4B to stop the variation of the special symbols and to stop displaying (derive) the confirmed special symbol that will be the display result of the special symbols. If the display result is "Big Win", the value of the special symbol process flag is updated to "4". On the other hand, if the Big Win flag is off and the display result is "Small Win", the value of the special symbol process flag is updated to "8". If the display result is "Miss", the value of the special symbol process flag is updated to "0". If the display result is "Small Win" or "Miss", and the game is controlled to be in a time-saving state or a probability change state, and the end of the number of spins is established, the game state is also updated. Once the value of the special symbol process flag is updated, the special symbol stop process ends.
[0146] Step S114, the pre-jackpot opening process, is executed when the value of the special feature process flag is "4". This pre-jackpot opening process includes settings to start the round execution and open the jackpot opening in the jackpot game state, based on the display result being "jackpot". When opening the jackpot opening, a solenoid drive signal is supplied to the solenoid 82 for the jackpot opening door. At this time, for example, the maximum period for keeping the jackpot opening open and the maximum number of rounds to be executed are set, corresponding to the type of jackpot. Once these settings are completed, the value of the special feature process flag is updated to "5", and the pre-jackpot opening process ends.
[0147] Step S115, the jackpot opening process, is executed when the value of the special feature process flag is "5". This jackpot opening process includes measuring the elapsed time since the jackpot opening was opened, and determining whether it is time to return the jackpot opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When returning the jackpot opening to the closed state, the process includes stopping the supply of a solenoid drive signal to the solenoid 82 for the jackpot opening door, then updating the value of the special feature process flag to "6", and ending the jackpot opening process.
[0148] Step S116, the post-jackpot opening processing, is executed when the value of the special symbol process flag is "6". This post-jackpot opening processing includes processes to determine whether the number of rounds in which the jackpot opening is kept open has reached the set upper limit, and processes to set the jackpot game state to end if the upper limit has been reached. If the number of rounds has not reached the upper limit, the value of the special symbol process flag is updated to "5", while if the number of rounds has reached the upper limit, the value of the special symbol process flag is updated to "7". Once the value of the special symbol process flag is updated, the post-jackpot opening processing ends.
[0149] The jackpot termination process in step S117 is executed when the value of the special feature process flag is "7". This jackpot termination process includes waiting until a waiting period corresponding to the duration of the ending sequence, which is a performance action that signals the end of the jackpot game state, has elapsed, and various settings to start probability variation control or time reduction control in response to the end of the jackpot game state. When these settings are made, the value of the special feature process flag is updated to "0", and the jackpot termination process ends.
[0150] Step S118, the pre-opening of the minor win, is executed when the value of the special symbol process flag is "8". This pre-opening of the minor win includes processing to set the major prize opening to an open state in the minor win game state, based on the display result being "minor win". At this time, the value of the special symbol process flag is updated to "9", and the pre-opening of the minor win ends.
[0151] The minor win opening process in step S119 is executed when the value of the special symbol process flag is "9". This minor win opening process includes measuring the elapsed time since the large prize slot was opened, and determining whether it is time to return the large prize slot from the open state to the closed state based on the measured elapsed time. When the large prize slot is returned to the closed state and it is time to end the minor win game state, the value of the special symbol process flag is updated to "10", and the minor win opening process ends.
[0152] The minor win termination process in step S120 is executed when the value of the special feature process flag is "10". This minor win termination process includes a process that waits until a waiting time corresponding to the period during which a performance action that notifies the end of the minor win game state is executed has elapsed. Here, when the minor win game state ends, the game state of the pachinko machine 1 that was in place before the minor win game state began is continued. When the waiting time at the end of the minor win game state has elapsed, the value of the special feature process flag is updated to "0", and the minor win termination process ends.
[0153] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives power voltage from the power supply board or the like, the performance control CPU 120 starts up and executes the main performance control process as shown in the flowchart of Figure 6. When the main performance control process shown in Figure 6 starts, the performance control CPU 120 first performs a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting the registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, controls are executed to perform the initial operations of the movable body 32, such as controls to drive the movable body 32 back to its initial position and controls to perform predetermined operation checks.
[0154] Next, it is determined whether the timer interrupt flag is on or off (step S73). The timer interrupt flag is set to the on state every predetermined time (e.g., 2 milliseconds) based on the register settings of the CTC, for example. If the timer interrupt flag is off at this time (step S73; No), the process in step S73 is repeatedly executed and the system waits.
[0155] Furthermore, on the performance control board 12, in addition to the timer interrupt that occurs at predetermined intervals, an interrupt occurs to receive performance control commands from the main board 11. This interrupt occurs, for example, when the performance control INT signal from the main board 11 turns ON. When an interrupt occurs due to the performance control INT signal turning ON, the performance control CPU 120 automatically sets the interrupt to disabled. However, if a CPU that does not automatically set the interrupt to disabled is used, it is desirable to issue an interrupt disable instruction (DI instruction). In response to the interrupt caused by the performance control INT signal turning ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is received from a predetermined input port among the input ports included in I / O 125 that receives control signals transmitted from the main board 11 via the relay board 15. The performance control command received at this time is stored, for example, in a performance control command reception buffer provided in RAM 122. After that, the performance control CPU 120 sets the interrupt to enabled and then terminates the command reception interrupt process.
[0156] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and the command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, to allow the performance control process to confirm which performance control command was received and what the performance control command identifies, the read performance control command is stored in a predetermined area of RAM 122, or a reception flag provided in RAM 122 is turned on. Also, if the performance control command identifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0157] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, various performance devices are controlled, such as the display operation of performance images in the display area of the image display device 5, the sound output operation from speakers 8L and 8R, the lighting operation of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving operation of the movable body 32. In addition, judgments, decisions, and settings are made regarding the control content of performance operations using various performance devices, according to performance control commands transmitted from the main board 11.
[0158] Following the performance control process in step S76, the random number update process for performances is executed (step S77), and at least a portion of the random numbers used for performances on the performance control board 12 are updated by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0159] Figure 7 is a flowchart showing an example of the process executed in step S76 of Figure 6 as part of the performance control process. In the performance control process shown in Figure 7, the performance control CPU 120 first executes the pre-read notification setting process (step S161). In the pre-read notification setting process, for example, judgments, decisions, and settings are made to execute the pre-read notification performance based on the performance control command transmitted from the main board 11 at the time of starting and winning. In addition, processing is performed to display the hold display based on the number of hold memories identified from the performance control command.
[0160] After executing the process in step S161, the CPU 120 for performance control selects and executes one of the following processes in steps S170 to S177, depending on the value of the performance process flag provided in, for example, RAM 122.
[0161] The variable display start waiting process in step S170 is a process executed when the value of the production process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether to start the variable display of the decorative pattern in the image display device 5 based on whether a command or the like for specifying the start of the variable display is received from the main board 11. When it is determined to start the variable display of the decorative pattern in the image display device 5, the value of the production process flag is updated to "1", and the variable display start waiting process is terminated.
[0162] The variable display start setting process in step S171 is a process executed when the value of the production process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the production control command, the display result (determined decorative pattern) of the variable display of the decorative pattern, the mode of the variable display of the decorative pattern, the execution of various productions such as reach production and various notice productions, and their modes and execution start timings are determined. Then, a production control pattern (a collection of control data for instructing the execution of the production to the display control unit 123) reflecting the determination result and the like is set. After that, based on the set production control pattern, the display control unit 123 is instructed to start the execution of the variable display of the decorative pattern, the value of the production process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 causes the image display device 5 to start the variable display of the decorative pattern by instructing the start of the execution of the variable display of the decorative pattern.
[0163] The variable display effect processing in step S172 is executed when the value of the effect process flag is "2". In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from speakers 8L and 8R by outputting a command (sound effect signal) to the sound control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (lighting signal) to the lamp control board 14, and performs various effect controls during the variable display of decorative symbols. After performing these effect controls, the CPU 120 stops displaying the confirmed decorative symbols, which are the display result of the decorative symbols, in response to, for example, when an exit code indicating the end of the variable display of decorative symbols is read from the effect control pattern, or when a command is received from the main board 11 specifying that the confirmed decorative symbols should be stopped displaying. When the confirmed decorative symbols are displayed in a stopped state, the value of the performance process flag is updated to "3", and the variable display performance processing ends.
[0164] The special feature win waiting process in step S173 is executed when the value of the performance process flag is "3". In this special feature win waiting process, the performance control CPU 120 determines whether or not it has received a performance control command from the main board 11 that specifies the start of a big win game state or a small win game state. When it receives a performance control command that specifies the start of a big win game state, if the command specifies the start of a big win game state, it updates the value of the performance process flag to "6". On the other hand, if the command specifies the start of a small win game state, it updates the value of the performance process flag to "4", which is the value corresponding to the performance processing during a small win. Furthermore, if the waiting time for receiving a command that specifies the start of a big win game state or a small win game state has elapsed without such a command being received, it is determined that the display result in the special feature game was "miss", and the value of the performance process flag is updated to its initial value of "0". Updating the value of the production process flag terminates the special feature win waiting process.
[0165] The mini-bonus animation processing in step S174 is executed when the value of the animation control process flag is "4". In this mini-bonus animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the mini-bonus game state, and executes various animation controls in the mini-bonus game state based on that setting. Also, in the mini-bonus animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the mini-bonus game state, the value of the animation process flag is updated to "5", which is the value corresponding to the mini-bonus termination animation, and the mini-bonus animation processing is terminated.
[0166] The minor win termination animation process in step S175 is executed when the value of the animation control process flag is "5". In this minor win termination animation process, the animation control CPU 120 sets an animation control pattern corresponding to, for example, the end of the minor win game state, and executes various animation controls at the end of the minor win game state based on that setting. After that, the value of the animation process flag is updated to the initial value of "0", and the minor win termination animation process ends.
[0167] The jackpot animation processing in step S176 is executed when the value of the animation process flag is "6". In this jackpot animation processing, the animation control CPU 120 sets, for example, an animation control pattern corresponding to the animation content in the jackpot game state, and executes various animation controls in the jackpot game state based on that setting. Also, in the jackpot animation processing, in response to receiving, for example, a command from the main board 11 specifying the termination of the jackpot game state, the value of the animation control process flag is updated to "7", which is the value corresponding to the ending animation processing, and the jackpot animation processing is terminated.
[0168] The ending sequence processing in step S177 is executed when the value of the sequence process flag is "7". In this ending sequence processing, the sequence control CPU 120 sets sequence control patterns corresponding to, for example, the end of a jackpot game state, and executes various sequence controls for the ending sequence at the end of the jackpot game state based on these settings. After that, the value of the sequence process flag is updated to its initial value of "0", and the ending sequence processing ends.
[0169] (A variation of the basic explanation) This invention is not limited to the pachinko game machine 1 described in the basic description above, and various modifications and applications are possible without departing from the spirit of the present invention.
[0170] The pachinko game machine 1 described above was a payout-type game machine that dispensed a predetermined number of game media as prizes based on the occurrence of winnings. However, it may also be a sealed-type game machine that encloses game media and awards points based on the occurrence of winnings.
[0171] During the variable display of special symbols, only one type of symbol (for example, a symbol representing "-") may be displayed, and the variable display may be achieved by repeatedly displaying and extinguishing that symbol. Furthermore, even if the symbol is displayed during the variable display, it does not have to be displayed when the variable display stops (the display result does not have to be the "-" symbol).
[0172] In the basic description above, a pachinko game machine 1 was shown as the game machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of the following: Big Bonus, Regular Bonus, RT, AT, ART, CZ (hereinafter referred to as Bonus, etc.)) that can execute a game in which a medal is inserted, a predetermined number of bets is set, multiple types of symbols are rotated in response to the operation of the lever by the player, and when the symbols are stopped in response to the operation of the stop button by the player, a predetermined number of medals are paid out to the player if the combination of stopped symbols is a specific combination of symbols.
[0173] The program and data for realizing the present invention are not limited to being distributed and provided to a computer device included in the pachinko game machine 1 via a removable recording medium, but may also be distributed by being pre-installed on a storage device of the computer device. Furthermore, the program and data for realizing the present invention may also be distributed by being downloaded from other devices on a network connected via a communication line, etc., by providing a communication processing unit.
[0174] Furthermore, the execution method of the game is not limited to execution by attaching a removable recording medium. It may also be a form in which programs and data downloaded via a communication line are temporarily stored in internal memory and then made executable, or a form in which the game is executed directly using the hardware resources of other devices on a network connected via a communication line. Moreover, it is also possible to execute the game by exchanging data with other computer devices via a network.
[0175] In this specification, expressions comparing various percentages, such as the percentage of performance execution (expressions such as "high," "low," and "different") may include cases where one of the percentages is "0%." For example, this includes cases where one is "0%" and the other is "100%" or less than "100%."
[0176] (Explanation of feature section 010IW) Next, the feature section 010IW of this embodiment will be described. In this feature section 010IW, the game state is controlled to either a normal state (non-high base state (low base state)) or a high base state. In this example, in the high base state, the average normal ball movement time is shortened compared to the normal state, and the probability of getting a "normal ball win" in the normal ball game is higher compared to the normal state. For example, while the probability of a normal ball win is 10% in the normal state, the probability of a normal ball win is increased to 90% in the high base state, making it easier for game balls to enter the variable prize ball device 6B (second starting prize opening). However, the configuration is not limited to this example; for example, in the high base state, the opening time of the variable prize ball device 6B may be made longer compared to the normal state, making it easier for game balls to enter the variable prize ball device 6B (second starting prize opening). Furthermore, in the high base state, the average fluctuation time is shortened compared to the normal state, which may make it easier for game balls to enter the variable prize ball device 6B (second starting prize entry point).
[0177] In this example, while the second special symbol is more likely to be displayed in a high base state, as will be explained later, the system is configured so that a minor win can only be determined when the second special symbol is displayed in a variable state. Therefore, the high base state is a state that is easily controlled to be a minor win game state.
[0178] (Board configuration) Figure 8-1 is a front view of the pachinko game machine in feature section 010IW. In the pachinko game machine 1 in feature section 010IW, in the game area, the first flow path of the game balls is mainly provided in the area to the left of the image display device 5 when viewed from the front, and the second flow path of the game balls, which is different from the first path, is mainly provided in the area to the right of the image display device 5 when viewed from the front.
[0179] Shooting a game ball into the left area (left game area) of the image display device 5 to make it flow down the first path is called left-handed shooting. Shooting a game ball into the right area (right game area) of the image display device 5 to make it flow down the second path is called right-handed shooting. The first path is a path through which the game ball can flow down by shooting it into the left side of the game area, so it may also be called a left-handed shooting path. The second path is a path through which the game ball can flow down by shooting it into the right side of the game area, so it may also be called a right-handed shooting path.
[0180] The first and second paths may be composed of different paths, or they may be paths that share a portion of each other. The left game area and the right game area may be separated, for example, by the end face of the image display device 5 or the arrangement of the game pins within the game area.
[0181] When a game ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and hit into the game area, if it is guided to the left game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the right game area. Also, if the game ball is guided to the right game area, for example, by following the arrangement of the game pins, it becomes impossible or difficult to guide it to the left game area.
[0182] A prize ball entry device 6A, which constitutes the first starting prize entry point, is provided as a structure into which game balls that have been hit into the left game area of the game area can enter.
[0183] The structure into which game balls that have been hit into the right-hand game area of the game area can enter includes a passage gate 41, a variable prize ball device 6B that constitutes the second starting prize entry point, a special variable prize ball device 010IW17 that constitutes the special prize entry point, and a special variable prize ball device 7 that constitutes the large prize entry point.
[0184] In the left play area, the game pins are positioned to guide the game balls into the prize ball entry device 6A within the prize entry structure. Therefore, when aiming to get the game balls into the prize ball entry device 6A, the player should shoot the game balls to the left. In the right play area, the game pins are positioned to guide the game balls into the variable prize ball entry device 6B, the passage gate 41, the special variable prize ball entry device 010IW17, and the special variable prize ball entry device 7 within the prize entry structure. Therefore, when aiming to get the game balls into the variable prize ball entry device 6B, the passage gate 41, the special variable prize ball entry device 010IW17, and the special variable prize ball entry device 7, the player should shoot the game balls to the right.
[0185] Furthermore, it is possible that game balls hit into the right game area may enter the prize ball device 6A, but from the standpoint of gameplay, it is desirable that this possibility be extremely low compared to the possibility of game balls hit into the left game area entering them. Conversely, it is possible that game balls hit into the left game area may enter the passage gate 41 and the variable prize ball device 6B, but from the standpoint of gameplay, it is desirable that this possibility be extremely low compared to the possibility of game balls hit into the right game area entering them.
[0186] The special variable prize ball device 010IW17 is a device that determines whether a game ball has entered the V-zone, which is a condition for generating a big win when a small win occurs.
[0187] (Special variable prize ball device) Figure 8-2 is an explanatory diagram showing an example of the configuration of the special variable prize ball device 010IW17 in the feature section 010IW. As shown in Figure 8-2, the special variable prize ball device 010IW17 is provided with a plate-shaped bottom member 010IW17a that is formed as the bottom surface of the flow path through which the game balls flow. In the small win game state, the special prize opening, which is the prize area, is opened by moving the bottom member 010IW17a backward from a closed state where it is moved forward. Game balls that have entered the special prize opening are detected by the special prize opening switch 010IW24.
[0188] In this example, when a game ball enters the special variable prize ball device 7 (large prize slot) and is detected by the count switch 23, 15 prize balls are awarded, whereas when a game ball enters the special variable prize ball device 010IW17 (special prize slot) and is detected by the special prize slot switch 010IW24, 3 prize balls are awarded.
[0189] Furthermore, the bottom member 010IW17a is controlled from a closed state to an open state by the solenoid 010IW83 being driven by the game control microcomputer 100 (specifically, the CPU 103).
[0190] In this feature section 010IW, as shown in Figure 8-2, game balls that enter the special variable prize ball device 010IW17 (special prize slot) are further guided to a guidance path 010IW01 located to the right of the special variable prize ball device 010IW17. The guidance path 010IW01 further branches into two paths 010IW02 and 03, and game balls guided to the guidance path 010IW01 are led to either the left path 010IW02 or the right path 010IW03. The left path 010IW02 is a V prize slot, and game balls that enter the V prize slot are detected by the V prize slot switch 010IW25.
