Game machine
Patent Information
- Application Number
- JP2022050764
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-03-25
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2042-03-25
AI Technical Summary
Existing gaming machines lack effective mechanisms to enhance player interest and anticipation before the announcement of judgment results, particularly in special gaming states like jackpots.
Incorporation of performance execution means that include notification and suggestion performances, utilizing image displays and light emissions to hint at the outcome of determinations, such as variable symbol displays and color cues, to build anticipation.
Enhances the presentation effect of suggestion performances, thereby increasing player interest and anticipation before the announcement of judgment results.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, there are known gaming machines that can be controlled to a game state (e.g., a special game state) that is advantageous to the player when the result of a judgment (e.g., a win / loss judgment) made based on the establishment of a predetermined condition is a specific result (e.g., a jackpot). In this type of gaming machine, various effects are executed as the game progresses, and the player predicts or recognizes the result of the judgment through the effects. Representative examples of such effects include a notification effect that notifies the result of the judgment, and a suggestion effect that suggests the result of the judgment before the notification effect (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-66563 Summary of the Invention [Problem to be solved by the invention]
[0004] The suggestive effects play an important role in increasing interest until the result of the judgment is announced, but there is room for further improvement in order to increase interest.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to enhance the presentation effect of suggestive presentations and increase the interest before the results of the judgment are announced. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, the present invention employs the following means.
[0007] The gaming machine of means 1 is A gaming machine that can be controlled to a gaming state that is advantageous to a player when a result of a judgment executed based on the establishment of a predetermined condition is a specific result, a performance execution means for executing a performance based on the result of the determination; The effects include at least a notification effect that notifies the result of the judgment, and a suggestion effect that suggests the possibility that the result of the judgment is the specific result before the result of the judgment is notified by the notification effect, The suggestive effects include at least a first suggestive effect that suggests the possibility by the content of an image displayed on a predetermined display unit, and a second suggestive effect that suggests the possibility by the light emitting color of a predetermined light emitting unit. The gist of this is as follows. [Effects of the Invention]
[0008] According to the present invention described above, it is possible to enhance the effect of the suggestive presentation and increase the interest before the result of the judgment is announced. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] 1 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot slot. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing (jackpot game). [Figure 34] 10 is a flowchart of a game status setting process. [Figure 35] This is a flowchart of the reserved ball number processing. [Figure 36] 10 is a flowchart of a power interruption monitoring process. [Figure 37] 10 is a flowchart of a sub-control main process. [Figure 38] 10 is a flowchart of a reception interrupt process. [Figure 39] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 40] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 41] 10 is a flowchart of a received command analysis process. [Figure 42] 10 is a flowchart of the variable effect start processing. [Figure 43] 10 is a flowchart of the pending icon notification process. [Figure 44] This is a character reach determination table for performance example 1. [Figure 45] (A) is the light-emitting notice determination table A for the first example of presentation, (B) is the light-emitting notice determination table B for the first example of presentation, and (C) is the light-emitting notice determination table C for the first example of presentation. [Figure 46] (A) is cut-in notice determination table A of production example 1, (B) is cut-in notice determination table B of production example 1, and (C) is cut-in notice determination table C of production example 1. [Figure 47] An explanatory diagram showing the flow of the variable presentation of Presentation Example 1. [Figure 48]An explanatory diagram showing the flow of the variable presentation continuing from Figure 47. [Figure 49] An explanatory diagram showing the flow of the variable presentation continuing from Figure 48. [Figure 50] This is a flowchart of the background preview processing in production example 2. [Figure 51] This is a background preview determination table for performance example 2. [Figure 52] An explanatory diagram showing the background display of the display screen of performance example 2, where (A) is a diagram showing the performance pattern displayed stationary when a daytime background image is displayed, (B) is a diagram showing the performance pattern displayed in a changing manner when an evening background image is displayed, and (C) is a diagram showing the performance pattern displayed in a changing manner when a nighttime background image is displayed. [Figure 53] (A) is a figure showing an example of a hold icon (hold effect) in performance example 2, and (B) and (C) are figures showing how the night background preview and hold icon preview in performance example 2 are executed. [Figure 54] This is the SP reach announcement determination table for performance example 3. [Figure 55] An explanatory diagram showing the flow of the variable presentation in Presentation Example 3. [Figure 56] An explanatory diagram showing the flow of the variable presentation continuing from Figure 55. DETAILED DESCRIPTION OF THE INVENTION
[0010] Next, an embodiment of the present invention will be described using examples. Below, an example will be described in which the present invention is applied to a pachinko game machine (pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by firing the game ball toward the game board. The pachinko game machine in the example shown below is a so-called "digital pachinko type" pachinko game machine that performs a pattern-changing game (also simply referred to as "variable game") in which a special pattern is displayed in a variable manner and then statically displayed based on the entry of a game ball into a starting slot. When the display of the variable special pattern ends and a jackpot pattern is displayed statically, a jackpot game (special game) in which a predetermined amount of game profit (e.g., prize balls) can be awarded to the player.
[0011] In the following description, the term "front" simply refers to the front side (near side) of the gaming machine when viewed from the front, and refers to the side where the player is positioned during play. The term "rear" simply refers to the back side (rear side) of the gaming machine when viewed from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the up, down, left, and right directions of the gaming machine when viewed from the front, and refer to the up, down, left, and right directions in Figures 1 and 3, for example. [Example]
[0012] As shown in Figures 1 to 3, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50, and the gaming board 2 is configured to be detachable from the gaming machine frame 50. Figure 3 shows the gaming board 2 removed from the gaming machine frame 50. The gaming machine frame 50 is configured to include a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall, and the front frame 51, main frame 52, and outer frame 53 are pivotally supported at one side end and are each configured to be openable and closable.
[0013] The front frame 51 is also provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 capable of storing game balls and supplying the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 capable of storing game balls that cannot be accommodated in the ball supply tray 61. Furthermore, the front frame 51 is also provided with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to as "effect buttons 63") that can be operated by the player during the execution of game effects that are executed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, a speaker 67 that can emit various sounds (sound effects) depending on the game situation, and the like.
[0014] The effect button 63 functions as an input means that can be input by the player, and also functions as an operation means that can be operated by the player. The effect buttons 63 (first effect button 63a, second effect button 63b) can be used differently depending on the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated while a game effect is being executed, a predetermined operation-related effect is performed based on the operation.
[0015] The configuration of the effect button 63 is not limited to the embodiment, and it is sufficient as long as it allows the player to make an input, and may be, for example, an input means (for example, a retractable type, a touch sensor type, etc.) in which the player makes an input by directly contacting the button portion, or a non-contact type input means (photoelectric type, etc.) in which input is made by detecting that a part of the player's body is approaching. Also, the effect button may be one that performs an effect action such as protruding upward or toward the player or vibrating (movable operating means).
[0016] The game board 2 has a game area 3 surrounded by a rail member 4, into which game balls launched by operating a launch handle 60 flow. A plurality of game nails 16 that guide the game balls are protruded from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls once guided into the game area from returning to the launching device. The game board 2 also has a decorative board lamp 5 (see Figure 5) that can emit various lights depending on the game situation.
[0017] An image display device 7 (effect display device, symbol display device) is provided near the center (within the play area) of the play board 2. The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the play board 2 so that its display screen 7a can be seen from the front through an opening provided in approximately the center of the play board 2 (play area 3).
[0018] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also called "performance pattern display section") in which performance patterns 8L, 8C, 8R (also called simply "performance pattern 8") are displayed, and the performance patterns 8L, 8C, 8R are displayed in a changing manner in synchronization with the changing display of the first special pattern and the second special pattern, which will be described later. The changing display can be displayed in a scrolling manner, for example, up and down, left and right, diagonally, etc.
[0019] The effect symbol display area 7b is composed of three symbol display areas, for example, "left," "center," and "right," and the left symbol display area displays a left effect symbol 8L, the center symbol display area displays a center effect symbol 8C, and the right symbol display area displays a right effect symbol 8R. The positions of the left, center, and right symbol display areas do not need to be set separately, and the left, center, and right symbol display areas may each be the entire symbol display area (effect symbol display area 7b).
[0020] The effect patterns 8L, 8C, and 8R in this embodiment are each made up of number patterns (identification information types, pattern types) from "1" to "9," and these number patterns are displayed in order. Specifically, the variable display of the effect pattern 8 is performed by scrolling the effect patterns in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9," it returns to "1," and the scrolling display is repeated until the variable ends (stop display).
[0021] In this embodiment, each of the symbols "1" to "9" contains color information, and each symbol can be classified by color. Specifically, the odd-numbered symbols "3" and "7" are red symbols (hereinafter also referred to as "red symbols"), and the other odd-numbered symbols "1," "5," and "9" are green symbols (hereinafter also referred to as "green symbols"). In addition, the even-numbered symbols "2," "4," "6," and "8" are blue symbols (hereinafter also referred to as "blue symbols").