[0191] As shown in Figure 8-2, a V-prize opening / closing plate 010IW04 is provided near the entrance of the left-side path 010IW02 (V-prize opening). When the V-prize opening / closing plate 010IW04 is open, game balls guided to the guidance path 010IW01 enter the left-side path 010IW02 (V-prize opening) and can be awarded a V-prize. When the V-prize opening / closing plate 010IW04 is closed, game balls guided to the guidance path 010IW01 enter the right-side path 010IW03 and are discharged to the back of the game area.
[0192] The V-prize opening / closing plate 010IW04 is controlled from a closed state to an open state by the solenoid 010IW84 being driven by the game control microcomputer 100 (specifically, the CPU 103).
[0193] Furthermore, in this feature section 010IW, when controlled to a minor win game state, if a game ball enters the V-entry slot 010IW02 during that minor win game state and is detected by the V-entry slot switch 010IW25, the machine is controlled to a major win game state after the minor win game ends.
[0194] In this example, the special variable prize ball device 010IW17 has multiple restricting pieces formed thereon that reduce the flow velocity of the game balls flowing down on the bottom member 010IW17a. In this example, the presence of restricting pieces in the special variable prize ball device 010IW17 changes the flow direction of the game balls so that they meander with a forward-backward component when flowing down from the upper right to the lower left, thereby delaying the time it takes for them to flow down compared to when there are no restricting pieces.
[0195] In this example, as shown in Figure 8-2, a special prize-winning ball device 010IW17 (special prize-winning opening) has a special prize-winning opening switch 010IW24 on the upstream side, and a branch downstream to a V-prize-winning opening and an outlet, with a V-prize-winning opening switch 010IW25 on the V-prize-winning opening side. However, the device is not limited to this configuration. For example, the special variable prize-winning ball device 010IW17 (special prize-winning opening) may be configured such that the upstream side branches to a V-prize-winning opening side and a general prize-winning opening side, with a V-prize-winning opening switch 010IW25 on the V-prize-winning opening side and a special prize-winning opening switch 010IW24 on the general prize-winning opening side.
[0196] (Circuit board configuration) Figure 8-3 is a configuration diagram showing various control boards and other components in the feature section 010IW. As shown in Figure 8-3, in this feature section 010IW, the switch circuit 110 receives detection signals (such as detection signals indicating that a game ball has passed through or entered and the switch has been turned on) from the gate switch 21, start switch (first start switch 22A and second start switch 22B), count switch 23, special prize entry switch 010IW24, and V prize entry switch 010IW25, and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the passage or entry of a game ball has been detected.
[0197] The solenoid circuit 111 transmits solenoid drive signals from the game control microcomputer 100 (for example, signals to turn on solenoids 81, 82, 010IW83, and 010IW84) to solenoid 81 for the regular electric mechanism, solenoid 82 for the large prize opening door (special variable prize ball device 7), solenoid 010IW83 for the special variable prize ball device 010IW17, and solenoid 010IW84 for the V prize opening opening / closing plate 010IW04.
[0198] (Big win determination table and small win determination table) Figure 8-4 is an explanatory diagram showing examples of a jackpot determination table and a minor jackpot determination table. Of these, Figure 8-4(A) shows an example of a jackpot determination table. In this example, as shown in Figure 8-4, it is determined that a jackpot will occur with a probability of approximately 1 / 300, regardless of whether the first special symbol variation display is performed or the second special symbol variation display is performed.
[0199] Figure 8-4(B) shows an example of a minor win determination table when the first special symbol is displayed in a variable position. Figure 8-4(C) shows an example of a minor win determination table when the second special symbol is displayed in a variable position. As shown in Figure 8-4(B), in this example, when the first special symbol is displayed in a variable position, the probability of a minor win is 0%. Also, as shown in Figure 8-4(C), in this example, when the second special symbol is displayed in a variable position, it is determined that there is a probability of approximately 17.4% that it will result in a minor win.
[0200] (Big win type determination table, small win type determination table) Figures 8-5(A) and (B) are explanatory diagrams showing the jackpot type determination tables stored in ROM 101. Of these, Figure 8-5(A) shows a specific example of the jackpot type determination table for the first special symbol. Figure 8-5(B) shows a specific example of the jackpot type determination table for the second special symbol.
[0201] As shown in Figure 8-5(A), the jackpot type determination table for the first special symbol is a table that is referenced to determine the type of jackpot to be either "7R Jackpot A" or "7R Jackpot B" based on a random number for type determination when a determination is made to make the variable display result a jackpot symbol.
[0202] As shown in Figure 8-5(B), the jackpot type determination table for the second special symbol is a table that is referenced to determine whether the jackpot type is "10R jackpot" or "4R jackpot" based on a random number for type determination when a determination is made to make the variable display result a jackpot symbol.
[0203] "7R Jackpot A" is a jackpot that controls the game to a 7-round jackpot state, and after the jackpot state ends, it transitions to a high-base state. Once in the high-base state, it remains in that state until 99 spins are completed or the next jackpot occurs.
[0204] "7R Jackpot B" is a jackpot that controls the game to a 7-round jackpot state, and then transitions to a high-base state after the jackpot state ends. Once in the high-base state, it remains in that state until one spin display ends or the next jackpot occurs.
[0205] A "10R jackpot" is a jackpot that controls the game to a 10-round jackpot state, and then transitions to a high-base state after the jackpot state ends. Once in the high-base state, it remains in that state until 99 or 4 spins are completed, or until the next jackpot occurs.
[0206] A "4R jackpot" is a jackpot that controls the game to a 4-round jackpot state, and then transitions to a high-base state after the jackpot state ends. Once in the high-base state, it remains in that state until 99 or 4 spins are completed, or until the next jackpot occurs.
[0207] In this example, if a "10R jackpot" or "4R jackpot" occurs during normal play, the high base state will be maintained until the 4 spins of the display are completed or the next jackpot occurs. Also, if a "10R jackpot" or "4R jackpot" occurs while in high base mode, the high base state will be maintained until the 99 spins of the display are completed or the next jackpot occurs.
[0208] In this example, when controlled to a high base state, there are two possibilities: the number of high base events is small, either 1 or 4, or it is large, at 99. The high base state with a small number of high base events (1 or 4) is also called the "first high base state," and the high base state with a large number of high base events (99) is also called the "second high base state."
[0209] In this example, when the variable display of the second special symbol is executed and a "10R big win" or "4R big win" occurs, the high base count becomes 4 times or 99 times depending on whether it is in the normal state or the high base state. However, it is not limited to such a mode. For example, when the variable display of the second special symbol is executed, a big win type with a high base count of 99 times uniformly with a low probability may be configured.
[0210] As shown in FIG. 8-5(A), in this example, when the variable display of the first special symbol is executed and a big win occurs, it is determined as "7R big win A" with a 5% probability and "7R big win B" with a 95% probability. Further, as shown in FIG. 8-5(B), in this example, when the variable display of the second special symbol is executed and a big win occurs, it is determined as "10R big win" with a 50% probability and "4R big win" with a 50% probability.
[0211] FIG. 8-5(C) is an explanatory diagram showing the small win type determination table stored in the ROM 101. In this example, since there may be a small win only when the variable display of the second special symbol is executed, the small win type determination table shown in FIG. 8-5(C) is used when the variable display of the second special symbol is executed.
[0212] As shown in FIG. 8-5(C), the small win type determination table for the second special symbol is a table that is referred to for determining the type of small win as either "small win A" or "small win B" based on a random number for type determination when it is determined that the variable display result becomes a small win symbol.
[0213] "Small win A" is a small win configured to enable V winning during the small win game. On the condition that V winning occurs during the small win game (the first round), it is controlled to the big win game state from the second round to the tenth round, and it is a small win that transitions to the high base state after the end of the big win game state. When transitioning to the high base state, it ends the variable display of 99 times or 4 times, or maintains the high base state until the next big win occurs.
[0214] In this example, after achieving a "Small Win A" during the normal state and winning a V prize to end the big win game, either the four variable displays are ended or the high base state is maintained until the next big win occurs. Also, after achieving a "Small Win A" during the high base state and winning a V prize to end the big win game, either the 99 variable displays are ended or the high base state is maintained until the next big win occurs.
[0215] "Small Win B" is a small win configured such that it is impossible to win a V prize during the small win game. It does not win a V prize during the small win game and does not transition to the big win game after the small win game ends. However, if it becomes a "Small Win B" during the second high base state, the second high base state ends at the end of that small win game and it transitions to the normal state. Therefore, since "Small Win B" also serves as a condition to end the second high base state, it is also referred to as a "falling small win".
[0216] As shown in FIG. 8-5(C), in this example, out of the 780 determination values for the type determination random numbers from "0" to "779", 640 are allocated to "Small Win A" and 140 are allocated to "Small Win B". As shown in FIG. 8-4(C), in this example, since the small win probability itself is approximately 17.4%, the total probability of becoming a "Small Win A" is about 1 / 7 at 17.4×640 / 780. Also, the total probability of becoming a "Small Win B" is about 1 / 32 at 17.4×140 / 780.
[0217] (Release Pattern of Small Win Game) Next, the release pattern of the small win game will be described. FIG. 8-6 is an explanatory diagram for explaining the release pattern of the small win game. As shown in FIG. 8-6, after starting the small win game at timing S1, when 8 seconds have elapsed (timing S2), the V winning opening / closing plate 010IW04 is controlled to the open state, and then the open state of the V winning opening / closing plate 010IW04 is continued until 8 seconds have elapsed (see FIG. 8-6(D)).
[0218] In the case of a minor win A, 8 seconds are set as the pre-opening time (fanfare time) for the special prize slot from the start of the minor win game until the special variable prize ball device 010IW17 is controlled to the open state. Simultaneously with the control of the V prize slot opening / closing plate 010IW04 to the open state, the special variable prize ball device 010IW17 (special prize slot) is controlled to the open state. Furthermore, as shown in Figure 8-6(1), during the period when the V prize slot opening / closing plate 010IW04 is controlled to the open state, the special prize slot is opened for 0.016 seconds four times. Therefore, in minor win A, the special prize slot is opened for 0.016 seconds four times during the period when a V prize can be won.
[0219] In this example, the opening time for each special prize entry point in minor win A is extremely short at 0.016 seconds. However, as already explained, the special variable prize ball device 010IW17 has multiple restricting pieces formed on it, and about 2 to 3 game balls flow down in a meandering manner on the bottom member 010IW17a of the special variable prize ball device 010IW17. Therefore, even if the opening time is short, if the bottom member 010IW17a is controlled to be in an open state, the game balls on the bottom member 010IW17a can fall into the special variable prize ball device 010IW17 and win.
[0220] If a game ball enters the special prize slot and results in a V-win, after the special prize slot has finished opening for the last time, and after a predetermined closing time (interval time) and a minor win end time (ending time) have elapsed, the game transitions to a big win state, and as shown in Figure 8-6(2), the special variable prize ball device 7 is controlled to be in the open state from the second round to the tenth round.
[0221] In this example, the mini-win game is terminated when the special prize slot is opened for the last time, based on the passage of the closing time (interval time) and the mini-win termination time (ending time). However, the system is not limited to this configuration. For example, detection switches capable of detecting game balls may be provided in two locations, upstream and downstream, within the special variable prize ball device 010IW17 (special prize slot). After the final closing time (interval time) has elapsed, the system may wait until the number of detections from the upstream detection switch and the downstream detection switch match (all game balls that entered the special prize slot have been discharged) before proceeding to the mini-win termination time (ending time). The mini-win game may then be terminated once the mini-win termination time (ending time) has elapsed.
[0222] On the other hand, in the case of a minor win B, a time of 3.8 seconds is set as the time before the special prize slot opens (fanfare time), and as shown in Figure 8-6(3), the special variable prize ball device 010IW17 (special prize slot) is controlled to be open for 1.6 seconds after 3.8 seconds have elapsed since the start of the minor win game. Therefore, the special prize slot is already closed 5.4 seconds after the start of the minor win game, and even if the V prize slot opening / closing plate 010IW20 is controlled to be open 8 seconds after the start of the minor win game, it is not possible to win a V prize. Note that in the case of a minor win B, the V prize slot opening / closing plate 010IW20 is controlled to be closed without waiting for the end of the 8-second opening time, after the closing time (interval time) and the minor win end time (ending time) have elapsed since the opening of the special prize slot ended.
[0223] (Variation pattern table) Figure 8-7 is an explanatory diagram showing specific examples of the variation pattern tables in feature section 010IW. Of these, Figure 8-7(A) shows a specific example of the variation pattern table for the first special symbol. Figure 8-7(B) shows a specific example of the variation pattern table for the second special symbol [for normal state]. Figure 8-7(C) shows a specific example of the variation pattern table for the second special symbol [for first high base state]. Figure 8-7(D) shows a specific example of the variation pattern table for the second special symbol [for second high base state].
[0224] First, the variation patterns of the first special symbol will be explained using Figure 8-7(A). As shown in Figure 8-7(A), in this example, when the variation display of the first special symbol is performed, if it is a miss during the normal state, the variation pattern will be determined to be one of the following: variation pattern PA1-1 (normal variation), variation pattern PA1-2 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), or variation pattern PA2-3 (super reach β). Also, when the variation display of the first special symbol is performed, if it is a miss during the high base state (first high base state, second high base state), the variation pattern will be determined to be one of the following: variation pattern PA1-3 (shortened variation), variation pattern PA2-1 (normal reach), variation pattern PA2-2 (super reach α), or variation pattern PA2-3 (super reach β).
[0225] Furthermore, as shown in Figure 8-7(A), in this example, when the first special symbol is displayed in a variable form, if a jackpot occurs during the normal state, the variable pattern will be determined to be one of the following: variable pattern PB1-1 (normal reach), variable pattern PB1-2 (super reach α), or variable pattern PB1-3 (super reach β). Also, when the first special symbol is displayed in a variable form, if a jackpot occurs during the high base state, the variable pattern will be determined to be one of the following: variable pattern PB1-1 (normal reach), variable pattern PB1-2 (super reach α), variable pattern PB1-3 (super reach β), or variable pattern PB1-4 (shortened variation).
[0226] Next, the variation patterns of the second special symbol will be explained using Figures 8-7(B) to (D). As shown in Figure 8-7(B), in this example, when the variation display of the second special symbol is performed, if it is a miss during the normal state, the variation pattern PA3-1 is determined. Also, as shown in Figure 8-7(B), when the variation display of the second special symbol is performed, if it is a big win during the normal state, the variation pattern PB3-1 is determined. Also, as shown in Figure 8-7(B), when the variation display of the second special symbol is performed, if it is a small win during the normal state, the variation pattern PC3-1 is determined.
[0227] Furthermore, as shown in Figure 8-7(C), in this example, when the second special symbol variation display is executed, if it is a miss during the first high base state, the variation pattern is determined to be variation pattern PD1-1. In this example, during the first high base state, a special performance mode is executed, and internally one variation display is executed over a variation time of 300 seconds, but visually, 10 pseudo-variation displays (hereinafter referred to as pseudo-variations) are executed during one variation display. The specific content of the performance during the special performance mode is determined by the performance control CPU 120, and for example, in the case of a big win variation or a small win A variation, a reach performance is executed in the last pseudo-variation and a performance is executed in which the winning symbol is stopped and displayed.
[0228] Furthermore, as shown in Figure 8-7(D), in this example, when the second special symbol is displayed in a variation, if it is a miss during the second high base state, the variation pattern is determined to be either variation pattern PD1-2 or variation pattern PD1-3. In this example, during the second high base state, variation pattern PD1-2 is mainly selected and the performance as a specific performance mode is executed, and internally one variation display is executed over a variation time of 120 seconds, but visually four pseudo-variations are executed during one variation display. The specific performance content during the specific performance mode is determined by the performance control CPU 120, and for example, in the case of a big win variation or a small win A variation, a reach performance is executed in the last pseudo-variation and the winning symbol is displayed in a stopped state.
[0229] Furthermore, as shown in Figure 8-7(D), even during the second high base state, if a minor win B (fall minor win) occurs, the variation pattern PD1-3 is selected and the game switches to special performance mode. Internally, one variation display is executed over a variation time of 400 seconds, but visually, 10 pseudo-variations are executed during one variation display. Therefore, in this example, if the game switches to special performance mode during a specific performance mode, the player can be made to understand that a minor win B may occur and the second high base state may end.
[0230] In this example, as shown in Figures 8-7(C) and (D), in the special performance mode during the first high base state, variation pattern PD1-1 is selected and a 300-second performance is executed internally, whereas when variation pattern PD1-3 is selected during the second high base state and the system switches to the special performance mode, a 400-second performance is executed internally. Therefore, in this example, in the special performance mode during the first high base state, the proportion of relatively short pseudo-variations such as non-reach sequences is higher compared to when the system switches to the special performance mode during the second high base state.
[0231] Furthermore, in this example, as shown in Figure 8-7(D), even if a minor win A occurs during the second high base state, the variation pattern PD1-3 may be selected and the game may switch to a special performance mode. Therefore, it is possible to create an unexpected effect where the game switches to a special performance mode during a specific performance mode, making the player think that the second high base state may end, before reviving to minor win A and transitioning to a big win game after a V-win.
[0232] In this example, although variation pattern PD1-2 is also selected in the case of a losing variation, the probability of it being a losing variation is overwhelmingly higher than that of a big win or a small win. Therefore, the probability of a small win A occurring when variation pattern PD1-3 is selected is relatively higher than the probability of a small win A occurring when variation pattern PD1-2 is selected. Consequently, the case where variation pattern PD1-3 is selected and the game switches from the specific performance mode to a special performance mode and results in a small win A is more reliable than the case where variation pattern PD1-2 is selected and a win occurs directly from the specific performance mode.
[0233] Furthermore, for example, the system may be configured such that, compared to the case where variation pattern PD1-2 is selected and a win occurs directly from a specific performance mode, resulting in a small win A, the case where variation pattern PD1-3 is selected and the system switches from a specific performance mode to a special performance mode, resulting in a small win A, leads to a big win game with more rounds after a V-win, and the number of prize balls awarded is greater.
[0234] In this example, during the normal symbol processing (step S26), the CPU 103 determines whether the result of the normal symbol variation display is a win (normal symbol win) and controls the normal symbol variation display based on that determination. In this example, if it is in the normal state, it is determined to be a normal symbol win with a 10% probability, and if it is in the high base state, it is determined to be a normal symbol win with a 90% probability. Also, in the normal symbol processing (step S26), the CPU 103 controls the variable prize ball device 6B (second start prize opening) to the open state based on the determination that it is a normal symbol win.