[0022] The combination of left, center, and right effect symbols (stop display mode) displayed (stop display) in effect symbol display area 7b displays the results of the variable display of the first special symbol displayed on first special symbol display 41a (also referred to as the "first special symbol display unit") (described below) and the results of the variable display of the second special symbol displayed on second special symbol display 41b (also referred to as the "second special symbol display unit"), that is, the results of the special symbol hit / miss judgment (also simply referred to as the "hit / miss judgment"), in a way that is easy for the player to recognize. In this embodiment, the order in which the three variable display effect symbols 8L, 8C, and 8R are stopped and displayed (stop order) is, in principle, "left → right → center." That is, the first stop symbol in the stop order is the left effect symbol 8L, the second stop symbol in the stop order is the right effect symbol 8R, and the third (last) stop symbol in the stop order is the center effect symbol 8C. The first stop pattern in the stopping order is also called the "first stop pattern," the second stop pattern in the stopping order is also called the "second stop pattern," and the third stop pattern in the stopping order is also called the "third stop pattern" or "final stop pattern."
[0023] Here, either or both of the special symbol and the effect symbol are simply referred to as "symbol" or "identification information." Also, the normal symbol is also referred to as "normal symbol" or "normal identification information," the special symbol is also referred to as "special symbol" or "special identification information," the first special symbol is also referred to as "special symbol 1," "first special symbol," "first identification information," or "first special identification information," the second special symbol is also referred to as "special symbol 2," "second special symbol," "second identification information," or "second special identification information," and the effect symbol is also referred to as "effect identification information." The image display device 7 that displays the effect symbol 8, the first special symbol display device 41a (described below) that displays the first special symbol, and the second special symbol display device 41b that displays the second special symbol are also referred to as "identification information display means" or "symbol display means."
[0024] The display mode of the effect symbol 8 can be determined as follows. For example, if the result of the special symbol hit / miss determination is a jackpot and the type of jackpot is a 10R jackpot or a 5R jackpot, the effect symbol 8 can be displayed as a triplet of the same numbers (also called a "jackpot effect symbol"), such as "222" or "777." Also, if the result of the special symbol hit / miss determination is a miss, the effect symbol 8 can be displayed as a triplet of numbers (also called a "miss effect symbol"), such as "637" or "373," in which at least one of the three symbols is different. By looking at the displayed effect symbol 8, the player can easily grasp the progress of the game. In other words, the player generally does not directly grasp the result of the special symbol hit / miss determination by looking at the special symbol displayed on the first special symbol display 41a or the second special symbol display 41b, but rather by looking at the effect symbol 8 displayed in the effect symbol display area 7b (image display device 7). The game performance using the performance symbol 8 can be said to be a performance (also called "notification performance") that notifies the player of the result of the special symbol hit / miss judgment. The game performance (notification performance) using the performance symbol 8 is also called "performance symbol game performance", and the performance from when the performance symbol 8 starts to change display until it stops displaying (determined display) (the performance that stops displaying after changing displaying the performance symbol 8) is also called "change performance".
[0025] Here, among the results of the special symbol hit / miss judgment, a "jackpot" is also referred to as a "specific result," and a "miss" is also referred to as a "non-specific result." Furthermore, among the stop display modes of the identification information (special symbols and / or performance symbols), the stop display mode corresponding to the result of the special symbol hit / miss judgment is also referred to as a "jackpot mode," "specific mode," or "specific display result," and the stop display mode corresponding to the result of the special symbol hit / miss judgment is also referred to as a "miss mode," "non-specific mode," or "non-specific display result." Furthermore, the variable display executed based on the result of the special symbol hit / miss judgment is also referred to as a "jackpot fluctuation" or "specific fluctuation," and the variable display executed based on the result of the special symbol hit / miss judgment is also referred to as a "miss fluctuation" or "non-specific fluctuation."
[0026] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, variable effects) using the effect symbols 8 as described above, various effects such as jackpot game effects (special game effects) executed in conjunction with jackpot games and demo effects for waiting customers are also displayed. In the effect symbol game effects, jackpot game effects, and demo effects, in addition to effect symbols such as numbers, effect images other than effect symbols such as background images and character images are also displayed.
[0027] The display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display unit) that displays a first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays a second effect hold 9b according to the number of stored second special symbol holds described below (see FIG. 3). Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed on the first special symbol hold display 43a described below and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.
[0028] Here, the first effect hold 9a displayed in the first effect hold display area 9c is also referred to as the "first hold icon" or "first stored information," the second effect hold 9b displayed in the second effect hold display area 9d is also referred to as the "second hold icon" or "second stored information," and either or both of the first effect hold 9a and the second effect hold 9b are also referred to as the "hold icon" or "stored information." Also, the first effect hold display area 9c is also referred to as the "first stored information display unit" or "first stored information display means," the second effect hold display area 9d is also referred to as the "second stored information display unit" or "second stored information display means," and either or both of the first effect hold display area 9c and the second effect hold display area 9d are also referred to as the "stored information display unit" or "stored information display means."
[0029] In addition, the display screen 7a is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently variable special pattern (first special pattern or second special pattern), i.e., the effect hold corresponding to the consumed special pattern hold (first effect hold 9a or second effect hold 9b) (see Figure 3).
[0030] In this embodiment, as shown in Fig. 3, a variable hold display area 9e is provided on the left side of the first effect hold display area 9c and the second effect hold display area 9d. The first effect hold 9a displayed in the first effect hold display area 9c corresponds to the number of reserved balls of special symbol 1 "1", "2", "3", and "4" in order from the left end to the right end, and the second effect hold 9b displayed in the second effect hold display area 9d corresponds to the number of reserved balls of special symbol 2 "1", "2", "3", and "4" in order from the left end to the right end. Therefore, with the start of the variable display of the first special symbol corresponding to the number of reserved balls of special symbol 1 "1" (consumption of the first special symbol hold), the first effect hold 9a corresponding to the hold (the first effect hold 9a displayed at the left end of the first effect hold display area 9c) moves from the first effect hold display area 9c to the variable hold display area 9e (moving and displayed). In addition, with the start of the variable display of the second special pattern corresponding to the number of reserved balls "1" for special pattern 2 (consumption of the second special pattern reservation), the second effect reservation 9b corresponding to that reservation (the second effect reservation 9b displayed at the left end of the second effect reservation display area 9d) moves (is moved and displayed) from the second effect reservation display area 9d to the variable reservation display area 9e.
[0031] In addition, the variable hold display area 9e can also be called a "memory information display unit" or "memory information display means," and the effect hold displayed in the variable hold display area 9e can also be called "memory information" or a "hold icon." In addition, the effect hold displayed in the variable hold display area 9e is also called an "active hold icon," and the effect hold (hold icon) displayed in the effect hold display areas 9c and 9d and the effect hold (active hold icon) displayed in the variable hold display area 9e are collectively called "memory information" or "hold icon."
[0032] A center decorative body 10 is provided near the center of the game board 2 (game area 3) and in front of the image display device 7, surrounding the display screen 7a. The center decorative body 10 is made of a plastic (resin) molded product, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.
[0033] A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left part of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and guides game balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving the game balls from the warp entrance and discharging them from the warp exit. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting hole 20 described below than game balls not guided to the stage section 11. In addition, a decorative member 13 having an LED or other electric element (board lamp 5) that can light up or flash depending on the game status and is shaped like letters, figures, etc. is provided at the top of the center decorative body 10.
[0034] A movable decorative element 14 (movable accessory) that can move in conjunction with game effects is provided behind the center decorative element 10. The movable decorative element 14 is usually hidden by the frame that makes up the center decorative element 10 and cannot be seen in its entirety, but when a game effect is being performed that has a relatively high chance of winning a jackpot, it appears on the front side of the display screen 7a, making most of it visible. This increases the player's anticipation of winning a jackpot.
[0035] Here, the effect hold display areas 9c, 9d (and variable hold display area 9e) capable of displaying effect holds 9a, 9b are also referred to as "effect hold display unit" or "effect hold display means," the image display device 7 capable of performing display effects by displaying various effect images according to the game situation is also referred to as "image display unit" or "display effect means," and the movable decorative member 14 capable of performing moving effects by operating in accordance with the game effect is also referred to as "movable effect unit" or "movable effect means." In addition to the movable decorative member 14, for example, if the effect button 63 moves up and down or vibrates in accordance with the game effect, the effect button 63 can also be referred to as a "movable effect unit" or "movable effect means." Furthermore, the speaker 67, which can produce sound effects by emitting various sounds (sound effects) according to the game situation, is also referred to as a "sound effect unit" or "sound effect means," and the board lamp 5, frame lamp 66, and decorative member 13, which can produce light effects by emitting various lights according to the game situation, are also referred to as a "light-emitting unit," "light effect unit," or "light effect means." In addition to the board lamp 5, for example, the effect button 63 and launch handle 60, like the decorative member 13, have built-in electric lighting components such as LEDs, and if they light up or flash according to the game situation due to the action of the electric lighting components, these effect buttons 63 and launch handle 60 can also be referred to as a "light-emitting unit," "light effect unit," or "light effect means." Furthermore, the "effect hold display means," "display effect means," "movable effect means," "sound effect means," and "light effect means" are collectively referred to as "effect means."