[0235] (Game flow) Here, the game flow in this feature unit 010IW will be described. In this example, when the game state is the normal state (normal state (non-high base state)), the player aims at the left side of the game area and performs a shooting operation of the game ball (so-called left shot). In this example, the game ball that enters the left area of the game area cannot enter or has difficulty entering the second start winning opening, and since the probability of winning per normal pattern is low in the normal state, it is extremely rare for a game ball to win in the second start winning opening, and the variable display of the first special symbol is almost always executed. Therefore, in this example, it is rare for a small win to occur during the normal state.
[0236] Next, when the big win symbol is derived and displayed in the variable display of the first special symbol during the normal state, it is controlled to the big win game state (so-called first big win game state). And after the end of that big win game state, the game state is controlled to the high base state. Since the probability of 7R big win B is as high as 95%, the high base state (first high base state) is mainly maintained until the end of one variable display in the first big win (in the rare case of becoming 7R probability variable big win A with a 5% probability, it may immediately shift to the 99 high base states (second high base state) in the first big win).
[0237] In addition, when immediately shifting to the second high base state in the first big win, for example, without notifying the shift to the second high base state during the first big win game, in the first variable display after the shift to the second high base state, an effect corresponding to the same special effect mode as the first high base state is deliberately executed, and after it is notified that the first variable display does not result in a big win or a small win, it may be configured to notify that it is the second high base state and shift to a specific effect mode. Also, for example, until the fifth variable display after the shift to the second high base state (that is, the number of variable displays corresponding to one variable display in the first high base state and the remaining four reserved variable displays) is executed, an effect corresponding to the special effect mode is executed, and after it is notified that none of them result in a big win or a small win until the fifth variable display is executed, it may be configured to notify that it is the second high base state and shift to a specific effect mode.
[0238] When controlled to a high base state (first high base state), the player aims to the right side of the game area and fires the game ball (so-called right-handed shooting). In this example, a game ball that enters the right side of the game area cannot or has difficulty entering the first starting prize slot, and since the probability of winning with a regular symbol is high in a high base state (and the display of the second special symbol variation takes precedence over the display of the first special symbol variation), the display of the second special symbol variation is executed in the first high base state. In this case, although the high base state itself is only activated once, up to four second reserve memories (hereinafter referred to as remaining reserves) can be stored during the first high base state, so a maximum of five displays of the second special symbol variation can be executed, combining one first high base state and the display of variation for the four remaining reserves. In this example, since the probability of getting a minor win A is approximately 1 / 7 (see Figure 8-5(C)), if a minor win A occurs during the five rotations of the second special symbol, the high base state can be maintained. In this case, if a minor win A occurs during one first high base state, the game will be controlled to a second high base state of 99 after the big win game following a V-win. If a minor win A occurs with remaining reserved balls, the game state is already in the normal state, so it will be controlled to a first high base state of 4.
[0239] If the game is controlled to the first high base state four times, the number of high base rounds is four, but since it is possible to store up to four remaining reserved symbols during the first high base state, the second special symbol variation display can be executed up to eight times. In this case, if a minor win A occurs during the four first high base rounds, the game will be controlled to the second high base state of 99 rounds after the big win game following a V-entry. If a minor win A occurs with the remaining reserved symbols, the game state is already in the normal state, so the game will be controlled to the first high base state of four rounds.
[0240] If the game is controlled to the second high base state, it can continue to be in that state repeatedly as long as a minor win A occurs during that state (consecutive win state). On the other hand, if a minor win B occurs during the second high base state, the second high base state ends and the game returns to the normal state, even if a V-win does not occur during the minor win game and before the 99-spin display ends. However, even in this case, it is possible to accumulate up to 4 remaining reserves, and if a minor win A occurs among the remaining reserves, it is possible to return to the first high base state. If there are no minor win A among the remaining reserves, the game returns to the normal state and the consecutive win state ends.
[0241] Although the probability is low at approximately 1 / 300, it is possible for a 10R jackpot or a 4R jackpot to occur during a high base state or with remaining reserved spins, resulting in a continuation of the 99-spin second high base state or a 4-spin first high base state.
[0242] (Performance control command) Figures 8-8 and 8-9 are explanatory diagrams showing an example of the content of a performance control command sent to the performance control CPU 120. In the example shown in Figures 8-8 and 8-9, command 80XX(H) is a performance control command (variation pattern command) that specifies the variation pattern of the decorative symbols that are variably displayed on the image display device 5 in response to the variable display of special symbols. Note that the performance control command that specifies the variation pattern is also a command to specify the start of the variation. Therefore, when the performance control CPU 120 receives any of the commands 80XX(H), it controls the image display device 5 to start the variable display of the decorative symbols.
[0243] Command 9000(H) is a performance control command (display result 1 specification command) (miss specification command) that specifies that the display result of the variable display of the decorative pattern specified by the variable pattern command should be a miss.
[0244] Command 9001(H) is a performance control command (display result 2 specification command (7R jackpot A specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be 7R jackpot A. Command 9002(H) is a performance control command (display result 3 specification command (7R jackpot B specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be 7R jackpot B. Command 9003(H) is a performance control command (display result 4 specification command (10R jackpot specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be 10R jackpot. Command 9004(H) is a performance control command (display result 5 specification command (4R jackpot specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be 4R jackpot.
[0245] Command 9005(H) is a performance control command (display result 6 specification command (minor win A specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be minor win A. Command 9006(H) is a performance control command (display result 7 specification command (minor win B specification command)) that specifies that the display result of the variable display of the decorative symbols specified by the variable pattern command should be minor win B.
[0246] Command A000(H) is a performance control command (first symbol confirmation command) that can specify that the variable display of the first special symbol can be stopped. Command A100(H) is a performance control command (second symbol confirmation command) that can specify that the variable display of the second special symbol can be stopped.
[0247] Command B000(H) is a performance control command (jackpot start command: fanfare command) that specifies the start of a jackpot game. Command B001(H) is a performance control command (jackpot end command: ending command) that specifies the end of a jackpot game.
[0248] Command B1XX(H) is a performance control command (large prize slot open display command) that specifies the display during a round while playing a jackpot. Note that "XX" is set to the number of rounds to be displayed. Command B2XX(H) is a performance control command (large prize slot open display command) that specifies the display after a round while playing a jackpot (display of the interval between rounds).
[0249] Command B300(H) is a performance control command (minor win start command) that specifies the start of a minor win game. Command B301(H) is a performance control command (minor win end command) that specifies the end of a minor win game.
[0250] In this example, we show a case where a common start command and end command for a minor win are sent regardless of whether it is minor win A or minor win B, but the system is not limited to this configuration. For example, it may be configured to send different commands depending on whether it is minor win A or minor win B, by sending both a start command and an end command for minor win A and a start command and an end command for minor win B. In this case, for example, in the case of minor win B, the start period and end period of the minor win may be shortened compared to the case of minor win A, so that the minor win game ends in a shorter period, and the CPU 120 for performance control may be configured to identify the minor win performance period depending on which minor win start command and end command it receives that corresponds to which minor win type.
[0251] Command B400(H) is a performance control command (large prize entry designation command) that specifies that a game ball has entered the large prize entry slot. Command B401(H) is a performance control command (special prize entry designation command) that specifies that a game ball has entered the special prize entry slot. Command B402(H) is a performance control command (V prize entry designation command) that specifies that a game ball has entered the V prize entry slot within the special prize entry slot.
[0252] Command C000(H) is a performance control command (command to specify addition to the first reserved memory count) that specifies that the first reserved memory count has increased by 1. Command C001(H) is a performance control command (command to specify addition to the second reserved memory count) that specifies that the second reserved memory count has increased by 1. Command C100(H) is a performance control command (command to specify subtraction to the first reserved memory count) that specifies that the first reserved memory count has decreased by 1. Command C101(H) is a performance control command (command to specify subtraction to the second reserved memory count) that specifies that the second reserved memory count has decreased by 1.
[0253] Commands C4XX(H) and C6XX(H) are performance control commands (winning result specification commands) that indicate the content of the winning result judgment. Of these, command C4XX(H) is a performance control command (symbol specification command) that indicates the result of the winning result judgment, specifically whether it is a big win or a small win, the type of big win, and the type of small win. Command C6XX(H) is a performance control command (variation category command) that indicates the result of the winning result judgment, specifically the variation pattern or variation pattern type.
[0254] Command E000(H) is a performance control command (normal state specification command) that specifies that the game state should be controlled to the normal state. Command E001(H) is a performance control command (first high base state specification command) that specifies that the game state should be controlled to the first high base state. Command E002(H) is a performance control command (second high base state specification command) that specifies that the game state should be controlled to the second high base state.
[0255] The performance control CPU 120 (specifically, the performance control CPU 120) mounted on the performance control board 12 receives the above-mentioned performance control commands from the game control microcomputer 100 mounted on the main board 11. In accordance with the contents shown in Figures 8-8 and 8-9, it changes the display state of the image display device 5, changes the display state of the lamps, and outputs sound number data to the sound control board 13. Performance control commands other than those shown in Figures 8-8 and 8-9 are also transmitted from the main board 11 to the performance control board 12. For example, more detailed performance control commands related to jackpot games and performance control commands indicating the game state (for example, performance control commands indicating initialization commands) are also transmitted from the main board 11 to the performance control board 12.
[0256] (Special pattern processing) Figure 8-10 is a flowchart showing an example of the special symbol process processing in feature section 010IW. In this example, the start prize determination process (step 010IWS101) is generally the same as the start prize determination process (step S101) shown in Figure 5. Also, the special symbol normal processing (step 010IWS110) to special symbol stop processing (step 010IWS113) is generally the same as the special symbol normal processing (step S110) to special symbol stop processing (step S113) shown in Figure 5. However, in this example, if a minor win symbol is derived and displayed, the process moves to the minor win pre-opening processing (step 010IWS114). Also, if a major win symbol is derived and displayed (i.e., a direct win), the process moves to the major win pre-opening processing (step 010IWS117).
[0257] Pre-minor win opening processing (step 010IWS114): This is executed when the value of the special symbol process flag is 4. The game control microcomputer 100 executes a process to control the special variable prize ball device 010IW17 to an open state and updates the internal state (specifically, the value of the special symbol process flag) to a value (5 in this example) corresponding to the minor win opening processing (step 010IWS115).
[0258] Minor win opening processing (step 010IWS115): This is executed when the value of the special symbol process flag is 5. If the opening time elapses while the special variable prize ball device 010IW17 is open, the special variable prize ball device 010IW17 is controlled to the closed state. If the closing time elapses while the special variable prize ball device 010IW17 is closed and there are still opening counts remaining, the special variable prize ball device 010IW17 is controlled to the open state. Also, when it is time for the V prize opening / closing plate 010IW04 to open, the V prize opening opening / closing plate 010IW04 is controlled to the open state. When it is time for the V prize opening opening / closing plate 010IW04 to close, the V prize opening opening / closing plate 010IW04 is controlled to the closed state. In addition, it is checked whether the V prize opening switch 010IW25 is on or not, and if the V prize opening switch 010IW25 is on, the V prize flag is set. When all openings of the special variable prize ball device 010IW17 have been completed and the closing time (interval time) has elapsed, the internal state (special symbol process flag) is updated to a value corresponding to the post-minor win closing process (step 010IWS116) (6 in this example).
[0259] Post-minor win closing processing (Step 010IWS116): This is executed when the value of the special symbol process flag is 6. If the V-winning flag is set, the internal state (special symbol process flag) is updated to the value corresponding to the pre-jackpot opening processing (Step 010IWS117) (7 in this example). If the V-winning flag is not set, the internal state (special symbol process flag) is updated to the value corresponding to the normal special symbol processing (Step 010IWS110) (0 in this example).
[0260] The pre-jackpot opening process (step 010IWS117) to the jackpot ending process (step 010IWS120) is generally the same as the pre-jackpot opening process (step S114) to the jackpot ending process (step S117) shown in Figure 5.
[0261] In this example, the game immediately transitions to a jackpot game after a jackpot is determined and the jackpot / minor win symbols are displayed, or after a V-win occurs during a minor win and the minor win game ends. However, the game is not limited to such configurations. For example, instead of immediately transitioning to a jackpot game, the game may be configured to transition to a jackpot game only after the game ball has passed through an operating gate (which may also be used as the passage gate 41) located in the game area.
[0262] (Start-up prize determination process) Figure 8-11 is a flowchart of the start-up prize determination process (step 010IWS101). In the start-up prize determination process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether the first start-up switch 22A is in the ON state (step 010IWS1211). If the first start-up switch 22A is not in the ON state, the process proceeds to step 010IWS1221. If the first start-up switch 22A is in the ON state, the CPU 103 checks whether the first reserve memory count has reached its upper limit (specifically, whether the value of the first reserve memory counter for counting the first reserve memory count is 4) (step 010IWS1212).
[0263] If the number of first reserved memories has not reached its upper limit, the CPU 103 increments the value of the first reserved memory counter by 1 (step 010IWS1213). The CPU 103 also increments the value of the combined reserved memory counter, which counts the sum of the first and second reserved memories, by 1 (step 010IWS1214). Next, the CPU 103 extracts values from counters that generate random numbers such as random numbers for hit determination, random numbers for type determination, and random numbers for determining variation patterns, and stores them in the storage area of the first reserved memory buffer (step 010IWS1215). The first reserved memory buffer has a storage area reserved for the upper limit of the first reserved memory (4 in this example), and is formed in RAM 102.
[0264] Next, CPU 103 executes a win-time determination process to predetermine the variation display result and variation pattern when the variation based on the detected start win is executed (step 010IWS1216). Then, CPU 103 controls the sending of a symbol specification command to the performance control CPU 120 based on the determination result of the win-time determination process (step 010IWS1217), and also controls the sending of a variation category command to the performance control CPU 120 (step 010IWS1218). In addition, CPU 103 controls the sending of a first reserve memory count addition specification command to the performance control CPU 120 (step 010IWS1219). Then, the process proceeds to step 010IWS1221.
[0265] Next, the CPU 103 checks whether the second start switch 22B is in the ON state (step 010IWS1221). If the second start switch 22B is not in the ON state, the process ends. If the second start switch 22B is in the ON state, the CPU 103 checks whether the second reserved memory count has reached its upper limit (specifically, whether the value of the second reserved memory counter used to count the second reserved memory count is 4) (step 010IWS1222).
[0266] If the number of second reserved memories has not reached its upper limit, the CPU 103 increments the value of the second reserved memory counter by 1 (step 010IWS1223). The CPU 103 also increments the value of the combined reserved memory counter by 1 (step 010IWS1224). Next, the CPU 103 extracts values from the counters used to generate random numbers such as random numbers for hit determination, random numbers for type determination, and random numbers for determining variation patterns, and stores them in the storage area of the second reserved memory buffer (step 010IWS1225). The second reserved memory buffer has a storage area reserved for the upper limit of the second reserved memory (4 in this example), and is formed in RAM 102.
[0267] Next, CPU 103 executes the winning determination process (step 010IWS1226). Then, CPU 103 controls the sending of a symbol specification command to the performance control CPU 120 based on the determination result of the winning determination process (step 010IWS1227), and also controls the sending of a variable category command to the performance control CPU 120 (step 010IWS1228). In addition, CPU 103 controls the sending of a command to specify the addition of the second reserve memory count to the performance control CPU 120 (step 010IWS1229). Finally, the start winning determination process ends.
[0268] (Special pattern processing as usual) Figure 8-12 is a flowchart of the normal special symbol processing (step 010IWS110) in the special symbol processing. In the normal special symbol processing, the CPU 103 checks the value of the combined reserved memory count (step 010IWS51). Specifically, it checks the count value of the combined reserved memory count counter, which counts the sum of the first reserved memory count and the second reserved memory count. If the combined reserved memory count is not 0, the CPU 103 checks whether the second reserved memory count is 0 or not (step 010IWS52). Specifically, it checks whether the value of the second reserved memory count counter, which counts the second reserved memory count, is 0 or not. If the second reserved memory count is not 0, the CPU 103 sets the data indicating "second" to the special symbol pointer (a flag indicating whether the special symbol processing is being performed on the first special symbol or the second special symbol) (step 010IWS53). If the second reserved memory count is 0 (i.e., only the first reserved memory count is accumulated), the CPU 103 sets the special symbol pointer to data indicating "first" (step 010IWS54).
[0269] In this feature section 010IW, the processing in steps 010IWS52 to S54 is executed so that the display of the second special symbol takes precedence over the display of the first special symbol. In other words, the second start condition for starting the display of the second special symbol is controlled to take precedence over the first start condition for starting the display of the first special symbol.
[0270] Furthermore, the system is not limited to the configuration shown in this example. For example, it may be configured to display the variation of the first special symbol and the variation of the second special symbol in the order in which the game balls enter the first starting prize slot and the second starting prize slot.
[0271] Next, the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 indicated by the special symbol pointer in RAM 102 and stores it in the random number buffer area of RAM 102 (step 010IWS55). Specifically, if the special symbol pointer indicates "1st", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 1st reserved memory buffer and stores it in the random number buffer area of RAM 102. Also, if the special symbol pointer indicates "2nd", the CPU 103 reads each random value stored in the storage area corresponding to the number of reserved memories = 1 in the 2nd reserved memory buffer and stores it in the random number buffer area of RAM 102.
[0272] Then, CPU 103 decrements the count value of the reserved memory counter indicated by the special symbol pointer by 1 and shifts the contents of each storage area (step 010IWS56). Specifically, if the special symbol pointer indicates "1st", CPU 103 decrements the count value of the 1st reserved memory counter by 1 and shifts the contents of each storage area in the 1st reserved memory buffer. Also, if the special symbol pointer indicates "2nd", CPU 103 decrements the count value of the 2nd reserved memory counter by 1 and shifts the contents of each storage area in the 2nd reserved memory buffer.
[0273] In other words, when the special symbol pointer indicates "1st", the CPU 103 stores each random value stored in the storage area corresponding to the 1st reserved memory number = n (n=2,3,4) in the 1st reserved memory number buffer of RAM 102 into the storage area corresponding to the 1st reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random value stored in the storage area corresponding to the 2nd reserved memory number = n (n=2,3,4) in the 2nd reserved memory number buffer of RAM 102 into the storage area corresponding to the 2nd reserved memory number = n-1.
[0274] Therefore, the order in which each random number stored in the respective storage area corresponding to each first reserved memory number (or each second reserved memory number) is extracted always matches the order of first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.
[0275] Then, the CPU 103 decrements the value of the total reserved memory count by 1. That is, it decrements the count value of the total reserved memory count counter by 1 (step 010IWS57). The CPU 103 saves the value of the total reserved memory count counter before the count value was decremented by 1 to a predetermined area of the RAM 102.
[0276] Next, the CPU 103 reads a random number for hit determination from the random number buffer area (step 010IWS58) and executes the jackpot determination module (step 010IWS59). In this case, the CPU 103 reads a random number for hit determination that was extracted in the start prize entry determination process (step 010IWS101) and stored in the first and second reserve memory buffers in advance, and performs a jackpot determination. The jackpot determination module is a program that compares a predetermined jackpot determination value (see Figure 8-4(A)) with the random number for hit determination, and if they match, it is determined to be a jackpot. In other words, it is a program that performs the jackpot determination process. If the value of the random number for hit determination matches any of the jackpot determination values, the CPU 103 decides to declare a jackpot for the special symbols. If it is decided to declare a jackpot (Y in step 010IWS60), the program proceeds to step 010IWS61. On the other hand, if it is decided not to award a jackpot (N in step 010IWS60), the process proceeds to step 010IWS63. Note that deciding whether or not to award a jackpot means deciding whether or not to proceed to the jackpot game state, but it also means deciding whether or not to designate the stopped symbols on the special symbol display as jackpot symbols.
[0277] In step 010IWS61, the CPU 103 sets a jackpot flag to indicate that it is a jackpot. The CPU 103 then determines the type of jackpot (7R jackpot A, 7R jackpot B, 10R jackpot, or 4R jackpot) that matches the value of the random number used for type determination stored in the random number buffer area (step 010IWS62). In this case, the CPU 103 reads the random number used for type determination that was extracted in the start-up prize determination process (step 010IWS101) and stored in the first and second reserve memory buffers, and determines the type of jackpot. Then, it proceeds to step 010IWS68.
[0278] On the other hand, in step 010IWS63, the CPU 103 selects a minor win determination table indicated by the special symbol pointer. In this case, if the value of the special symbol pointer indicates "1st", the CPU 103 selects the minor win determination table for the 1st special symbol, and if the value of the special symbol pointer indicates "2nd", the CPU 103 selects the minor win determination table for the 2nd special symbol. Then, using the selected minor win determination table, the CPU 103 performs a lottery process based on a random number for win determination and decides whether or not it is a minor win (step 010IWS64). In this example, as shown in Figures 8-4(B) and (C), there are no cases where a minor win is determined when the variation display of the 1st special symbol is executed, and when the variation display of the 2nd special symbol is executed, a minor win is determined with a probability of approximately 17.4%.
[0279] In this example, we show a configuration where a minor win may be determined only when the second special symbol is displayed in a variable form. However, it is also possible to configure the system so that a minor win can be determined with a low probability when the first special symbol is displayed in a variable form.
[0280] If it is decided to award a minor win (Y in step 010IWS65), the CPU 103 sets a minor win flag to indicate that it is a minor win (step 010IWS66). The CPU 103 then determines the type of minor win (minor win A or minor win B) to match the value of the random number used for type determination stored in the random number buffer area (step 010IWS67). In this case, the CPU 103 reads the random number used for type determination that was extracted in the start-up prize determination process (step 010IWS101) and stored in the second reserve memory buffer beforehand, and determines the type of minor win. Then, it proceeds to step 010IWS68.
[0281] Next, the CPU 103 determines whether or not it is a big win or a small win, the type of big win, and the stopping symbol for the special symbols according to the result of determining the type of small win (step 010IWS68). In this case, for example, if it is decided to be a 7R big win A, the stopping symbol for the special symbols is determined to be "3", if it is decided to be a 7R big win B, the stopping symbol for the special symbols is determined to be "5", if it is decided to be a 10R big win, the stopping symbol for the special symbols is determined to be "7", if it is decided to be a 4R big win, the stopping symbol for the special symbols is determined to be "9", if it is decided to be a small win A, the stopping symbol for the special symbols is determined to be "1", if it is decided to be a small win B, the stopping symbol for the special symbols is determined to be "2", and if it is decided to be a miss, the stopping symbol for the special symbols is determined to be "-". Furthermore, the CPU 103 stores the determined special symbol stop pattern in the stop pattern memory area provided in the RAM 102 (step 010IWS69).
[0282] Then, CPU 103 updates the value of the special pattern process flag to a value corresponding to the variable pattern setting process (step 010IWS111) (step 010IWS70).
[0283] (Setting the variation pattern) Figure 8-13 is a flowchart of the variation pattern setting process (step 010IWS111) in the special symbol process. In the variation pattern setting process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether the value of the special symbol pointer is set to a value indicating "second" (step 010IWS1701). If the value of the special symbol pointer is not set to a value indicating "second" (i.e., if the variation display of the first special symbol is to be executed), the CPU 103 selects the variation pattern table for the first special symbol shown in Figure 8-7(A) as a table for determining the variation pattern (step 010IWS1702).
[0284] If the value of the special symbol pointer is set to indicate "second" (i.e., if the second special symbol variation display is to be executed), the CPU 103 checks whether the first high base flag, which indicates the first high base state, is set (step 010IWS1703). If the first high base flag is set (i.e., the first high base state is in effect), the CPU 103 selects the variation pattern table for the second special symbol [for the first high base state] shown in Figure 8-7(C) as the table for determining the variation pattern (step 010IWS1704).
[0285] If the first high base flag is not set, the CPU 103 checks whether the second high base flag, which indicates the second high base state, is set (step 010IWS1705). If the second high base flag is set (i.e., the second high base state is in effect), the CPU 103 selects the variation pattern table for the second special symbol [for the second high base state] shown in Figure 8-7(D) as the table for determining the variation pattern (step 010IWS1706).
[0286] If the second high base flag is also not set (i.e., in the normal state), the CPU 103 selects the variation pattern table for the second special symbol [for normal state] shown in Figure 8-7(B) as the table for determining the variation pattern (step 010IWS1707).
[0287] Next, the CPU 103 determines which of the variation patterns shown in Figure 8-7 to use, based on the variation pattern table decided to be used in steps 010IWS1702, S1704, S1706, and S1707, and the random numbers for variation pattern determination stored in the first and second reserved memory buffers (step 010IWS1708). In this example, the variation time of the first and second special symbols is determined by determining the variation pattern. Alternatively, after determining the variation time, the CPU may select a variation pattern from among several variation patterns that has the determined variation time set.
[0288] Once a variation pattern is determined, the CPU 103 performs control to send a variation pattern command indicating the determined variation pattern to the performance control CPU 120 (step 010IWS1709).
[0289] Furthermore, once the variation time (variation pattern) of the first special symbol and the second special symbol is determined in step 010IWS1708, the CPU 103 sets the variation time data indicating the determined variation time into the variation time timer and starts measuring the variation time (step 010IWS1710), and starts displaying the variation of the first special symbol on the first special symbol display device 4A or the variation of the second special symbol on the second special symbol display device 4B (step 010IWS1711). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol variation processing (step 010IWS1712).
[0290] (Special symbol variation processing) Figure 8-14 is a flowchart of the special symbol variation processing (step 010IWS112) in the special symbol processing. In the special symbol variation processing, the game control microcomputer 100 (specifically, CPU 103) first performs control to send one of the display result specification commands (display result 1 specification command to display result 7 specification command) to the performance control CPU 120 based on the decision result of whether or not it is a big win, whether or not it is a small win, the decision result of the type of big win, and the decision result of the type of small win, if it has not already been sent (step 010IWS1121).
[0291] Next, CPU 103 decrements the variable time timer by 1 (step 010IWS1122), and when the variable time timer times out (step 010IWS1123), it sets a value corresponding to the symbol confirmation period (for example, 0.5 seconds) in the symbol confirmation period timer, which measures the period for confirming the display of the stopped symbols of the first and second special symbols (step 010IWS1124). Also, CPU 103 controls the transmission of the symbol confirmation command indicated by the special symbol pointer to the performance control CPU 120 (step 010IWS1125). In this case, if the value of the special symbol pointer indicates "first", it controls the transmission of the first symbol confirmation command, and if the value of the special symbol pointer indicates "second", it controls the transmission of the second symbol confirmation command.
[0292] Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step 010IWS113) (step 010IWS1126).
[0293] (Special symbol stop processing) Figure 8-15 is a flowchart of the special symbol stop process (step 010IWS113) in the special symbol process. In the special symbol stop process, the CPU 103 first subtracts 1 from the value of the symbol confirmation period timer (step 010IWS131), and then checks whether the value of the symbol confirmation period timer after the subtraction is 0 (step 010IWS132).
[0294] If the value of the symbol confirmation period timer after subtraction is not 0 (i.e., the confirmation display period for the first and second special symbols has not yet ended), the special symbol stop process is terminated. If the value of the symbol confirmation period timer after subtraction is 0 (i.e., the confirmation display period for the first and second special symbols has ended), the CPU 103 checks whether the jackpot flag is set or not (step 010IWS133).
[0295] If the jackpot flag is set, the CPU 103 checks whether the first high base flag or the second high base flag is set (step 010IWS134). If the first high base flag or the second high base flag is set, the CPU 103 sets the high base memory flag, which indicates that the high base state was present at the start of the jackpot (step 010IWS135). The CPU 103 also resets the first high base flag, the second high base flag, and the high base count counter, which counts the number of times the variation display was executed while the high base state was present, if set (step 010IWS136).
[0296] Next, CPU 103 sends a command to specify the start of a jackpot to the CPU 120 for performance control (step 010IWS137). Next, CPU 103 sets a timer for measuring the time before the jackpot opening (fanfare time) until the special variable jackpot device 7 is controlled to open (step 010IWS138). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the jackpot opening pre-processing (step 010IWS139).
[0297] If the jackpot flag is not set (N in step 010IWS133), CPU 103 checks whether the value of the high base count counter, which counts the number of times the variation display has been executed during the high base state, is 0 (step 010IWS140). If the value of the high base count counter is not 0, CPU 103 subtracts 1 from the value of the high base count counter (step 010IWS141) and checks whether the value of the high base count counter after the subtraction is 0 (step 010IWS142). If the value of the high base count counter after the subtraction is 0, CPU 103 resets the set first high base flag or second high base flag (step 010IWS143) and ends the high base state. Also, CPU 103 performs control to send a normal state specification command to the performance control CPU 120 (step 010IWS144).
[0298] Next, CPU 103 checks whether the minor win flag is set (step 010IWS145). If the minor win flag is set, it sends a minor win start designation command to the performance control CPU 120 (step 010IWS146). Next, CPU 103 sets a value corresponding to the minor win fanfare time (8 seconds in this example) in the special prize slot opening time timer, which measures the time before the special prize slot opens (fanfare time) until the special variable prize ball device 010IW17 is controlled to open (step 010IWS147). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the minor win opening pre-processing (step 010IWS114) (step 010IWS148).
[0299] If the minor win flag is not set (i.e., it is a miss), the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal processing (step 010IWS110) (step 010IWS149).
[0300] (Pre-release processing for minor wins) Figure 8-16 is a flowchart of the pre-opening process for the small prize in the special symbol process (step 010IWS114). In the pre-opening process for the small prize, the CPU 103 first checks whether the timer for the time before the special prize slot opens has timed out (step 010IWS401). If the timer for the time before the special prize slot opens has not timed out (i.e., the fanfare time has not elapsed), the process ends.
[0301] If the timer for the time before the special prize slot opens has timed out (i.e., the fanfare time has elapsed), the CPU 103 starts driving the solenoid 010IW83 to control the special variable prize ball device 010IW17 to the open state (step 010IWS402). The CPU 10103 also sets a value in the opening time timer that corresponds to the time of the first opening of the special prize slot (step 010IWS403). In this case, if it is a minor win A, the opening time timer is set to a value that corresponds to 0.016 seconds (see Figure 8-6(1)). If it is a minor win B, the opening time timer is set to a value that corresponds to 1.6 seconds (see Figure 8-6(3)).
[0302] Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (step 010IWS115) (step 010IWS404).
[0303] (Processing during minor win release) Figure 8-17 is a flowchart of the minor prize opening process (step 010IWS115) in the special symbol process processing. During the minor prize opening process, the CPU 103 first checks whether the special prize slot switch 010IW24 is ON or OFF (step 010IWS421). If the special prize slot switch 010IW24 is ON (i.e., if the entry of a game ball into the special prize slot has been detected), the CPU 103 performs control to send a special prize slot entry designation command to the performance control CPU 120 (step 010IWS422).
[0304] Next, CPU 103 checks whether the V-prize slot switch 010IW25 is turned ON (step 010IWS423). If the V-prize slot switch 010IW25 is ON (i.e., if it has detected that a game ball has entered the V-prize slot), CPU 103 sends a V-prize slot entry designation command to the performance control CPU 120 (step 010IWS424). CPU 103 also sets a V-prize flag to indicate that a V-prize has been won (step 010IWS425).
[0305] Next, the CPU 103 checks whether it is time for the V-prize opening / closing plate 010IW04 to open (step 010IWS426). Whether it is time for the V-prize opening / closing plate 010IW04 to open can be determined, for example, by setting a timer when starting a minor prize game and checking whether a predetermined time (8 seconds in this example) has elapsed since the start of the minor prize game. If it is time for the V-prize opening / closing plate 010IW04 to open, the CPU 103 starts driving the solenoid 010IW84 and controls the V-prize opening / closing plate 010IW04 to open (step 010IWS427).
[0306] Next, the CPU 103 checks whether it is time to close the V-prize opening / closing plate 010IW04 (step 010IWS428). Whether it is time to close the V-prize opening / closing plate 010IW04 can be determined, for example, by setting a timer when the opening of the V-prize opening / closing plate 010IW04 begins, and checking whether a predetermined time (8 seconds in this example) has elapsed since the opening of the V-prize opening / closing plate 010IW04 began. If it is time to close the V-prize opening / closing plate 010IW04, the CPU 103 stops driving the solenoid 010IW84 and controls the V-prize opening / closing plate 010IW04 to the closed state (step 010IWS429).
[0307] Next, the CPU 103 checks whether the value of the opening time timer, which measures the opening time of the special prize slot, is 0 (step 010IWS430). If the value of the opening time timer is not 0 (i.e., the special prize slot is open), the CPU 103 subtracts 1 from the value of the opening time timer (step 010IWS431) and checks whether the value of the opening time timer after the subtraction is 0 (step 010IWS432). If the value of the opening time timer is 0, the CPU 103 stops driving the solenoid 010IW83 and controls the special variable prize ball device 010IW17 to the closed state (step 010IWS433). The CPU 103 also sets a predetermined closing time (a value equivalent to the interval time) in the closing time timer, which measures the closing time after the opening of the special prize slot (step 010IWS434). Then, the process ends.
[0308] If the open time timer is 0 in step 010IWS430 (i.e., the special prize slot is still closed), the CPU 103 subtracts 1 from the value of the closed time timer (step 010IWS435) and checks whether the value of the closed time timer after the subtraction is 0 (step 010IWS436). If the value of the closed time timer is 0, the CPU 103 checks whether all openings of the special prize slot have already been completed (step 010IWS437). In this example, if the special prize slot has already been opened 4 times, the CPU 103 determines Y in step 010IWS437 and proceeds to step 010IWS440.
[0309] If all openings of the special prize slots have not been completed (i.e., if there are still 2 to 10 openings remaining), the CPU 103 starts driving the solenoid 010IW83 to control the special variable prize ball device 010IW17 to the open state (step 010IWS438). The CPU 103 also sets a value in the closing time timer that corresponds to the opening time (0.016 seconds in this example) (step 010IWS439). Then, the process ends.
[0310] If all special prize slots have been opened (Y in step 010IWS437), CPU 103 updates the value of the special symbol process flag to a value corresponding to the post-minor win closing process (step 010IWS116) (step 010IWS440).
[0311] (Post-closing process for minor wins) Figure 8-18 is a flowchart of the post-minor win closing processing (step 010IWS116) in the special symbol processing. In the post-minor win closing processing, the CPU 103 checks whether the minor win end display timer is set (step 010IWS451), and if the minor win end display timer is set, proceeds to step 010IWS453. If the minor win end display timer is not set, the CPU 103 sets a value in the minor win end display timer that corresponds to the display time corresponding to the time during which the minor win end display is shown on the image display device 5 (minor win end display time) (step 010IWS452), and terminates the process.
[0312] In step 010IWS453, CPU 103 decrements the value of the mini-win end display timer by 1. Then, CPU 103 checks whether the value of the mini-win end display timer is 0, that is, whether the mini-win end display time has elapsed (step 010IWS454). If it has not elapsed, the process terminates.
[0313] If the time limit for the end of the minor win has elapsed, CPU 103 checks whether the V-winning flag is set (step 010IWS455). If the V-winning flag is set, CPU 103 checks whether the first high base flag or the second high base flag is set (step 010IWS456). If the first high base flag or the second high base flag is set, CPU 103 sets the high base memory flag (step 010IWS457). Also, if set, CPU 103 resets the first high base flag, the second high base flag, and the high base count counter (step 010IWS458).
[0314] Next, CPU 103 resets the V-winning flag (step 010IWS459). CPU 103 also sends a command to the CPU 120 for performance control to specify the start of a jackpot (step 010IWS460). Furthermore, CPU 103 sets a timer for the time before the jackpot opening (step 010IWS461).
[0315] Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the pre-jackpot start processing (step 010IWS117) (step 010IWS462).
[0316] If the process in step 010IWS456 confirms that the V-winning flag is not set, the CPU 103 resets the minor win flag (step 010IWS463). The CPU 103 also sends a minor win termination command to the performance control CPU 120 (step 010IWS464).