[0036] Below the image display device 7 in the game area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 (also called a "non-variable starting hole" or "fixed starting hole") in which the ease with which the game ball can enter (the probability of entering) does not change. A random number or the like for determining whether the special symbol has been hit is obtained based on the game ball entering the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed, and the first special symbol is displayed in a variable manner and is displayed as a still symbol based on the result of the hit / miss determination.
[0037] Below the first starting hole 20, there is provided a variable winning device 22 equipped with a variable second starting hole 21 (also called a "variable starting hole") that changes the ease with which the gaming ball can enter (the probability of entering). A random number or the like for determining whether a special symbol has been hit is obtained based on the entry of the gaming ball into the second starting hole 21, and when a predetermined condition is met, a determination of whether the second special symbol has been hit (second special symbol hit determination) is made, and the second special symbol is displayed in a variable manner and is displayed as a still symbol based on the result of the hit determination.
[0038] The variable winning device 22 includes a movable member 23, which opens and closes the second starting hole 21 by operating the movable member 23. This opening and closing operation allows the second starting hole 21 to change between a first state (closed state) and a second state (open state) in which a gaming ball is more likely to enter than the first state. In other words, the movable member 23 changes the likelihood of a gaming ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 allows a gaming ball to enter only when the movable member 23 is in the open state, and prevents a gaming ball from entering when the movable member 23 is in the closed state. The second starting hole 21 does not have to completely prevent a gaming ball from entering when the movable member 23 is in the closed state, as long as it is more difficult for a gaming ball to enter when the movable member 23 is in the closed state than when the movable member 23 is in the open state.
[0039] To the right of the first starting opening 20 in the gaming area 3, there is provided a big prize device 31 equipped with a big prize opening 30 (also referred to as a "special ball opening" or a "variable ball opening"). The big prize device 31 is equipped with an opening / closing member 32, and operation of the opening / closing member 32 opens and closes the big prize opening 30. The opening / closing member 32 is driven by a big prize opening solenoid 33 (see FIG. 5). Game balls can enter the big prize opening 30 only when the opening / closing member 32 is in the open state. In other words, the big prize device 31 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter and a ball-entry-enabled state (open state) in which game balls can enter, by opening and closing the opening / closing member 32.
[0040] A gate 28 (passing opening) through which gaming balls can pass is provided in the right area of the gaming area 3. Random numbers for determining whether a normal symbol has been hit or not are acquired based on the passing of a gaming ball through the gate 28, and when a predetermined condition is met, a normal symbol hit or not determination is made to determine whether the second starting opening 21 should be opened or not, and the normal symbol is displayed in a variable manner and is displayed as a stopped symbol based on the result of the normal symbol hit or not determination. When a winning normal symbol is displayed as a stopped symbol, the second starting opening 21 is opened.
[0041] A plurality of general prize openings 27 are provided in the lower area of the gaming area 3. The first start opening 20, the second start opening 21, the large prize opening 30, and the general prize opening 27 are each openings that trigger the payout of prize balls, and when a gaming ball enters each opening, a predetermined number of gaming balls (prize balls) is paid out from each opening. For example, the number of prize balls from the first start opening 20 is "5," the number of prize balls from the second start opening 21 is "3," the number of prize balls from the large prize opening 30 is "15," and the number of prize balls from the general prize opening 27 is "10."
[0042] In this way, the game area 3, which is arranged with multiple ball entry ports (first start port 20, second start port 21, big prize port 30, general prize port 27, and gate 28), can be divided into a left game area 3A (first area) on the left side of the center in the horizontal direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is also called a "left hit," and firing a game ball so that it flows down through the right game area 3B is also called a "right hit."
[0043] Of the multiple ball entry ports, the first start port 20 and the left general prize port 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the special prize port 30, the right general prize port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. For this reason, in this pachinko game machine 1, when starting play, the player generally hits the ball from the left to aim for it to enter the first start port 20. On the other hand, when a jackpot is determined based on the ball entering the first start port 20 and the game state changes to a special game state, the player generally hits the ball from the right to aim for it to enter the gate 28, the second start port 21, and the special prize port 30. The number of starting gates, big prize gates, general prize gates and gates is not limited to that in this embodiment, and the number of each can be any number, such as three starting gates, two big prize gates, four general prize gates or two gates.
[0044] As shown in Figures 3 and 4, a main display 40 is provided outside the game area 3 (outside the game area) and at the lower right of the game board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display section) that displays the second special symbol as a variable and stationary symbol, a regular symbol display 42 (regular symbol display section) that displays the regular symbol as a variable and stationary symbol, a first special symbol reserve display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol reserve), and a regular symbol display 43b. It includes a normal symbol hold indicator 44 that displays the number of memories of symbol display 42 that are on hold (normal symbol hold), a round indicator 45 that shows the number of rounds of jackpot play that will be executed if the result of the first special symbol hit / miss / miss or second special symbol hit / miss / miss determination is a jackpot, a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that shows the direction in which the game ball will be launched (whether it should be hit to the left or the right), and a win indicator 48 that indicates that the result of the first special symbol hit / miss / miss determination or the second special symbol hit / miss / miss determination is a win (see Figure 4). The display of these various indicators included in main display 40 is controlled by a main control unit, which will be described later.
[0045] In the following explanation, the first special pattern and the second special pattern may be collectively referred to as the special pattern, the first special pattern display device 41a and the second special pattern display device 41b may be collectively referred to as the special pattern display unit, and the first special pattern reserve display device 43a and the second special pattern reserve display device 43b may be collectively referred to as the special pattern reserve display unit.
[0046] The special symbol display unit displays a special symbol (identification information) in a variable manner for a predetermined period of time and then stops and displays it, and the stopped and displayed special symbol (stopped symbol) notifies the result of the lottery (special symbol hit / miss judgment, jackpot lottery) based on the ball entering the first start hole 20 or the second start hole 21. In other words, the variable display of the first special symbol is made based on the game ball entering the first start hole 20, and the variable display of the second special symbol is made based on the game ball entering the second start hole 21. The stopped and displayed special symbol is one special symbol selected from multiple types of special symbols by the special symbol hit / miss judgment. If the stopped symbol is a predetermined jackpot symbol (specific special symbol, specific identification information), that is, if the manner in which the special symbol is stopped and displayed (the display result of the variable display of the special symbol) is a specific manner (specific display result) that indicates a jackpot, the game will transition to a jackpot game state (special game state) in which a jackpot game (special game) is executed in which the jackpot opening 30 is opened in an opening pattern according to the type of jackpot symbol that has stopped and displayed. The opening pattern of the jackpot opening in the jackpot game will be described later.
[0047] The special symbol remains stationary until a predetermined display time (determined display time) has elapsed. If the displayed special symbol is a losing symbol (missing, non-specific), and a reserved special symbol is stored at the time of the display, the oldest (earliest) reserved special symbol in the stored order is consumed after the display time has elapsed, thereby initiating the variable display of the next special symbol. If the displayed special symbol is a losing symbol and no reserved special symbol is stored at the time of the display, the special symbol remains stationary even after the display time has elapsed. On the other hand, if the displayed special symbol is a jackpot symbol, the game transitions to the opening period of the jackpot game (described below) after the display time has elapsed, and the first round of the jackpot game begins after the opening period.
[0048] The stop display time of the special symbol is generally set to "0.5 seconds to 1.0 seconds," and in this embodiment it is set to "0.6 seconds." The stop display time when the stopped special symbol is a miss symbol (miss stop display time) may be different from the stop display time when the stopped special symbol is a jackpot symbol (jackpot stop display time). In this case, the jackpot stop display time can be made longer than the miss stop display time, or the miss stop display time can be made longer than the jackpot stop display time. The stop display time may also be different depending on the game state, such as a low base state or a high base state, as described below.
[0049] As shown in Fig. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, three types of jackpots are provided as the result of the first special symbol hit / miss judgment: "10R first jackpot," "5R second jackpot," and "5R third jackpot" (see Fig. 8), and the LEDs of the first special symbol display 41a can display display modes (specific modes, specific display results) according to each of the three types of jackpots. Specifically, if the result of the first special symbol hit / miss judgment is a 10R first jackpot, the three "ijn" LEDs will light up and the rest will go out (10R first jackpot symbol), if it is a 5R second jackpot, the three "ino" LEDs will light up and the rest will go out (5R second jackpot symbol), and if it is a 5R third jackpot, the three "inp" LEDs will light up and the rest will go out (5R third jackpot symbol). Also, if it is a miss, the two "lo" LEDs will light up and the rest will go out (miss symbol).
[0050] On the other hand, the second special symbol display 41b is composed of eight LEDs labeled "a-h" and displays a special symbol corresponding to the result of the second special symbol hit / miss determination. In this embodiment, two types of jackpots are provided as the results of the second special symbol hit / miss determination: "10R 4th jackpot" and "10R 5th jackpot" (see FIG. 8). The LEDs of the second special symbol display 41b can adopt display modes (specific modes, specific display results) corresponding to each of these two types of jackpots. Specifically, if the result of the second special symbol hit / miss determination is a 10R 4th jackpot, three "abd" LEDs are lit and the rest are extinguished (10R 4th jackpot symbol). If the result is a 10R 5th jackpot, three "abg" LEDs are lit and the rest are extinguished (10R 5th jackpot symbol). If the result is a miss, two "eh" LEDs are lit and the rest are extinguished (miss symbol).
[0051] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.
[0052] Before the special symbol is displayed statically, the special symbol is displayed dynamically for a predetermined period of time. The special symbol's variable display can be, for example, a display in which each LED lights up so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. Furthermore, the first special symbol displayed statically on the first special symbol display 41a maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. Similarly, the second special symbol displayed statically on the second special symbol display 41b maintains its static display mode until the aforementioned static display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the static display mode is maintained even after the static display time has elapsed.
[0053] In this pachinko gaming machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired (acquiring means) based on the ball entry, and the acquired information is temporarily stored in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first starting hole 20, it is stored in the first special symbol reserve memory unit (not shown) as a first special symbol reserve, and if the ball enters the second starting hole 21, it is stored in the second special symbol reserve memory unit (not shown) as a second special symbol reserve. Each special symbol reserve memory unit has an upper limit on the number of reserved special symbols (acquired information), and in this embodiment, the upper limit is four. The first special symbol reserve memory unit and the second special symbol reserve memory unit are also referred to as the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquired information storage means." The acquired information storage means is also simply referred to as "storage means."
[0054] The reserved special symbols stored in the reserved special symbol memory unit are consumed when it becomes possible to display a variable special symbol based on that reserved special symbol. Consumption of reserved special symbols refers to determining the random number or other information used to determine whether or not a special symbol is selected for that reserved special symbol, and then displaying a variable special symbol to indicate the result of that determination. Therefore, in this pachinko gaming machine 1, even if the display of a variable special symbol based on a game ball entering the first starting hole 20 or the second starting hole 21 cannot be performed immediately upon the ball entering, i.e., even if the display of a variable special symbol is being performed or a special game is being played, it is possible to reserve the right to determine whether or not a special symbol is selected for that ball, up to a predetermined number (four in this embodiment).
[0055] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.
[0056] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.
[0057] In addition, similar to the first effect hold display area 9c and second effect hold display area 9d described above, the first special chart hold display device 43a can be referred to as the "first memory information display unit" or "first memory information display means," the second special chart hold display device 43b can be referred to as the "second memory information display unit" or "second memory information display means," and either or both of the first special chart hold display device 43a and the second special chart hold display device 43b can be referred to as the "memory information display unit" or "memory information display means."
[0058] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display device 42 displays the normal symbol variable for a predetermined period of time and then displays it in a stopped state, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0059] As shown in FIG. 4, the normal symbol display 42 is composed of two "st" LEDs, and the lighting state of these LEDs can display a normal symbol corresponding to the result of the normal symbol win / loss judgment. For example, if the judgment result is a win, both LEDs are lit, as in "s■t■" (e.g., ■ is lit, □ is off), indicating a win normal symbol. If the judgment result is a miss, only the "t" LED is lit, as in "s□t■." Note that the lose normal symbol is not a specific normal symbol. Before the normal symbol is displayed, a variable display of the normal symbol is executed for a predetermined variable time. The variable display mode is, for example, a mode in which both LEDs alternately light and disappear. Furthermore, the normal symbol displayed on the normal symbol display 42 remains in that fixed display mode until the fixed display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the fixed display mode remains in place even after the fixed display time has elapsed.
[0060] In this pachinko gaming machine 1, when a gaming ball passes through the gate 28, various information (also referred to as "acquired information") such as a random number for determining whether a normal symbol is a hit or miss is acquired based on that passage, and this acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit, and in this embodiment, the upper limit is "4". A normal symbol reserve stored in the normal symbol reserve memory unit is consumed when it becomes possible to display a variable normal symbol based on that normal symbol reserve. Consumption of a normal symbol reserve means determining the random number for determining whether a normal symbol is a hit or miss corresponding to that normal symbol reserve, and executing a variable normal symbol display to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the normal pattern variation based on the passage of the game ball through the gate 28 cannot be executed immediately at the time of the passage, that is, even if the display of the normal pattern variation is being executed or an auxiliary game is being executed, the right to judge whether the normal pattern is correct or not for the passage can be reserved up to a predetermined number.
[0061] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, when the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. When the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.
[0062] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 5R lamp and a 10R lamp. In the round display 45, when a 5R jackpot occurs, for example, the 5R lamp is lit at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "5▲10R△" (for example, △: off, ▲: on). Also, when a 10R jackpot occurs, the 10R lamp is lit at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "5△10R▲" (for example, △: off, ▲: on).
[0063] Next, the electrical configuration of the present pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board (also referred to as a "main control unit" or "game control unit") 80 that controls the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board (also referred to as a "sub-control unit" or "performance control unit") 90 that controls the effects executed as the game progresses, a payout control board (also referred to as a "payout control unit") 110 that controls the payout of game balls, and an image control board (also referred to as an "image control unit") 100 that controls the display of the image display device 7, the performance display device 102, the first special symbol reserve display device 103a, the second special symbol reserve display device 103b, etc.
[0064] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back surface side) of the pachinko gaming machine 1, and above the main control board case, an image control board storage case that stores the sound control board 106, lamp control board 107, and image control board 100 is provided, and above the image control board storage case, a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores the payout control board 110 is provided, and to the right of the payout control board case, a power supply board case that stores the power supply board 109 is provided.
[0065] 5, a game control one-chip microcomputer (also called a "game control microcomputer") 81 that controls the progress of the game in accordance with a program on the main control board 80 is mounted on the main control board 80. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0066] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc. via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external.
[0067] The RAM of the game control microcomputer 81 is provided with the above-mentioned special symbol reservation memory section (first special symbol reservation memory section and second special symbol reservation memory section), normal symbol reservation memory section, etc. Also, at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81), a memory area is secured for use in various flags and various counting counters.
[0068] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the following sensors are connected as sensors capable of detecting gaming balls: a first start hole sensor 20a, a second start hole sensor 21a, a gate sensor 28a, a special prize hole sensor 30a, and a general prize hole sensor 27a. These various sensors are also referred to as "ball detection sensors" or "gaming ball detection means."
[0069] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The special prize opening sensor 30a is provided in the special prize opening 30 and detects game balls that have entered the special prize opening 30. The general prize opening sensors 27a are provided in each general prize opening 27 and detect game balls that have entered the general prize opening 27.
[0070] The solenoids connected include a second start port solenoid 24 and a special prize port solenoid 33. These various solenoids are also referred to as "drive means." The second start port solenoid 24 drives the movable member 23 of the variable prize device 22. The special prize port solenoid 33 drives the opening / closing member 32 of the special prize device 31.
[0071] Also connected to the main control board 80 are a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. The display control of these main displays 40 is performed by a game control microcomputer 81.
[0072] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board (also referred to as a "launching control unit") 111. The launching device 112 includes a launching handle 60 (see FIG. 1).
[0073] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.
[0074] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls and loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1 via the input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the launch handle 60 of the launcher 112 is operated, the touch switch 114 detects the operator's (player's) contact with the launch handle 60, and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then controlled to launch game balls with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launcher 112 can continuously launch approximately 100 game balls per minute by driving the launch motor 113.
[0075] The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0076] 5, a one-chip microcomputer for effect control (also called a "microcomputer for effect control") 91 that controls the effects of the pachinko gaming machine 1 according to a predetermined program is mounted on the sub-control board 90. The microcomputer for effect control 91 includes a ROM that stores programs for controlling the effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0077] The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91, and the ROM may be external. Also, a memory area is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcomputer 91) for use with various flags and various counting counters.
[0078] The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and the like. The sub-control board 90 (effect control microcomputer 91) cooperates with the image control board 100, the audio control board 106, and the lamp control board 107 depending on the game situation, and causes corresponding effect devices, components, etc. (effect means) to execute various effects such as display effects, sound effects, and lamp effects (light effects). This sub-control board 90 functions as effect execution means (also referred to as "effect control means") that can execute various effects depending on the game situation. Note that at least one of the image control board 100, the audio control board 106, and the lamp control board 107 can also be considered to function as effect execution means (effect control means) together with the sub-control board 90.