[0317] Next, CPU 103 checks whether the second high base flag is set (step 010IWS465). If the second high base flag is set (i.e., if in the second high base state), CPU 103 checks whether it is time to terminate the mini-win game based on mini-win B (step 010IWS466). Whether it is mini-win B or not can be determined, for example, by checking whether the stop symbol of the special symbol stored in the stop symbol memory area (see step 010IWS69) is the symbol "2" which corresponds to mini-win B. If it is time to terminate the mini-win game based on mini-win B, CPU 103 resets the set second high base flag (step 010IWS467) and terminates the second high base state. CPU 103 also sends a normal state specification command to the performance control CPU 120 (step 010IWS468).
[0318] As described above, when the processing in steps 010IWS465 to S468 is executed, in this example, if a minor win B occurs during the second high base state, the second high base state is terminated when the minor win game ends, and the system transitions to the normal state. However, the processing is not limited to the configuration shown in this example. For example, the system may be configured to execute the processing in steps 010IWS465 to S468 during the special symbol stop processing, and if a minor win B occurs during the second high base state, the system may be configured to terminate the second high base state and transition to the normal state before the minor win game starts.
[0319] Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the normal processing of the special symbol (step 010IWS110) (step 010IWS469).
[0320] (Big win termination process) Figure 8-19 is a flowchart of the jackpot termination process (step 010IWS121) in the special symbol process. In the jackpot termination process, the CPU 103 checks whether the jackpot termination display timer is set (step 010IWS531), and if the jackpot termination display timer is set, proceeds to step 010IWS535. If the jackpot termination display timer is not set, the CPU 103 resets the jackpot flag or minor jackpot flag (step 010IWS532) and controls the sending of a jackpot termination specification command (step 010IWS533). Then, the CPU 103 sets a value in the jackpot termination display timer that corresponds to the display time corresponding to the time the jackpot termination display is shown on the image display device 5 (jackpot termination display time) (step 010IWS534), and terminates the process.
[0321] In step 010IWS535, CPU 103 decrements the value of the jackpot end display timer by 1. Then, CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (step 010IWS536). If it has not elapsed, the process ends.
[0322] If the time for displaying the end of the jackpot has elapsed (Y in step 010IWS536), the CPU 103 checks whether the jackpot ending this time is a 7R jackpot A or not (step 010IWS537). Whether or not it is a 7R jackpot A can be determined, for example, by checking the stop symbols of the special symbols stored in the stop symbol memory area in step 010IWS69. If it is a 7R jackpot A, the CPU 103 sets the second high base flag and controls the system to the second high base state (step 010IWS538). The CPU 103 also sets the high base count counter to "99" (step 010IWS539). The CPU 103 also controls the system to send a command to specify the second high base state to the performance control CPU 120 (step 010IWS540). Then, the system proceeds to step 010IWS552.
[0323] If it is not a 7R jackpot A, CPU 103 checks whether the jackpot ending this time is a 7R jackpot B (step 010IWS541). Whether or not it is a 7R jackpot B can be determined, for example, by checking the stop symbols of the special symbols stored in the stop symbol memory area in step 010IWS69. If it is a 7R jackpot B, CPU 103 sets the first high base flag and controls the system to the first high base state (step 010IWS542). CPU 103 also sets the high base count counter to "1" (step 010IWS543). CPU 103 also controls the system to send the first high base state specification command to the performance control CPU 120 (step 010IWS544). Then, the system proceeds to step 010IWS552.
[0324] If it is not a 7R jackpot B (i.e., a jackpot based on a V-win in a 10R jackpot, 4R jackpot, or minor jackpot A), CPU 103 checks whether the high base memory flag is set (step 010IWS545). If the high base memory flag is set (i.e., if the high base state was present at the start of the jackpot), CPU 103 sets the second high base flag and controls the system to the second high base state (step 010IWS546). CPU 103 also sets the high base count counter to "99" (step 010IWS547). CPU 103 also sends a command to specify the second high base state to the performance control CPU 120 (step 010IWS548). Then, the system proceeds to step 010IWS552.
[0325] If the high base memory flag is not set (i.e., if the low base state was present at the start of the jackpot), CPU 103 sets the first high base flag and controls the system to the first high base state (step 010IWS549). CPU 103 also sets the high base count counter to "4" (step 010IWS550). CPU 103 also sends a command to specify the first high base state to the performance control CPU 120 (step 010IWS551). Then, the system proceeds to step 010IWS552.
[0326] Next, if the high base memory flag is set, the CPU 103 resets the high base memory flag (step 010IWS552). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal processing (step 010IWS110) (step 010IWS553).
[0327] In this example, a single high-base count counter is provided to count the number of high-base counts, but the system is not limited to this configuration. For example, in this example, since the display of the second special symbol variation takes priority during the high-base state, a counter for counting only the number of times the second special symbol variation display is performed during the high-base state (Special Symbol 2 High-Base Count Counter) and a counter for counting the total number of times the first special symbol variation display is performed and the second special symbol variation display is performed during the high-base state (Combined High-Base Count Counter) may be provided. Furthermore, in the processing of steps 010IWS140 to S144 of the special symbol stop processing, a process to update the Special Symbol 2 High-Base Count Counter and the Combined High-Base Count Counter may be executed, and the system may be configured to terminate the high-base state and transition to the normal state based on the first value of either counter becoming 0.
[0328] (state transition) Next, the state transitions in this feature unit 010IW will be explained. Figure 8-20 is a state transition diagram illustrating the state transitions in this feature unit 010IW. In the normal state, which is not a so-called continuous win state (a normal state with no remaining reserved symbols), the first special symbol is mainly displayed in a variable form, and there are two cases for a big win (so-called initial win): 7R Big Win A and 7R Big Win B. As shown in Figure 8-20, if 7R Big Win A occurs, the system is controlled to the second high base state (see step 010IWS538). Also, if 7R Big Win B occurs, the system is controlled to the first high base state (see step 010IWS542).
[0329] As shown in Figure 8-20, in the first high base state after the initial win, the second special symbol is primarily displayed, and the high base state continues until one display cycle is completed (see step 010IWS543). If a minor win A occurs during this high base state, and a V-win occurs during the minor win game, the system is controlled to the second high base state, as shown in Figure 8-20 (see step 010IWS546). Although it is a low probability, if a 10R jackpot or a 4R jackpot occurs during this high base state, the system is also controlled to the second high base state, as shown in Figure 8-20 (see step 010IWS546). On the other hand, if one display cycle is completed without any minor win A, 10R jackpot, or 4R jackpot occurring, the system exits the high base state and transitions to the normal state, as shown in Figure 8-20 (see steps 010IWS140~S144).
[0330] As shown in Figure 8-20, in the second high base state, the second special symbol is primarily displayed in a variable form, and the second high base state continues until a big win or small win occurs, or until 99 variable displays are completed (see steps 010IWS539, S547). If a small win A occurs during the second high base state, and a V-win occurs during the small win game, the system is controlled back to the second high base state, as shown in Figure 8-20 (see step 010IWS546). Although it is a low probability, if a 10R big win or a 4R big win occurs during the second high base state, the system is also controlled back to the second high base state, as shown in Figure 8-20 (see step 010IWS546). Furthermore, if a small win B occurs during the second high base state, a V-win will not occur during the small win game, and the system ends in the second high base state and transitions to the normal state, as shown in Figure 8-20 (see steps 010IWS465~S468).
[0331] Furthermore, if 99 spins of the display are completed without any of the minor wins A, minor win B, 10R jackpot, or 4R jackpot occurring, the second high base state will end and the system will transition to the normal state, as shown in Figure 8-20 (see steps 010IWS140~S144). However, in this example, minor win A occurs with a probability of approximately 1 / 7 and minor win B occurs with a probability of approximately 1 / 32, so it is rare for the system to transition to the normal state based on completing 99 spins of the display during the second high base state.
[0332] During the first high base state and the second high base state, a maximum of 4 remaining reserves can be accumulated. Therefore, even after transitioning from the first high base state or the second high base state to the normal state, as long as there are remaining reserves, the display of the second special symbol will be performed primarily. If a minor win A occurs during the display of the second special symbol for these remaining reserves, and a V-win occurs during the minor win game, the system will be controlled back to the first high base state, as shown in Figure 8-20 (see step 010IWS549). Thus, even after transitioning to the normal state, there remains the possibility of continuing the winning streak due to the remaining reserves. Furthermore, although at a low probability, if a 10R jackpot or a 4R jackpot occurs during the display of the second special symbol for these remaining reserves, the system will be controlled back to the first high base state, as shown in Figure 8-20 (see step 010IWS549).
[0333] As shown in Figure 8-20, in the first high base state transitioned by remaining reserved symbols, the second special symbol is primarily displayed, and the first high base state continues until four display rotations are completed (see step 010IWS550). If a minor win A occurs during the first high base state, and a V-win occurs during the minor win game, the system is controlled to the second high base state, as shown in Figure 8-20 (see step 010IWS546). Although it is a low probability, if a 10R jackpot or a 4R jackpot occurs during the first high base state, the system is also controlled to the second high base state, as shown in Figure 8-20 (see step 010IWS546). On the other hand, if none of the minor win A, 10R jackpot, or 4R jackpot occur and the four display rotations are completed, the system ends the first high base state and transitions to the normal state, as shown in Figure 8-20 (see steps 010IWS140~S144). Therefore, the winning streak state ends completely.
[0334] (Command parsing process) Figures 8-21 to 8-23 are flowcharts illustrating specific examples of the command analysis process (step S75). Performance control commands received from the main board 11 are stored in the received command buffer, and in the command analysis process, the performance control CPU 120 checks the contents of the commands stored in the command received buffer.
[0335] In the command parsing process, the CPU 120 for performance control first checks whether a received command is stored in the command receive buffer (step 010IWS611). Whether or not a command is stored is determined by comparing the value of the command received counter with the read pointer. If the two values match, it means that no received command is stored. If a received command is stored in the command receive buffer, the CPU 120 for performance control reads the received command from the command receive buffer (step 010IWS612). After reading, the value of the read pointer is incremented by 2 (step 010IWS613). This is because 2 bytes (1 command) are read at a time.
[0336] If the received performance control command is a variable pattern command (step 010IWS614), the performance control CPU 120 stores the received variable pattern command in the variable pattern command storage area formed in RAM 122 (step 010IWS615). Then, it sets the variable pattern command reception flag (step 010IWS616).
[0337] If the received performance control command is a display result specification command (step 010IWS617), the performance control CPU 120 stores the received display result specification command in the display result specification command storage area formed in RAM 122 (step 010IWS618).
[0338] If the received performance control command is either a symbol confirmation command (first symbol confirmation command, second symbol confirmation command) (step 010IWS619), the performance control CPU 120 sets a confirmation command reception flag corresponding to the received symbol confirmation command (step 010IWS620). For example, if a first symbol confirmation command is received, the first confirmation command reception flag is set. Also, for example, if a second symbol confirmation command is received, the second confirmation command reception flag is set.
[0339] If the received performance control command is a jackpot start command (step 010IWS621), the performance control CPU 120 sets the jackpot start command reception flag (step 010IWS622). If the received performance control command is a jackpot end command (step 010IWS623), the performance control CPU 120 sets the jackpot end command reception flag (step 010IWS624).
[0340] If the received performance control command is a command to specify a big prize entry (step 010IWS625), the performance control CPU 120 sets the flag for receiving a big prize entry command (step 010IWS626). If the received performance control command is a command to specify a special prize entry (step 010IWS627), the performance control CPU 120 sets the flag for receiving a special prize entry command (step 010IWS628). If the received performance control command is a command to specify a V prize entry (step 010IWS629), the performance control CPU 120 sets the flag for receiving a V prize entry command (step 010IWS630).
[0341] If the received performance control command is a symbol specification command (step 010IWS631), the performance control CPU 120 stores the received symbol specification command in the first available storage area of the start-winning command storage area formed in RAM 122 (step 010IWS632).
[0342] If the received performance control command is a variable category command (step 010IWS633), the performance control CPU 120 stores the received variable category command in the storage area of the start-winning command storage area formed in RAM 122, specifically in the storage area where the latest symbol specification command is stored (step 010IWS634).
[0343] If the received performance control command is a first-reserve memory addition specification command (step 010IWS635), the performance control CPU 120 stores the received first-reserve memory addition specification command in the storage area of the start-winning command storage area formed in RAM 122, in the storage area where the latest symbol specification command and variable category command are stored (step 010IWS636). The performance control CPU 120 also increments the value of the first-reserve memory count stored in RAM 122 by 1 (step 010IWS637). The performance control CPU 120 also updates the first-reserve memory display (a display that can identify the first-reserve memory count) displayed on the image display device 5 based on the value of the first-reserve memory count after the increment (step 010IWS638).
[0344] If the received performance control command is a command to specify the addition of a second reserved memory (step 010IWS639), the performance control CPU 120 stores the received command to specify the addition of a second reserved memory in the storage area of the start-winning command storage area formed in RAM 122, specifically in the storage area where the latest symbol specification command and variable category command are stored (step 010IWS640). The performance control CPU 120 also increments the value of the second reserved memory stored in RAM 122 by 1 (step 010IWS641). The performance control CPU 120 also updates the second reserved memory display (a display that can identify the second reserved memory) displayed on the image display device 5 based on the value of the second reserved memory after the increment (step 010IWS642).
[0345] As a result of the execution of steps 010IWS631~S642, in this example, when a starting win occurs, the symbol specification command, the variable category command, and the hold memory addition specification command (first hold memory addition specification command, second hold memory addition specification command) are stored in association in the starting win command storage area.
[0346] Furthermore, the system may be configured to have separate storage areas for commands that trigger when a ball is won upon starting, corresponding to the first reserved memory, and for commands that trigger when a ball is won upon starting, corresponding to the second reserved memory. In this case, the system may be configured such that the symbol specification command, the variable category command, and the first reserved memory addition specification command are stored in association with each other in the first reserved memory command storage area, and the symbol specification command, the variable category command, and the second reserved memory addition specification command are stored in association with each other in the second reserved memory command storage area.
[0347] If the received performance control command is a command to specify subtraction of the first reserved memory (step 010IWS643), the performance control CPU 120 subtracts 1 from the value of the first reserved memory stored in RAM 122 (step 010IWS644). The performance control CPU 120 also updates the first reserved memory display shown on the image display device 5 based on the value of the first reserved memory after the subtraction (step 010IWS645).
[0348] If the received performance control command is a command to specify subtraction of the second reserved memory (step 010IWS646), the performance control CPU 120 subtracts 1 from the value of the second reserved memory stored in RAM 122 (step 010IWS647). The performance control CPU 120 also updates the second reserved memory display shown on the image display device 5 based on the value of the second reserved memory after the subtraction (step 010IWS648).
[0349] If the received performance control command is a normal state specification command (step 010IWS649), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the normal state (for example, a blue background image corresponding to the sea mode) (step 010IWS650). The performance control CPU 120 also resets the high base state flag, which indicates that the high base state is active (step 010IWS651).
[0350] If the received performance control command is a first high base state specification command (step 010IWS652), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the first high base state (for example, a green background image corresponding to forest mode) (step 010IWS653). The performance control CPU 120 also sets a high base state flag (step 010IWS654).
[0351] If the received performance control command is a second high base state specification command (step 010IWS655), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the second high base state (for example, a yellow background image corresponding to the sunset mode) (step 010IWS656). The performance control CPU 120 also sets a high base state flag (step 010IWS657).
[0352] If the received performance control command is any other command, the performance control CPU 120 performs processing to store the received performance control command or to set a flag corresponding to the received performance control command (step 010IWS658). For example, if the received command is a command to specify the start of a minor win, the flag for receiving the command to specify the start of a minor win is set. Also, for example, if the received command is a command to specify the end of a minor win, the flag for receiving the command to specify the end of a minor win is set. Then, the process proceeds to step 010IWS611.
[0353] (Variable display start setting process) Figure 8-24 is a flowchart of the variable display start setting process (step S171) in the performance control process shown in Figure 7. In the variable display start setting process, the performance control CPU 120 first reads a variable pattern command from the variable pattern command storage area (step 010IWS801). Next, the performance control CPU 120 reads a display result specification command from the display result specification command storage area (step 010IWS802).
[0354] Next, the CPU 120 for performance control checks whether the winning symbol is being continuously displayed as a decorative symbol on the image display device 5 (step 010IWS803). If the winning symbol is being displayed, the process proceeds to step 010IWS811. If the winning symbol is not being displayed, the CPU 120 for performance control checks whether the variation display that is about to start will result in a big win or a minor win A (step 010IWS804). Whether it is a big win or a minor win A can be determined by checking the display result specification command read in step 010IWS802. If it is a big win or a minor win A, the CPU 120 for performance control determines the winning symbol as the stopping symbol for the decorative symbols (step 010IWS805). In this example, the winning symbol is determined to be a combination of symbols where the left, middle, and right decorative symbols are all the same.
[0355] If it is neither a big win nor a minor win A (i.e., a miss or a minor win B), the performance control CPU 120 checks whether the variation pattern specified by the variation pattern command read in step 010IWS801 is variation pattern PD1-3 (step 010IWS806). If it is variation pattern PD1-3, the performance control CPU 120 reads each symbol specification command stored in the start-winning command storage area (step 010IWS807). Then, the performance control CPU 120 checks whether there is a symbol specification command among the read symbols that indicates there is a remaining reserve that will result in a big win or a minor win A (step 010IWS808). If there is a remaining reserve that will result in a big win or a minor win A, the performance control CPU 120 determines the winning symbol as the stopping symbol for the decorative symbols (step 010IWS809). Therefore, in this example, even if the game switches to a special performance mode during the second high base state and results in a minor win B, the winning symbols may be displayed as a pre-announcement.
[0356] When it is not the variable pattern PD1-3 (N in step 010IWS806), or when there is no remaining hold that results in a big win or a small win A (N in step 010IWS808), the effect control CPU 120 determines a losing pattern (a pattern other than the winning pattern) as the stop pattern of the decorative pattern (step 010IWS810).
[0357] Note that in steps 010IWS805, S809, and S810, the effect control CPU 120 extracts, for example, a random number for determining the stop pattern, and uses a stop pattern determination table in which data indicating the combination of decorative patterns is associated with numerical values to determine the stop pattern of the decorative pattern. That is, the stop pattern is determined by selecting the data indicating the combination of decorative patterns corresponding to the numerical value that matches the extracted random number.