[0079] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) causes the CPU of the image control one-chip microcomputer (also called the ``image control microcomputer'') 101 of the image control board 100 to perform display control of the image display device 7, performance display device 102, performance first special chart hold display device 103a, and performance second hold display device 103b.
[0080] The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores various image data such as still image data and video data to be displayed on the image display device 7, specifically, characters, items, figures, letters, numbers, symbols, etc. (including effect patterns, reserved patterns, etc.), and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the effect control microcomputer 91. Then, display control is performed based on the read image data.
[0081] The effect display 102 has two LEDs, and displays a change and a stop in accordance with the change and stop display of the effect pattern 8, and displays the stop in a display mode that shows the display result of the effect pattern 8 (the result of the special pattern hit / miss judgment) by turning on / off or by combining colors of the two LEDs.
[0082] The effect first special symbol hold indicator 103a and the effect second special symbol hold indicator 103b each have two LEDs. The effect first special symbol hold indicator 103a is controlled to display a display mode that indicates the same number of reserved symbols as the number of reserved symbols displayed in the first effect hold display area 9c and the number of reserved symbols displayed on the first special symbol hold indicator 43a, by turning on / off or combining the colors of the two LEDs.
[0083] The second special effect pending display 103b is controlled to display a display mode that indicates the same number of pending items as the number of pending items displayed in the second effect pending display area 9d and the number of pending items displayed on the second special effect pending display 43b by turning on / off two LEDs or by combining colors.
[0084] The reason why the effect display device 102, the effect first special symbol hold display device 103a, and the effect second hold display device 103b are provided is that by displaying the effect symbol game effect (variable effect) on almost the entire display screen 7a (effect symbol display section), or by operating the movable decorative member 14 to cover almost the entire effect symbol display area 7b (effect symbol display section) of the display screen 7a, some or all of the various images (information) displayed on the display screen 7a, such as the effect symbol 8, the first effect hold 9a, the second effect hold 9b, etc., may become invisible. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.
[0085] The sub-control board 90 (performance control microcomputer 91) outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90.
[0086] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which audio data may be stored in the ROM. Speaker 67 may also be connected to image control board 100, and image control microcomputer 101 may be made to perform audio control. In this case, audio data may be stored in the ROM of image control board 100.
[0087] Based on commands received from the main control board 80, the sub-control board 90 (performance control microcomputer 91) determines the light emission pattern data (data that determines the on / off status, light emission color, etc., and is also called "lamp data") that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.
[0088] The sub-control board 90 (performance control microcomputer 91) operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. As mentioned above, the movable decorative member 14 is a movable gimmick located at the rear of the center decorative body 10. The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data.
[0089] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.
[0090] A first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). When a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal from the corresponding effect button detection switch is input to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are also collectively referred to simply as the "effect button detection switch."
[0091] Next, the control (determination means) relating to the hit / miss determination in the pachinko gaming machine 1 of this embodiment will be described. In this embodiment, the results of the special symbol hit / miss determination are a "jackpot" and a "miss." In the event of a "jackpot," a "jackpot symbol" is displayed in a static state in the special symbol display section, and in the event of a "miss," a "miss symbol" is displayed in a static state in the special symbol display section. When the special symbol hit / miss determination determines a jackpot, a "special game" is executed in which the large prize opening 30 is opened in an opening pattern according to the type of special symbol (jackpot type) that has been stopped and displayed. The special game executed when a jackpot is achieved is also called a "jackpot game."
[0092] There are multiple types of jackpots in this embodiment. Specifically, as shown in FIG. 6, there are five types of jackpots: "10R (round) first jackpot," "5R second jackpot," "5R third jackpot," "10R fourth jackpot," and "10R fifth jackpot." Of these jackpots, "10R first jackpot," "5R second jackpot," and "5R third jackpot" are jackpots related to the first special symbol, while "10R fourth jackpot" and "10R fifth jackpot" are jackpots related to the second special symbol. The special symbol display unit displays jackpot symbols corresponding to these jackpot types. In this specification, "round" may be abbreviated as "R."
[0093] The "10R 1st jackpot," "10R 4th jackpot," and "10R 5th jackpot" are all jackpots with a number of rounds of "10," the number of times the large prize slot 30 opens in one round of "1 time," and the opening time of the large prize slot 30 in one round of "25 seconds."
[0094] The "5R 2nd jackpot" and the "5R 3rd jackpot" are both jackpots with the number of rounds being "5", the number of times the large prize slot 30 opens in one round being "1", and the opening time of the large prize slot 30 in one round being "25 seconds".
[0095] Here, a round is also referred to as a "round game," and round games are also called "large prize opening / closing games," "variable ball entry games," or "special ball entry games." Also, the 5R second jackpot and the 5R third jackpot are collectively referred to as "5R jackpots," and the 10R first jackpot, the 10R fourth jackpot, and the 10R fifth jackpot are collectively referred to as "10R jackpots." Furthermore, the jackpot game related to a 5R jackpot (5R jackpot game) is also referred to as "first special game," and the jackpot game related to a 10R jackpot (10R jackpot game) is also referred to as "second special game."
[0096] In this embodiment, there are two types of jackpots based on the number of rounds: a 5R jackpot and a 10R jackpot. However, various types of jackpots can be provided, such as three types: a 3R jackpot, a 6R jackpot, and a 10R jackpot, or one type: a 7R jackpot. In this embodiment, the maximum number of rounds in a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, the maximum number of rounds can be more than 10R (for example, 15R), or fewer than 10R (for example, 9R).
[0097] In the pachinko gaming machine 1 of this embodiment, the game state after the end of the jackpot game is transitioned to a high probability state, time-saving state, high base state, etc., as described below, depending on the type of jackpot that has occurred (won). That is, if the result of the special symbol hit / miss / miss determination is a jackpot and the type of the jackpot is any of the above-mentioned 10R first jackpot, 5R second jackpot, or 10R fourth jackpot, the game state after the end of the jackpot game is controlled to a "high probability state, time-saving state, and high base state" as described below. On the other hand, if the result of the special symbol hit / miss / miss determination is a jackpot and the type of the jackpot is any of the above-mentioned 5R third jackpot or 10R fifth jackpot, the game state after the end of the jackpot game is controlled to a "low probability state, time-saving state, and high base state" as described below. For this reason, the 10R first jackpot, the 5R second jackpot, and the 10R fourth jackpot can be considered to be "special jackpots," while the 5R third jackpot and the 10R fifth jackpot can be considered to be "non-special jackpots" (also called "normal jackpots" or "time-saving jackpots").
[0098] As shown in Figures 6 and 8(B), when a jackpot is determined based on the first special symbol (Special Symbol 1), the distribution probability for each jackpot is 5% for a 10R first jackpot, 50% for a 5R second jackpot, and 45% for a 5R third jackpot. In contrast, when a jackpot is determined based on the second special symbol (Special Symbol 2), the distribution probability for each jackpot is 55% for a 10R fourth jackpot and 45% for a 10R fifth jackpot. In other words, when a jackpot is determined based on a ball entering the second starting hole 21 (Special Symbol 2 hit / miss judgment), the occurrence rate (distribution probability) of a 10R jackpot is 100%, which is higher than when a jackpot is determined based on a ball entering the first starting hole 20 (Special Symbol 1 hit / miss judgment). In this way, the present pachinko game machine 1 is set up so that it is more likely for a player to win a jackpot when a game ball enters the second starting hole 21 and the judgment is made (special chart 2 hit / miss judgment) than when a game ball enters the first starting hole 20 and the judgment is made (special chart 1 hit / miss judgment). For this reason, a player plays in the hope of the ball entering the second starting hole 21. This is particularly noticeable during the operation of the opening extension function (during the occurrence of a high base state), which will be described later, when the frequency of balls entering the second starting hole 21 increases.
[0099] Here, in this pachinko gaming machine 1, the determination of whether or not a jackpot has been won is made based on a "special symbol win / loss determination random number (also referred to as "win / loss determination information")," and the determination of the type of jackpot in the event of a jackpot is made based on a "jackpot type determination random number (also referred to as a "symbol determination random number" or "symbol determination information")." In this embodiment, as shown in FIG. 7(A), the special symbol win / loss determination random number takes a value in the range of "0 to 629," and the jackpot type determination random number takes a value in the range of "0 to 99." The special symbol win / loss determination random number and the jackpot type determination random number are random numbers (acquired information) obtained based on the ball entering the first start hole 20 or the second start hole 21.
[0100] The random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special symbol has been hit or not, a random number for determining the type of jackpot, and a "variation pattern random number (also called "variation pattern information")" as shown in Figure 7(A). The variation pattern random number is a random number for determining a variation pattern including a variation time, and in this embodiment, it takes a value in the range of "0 to 198".
[0101] 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers (acquired information) acquired based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number for determining whether or not an auxiliary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and in this embodiment, the value ranges from 0 to 240.
[0102] Next, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. The pachinko gaming machine 1 has multiple gaming states depending on the combination of the probability fluctuation function for special and normal symbols, the fluctuation time shortening function, and the opening extension function, which are activated or deactivated. The state in which the probability fluctuation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variable state," and the state in which it is not activated is also called the "low probability state" or "normal state."
[0103] In the high probability state, the probability of a special symbol being determined to be a jackpot is higher than in the normal state (low probability state). In other words, in the normal state, the jackpot determination table for the normal state is used to determine whether a symbol has been hit, but in the high probability state, the jackpot determination table for the high probability state, which has a higher value for the special symbol hit determination random number that is determined to be a jackpot, is used to determine whether a symbol has been hit (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability that the result of the special symbol variation display will be a jackpot (the stopped symbol will be a jackpot symbol) is higher than when it is not activated.
[0104] In addition, the state in which the time-saving function for special symbols (first and second special symbols) is activated is referred to as the "time-saving state" or "shortened fluctuation state," while the state in which it is not activated is referred to as the "non-time-saving state" or "normal fluctuation state." In the time-saving state, the average value of the special symbol fluctuation time (the time from the start of the fluctuation display to the end (confirmed display)) is shorter than the average value of the special symbol fluctuation time in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is determined so that fluctuation patterns with shorter fluctuation times are selected more often than in the non-time-saving state (see Figure 9). As a result, in the time-saving state, the pace of consumption of reserved special symbols is faster, making it easier to make effective balls into the starting hole (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.
[0105] The probability fluctuation function and the fluctuation time reduction function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in synchronization with the fluctuation time reduction function for the special symbols. In other words, the probability fluctuation function and the fluctuation time reduction function for the normal symbols operate in the time-saving mode for the special symbols and do not operate in the non-time-saving mode. Therefore, in the time-saving mode, the probability of a normal symbol win / loss determination is higher than in the non-time-saving mode. Specifically, in the time-saving mode, the normal symbol win / loss determination (normal symbol determination) is performed using a normal symbol win determination table in which the value of the normal symbol random number (win random number) determined as a win is greater than the normal symbol win determination table used in the non-time-saving mode (see Figure 8(C)).
[0106] Also, in the time-saving state, the normal symbol fluctuation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game (normal symbol winning game) is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the number of times the second start port 21 is opened in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment is a hit in the non-time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs a single opening operation for 0.2 seconds, and when the result of the normal symbol hit / miss judgment is a hit in the time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs three 2.0-second opening operations.
[0107] When the probability variation function and variation time reduction function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently, and the frequency with which game balls enter the second starting hole 21 increases, compared to when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is also called the "high base state" or "high frequency state," and the state in which they are not activated is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in hand (held balls).
[0108] It should be noted that the high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function and fluctuation time reduction function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 makes it easier for the second starting hole 21 to open (higher ball entry frequency) compared to when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbols. The function that generates such a high base state is also called the "high base generation function."
[0109] In the pachinko gaming machine 1 of this embodiment, as described above, the game state after the jackpot game (after the special game) when any of the 10R first jackpot, 5R second jackpot, and 10R fourth jackpot occurs is a high probability state for the special symbol, a time-saving state for the special symbol, and a high base state (see FIG. 6). This game state is also called a "high probability, high base state." The high probability, high base state ends when a predetermined number of special symbol variations are displayed, or when a jackpot is achieved and a jackpot game is played. This high probability, high base state is what is known as a "probability variable state" for the player.
[0110] Furthermore, if either a 5R third jackpot or a 10R fifth jackpot occurs, the game state after the jackpot game (after the special game) will be the normal state (low probability state) of the special symbol, as well as the time-saving state and high base state of the special symbol (see Figure 6). This game state is also called the "low probability high base state." The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) or when a jackpot is won and the jackpot game is executed.
[0111] The "low probability high base state" is also referred to as the "first gaming state," and the "high probability high base state" is also referred to as the "second gaming state." In addition, in the pachinko gaming machine 1 of this embodiment, three gaming states can be set as gaming states: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition, a high probability state for special symbols, a non-time-saving state for special symbols, and a low base state, that is, a "high probability low base state," may be set.
[0112] In a high-base state, such as a low-probability high-base state or a high-probability high-base state, hitting the ball to the right to enter the right play area 3B is advantageous for gameplay. In a high-base state, the second start gate 21 is more likely to open than in a low-base state, making it easier for the ball to enter the second start gate 21 than the first start gate 20 (the second start gate 21 is more likely to be entered than the first start gate). Therefore, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the determination of whether the normal symbol is a hit or not, and to enter the second start gate 21. This allows for more start-entry balls (opportunities for determining whether the special symbol is a hit or not) than when hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the ball should be launched toward the right play area 3B (right-handed hit instruction notification).
[0113] In contrast, in a low base state (e.g., a low-probability low base state), it is more advantageous to hit the ball from the left to enter the left play area 3A. In a low base state, the second start hole 21 is less likely to open than in a high base state, making it easier for the ball to enter the first start hole 20 than the second start hole 21 (the first start hole is more likely to be entered than the second start hole). Therefore, a left-handed hit is made to cause the ball to enter the first start hole 20. This allows for more start balls (opportunities to determine whether a special symbol has been selected) than when a right-handed hit is made. In this state, the launch direction indicator 47 is lit (display controlled) in a predetermined manner, indicating that the ball should be launched toward the left play area 3A (left-handed hit instruction notification).
[0114] The launch direction indicator 47 has two LEDs, "yz," and can indicate the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can indicate that the ball should be launched into the left game area by displaying "y□z□" (e.g., □: off, ■: on), with both LEDs turned off. In a high base state, it can indicate that the ball should be launched into the right game area by displaying "y■z■" (e.g., □: off, ■: on).
[0115] As described above, in the pachinko gaming machine 1 of this embodiment, when the low-probability low base state in which no jackpot game is being played is used as a reference, this low-probability low base state can be regarded as a "normal game state," and a game in which special symbols are variably displayed in this state (variable game) can be regarded as a "normal game." On the other hand, since the high-probability high base state and the low-probability high base state are game states that are more advantageous to the player than the low-probability low base state, these high-probability high base state and low-probability high base state can be regarded as a "special game state," and a game in which special symbols are variably displayed in this state can be regarded as a "special game."
[0116] Furthermore, a jackpot game is a game that can be executed by varying the display of special symbols and stopping the display of the jackpot symbol, and since a player can win a large number of prize balls by having game balls enter the major prize slots (first major prize slot 30, second major prize slot 35), a game state in which a jackpot game is played can be said to be a game state that is more advantageous to the player than a game state in which a jackpot game is not played. For this reason, a game state in which a jackpot game is played can be considered a "special game state," and a jackpot game played in that state can be considered a "special game."
[0117] In addition, low base states such as a low-probability low base state and a high-probability low base state are game states in which a game ball is caused to enter the left game area 3A by hitting with the left as described above, and therefore the low base state can be regarded as a "left-hit state." On the other hand, high base states such as a low-probability high base state and a high-probability high base state, and states in which a jackpot game is played aiming for a game ball to enter the first large prize opening 30 or the second large prize opening 35, are game states in which a game ball is caused to enter the right game area 3B by hitting with the right as described above, and therefore the high base state and the jackpot game state can be regarded as a "right-hit state." As mentioned above, in the high base state (right-hand hitting state), the second starting hole 21 is more likely to open than in the low base state (left-hand hitting state), making it easier for game balls to enter the second starting hole 21 than the first starting hole 20. Furthermore, it is set up so that it is more likely for a player to win a jackpot based on a hit or miss of the second special symbol based on a game ball entering the second starting hole 21 than to win a jackpot based on a hit or miss of the first special symbol based on a game ball entering the first starting hole 20. For this reason, the left-hand hitting state can be considered a "normal game state," and a game in which special symbols are displayed in a variable manner in this state (variable game) can be considered a "normal game." Furthermore, the right-hand hitting state, which is a game state more advantageous to the player than the left-hand hitting state, can be considered a "special game state," and a game in which special symbols are displayed in a variable manner in this state (variable game) can be considered a "special game."
[0118] Furthermore, when compared with a low-probability, low-base state, the high-probability, low-base state is similar in that both are low-base states, but in the high-probability state, the probability fluctuation function of the special pattern is activated and the probability that the result of the variable display of the special pattern will be a jackpot is higher than in the low-probability state.Therefore, the high-probability, low-base state, which is a game state that is more advantageous to the player than the low-probability, low-base state, can be considered a ``special game state,'' and the game in which the variable display of the special pattern in this state (variable game) can be considered a ``special game.''
[0119] The main control board 80 (game control microcomputer 81) controls the setting and transition of the various game states described above. The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) of the special symbol hit / miss determination to a low probability (first probability) or a high probability (second probability). The main control board 80 (game control microcomputer 81), which controls the activation / deactivation of the fluctuation time reduction function, also functions as a shortened fluctuation state setting means (time reduction state setting means) that can set a shortened fluctuation state (time reduction state) in which the fluctuation time of the special symbol is shorter than normal.