[0358] Next, the effect control CPU 120 checks whether the variable pattern specified by the variable pattern command read in step 010IWS801 is the variable pattern PD1-1 or the variable pattern PD1-3 (step 010IWS811). If it is the variable pattern PD1-1 or the variable pattern PD1-3, the effect control CPU 120 determines an effect pattern for the special effect mode including pseudo-variation (step 010IWS812). In this example, in the special effect mode, although it is internally a single variation display, an effect in which 10 pseudo-variations are visually executed is performed. In this example, as the effect pattern for the special effect mode, a plurality of various effect patterns configured to execute normal variations, reach effects (normal reach, super reach), and various preview effects in each pseudo-variation are prepared. In step 010IWS812, a lottery process based on a random number is performed to determine which effect pattern to use. Then, it proceeds to step 010IWS816.
[0359] If it is neither the variable pattern PD1-1 nor the variable pattern PD1-3, the effect control CPU 120 checks whether the variable pattern specified by the variable pattern command read in step 010IWS801 is the variable pattern PD1-2 (step 010IWS813). If it is the variable pattern PD1-2, the effect control CPU 120 determines an effect pattern for a specific effect mode including simulated variation (step 010IWS814). In this example, in the specific effect mode, although there is actually one variation display internally, an effect is executed in which four simulated variations are performed visually. In this example, as the effect pattern for the specific effect mode, a plurality of various effect patterns are prepared which are configured to execute normal variations, reach effects (normal reach, super reach), and various preview effects in each simulated variation. In step 010IWS814, a lottery process based on a random number is performed to determine which effect pattern to use. Then, it proceeds to step 010IWS816.
[0360] Note that in this example, a plurality of simulated variations are executed in the special effect mode and the specific effect mode. However, there is no change in the degree of expectation (reliability) for a big win depending particularly on the difference in the number of simulated variations. In this sense, the simulated variations in the special effect mode and the specific effect mode are different from so-called simulated sequences in which the reliability increases as the number of re-variations increases.
[0361] If it is not the variable pattern PD1-2 either, the effect control CPU 120 determines an effect pattern according to the variable pattern (step 010IWS815). Then, it proceeds to step 010IWS816.
[0362] Note that in step 010IWS815, for example, when performing a variable display for a remaining hold after ending the second highest base state with a small win B variation, and when performing a variable display for a remaining hold that occurred after the start of the small win B variation, if the variable display results in a big win or a small win A, an effect pattern including a predetermined button effect is determined (see Fig. 8-38(M)).
[0363] Furthermore, in step 010IWS815, when performing a variation display for the remaining reserved after the end of the first high base state, a performance pattern is determined that includes a performance that is an extension of the special performance mode (see Figures 8-39 to 8-40).
[0364] Next, the CPU 120 for performance control selects a process table corresponding to the performance pattern determined in steps 010IWS812, S814, and S815 (step 010IWS816). Then, the CPU 120 for performance control starts the process timer in process data 1 of the process table selected in step 010IWS816 (step 010IWS817).
[0365] The process table is a table containing process data that the CPU 120 for performance control refers to when executing control of the performance device. In other words, the CPU 120 for performance control controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table consists of data that is a collection of multiple combinations of process timer settings, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating each variation that constitutes the variation pattern during the variable display time (variation time) of the variable display of the decorative pattern. Specifically, it contains data related to changes in the display screen of the image display device 5. The process timer settings also contain the variation time for that variation pattern. The CPU 120 for performance control refers to the process table and performs control to display the decorative pattern in the variation pattern set in the display control execution data for the time set in the process timer settings. The process table is stored in the ROM of the performance control board 80. Furthermore, the process table is prepared according to each variation pattern.
[0366] Furthermore, the process table used when performing performance control for variation patterns accompanied by reach effects contains process data indicating that the left symbol should be stopped and displayed after a predetermined time has elapsed since the start of the variation, and the right symbol should be stopped and displayed after another predetermined time has elapsed. Alternatively, instead of setting the symbols to be stopped and displayed in the process table, images for displaying the symbols may be synthesized and generated according to the determined stop symbols, and the temporary stop symbols in pseudo-consecutive or sliding effects.
[0367] Furthermore, the CPU 120 for performance control executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS818). For example, in order to display an image corresponding to a variation pattern on the image display device 5, it outputs a command to the display control unit 123. In addition, in order to control the on / off operation of the various lamps, it outputs a control signal (lamp control execution data) to the lamp control board 14. In addition, in order to output sound from speakers 8L, 8R, it outputs a control signal (sound number data) to the sound control board 13.
[0368] In this feature section 010IW, the CPU 120 for performance control controls the variable display of decorative symbols using a variable pattern that corresponds one-to-one with the variable pattern command. However, the CPU 120 for performance control may also select the variable pattern to use from multiple types of variable patterns that correspond to the variable pattern command.
[0369] Next, the CPU 120 for performance control sets a value in the variation time timer that corresponds to the variation time specified by the variation pattern command (step 010IWS819). Then, the CPU 120 for performance control deletes the commands for when a prize is won (symbol specification command, variation category command, and hold memory count addition specification command (1st hold memory count addition specification command, 2nd hold memory count addition specification command) stored in the first storage area of the start prize win command storage area, and shifts the contents of the start prize win command storage area (step 010IWS820).
[0370] Then, the CPU 120 for performance control sets the value of the performance control process flag to a value corresponding to the performance processing during variable display (step S172) (step 010IWS821).
[0371] (Variable display effect processing) Figure 8-25 is a flowchart of the variable display performance processing (step S172) in the performance control process processing shown in Figure 7. In the variable display performance processing, the performance control CPU 120 first subtracts 1 from the value of the process timer (step 010IWS831) and subtracts 1 from the value of the variable time timer (step 010IWS832). When the process timer times out (step 010IWS833), the process data is switched. That is, the next set process timer setting value in the process table is set to the process timer (step 010IWS834). Then, the control state for the performance device is changed based on the next set display control execution data, lamp control execution data and sound number data (step 010IWS835).
[0372] Next, the CPU 120 for performance control checks whether it has received any of the symbol confirmation commands (first symbol confirmation command, second symbol confirmation command) (step 010IWS836). If it has not received any of the symbol confirmation commands (N in step 010IWS836), the CPU 120 for performance control checks whether the variation time timer has timed out (step 010IWS837). If the variation time timer has not timed out, it terminates the process.
[0373] If any symbol confirmation command is received (Y in step 010IWS836), or if the variation time timer has timed out (Y in step 010IWS837), the performance control CPU 120 controls the image display device 5 to stop displaying the stop symbol for the decorative symbols (step 010IWS838). In this case, if the stop symbol for the decorative symbols was determined in steps 010IWS805, S809, and S810, the CPU 120 controls the display to stop displaying the determined winning or losing symbol as the stop symbol for the decorative symbols. Also, if a winning symbol was already displayed when the variation display started (see Y in step 010IWS803), the CPU 120 controls the display to continue displaying the winning symbol that was already displayed. Next, the performance control CPU 120 sets a value equivalent to the symbol confirmation period (for example, 0.5 seconds) in the confirmation performance period timer used by the performance control means to measure the symbol confirmation period (step 010IWS839).
[0374] Then, the CPU 120 for performance control updates the value of the performance control process flag to a value corresponding to the special symbol hit waiting process (step S173) (step 010IWS840).
[0375] (Special feature winning waiting process) Figure 8-26 is a flowchart of the special symbol win waiting process (step S173) in the performance control process shown in Figure 7. In the special symbol win waiting process, the performance control CPU 120 first subtracts 1 from the value of the confirmed performance period timer (step 010IWS8901), and then checks whether the value of the confirmed performance period timer after the subtraction has timed out (step 010IWS8902). If the value of the confirmed performance period timer after the subtraction has not timed out, the process ends.
[0376] If the value of the timer for the confirmed performance period after subtraction has timed out, the performance control CPU 120 checks whether the stopped symbol of the decorative symbols displayed on the image display device 5 is a winning symbol (step 010IWS8903). If a winning symbol is displayed as stopped, the performance control CPU 120 checks whether the variation display that is ending this time will result in a big win or a minor win A (step 010IWS8904). Whether it is a big win or a minor win A can be determined, for example, by checking the display result specification command stored in the display result specification command storage area (see step 010IWS618). If a losing symbol is displayed as the stop symbol (N in step 010IWS8903), or if the variable display ending this time is a big win or a small win A (Y in step 010IWS8904), the performance control CPU 120 performs control to erase the stop symbol of the decorative symbol displayed on the image display device 5 (step 010IWS8905).
[0377] If the variable display ending in step 010IWS8904 is neither a big win nor a minor win A (N in step 010IWS8904), the process in step 010IWS8905 is not executed, and the game proceeds directly to step 010IWS8906. In other words, although the current variable display is not a big win or a minor win A, there are big wins or minor win A among the remaining reserved symbols, and the winning symbols are displayed as a pre-announcement, so the winning symbols are not erased and continue to be displayed.
[0378] Next, the CPU 120 for performance control checks whether the variation display ending this time is a jackpot (step 010IWS8906). Whether or not it is a jackpot can be determined, for example, by checking the display result specification command stored in the display result specification command storage area (see step 010IWS618). If it is a jackpot variation, the CPU 120 for performance control checks whether or not it has received a jackpot start specification command (step 010IWS8907). Whether or not it has received a jackpot start specification command can be determined, for example, by checking whether or not the jackpot start specification command reception flag (see step 010IWS622) is set. If it has not received a jackpot start specification command, the process ends.
[0379] If a command to specify the start of a jackpot is received, the CPU 120 for performance control selects a process table corresponding to the performance during the jackpot (step 010IWS8908). Then, the CPU 120 for performance control starts the process timer by setting the process timer setting value to the process timer (step 010IWS8909), and executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speaker 27 as a performance component) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS8910).
[0380] Then, the CPU 120 for performance control updates the value of the performance control process flag to a value corresponding to the performance processing during the jackpot (step 010IWS8911).
[0381] Next, the CPU 120 for performance control checks whether the variation display ending this time is a minor win (minor win A, minor win B) (step 010IWS8912). Whether or not it is a minor win can be determined, for example, by checking the display result specification command stored in the display result specification command storage area (see step 010IWS618). If it is a minor win variation, the CPU 120 for performance control checks whether or not it has received a minor win start specification command (step 010IWS8913). Whether or not it has received a minor win start specification command can be determined, for example, by checking whether or not a flag indicating that a minor win start specification command has been received is set in the command analysis process. If a minor win start specification command has not been received, the process ends as is.
[0382] If a command to specify the start of a minor win is received, the CPU 120 for performance control selects a process table corresponding to the performance during the minor win (step 010IWS8914). Then, the CPU 120 for performance control starts the process timer by setting the process timer setting value to the process timer (step 010IWS8915), and executes control of the performance device (image display device 5 as a performance component, various lamps as performance components, and speaker 27 as a performance component) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS8916).
[0383] Then, the CPU 120 for performance control updates the value of the performance control process flag to a value corresponding to the performance processing during the minor win (step 010IWS8917).
[0384] If it is not a minor win variation (i.e., a losing variation), the CPU 120 for performance control updates the value of the performance control process flag to a value corresponding to the variable display start waiting process (step S170) (step 010IWS8918).
[0385] (Example of staging) Next, we will explain examples of various effects in this feature section 010IW. First, we will explain the effects when the special effects mode is controlled in the first high base state. Figure 8-27 is an explanatory diagram for explaining the effects when the special effects mode is controlled in the first high base state. In the example shown in Figure 8-27, the effects screens transition in the order of (A)(B)(C)... This is also true for Figure 8-28 and beyond, which will be described later.
[0386] When a 7R jackpot B occurs in the normal state and becomes the first jackpot, after the jackpot game ends, the system is controlled to the first high base state (see step 010IWS542) and enters special performance mode. In special performance mode during the first high base state, variation pattern PD1-1 is selected (see Figure 8-7(C)), and as shown in Figure 8-27(A), the image display device 5 displays a ticker 010IW30 including text such as "Special Performance Time" to indicate that it is in special performance mode. Also, in special performance mode, as shown in Figure 8-27(A), the image display device 5 displays a gauge 010IW33, indicating the remaining time in special performance mode.
[0387] In addition, in the special performance mode, as shown in Figure 8-27(A), in addition to the display of the decorative symbols 5L, 5C, and 5R on the left, center, and right, the display of the small symbols 010IW31 on the left, center, and right is also performed. Furthermore, as shown in Figure 8-27(A), the image display device 5 is provided with a first reserved memory count display area 010IW40a that displays the first reserved memory count, and a second reserved memory count display area 010IW40b that displays the second reserved memory count. In the example shown in Figure 8-27(A), it is shown that the first reserved memory count is "3" and the second reserved memory count is still "0". Furthermore, as shown in Figure 8-27(A), the image display device 5 also displays a right-hand play indicator 010IW32 that suggests a right-hand play operation.
[0388] In addition to the configuration shown in this example, the small design 010IW31 may be configured to be displayed in an inconspicuous manner, for example, by using a semi-transparent display.
[0389] Furthermore, although internally it is a single fluctuation display, in special performance mode multiple pseudo-fluctuations are executed. After each pseudo-fluctuation, as shown in Figure 8-27(B), the decorative symbols 5L, 5C, and 5R on the left, center, and right are displayed as a pseudo-temporary stop, and then, as shown in Figure 8-27(C), a pseudo-re-fluctuation is executed on the decorative symbols 5L, 5C, and 5R on the left, center, and right. Then, when it is time for the next pseudo-temporary stop, as shown in Figure 8-27(D), the decorative symbols 5L, 5C, and 5R on the left, center, and right are displayed as a pseudo-temporary stop again. In this example, in special performance mode, 10 pseudo-fluctuations are executed during a single fluctuation display.
[0390] Furthermore, as shown in Figures 8-27(B) to (D), the decorative symbols 5L, 5C, and 5R are displayed as a pseudo-temporary stop and pseudo-re-spin with each pseudo-spin, but internally it is considered a single spin display, so the spin display of the small symbols 010IW31 on the left, center, and right continues without temporary stop or re-spin. Also, as shown in Figures 8-27(B) to (D), the gauge display 010IW33 is updated as the remaining time of the special performance mode decreases. Additionally, when right-hand shooting is started during the special performance mode, starting entries into the second starting entry point occur as needed, and Figure 8-27(B) shows the second reserve memory count increasing to "2", while Figure 8-27(D) shows the second reserve memory count increasing to the maximum of "4".
[0391] Next, we will explain the performance patterns when the system is controlled to a specific performance mode in the second high base state. Figures 8-28 to 8-30 are explanatory diagrams illustrating the performance patterns when the system is controlled to a specific performance mode in the second high base state.
[0392] During the second high base state, a specific performance mode is activated. In the specific performance mode during the second high base state, the fluctuation pattern PD1-2 is mainly selected (see Figure 8-7(D)), and as shown in Figure 8-28(A), the image display device 5 displays a ticker 010IW34 including text such as "Specific Performance Time" to indicate that the specific performance mode is activated.
[0393] Furthermore, in a specific performance mode, as shown in Figure 8-28(A), in addition to the display of the decorative symbols 5L, 5C, and 5R on the left, center, and right, the display of the small symbols 010IW31 on the left, center, and right is also performed. Also, as shown in Figure 8-28(A), the image display device 5 is provided with a first reserved memory count display area 010IW40a that displays the first reserved memory count, and a second reserved memory count display area 010IW40b that displays the second reserved memory count. In the example shown in Figure 8-28(A), it is shown that the first reserved memory count is "3" and the second reserved memory count is already at the maximum of "4". Also, as shown in Figure 8-28(A), the image display device 5 also displays a right-hand play indicator 010IW32 that suggests a right-hand play operation.
[0394] Furthermore, although internally it is a single fluctuation display, in a specific performance mode, multiple pseudo-fluctuations are executed. After each pseudo-fluctuation, as shown in Figure 8-28(B), the decorative symbols 5L, 5C, and 5R on the left, center, and right are displayed as a pseudo-temporary stop, and then, as shown in Figure 8-28(C), a pseudo-re-fluctuation is executed on the decorative symbols 5L, 5C, and 5R on the left, center, and right. Note that in the example shown in Figure 8-28, which is simplified, in this example, four pseudo-fluctuations are executed during a single fluctuation display in a specific performance mode.
[0395] Furthermore, as shown in Figures 8-28(B) and (C), the decorative symbols 5L, 5C, and 5R are displayed as a pseudo-temporary stop and pseudo-re-change with each pseudo-change, but internally it is considered a single change display, so the change display of the small symbols 010IW31 on the left, center, and right continues without temporary stop or re-change.
[0396] Next, for example, if a performance pattern is selected in which a shutter effect is performed during the last pseudo-variation in a single variation display, when it is time to perform the shutter effect, the image display device 5 will perform an effect in which shutter images 010IW35a and 35b close from the top and bottom, as shown in Figure 8-28(D).
[0397] Next, in the case of a big win variation or a small win A variation, as shown in Figure 8-29(E), the image display device 5 performs an effect in which the upper and lower shutter images 010IW35a and 35b open, and as shown in Figure 8-29(F), the image display device 5 displays the word "Blessing" 010IW36 after the shutters open. Then, when it is time for the symbol confirmation period, as shown in Figure 8-29(G), the winning symbols (in this example, a combination of "666" symbols) are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols (in this example, a combination of "666" symbols) are displayed as small symbols 010IW31 on the left, center, and right.
[0398] Furthermore, in this example, if a losing spin occurs during the second high base state, the losing symbol is generally displayed as the stop during the final pseudo-spin, and the second high base state continues. However, even if a losing spin occurs during the second high base state, there is a small probability that the shutter effect will be executed.
[0399] When a shutter animation is performed due to a losing spin, as shown in Figure 8-30(E), the image display device 5 performs an animation in which the upper and lower shutter images 010IW35a and 35b open, and as shown in Figure 8-30(F), the image display device 5 displays the text "Continue!" 010IW46 after the shutter opens. Then, when the pattern confirmation period begins, as shown in Figure 8-30(G), the losing patterns are displayed as decorative patterns 5L, 5C, and 5R on the left, center, and right, and the losing patterns are also displayed as small patterns 010IW31 on the left, center, and right.
[0400] As shown in Figure 8-30, if a miss occurs during the second high base state, the game state does not change and the second high base state itself continues. Therefore, as shown in Figure 8-30(F), an effect is performed that suggests the second high base state will continue.
[0401] On the other hand, if a minor win B occurs during the second high base state, the second high base state will end. Figures 8-31 and 8-32 are explanatory diagrams illustrating the presentation when a minor win B occurs during the second high base state.