[0120] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit 80) will be described with reference to Figures 10 to 36. Note that counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" ("S" in the flowchart) such as S101 means a step.
[0121] When the power supply to the pachinko gaming machine 1 is turned on, the game control microcomputer 81 reads out the main control main processing program shown in FIG. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control main processing first performs initial settings (S101). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, settings of SIO, PIO, and CTC (interrupt time controller), and resetting of various flags, statuses, and counters. The initial value of the flag is "0" or "OFF," the initial value of the status is "1," and the initial value of the counter is "0." The initial settings (S101) are performed only once after the power supply is turned on and are not performed thereafter.
[0122] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.
[0123] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).
[0124] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The output commands and the like include information on the game status, the result of the special symbol hit / miss determination, the symbol as the type of jackpot, the variation pattern, and the like. The command consists of, for example, 2 bytes of information, in this case, the upper 1 byte is information on the type of command, and the lower 1 byte is information on the content of the command.
[0125] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, special prize hole sensor 30a, etc.) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor (not shown) that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.
[0126] The normal symbol / special symbol main random number update process (S203) that is carried out next is the same as the normal symbol / special symbol main random number update process (S103) that is carried out in the main control main process of Fig. 10. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 7 is carried out both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).
[0127] Following the normal and special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the reserved ball count process (S208), and the power interruption monitoring process (S209), which will be described later. After that, other processes not closely related to the present invention (S210) are executed, and the interrupt process (S105) is terminated. The main control main process (S102-S104) is then repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.
[0128] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).
[0129] If the number of reserved normal symbol balls is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), "1" is added to the number of reserved normal symbol balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not the normal symbol is correct (label -TRND-H, see Figure 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.
[0130] In S305, it is determined whether a game ball has entered the second starting hole 21, i.e., whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S306). If the number of reserved balls for special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for special symbol 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for special symbol 2 (S307).
[0131] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not the special symbol has been selected (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7(A) are acquired), and these acquired random number values (acquired information) are stored in an address space corresponding to the current number of reserved balls for the special symbol 2 in the second special symbol reserved memory unit 85b.
[0132] Next, it is determined whether a game ball has entered the first starting hole 20, that is, whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. However, if a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. However, if the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).
[0133] Next, the special symbol 1 related random number acquisition process (S312) is performed. In the special symbol 1 related random number acquisition process (S312), similar to the special symbol 2 related random number acquisition process (S308), the value of the counter for determining whether or not the special symbol is a hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7 (A) are acquired), and these acquired random number values are stored in the address space corresponding to the current number of special symbol 1 reserved balls in the first special symbol reserved memory unit.
[0134] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start hole sensor detection process (S204) followed by the start ball entry process (S205). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start hole sensor detection process (S204) based on the game ball entering the second start hole. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.
[0135] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserve memory unit is read (S316). Next, the acquired random number value related to the read second special symbol is determined (S317). In S317, for the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) among the acquired random numbers read, a hit / miss (jackpot or miss) is determined according to the current game state (low probability state or high probability state), and if the result of the determination is a hit, the type of hit is further determined. This judgment by S317 corresponds to a preliminary judgment (so-called "reserve advance reading") made to judge whether the Special Chart 2 reserve is a hit or not (judgment of whether it is a jackpot or not) prior to the judgment (S1303, S1304) in the Special Chart 2 hit or not judgment process (S1202) described below.
[0136] The advance judgment can be performed by judging whether or not the value matches the jackpot judgment value based on the jackpot judgment table shown in Fig. 8(A), that is, the jackpot judgment table for high probability states in the case of a high probability state, and the jackpot judgment table for normal states in the case of a normal state (low probability state). In addition to the hit / miss judgment, S317 can also be used for advance judgment (reserved read-ahead) to judge the type of jackpot based on the random number for determining the type of jackpot and the fluctuation pattern based on the fluctuation pattern random number.
[0137] Next, in S318, game information (pre-determination information) relating to the result of the pre-determination by S317, specifically, information indicating whether the random number value for determining whether or not a special symbol is a hit matches the jackpot determination value (hit or miss information), information indicating the value of the random number counter for determining the jackpot type (random number value for determining the jackpot type), information indicating the value of the fluctuation pattern random number counter (fluctuation pattern random number value), etc., is generated as a special symbol 2 start ball entry command, and the command is set in the output buffer of RAM (S318). The special symbol 2 start ball entry command may include information indicating part or all of the special symbol 2 acquisition random number value read in S316 as pre-determination information.
[0138] By analyzing the special 2 start ball entry command sent from the main control unit 80 in the sub-control unit 90, the sub-control unit 90 can determine whether the information is related to a jackpot, the type of jackpot, and the variation pattern. In addition, in this embodiment, analyzing the special 2 start ball entry command makes it possible to determine whether the acquired special 2 acquisition random number will result in a jackpot when judged in a high-probability state, and whether it will result in a jackpot when judged in a low-probability state. This allows the sub-control unit 90 to store the information identified by the received special 2 start ball entry command as reserved information (presentation reserved information), pre-judge the reserved information (presentation reserved information) at a specific timing, and determine whether the reserved information that would result in a jackpot when judged in a low-probability state is stored. This also applies when the sub-control unit receives the special 1 start ball entry command described below.
[0139] In addition, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been selected from the random number values obtained in S316 is not sent directly to the sub-control unit, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary determination, may be generated as a special pattern 2 start-entry command and sent to the sub-control unit.
[0140] Next, in S319, similar to the processing related to Special Chart 2 described above, it is determined whether the number of reserved balls for Special Chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls for Special Chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for Special Chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port. On the other hand, if it is determined in S319 that the number of reserved balls for Special Chart 1 has not increased (NO in S319), the processing ends as is.
[0141] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), this process ends without performing the processes from S321 onwards. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination processes from S321 onwards.
[0142] Here, when the time-saving flag is ON, i.e., when the current game state is in a high base state, the extended opening function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (the second special symbol hit / miss determination). In this embodiment, as described below, the consumption of the special symbol 2 reserve (the display of the second special symbol fluctuation) is executed prior to the consumption of the special symbol 1 reserve (the display of the first special symbol fluctuation) (a so-called special symbol 2 priority variable machine). In this configuration, for example, if a pre-determination of the special symbol 1 is performed and the result is notified to the player through a preview or other presentation, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority of the special symbol 2 reserve consumption and intentionally eliminate the special symbol 2 reserve (setting it to "0") at any time, thereby enabling technical intervention to intentionally trigger the jackpot associated with the special symbol 1 indicated by the pre-determination result. This ability for the player to adjust the timing of the jackpot occurrence is undesirable from the perspective of game fairness. Therefore, if the current game state is not a low base state but a high base state (YES in S320), the processing related to the pre-determination of special chart 1 from S321 onwards is not performed, and this processing is terminated.
[0143] The processing of S321 to S323 is the same as the processing of S316 to S318 described above for special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition process (S312) in the start gate sensor detection process (S204) and stored in the first special chart reserve memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322). Then, command data including game information related to this preliminary judgment is generated as a special chart 1 start ball entry command, and the command is set in the output buffer of RAM (S323). Note that the preliminary judgment (reserved advance reading) of S322 is made prior to the judgment (S1603, S1604) in the special chart 1 hit / miss judgment process (S1207) described later.
[0144] The main control unit 80 (game control microcomputer 81) that executes the processes of S317 and S322 in the above-mentioned start ball entry processing (S205) functions as a "pre-determination means." In addition, the main control unit (game control microcomputer 81) that executes the pre-determination (S322) of the special chart 1 acquisition random number value (acquired information) acquired based on the ball entering the first start hole 20 functions as a "first pre-determination means," and the main control unit 80 (game control microcomputer 81) that executes the pre-determination (S317) of the special chart 2 acquisition random number value (acquired information) acquired based on the ball entering the second start hole 21 functions as a "second pre-determination means."
[0145] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S206) shown in Fig. 14 after the start ball entry process (S205). In the normal symbol operation process (S206), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a normal symbol operation status "1" to "4". If the normal symbol operation status is "1" (YES in S401), a normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), a normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), a normal symbol determination process (S406) is performed; and if it is "4" (NO in S401, S403, S405), a normal electric accessory process (S407) is performed. The default operating status is "1".
[0146] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without performing the process from S502 onwards. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described below is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.
[0147] Next, after performing the normal pattern random number shift process (S504) described below, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started based on the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 that the normal pattern variation has started.
[0148] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-shortening flag is ON (whether the game state is in the time-shortening state or not) (S602). If it is determined that the time-shortening flag is ON, that is, the time-shortening state (YES in S602), a high-probability normal symbol hit / miss judgment is made based on the table for the time-shortening state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. In other words, it is determined whether the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that has been read out matches any of the hit judgment values.
[0149] On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is in a non-time-saving state (NO in S602), a low-probability normal symbol hit determination is made based on the table for the non-time-saving state (hit determination values are "0" and "1") among the normal symbol hit determination tables shown in Figure 8 (C) (S603), and the process proceeds to S605.
[0150] In S605, it is determined whether the result of the normal symbol hit / miss determination (S603, S604) is a hit (normal symbol hit) or not (S605), and if it is determined that it is not a hit (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed is determined (S606), and the processing ends. On the other hand, if it is determined that it is a hit (normal symbol hit) (YES in S605), the winning normal symbol (normal symbol hit symbol) to be displayed is determined (S607), the normal symbol hit flag is turned ON (S608), and the processing ends.
[0151] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted by one from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.
[0152] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), this processing ends without performing the processing from S802 onwards. On the other hand, if the normal pattern variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing such as stopping the normal pattern display with the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is correct or not (ending the normal pattern variation display) is performed (S804), and this processing ends.
[0153] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, that is, whether the time-saving state is in effect (S902). Then, if the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting port 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. In response to this, in S903, the opening pattern of the second start port 21 during the time-saving state is set, and the second start port opening counter, which counts the number of times the second start port 21 is opened, is set to "3".
[0154] On the other hand, if the game is in a non-time-shortening state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortening state (S906). As mentioned above, the opening pattern for the non-time-shortening state is an opening pattern in which a 0.2-second opening is performed once. Corresponding to this, in S906, the opening pattern for the second starting port 21 in the non-time-shortening state is set, and the second starting port opening counter, which counts the number of times the second starting port 21 has been opened, is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this processing is terminated.
[0155] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.
[0156] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), this process is terminated. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005); if not (NO in S1005), this processing is terminated; if the time has come (YES in S1005), the second starting port 21 is closed (S1006).
[0157] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.
[0158] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this processing is terminated. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (S206).
[0159] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs the special symbol operation process (S207) after the normal symbol operation process (S206). As shown in Fig. 21, in the special symbol operation process (S207), the processing related to the special symbol display device 41 and the big winning device 31 is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each stage.
[0160] If the "special symbol operation status" is "1" (YES in S1101), special symbol standby processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol variation processing (S1104) is performed; if it is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric accessory processing (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".
[0161] [Special pattern standby process] As shown in Figure 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired due to a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained due to a ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being set to the standby screen (a demo screen for waiting customers is currently being executed) (S1211), and if so (YES in S1211), this process is terminated without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).
[0162] If S1201 determines that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values obtained due to a ball entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 change pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 change start process (S1205) described below are performed in this order. Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values obtained due to a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.
[0163] In this embodiment, the display of the first special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the second special symbol reservation) is executed in priority to the consumption of the first special symbol reservation (display of the first special symbol reservation). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see Figure 8 (B)).
[0164] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special symbol has been hit is read (S1301) from the lowest area of the second special symbol reserve memory unit 85b in RAM (i.e., the RAM area corresponding to the first second special symbol reserve). Next, it is determined whether or not the probability variable flag is ON, i.e., whether or not the high probability state is present (S1302). If the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the normal state jackpot determination table (the jackpot determination values are "3" and "397") in the jackpot determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the high probability state jackpot determination table in the jackpot determination table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0165] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in Figure 8 (B) (S1307), a jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends.On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), a miss symbol is determined (S1306), and this process ends.
[0166] Here, when determining the type of jackpot, in the case of a win / loss determination related to the first special symbol, the jackpot type is determined using the jackpot type determination table for the first special symbol, and in the case of a win / loss determination related to the second special symbol, the jackpot type is determined using the jackpot type determination table for the second special symbol. The special symbol win / loss determination and the jackpot type determination may each be referred to as a "determination," or the jackpot determination and the determination of which jackpot symbol will result may also be referred to as a "determination result." The main control unit 80 (game control microcomputer 81), which executes the win / loss determination related to the second special symbol (S1303, S1304), functions as a "second win / loss determination means." The second win / loss determination means is also referred to as a "second determination means."
[0167] [Special Chart 2 Variation Pattern Selection Processing] As shown in Fig. 22, in the special symbol waiting process (S1102), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figs. 24 and 25, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the time-saving state is not in (NO in S1401), that is, if it is in a non-time-saving state, it is then determined whether the jackpot flag is ON or not (S1402).
[0168] When it is determined in S1402 that the jackpot flag is ON (YES in S1402), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the table for non-time-saving state jackpots (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) (S1403). In this embodiment, one of the fluctuation patterns P1 to P3 is selected. In this embodiment, once the fluctuation pattern is determined, the fluctuation time is also determined.
[0169] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is then determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number here refers to the number of memories including the information determining the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4". Then, if it is determined in S1405 that the reserved number is "1" or "2" (YES in S1405), a variation pattern is selected based on the variation pattern random number counter value (label -TRND-T1) by referring to the first reserved number miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-reduction state, miss, and reserved ball number "1, 2") (S1406). In this embodiment, one of the variation patterns P4 to P7 is selected.
[0170] On the other hand, if it is determined in S1405 that the reserved number is not "1" or "2," i.e., "3" or "4" (NO in S1405), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3,4") (S1407). In this embodiment, one of fluctuation patterns P8 to P11 is selected. The first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. In addition, the shortest selectable fluctuation time (12,000 ms) is also longer than that of the second reserved number miss table (4,000 ms).
[0171] If it is determined in S1401 that the time is reduced (YES in S1401), it is determined whether the jackpot flag is ON (S1408). As a result, if it is determined that the jackpot flag is ON (YES in S1408), it refers to the time-reduction state jackpot table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-reduction state and the jackpot), and selects a fluctuation pattern based on the fluctuation pattern random number counter value (label -TRND-T1) (S1409). In this embodiment, one of the fluctuation patterns P12 to P14 is selected.
[0172] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" (S1410). The reserved number here is the same as above, and the reserved number is set to any value from "1" to "4". If it is determined in S1410 that the reserved number is "1" (YES in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the third reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1") (S1411). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.
[0173] If it is determined in S1410 that the reserved number is not "1", that is, that the reserved number is any of "2" to "4" (NO in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the fourth reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4"). In this embodiment, one of the fluctuation patterns P19 to P22 is selected.
[0174] Here, the variation pattern selected in the case of a miss in the time-saving state is more likely to be a short variation pattern than the variation pattern selected in the case of a miss in the non-time-saving state. This is because by selecting more variation patterns with short variation times in the time-saving state, the consumption speed of the reserved special charts can be increased (the game can be played quickly during the time-saving state).
[0175] After the variation pattern is selected as described above, other processing shown in Fig. 24 is performed (S1404), and this processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The set variation pattern designation command is included in a variation start command, which will be described later, and is sent to the sub-control unit 90 by the output processing (S201).
[0176] In addition, the types and number of special pattern variation patterns (also called "special pattern variation patterns") are not limited to those shown in this embodiment (see Figure 9), and the types and number are arbitrary, such as increasing or decreasing the number of variation patterns compared to this embodiment.
[0177] [Special Figure 2: Random Number Shift Processing] As shown in Fig. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values in the second special chart reservation memory unit 85b is shifted to the lower side (for example, if the second special chart reservation memory unit 85b consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reservation memory unit 85b (S1503), and this process is completed.
[0178] After executing the special symbol 2 random number shift process (S1204), the special symbol 2 variation start process (S1205) is executed as shown in Figure 22. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.
[0179] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 27, in the special symbol 1 hit / miss determination process (S1207), processing (S1601-S1609) is performed in the same flow as the special symbol 2 hit / miss determination process (S1202) shown in FIG. 23. Therefore, a detailed description of this process will be omitted. However, since this process is related to the special symbol 1, in S1601, the random number counter value (label-TRND-A) for determining whether or not a special symbol has been hit is read out and processed from the lowest area of the first special symbol reserve memory unit 85a of RAM (i.e., the RAM area corresponding to the first first special symbol reserve). The main control unit 80 (game control microcomputer 81) that executes the hit / miss determination for the first special symbol (S1603, S1604) functions as the "first hit / miss determination means." The first hit / miss determination means is also referred to as the "first determination means."
[0180] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same manner as the special chart 2 variation pattern selection process (S1403) shown in Figures 24 and 25. Therefore, detailed description of this process will be omitted.
[0181] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first special chart reserved memory unit is shifted downward by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit (S1803), and this process ends.
[0182] After executing the special symbol 1 random number shift process (S1209), the special symbol 1 variation start process (S1210) is executed as shown in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the first special symbol is started.
[0183] [Special pattern change processing] As shown in Figure 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol, that is, the variation time determined according to the variation pattern selected in the above-mentioned S1203 or S1208 (see Figure 9), has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), this process ends without performing the processes from S1902 onwards. This allows the variable display of the special symbol to continue.
[0184] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether the value of the probability variable counter is "0" (S1905). If it