[0402] If it is a minor win B variation, variation pattern PD1-3 is selected, and the shutter effect starts in the same manner as in Figure 8-28(D). Then, as shown in Figure 8-31(E), the image display device 5 executes an effect in which the upper and lower shutter images 010IW35a and 35b open. Next, as shown in Figure 8-31(F), after the shutter opens, the image display device 5 displays a ticker 010IW30 including the text "Special effect time," indicating that it has switched from a specific effect mode to a special effect mode. Furthermore, as a result of switching to the special effect mode, as shown in Figure 8-31(F), the image display device 5 displays a gauge 010IW33, indicating the remaining time in the special effect mode.
[0403] Furthermore, in this case, since the minor win B variation has started and one second reserved memory has been consumed, the number of second reserved memories shown in the second reserved memory display area 010IW40b is "3", as shown in Figure 8-31(F). Therefore, in order to suggest accumulating the remaining reserved memories up to the maximum of 4, the image display device 5 displays text such as "Charge!" 010IW37, as shown in Figure 8-31(F).
[0404] Next, as shown in Figures 8-31(G) to 8-32(I), during the special performance mode, a performance is executed in which the decorative symbols 5L, 5C, and 5R on the left, center, and right repeatedly perform a pseudo-temporary stop display and a pseudo-re-spin. The gauge display 010IW33 is updated as the remaining period of the special performance mode decreases. If the remaining reserve reaches the maximum of 4, the text display 010IW37, such as "Charge!", may be erased, as shown in Figure 8-31(H).
[0405] Then, as shown in Figure 8-32(J), in the final pseudo-variation, the losing symbols 5L, 5C, and 5R are displayed as decorative symbols on the left, center, and right, and the losing symbol 010IW31 is also displayed as a small symbol on the left, center, and right, confirming that it is a minor win B. Then, the second high base state ends and the system returns to the normal state, and if there are no big wins or minor wins A among the remaining reserved symbols, the winning streak state ends.
[0406] The execution of the effects shown in Figures 8-31 and 8-32 can create a sense of urgency, suggesting that if the game switches to a special effects mode during a specific effects mode, it may result in a minor win (minor win B) and the second high-base state may end.
[0407] Furthermore, in this example, if the game switches to a special performance mode during a specific performance mode, it does not necessarily result in a minor win B; there is also a possibility of a minor win A. Figures 8-33 and 8-34 are explanatory diagrams illustrating the performance patterns when a performance is executed that switches from a specific performance mode to a special performance mode when a minor win A occurs during the second high base state.
[0408] When variation pattern PD1-3 is selected in the case of a minor win A variation, an effect is executed that simulates switching from a specific effect mode to a special effect mode in the same manner as in Figure 8-31. Next, for example, in the last pseudo variation, as shown in Figure 8-33(I), the left and right decorative symbols 5L and 5R are temporarily stopped and displayed as the same symbol (in this example, the symbol "2"), and a reach state is entered. Furthermore, when a reach state is entered, as shown in Figure 8-33(I), a text display such as "STOP" 010IW50 is superimposed on the gauge display 010IW33, and an effect is executed that simulates the update display of the gauge display 010IW33 being temporarily interrupted.
[0409] Next, for example as shown in Figure 8-33(J), the image display device 5 executes a battle sequence in which an ally character image 010IW51 and an enemy character image 010IW52 appear and engage in battle. Then, as shown in Figure 8-33(K), a sequence is executed in which the ally character image 010IW51 appears to have won the battle, and text such as "WIN!" is displayed 010IW53.
[0410] Next, as shown in Figure 8-33(L), the winning symbols (in this example, the combination of symbols "222") are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right of the image display device 5, and the update display of the gauge display 010IW33 is resumed. Then, when the symbol confirmation period begins, as shown in Figure 8-34(M), the winning symbols are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols are displayed as small symbols 010IW31 on the left, center, and right.
[0411] As shown in Figures 8-33 and 8-34, by executing the effects shown in Figures 8-33 and 8-34, in this example, it is possible to create the illusion that the game may switch from a specific effect mode to a special effect mode and end the second high base state, and then finally stop and display the winning symbols, creating the illusion that the game has revived and become a big win or a small win A.
[0412] Furthermore, even if a minor win B occurs during the second high base state and the second high base state ends, if there are any remaining reserved spins that will result in a big win or minor win A at the start of the minor win B variation, the game may return to the first high base state in a short period of time after the second high base state ends. Figures 8-35 and 8-36 are explanatory diagrams illustrating the presentation when a minor win B occurs during the second high base state and there are any remaining reserved spins that will result in a big win or minor win A at the start of the minor win B variation.
[0413] Even in the case of a minor win B variation, if there are any big wins or minor win A symbols among the remaining reserved symbols at the start of the minor win B variation, the winning symbol is determined as the stopping symbol for the decorative symbols based on the fact that there is a symbol specification command in the starting entry command storage area that indicates the entry result for a big win or minor win A (see steps 010IWS806~S809). In this case, since the winning symbol has been determined, for example, in the last pseudo variation, as shown in Figure 8-35(I), the left and right decorative symbols 5L and 5R will temporarily stop and display the same symbol (in this example, symbol "2"), resulting in a reach state.
[0414] Next, as shown in Figure 8-35(J), the image display device 5 displays the winning symbols (in this example, the combination of symbols "222") as decorative symbols 5L, 5C, and 5R on the left, center, and right, respectively, in a pseudo-temporary stop display as a pre-announcement. Then, when the symbol confirmation period begins, as shown in Figure 8-35(K), the winning symbols are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, respectively, in a pre-announcement stop display. However, since this variation display does not necessarily result in a big win or a small win A, as shown in Figure 8-35(K), the small symbols 010IW31 on the left, center, and right are displayed as losing symbols.
[0415] Next, when the display of remaining reserved symbols begins, as shown in Figure 8-35(L), the image display device 5 starts displaying the small symbols 010IW31 on the left, center, and right again, while the winning symbols displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right continue to be displayed in a smaller size than usual.
[0416] Next, when the display of remaining reserved symbols that will result in a big win or a small win A begins, as shown in Figures 8-36(M) and (N), the winning symbols displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right gradually enlarge. When the symbol confirmation period begins, as shown in Figure 8-36(O), the winning symbols are enlarged and emphasized and stopped to be displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, while the winning symbols are stopped to be displayed as small symbols 010IW31 on the left, center, and right.
[0417] Furthermore, even if a minor win B occurs during the second high base state and the second high base state ends, and there are no remaining reserved balls that will result in a big win or minor win A at the start of the minor win B variation, it is possible that newly generated remaining reserved balls after the start of the minor win B variation will result in a big win or minor win A. Figures 8-37 and 8-38 are explanatory diagrams to illustrate the presentation patterns when a minor win B occurs during the second high base state and new remaining reserved balls that will result in a big win or minor win A occur after the start of the minor win B variation.
[0418] In the case of a minor win B variation, if there are no big wins or minor win A symbols among the remaining reserved symbols at the start of the minor win B variation, it is not possible to display the winning symbols in advance. However, in this example, after the start of the minor win B variation, a new entry into the second starting prize slot occurs, and the newly generated remaining reserved symbol (the fourth remaining reserved symbol) is either a big win or a minor win A. In this case, as shown in Figure 8-37(I), the losing symbols are displayed as pseudo-temporary stop symbols 5L, 5C, and 5R on the left, center, and right during the last pseudo variation, and when the symbol confirmation period begins, as shown in Figure 8-37(J), the losing symbols are displayed as stop symbols 5L, 5C, and 5R on the left, center, and right, and the losing symbol is displayed as stop symbol 010IW31 on the left, center, and right.
[0419] Next, when the display of remaining reserved symbols begins, as shown in Figure 8-37(K), the display device 5 starts displaying the small symbols 010IW31 on the left, center, and right again, and also starts displaying the decorative symbols 5L, 5C, and 5R on the left, center, and right.
[0420] Next, as shown in Figure 8-37(L), when the display of the last remaining reserved symbol (the fourth remaining reserved symbol which will result in a big win or a small win A) begins, and it is time to start the button animation, as shown in Figure 8-38(M), the image display device 5 displays an image 010IW38 that mimics the push button 31B, and the button animation begins. When the player presses the push button 31B, for example, the winning symbols (in this example, the combination of symbols "222") are temporarily displayed. Then, when it is time to confirm the symbols, as shown in Figure 8-38(N), the winning symbols are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols are also displayed as small symbols 010IW31 on the left, center, and right.
[0421] Furthermore, while Figures 8-35 to 8-38 show cases where the remaining reserved balls after the end of the second high base state result in a big win or a minor win A, in this example, a different animation is performed when the remaining reserved balls after the end of the first high base state result in a big win or a minor win A. Figures 8-39 and 8-40 are explanatory diagrams to illustrate the animation patterns when the remaining reserved balls after the end of the first high base state result in a big win or a minor win.
[0422] When the final fluctuation display is executed during the first high base state, as shown in Figure 8-39(I), the losing symbols are displayed as pseudo-temporarily stopped as decorative symbols 5L, 5C, and 5R on the left, center, and right during the final pseudo-fluctuation. When the symbol confirmation period begins, as shown in Figure 8-39(J), the losing symbols are displayed as stopped as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the losing symbols are also displayed as stopped as small symbols 010IW31 on the left, center, and right. In this case, as shown in Figure 8-39(J), the text display 010IW30, which includes text such as "Special Performance Time," is not erased, and text such as "FREEZE!" is displayed in the gauge display 010IW33, and an effect is executed that makes it appear as if the update display of the gauge display 010IW33 has been temporarily interrupted.
[0423] Next, when the display of remaining reserved symbols begins, as shown in Figure 8-39(K), the display device 5 starts displaying the small symbols 010IW31 on the left, center, and right again, and also starts displaying the decorative symbols 5L, 5C, and 5R on the left, center, and right. Also, as shown in Figure 8-39(K), the text display 010IW30 continues to be displayed, and the gauge display 010IW33, whose update display was interrupted, also continues to be displayed, and an effect is performed that makes it appear as if the special effect mode is continuing.
[0424] In this example, it is assumed that the last remaining reserved outcome is either a big win or a minor win A. As shown in Figure 8-39(L), when the display of the remaining reserved outcome begins, and it is time for the shutter effect to begin, the image display device 5 executes an effect in which shutter images 010IW35a and 35b close from the top and bottom, as shown in Figure 8-40(M).
[0425] Next, as shown in Figure 8-40(N), the image display device 5 performs an action in which the upper and lower shutter images 010IW35a and 35b open, and the winning symbols (in this example, the combination of symbols "222") appear in a temporarily stopped state as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the update display of the gauge display 010IW33 resumes. Then, when the symbol confirmation period begins, as shown in Figure 8-40(O), the winning symbols are stopped and displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols are also stopped and displayed as small symbols 010IW31 on the left, center, and right.
[0426] Furthermore, if there are remaining reserved balls that result in a big win or a minor win A at the start of the final spin in the first high base state, an effect that extends the special effect mode as shown in Figures 8-39 and 8-40 may be executed as a pre-announcement. Similarly, if any remaining reserved balls that occur after the start of the final spin in the first high base state result in a big win or a minor win A, an effect that extends the special effect mode as shown in Figures 8-39 and 8-40 may also be executed.
[0427] (modified version) In the feature section 010IW described above, when a minor win B variation occurs during the second high base state, the system transitions from a specific performance mode to a special performance mode and performs a performance involving multiple pseudo-variations. However, the system is not limited to this configuration. For example, in the minor win B variation during the second high base state, the system may be configured to display a shortened variation (e.g., 2 seconds) that is shorter than a normal variation (e.g., 12 seconds) that results in a losing variation, and the system may be configured to end the minor win B variation in an inconspicuous manner during the second high base state, thereby ending the second high base state.
[0428] As described above, the feature section 010IW and its modified examples disclose the configuration of a gaming machine shown in (Means A1) to (Means A8) below.
[0429] (Means A1) A gaming machine capable of playing a game, comprising: variable display execution means (for example, the part that executes steps 010IWS110 to S113 in the game control microcomputer 100) capable of performing variable display of first identification information (for example, first special symbol) and variable display of second identification information (for example, second special symbol); special state control means (for example, the part that executes steps 010IWS538, S542, S546, S549 in the game control microcomputer 100) capable of controlling the machine to a special state (for example, high base state) that facilitates the execution of variable display of the second identification information; and advantageous state control means (for example, the part that executes steps 010IWS117 to S120 in the game control microcomputer 100) capable of controlling the machine to an advantageous state (for example, jackpot game state) that is advantageous to the player. The system comprises a part that executes the system, a special state control means that can control the game to a special state different from the advantageous state (for example, a minor win game state) (for example, the part that executes steps 010IWS114 to S116 in the game control microcomputer 100), and a performance mode control means that can control the game to at least a special performance mode (for example, a special performance mode) and a specific performance mode (for example, a specific performance mode) (for example, the part that executes steps 010IWS812, S814 in the performance control CPU 120), wherein the special state control means makes it easier to control the game to a special state when the variable display of the second identification information is executed than when the variable display of the first identification information is executed (for example, as shown in Figures 8-4(B) and (C), the minor win probability is 0% for the first special symbol and approximately 17% for the second special symbol).The probability is 4%), and the special state can be controlled to a first special state (e.g., minor win A) in which the game medium (e.g., game ball) can easily pass through a specific area (e.g., V-entry slot), and a second special state (e.g., minor win B) in which the game medium has difficulty passing through the specific area. When the variable display of the second identification information is performed, the game is controlled to the first special state with a predetermined probability (e.g., about 1 / 7), and the advantageous state control means controls the game to an advantageous state based on the fact that the game medium has passed through the specific area while controlled to the first special state (e.g., the game control microcomputer 100 executes steps 010IWS456 to S462 when Y is in step 010IWS455). The special state control means controls the game to a first special state (e.g., first high base state) which is controlled for a number of variable displays less than the reciprocal of the predetermined probability (e.g., 1 time, 4 times), and for a number of variable displays more than the reciprocal of the predetermined probability (e.g., 99 times). A gaming machine characterized by having a second special state (for example, a second high base state) that is controlled by a means, and when the second special state is controlled while the second special state is being controlled, the second special state is terminated (for example, the game control microcomputer 100 executes steps 010IWS465 to S468), the performance mode control means is controllable to a special performance mode when the first special state is being controlled (see Figure 8-27), controllable to a specific performance mode when the second special state is being controlled (see Figure 8-28), controllable from a specific performance mode to a special performance mode in a variable display controlled to the second special state when the second special state is being controlled (see Figures 8-31 and 8-32), and controllable from a specific performance mode to a special performance mode in a variable display controlled to the first special state when the second special state is being controlled (see Figures 8-33 and 8-34). With such a configuration, even in special performance modes that are less favorable compared to specific performance modes, the game may be controlled to the first special state, thus creating a sense of anticipation. Furthermore, it allows for optimal control when ending the special state by controlling to the second special state.
[0430] In other words, if a special state continues for a long time, such as in the second special state, there is no element to make the player anxious, and it lacks excitement. Therefore, it is conceivable to configure the system to include a second special state that terminates the second special state, and in such a configuration, suitable control can be performed.
[0431] (Mean A2) Means A1 may be configured to include pseudo-variable display execution means (for example, the part in the performance control CPU 120 that determines a performance pattern for a special performance mode including pseudo-variation in step 010IWS812) that can execute pseudo-variable displays from the start to the end of the variable display, in the case where the variable display controlled in the second special state is controlled from a specific performance mode to a special performance mode, and in the case where the variable display controlled in the first special state is controlled from a specific performance mode to a special performance mode. With such a configuration, it is possible to make it appear as if multiple variable displays are being executed in the special performance mode.
[0432] In other words, it makes it appear as if the special effects mode is lasting for a slightly longer time.
[0433] (Mean A3) Means A1 or A2 may be configured to include a holding memory means (for example, a first holding memory buffer, a second holding memory buffer) capable of storing information related to the variable display as holding memory, and a notification means (see Figures 8-35 and 8-36) that notifies that the variable display controlled to the second special state will be controlled to the first special state during the special performance mode if there is a holding memory in the holding memory stored by the holding memory means that corresponds to the variable display controlled to the first special state. With such a configuration, notification can be preferably given regarding the holding memory corresponding to the variable display controlled to the first special state after the variable display controlled to the second special state.
[0434] (Mean A4) Any of means A1 to A3 may be configured to include a hold storage means (e.g., a first hold storage buffer, a second hold storage buffer) capable of storing information related to the variable display as hold storage, and a special performance execution means (e.g., see Figures 8-37 and 8-38) that, when the variable display controlled to the second special state is controlled from a specific performance mode to a special performance mode, and if hold storage corresponding to the variable display controlled to the first special state is stored in the hold storage means during the special performance mode, executes a special performance (e.g., a button performance) after the special performance mode ends. With such a configuration, notification can be preferably given regarding hold storage corresponding to the variable display controlled to the first special state after the variable display controlled to the second special state.
[0435] (Mean A5) In any of means A1 to A4, the special state control means executes a control to terminate the second special state when it is controlled to the second special state while it is controlled to the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is in step 010IWS465), and does not execute a control to terminate the second special state when it is controlled to the second special state while it is controlled to the first special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468). If the result of 010IWS465 is N, steps 010IWS466 to S468 are not executed. The variable display execution means may be configured such that when controlled to a second special state while being controlled to a first special state, it performs the variable display for a shorter variable display period than when controlled to a second special state while being controlled to a second special state (for example, as shown in Figures 8-7(C) and (D), the variation pattern PD1-1 selected in the first high base state has a shorter variation time than the variation pattern PD1-3 selected in the second high base state). Such a configuration allows for different variable display periods to be used depending on the special state.
[0436] In other words, in the second special state, time can be secured to encourage the termination of the second special state, and in the first special state, it is possible to prevent the execution of unnecessarily long variable displays.
[0437] (Mean A6) In any of means A1 to A5, the special state control means may be configured such that when controlled to the second special state while being controlled to the second special state, it executes control to terminate the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is in step 010IWS465), and when controlled to the second special state while being controlled to the first special state, it does not execute control to terminate the second special state (for example, the game control microcomputer 100 does not execute steps 010IWS466 to S468 when N is in step 010IWS465), and the special state control means may also control to the second special state with a lower probability when controlling to the first special state (for example, as shown in Figure 8-5(C), the probability of a minor win A is about 1 / 7 and the probability of a minor win B is about 1 / 32). With such a configuration, the probability of being controlled to the second special state is lower, so it is possible to provide players with a sense of security while also establishing termination conditions for the special state other than the variable number of displays.
[0438] (Mean A7) Means A1 to A6, in any of the means A1 to A6, a suggestion performance execution means (see Figures 8-28 to 8-32) capable of executing a suggestion performance that can display, as a performance result, a first performance result that suggests that the game will be controlled to a second special state (for example, as shown in Figures 8-31 and 8-32, after switching from the specific performance mode to the special performance mode, a losing symbol is stopped and displayed), and a second performance result that suggests that the game will be controlled to a first special state (for example, as shown in Figure 8-29, a winning symbol is stopped and displayed), and a post-notification performance execution means (see Figures 8-28 to 8-32) capable of executing a suggestion performance that, after displaying the first performance result, controls the game to a special performance mode, and after controlling the game to a special performance mode, notifies that the game will be controlled to a first special state (for example, as shown in Figures 8-33 and 8-34, after switching from the specific performance mode to the special performance mode). The system may be configured such that, after switching to a special performance mode, the winning symbols are stopped and displayed, and the degree of advantage differs depending on whether an indicative performance displaying the second performance result is performed or a post-event notification performance is performed (for example, although the variation pattern PD1-2 is also selected in the case of a losing variation, the probability of it being a loss is overwhelmingly higher compared to a big win or a small win, so relatively speaking, the probability of getting a small win A when variation pattern PD1-3 is selected is higher than the probability of getting a small win A when variation pattern PD1-2 is selected. Therefore, the reliability is higher when variation pattern PD1-3 is selected and the system switches from the specific performance mode to a special performance mode and then gets a small win A than when variation pattern PD1-2 is selected and it becomes a win and then a small win A is achieved directly from the specific performance mode). Such a configuration can improve the enjoyment of the game.
[0439] (Mean A8) In any of means A1 to A7, the variable display execution means may be configured to perform a variable display for a shorter variable display period than when controlled to the second special state, when controlled to the second special state, than when not controlled to the advantageous state or special state (for example, as shown in the modified example, in the small win B variation during the second high base state, a shortened variation (e.g., 2 seconds) variation display is performed, which is shorter than a normal variation (e.g., 12 seconds) losing variation). Such a configuration makes the variable display controlled to the second special state in the second special state less conspicuous.
[0440] Furthermore, the following configurations of gaming machines are disclosed in the feature section 010IW and its modified forms, as shown in (Method B1) to (Method B9).
[0441] (Means B1) A gaming machine capable of playing games, comprising: a hold storage means (e.g., a first hold storage buffer, a second hold storage buffer) capable of storing information related to variable displays as hold storage; a variable display execution means (e.g., the part that executes steps 010IWS110 to S113 in the game control microcomputer 100) capable of executing variable displays of first identification information (e.g., a first special symbol) and variable displays of second identification information (e.g., a second special symbol); a special state control means (e.g., the part that executes steps 010IWS538, S542, S546, S549 in the game control microcomputer 100) capable of controlling the machine to a special state (e.g., a high base state) that facilitates the execution of variable displays of the second identification information; and a special state (e.g., a jackpot game state) that is advantageous to the player. The system includes controllable advantageous state control means (for example, the part that executes steps 010IWS117 to S120 in the game control microcomputer 100), special state control means that can control to a special state different from the advantageous state (for example, a minor win game state) (for example, the part that executes steps 010IWS114 to S116 in the game control microcomputer 100), and performance execution means that can execute performances (for example, the part that executes step S76 in the performance control CPU 120), wherein the special state control means makes it easier to control to a special state when variable display of second identification information is performed than when variable display of first identification information is performed (for example, as shown in Figures 8-4(B) and (C), the minor win probability is 0% for the first special symbol and approximately 17% for the second special symbol).The probability is 4%), and the special state can be controlled to a first special state (e.g., minor win A) in which the game medium (e.g., game ball) can easily pass through a specific area (e.g., V-entry slot), and a second special state (e.g., minor win B) in which the game medium has difficulty passing through the specific area. When the variable display of the second identification information is performed, the system is controlled to the first special state with a predetermined probability (e.g., about 1 / 7), and the advantageous state control means controls the system to an advantageous state based on the fact that the game medium has passed through the specific area while controlled to the first special state (e.g., the game control microcomputer 100 executes steps 010IWS456 to S462 when step 010IWS455 is Y). The special state control means controls the system to a first special state (e.g., first high base state) which is controlled for a number of variable displays (e.g., 1 time, 4 times) that is less than the reciprocal of the predetermined probability, and a number of variable displays (e.g., 1 time, 4 times) that is more than the reciprocal of the predetermined probability. A game machine characterized in that it is controllable to a second special state (e.g., a second high base state) which is controlled for a specified number of times (e.g., 99 times), and when it is controlled to the second special state while it is controlled to the second special state, it terminates the second special state (e.g., the game control microcomputer 100 executes steps 010IWS465 to S468), and the performance execution means executes a performance to be performed after the termination of the first special state (see Figures 8-39 and 8-40) when there is a reserved memory in the reserved memory stored by the reserved memory means that corresponds to a variable display controlled to the first special state when the first special state is terminated, and a performance to be performed after the termination of the second special state (see Figures 8-35 to 8-38) when there is a reserved memory in the reserved memory stored by the reserved memory means that corresponds to a variable display controlled to the first special state when the second special state is terminated, in different performance modes. Such a configuration allows the player to understand that they have been controlled back into a special state after the second special state has ended, and enables the execution of appropriate control when controlling back into the second special state to end the special state.
[0442] (Means B2) Means B1 may include performance mode control means (for example, the part of the performance control CPU 120 that executes steps 010IWS812,S814) that can control at least a special performance mode (for example, a special performance mode) and a specific performance mode (for example, a specific performance mode), wherein the performance mode control means is controllable to a special performance mode when controlled to a first special state (see Figure 8-27), controllable to a specific performance mode when controlled to a second special state (see Figure 8-28), controllable from a specific performance mode to a special performance mode in a variable display controlled to the second special state when controlled to the second special state (see Figures 8-31 and 8-32), and controllable from a specific performance mode to a special performance mode in a variable display controlled to the first special state when controlled to the second special state (see Figures 8-33 and 8-34). With such a configuration, even in special performance modes that are less favorable compared to specific performance modes, the game may be controlled to the first special state, thus creating a sense of anticipation. Furthermore, it is possible to execute control that is suitable for ending the special state by controlling the game to the second special state.
[0443] (Means B3) Means B2 may be configured to include pseudo-variable display execution means (for example, the part in the performance control CPU 120 that determines the performance pattern for the special performance mode, including pseudo-variability, in the case where the variable display controlled in the second special state is controlled from a specific performance mode to a special performance mode, and in the case where the variable display controlled in the first special state is controlled from a specific performance mode to a special performance mode) that can execute pseudo-variable display from the start to the end of the variable display. With such a configuration, it is possible to make it appear as if multiple variable displays are being executed in the special performance mode.
[0444] (Mean B4) In means B2 or means B3, when a variable display controlled to a second special state is controlled from a specific performance mode to a special performance mode, if there is a reserved memory in the reserved memory stored in the reserved memory means that corresponds to a variable display controlled to a first special state, the system may be configured to provide notification means (see Figures 8-35 and 8-36) that notifies that the system will be controlled to a first special state during the special performance mode. With such a configuration, notification can be preferably given regarding the reserved memory corresponding to the variable display controlled to the first special state after the variable display controlled to the second special state.
[0445] (Mean B5) In any of means B2 to B4, when a variable display controlled to a second special state is controlled from a specific performance mode to a special performance mode, and a hold memory corresponding to a variable display controlled to a first special state is stored in the hold memory means during the special performance mode, the system may be configured to include a special performance execution means (see, for example, Figures 8-37 and 8-38) that executes a special performance (for example, a button performance) after the end of the special performance mode. With such a configuration, notification can be preferably given regarding the hold memory corresponding to the variable display controlled to the first special state after the variable display controlled to the second special state.
[0446] (Means B6) In any of means B2 to B5, the special state control means executes a control to terminate the second special state when it is controlled to the second special state while it is controlled to the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is in step 010IWS465), and does not execute a control to terminate the second special state when it is controlled to the second special state while it is controlled to the first special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468). If the result of 010IWS465 is N, steps 010IWS466 to S468 are not executed. The variable display execution means may be configured such that when controlled to a second special state while being controlled to a first special state, it performs the variable display for a shorter variable display period than when controlled to a second special state while being controlled to a second special state (for example, as shown in Figures 8-7(C) and (D), the variation pattern PD1-1 selected in the first high base state has a shorter variation time than the variation pattern PD1-3 selected in the second high base state). Such a configuration allows for different variable display periods to be used depending on the special state.
[0447] (Means B7) In any of means B2 to B6, the special state control means may be configured such that when controlled to the second special state while being controlled to the second special state, it executes control to terminate the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is in step 010IWS465), and when controlled to the second special state while being controlled to the first special state, it does not execute control to terminate the second special state (for example, the game control microcomputer 100 does not execute steps 010IWS466 to S468 when N is in step 010IWS465), and the special state control means may also control to the second special state with a lower probability when controlling to the first special state (for example, as shown in Figure 8-5(C), the probability of a minor win A is about 1 / 7 and the probability of a minor win B is about 1 / 32). With such a configuration, the probability of being controlled to the second special state is lower, so it is possible to provide players with a sense of security while also establishing termination conditions for the special state other than the variable number of displays.
[0448] (Means B8) Means B2 to B7, in any of the means B2 to B7, suggestion performance execution means (see Figures 8-28 to 8-32) capable of executing suggestion performances that can display, as a performance result, a first performance result that suggests that the game will be controlled to a second special state (for example, as shown in Figures 8-31 and 8-32, after switching from the specific performance mode to the special performance mode, a losing symbol is stopped and displayed), and a second performance result that suggests that the game will be controlled to a first special state (for example, as shown in Figure 8-29, a winning symbol is stopped and displayed), and after the first performance result is displayed, a post-notification performance execution means (see Figures 8-28 to 8-32) capable of executing suggestion performances that, after the first performance result is displayed, the game will be controlled to a special performance mode, and after the game is controlled to a special performance mode, the game will be controlled to a first special state. The system may be configured such that, after switching to a special performance mode, the winning symbols are stopped and displayed, and the degree of advantage differs depending on whether an indicative performance displaying the second performance result is performed or a post-event notification performance is performed (for example, although the variation pattern PD1-2 is also selected in the case of a losing variation, the probability of it being a loss is overwhelmingly higher compared to a big win or a small win, so relatively speaking, the probability of getting a small win A when variation pattern PD1-3 is selected is higher than the probability of getting a small win A when variation pattern PD1-2 is selected. Therefore, the reliability is higher when variation pattern PD1-3 is selected and the system switches from the specific performance mode to a special performance mode and then gets a small win A than when variation pattern PD1-2 is selected and it becomes a win and then a small win A is achieved directly from the specific performance mode). Such a configuration can improve the enjoyment of the game.
[0449] (Mean B9) In any of means B1 to B8, the variable display execution means may be configured to perform a variable display over a shorter variable display period than when controlled to the second special state and when controlled to the second special state (for example, as shown in the modified example, in the small win B variation during the second high base state, a shortened variation (e.g., 2 seconds) variation display is performed, which is shorter than a normal variation (e.g., 12 seconds) losing variation). Such a configuration makes the variable display controlled to the second special state in the second special state less conspicuous.
[0450] (Explanation of the control surface of feature section 1144SKY to feature section 1148SKY) Next, the control surface of the pachinko machine 1 in the feature sections 1144SKY to 1148SKY in this embodiment will be described. The control surface in feature sections 1144SKY to 1148SKY mainly performs control that is an appropriate modification of a part of the control of feature section 010IW described above. The modified control and the specifications of the pachinko game machine resulting from this control will be described below. Note that parts of the control surface of feature sections 1144SKY to 1148SKY that are not described are assumed to be controlled in accordance with feature section 1010IW. In Figures 9-1 to 9-11, each process will be described using the "010IW" steps, similar to feature section 010IW, but the content of the process may differ.
[0451] Figure 9-1 is a table of jackpot determination values for the first special symbol and the second special symbol in the pachinko machine 1 of feature section 1144SKY~1148SKY, and the determination values for minor wins for the second special symbol. Figure 9-1(A) shows the jackpot determination values, and Figure 9-1(B) shows the minor win determination values. The jackpot determination values range from 0 to 217 out of 0 to 65535, indicating that a jackpot occurs approximately 1 / 300. The minor win determination values range from 218 to 60472 out of 0 to 65535, indicating that a minor win occurs approximately 1 / 1.08. As can be seen from the embodiment of feature section 010IW, the variable display of the second special symbol is a special symbol that is mainly displayed variably in the time-saving state. In the feature section 1144SKY~1148SKY, the variable display of the second special symbol results in a minor win at a rate of approximately 1 / 1.08. Therefore, in terms of the situation, if the second special symbol is displayed in a variable state during the time-saving state, it is almost certain to result in a minor win. In the 100 variable displays during the time-saving state described later, a minor win will occur in almost all of the variable displays on the first spin.
[0452] Figure 9-2 is a table showing the determination values for the types of big wins and small wins in the pachinko machine 1, in feature section 1144SKY~1148SKY. Figure 9-2(A) is a big win determination value table for the first special symbol, showing that there is a 50% chance each that the machine will be controlled to either a 7R big win A or a 7R big win B. A 7R big win A grants 100 high-base (time-saving) rounds after the big win, while a 7R big win B does not grant a high-base (time-saving) round after the big win and is controlled to the normal state. Figure 9-2(B) is a big win determination value table for the second special symbol, showing that the machine will be controlled to either a 10R big win A or a 10R big win B. It is shown that 10R jackpot A is won with an 80% probability, and after being controlled to this jackpot, 100 high-base (time-saving) rounds are granted, while 10R jackpot B is won with a 20% probability, and after being controlled to this jackpot, the high-base (time-saving) rounds are not granted, and the game is controlled to the normal state. Furthermore, Figure 9-2(C) is a small win judgment value table for the second special symbol, and it is shown that the game will be controlled to either small win A or small win B. It is shown that small win A is won with an 80% probability, and after being controlled to a jackpot via small win A and a V-entry, 100 high-base (time-saving) rounds are granted, while small win B is won with a 20% probability, and after being controlled to a jackpot via small win B and a V-entry, the high-base (time-saving) rounds are not granted, and the game is controlled to the normal state. In other words, in the pachinko game machine 1 of feature section 1144SKY~1148SKY, when controlled to a time-saving state, the second special symbol is mainly displayed in a variable manner, and a minor win occurs when the second special symbol is displayed in a variable manner on almost the first spin, and the game is designed to see if the player can win the minor win A with an 80% probability.
[0453] Furthermore, the conditions for ending the time-saving state in the pachinko machine 1, as described in feature section 1144SKY~1148SKY, include "execution of 100 variable displays" and "execution of small win variable displays." Therefore, if a small win occurs while the machine is controlled to the time-saving state, as long as the player continues to shoot game balls into the right-hand area (right-hand game area) of the image display device 5 (so-called "right-hand shooting") to allow the game balls to flow down the second path, the game balls will almost certainly enter the special variable prize ball device 010IW17 (special prize slot). However, if the machine is controlled to a small win and the game balls do not enter the special variable prize ball device 010IW17, the time-saving state ends with the variable display of the small win, and a big win via the small win does not occur, and the subsequent time-saving state is naturally not granted. In this embodiment, the machine incorporates features such as the "Bow and Arrow Chance" described later, which allow the player to determine that a bonus will be triggered during the execution of the variable display and the machine will be controlled to a time-saving state. However, when a minor win occurs in this way, the machine is designed to create a situation where the player will definitely lose money if they do not get the game ball into the special variable prize ball device 010IW17, thus preventing the player from intentionally aiming for a specific prize.
[0454] Figure 9-3 shows the variation patterns (also called variable display patterns) when the first and second special symbols are displayed variably, using a table. Figure 9-3(A) shows the variation pattern for the first special symbol, which is mainly used in the normal state. Note that even when the first special symbol is displayed variably in the time-saving state, the variation pattern is selected from the same variation pattern table as shown in Figure 9-3(A). Figure 9-3(B) shows the variation pattern for the second special symbol, which is the variation pattern table used when the second special symbol is displayed variably in the normal state. Figure 9-3(C) shows the variation pattern table used when the second special symbol is displayed variably in the time-saving state, and consists of six types of variation patterns from PC3-2 to PA4-1. The content of PC3-2 is "3-count performance (normal)", and in the time-saving state, this variation pattern has the highest probability of being selected. As indicated by the variation...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A performance execution means capable of executing a performance is provided, After being controlled to the advantageous state, it is possible to control it to a special state which is easier to control to the advantageous state than a normal state, The advantageous state includes a first advantageous state that is controlled to the advantageous state and then to the special state, and a second advantageous state that is controlled to the advantageous state and then not to the special state, The performance execution means includes: In the special state, a first performance can be executed, In the special state, a second performance can be executed, which has a higher expectation of being controlled to the first advantageous state than when the first performance is executed; During the first advantageous state, a presentation can be executed to notify the player that the player will be controlled to the special state after the first advantageous state ends, using either a normal pattern or a rescue pattern that is different from the normal pattern and that notifies the player that the player will be controlled to the special state after first notifying the player that the player will not be controlled to the special state; During the second advantageous state, after the end of the second advantageous state, a performance can be executed to notify that the special state will not be controlled, After it is determined that the game will be controlled to the first advantageous state and the game has been controlled through the first performance, a notification performance can be executed to notify the game player that the game will be controlled to the special state in the normal pattern; The notification performance has a higher execution rate than the second performance, When it is determined that the player is to be controlled to the first advantageous state and the first performance is taken, the execution rate of the rescue pattern during the first advantageous state is higher than when it is determined that the player is to be controlled to the first advantageous state and the second performance is taken, The execution period of the first performance and the second performance includes at least a first period, a second period executed after the first period, and a third period executed after the second period; During the execution period, the first performance and the second performance can be displayed in a common manner. A gaming machine characterized by: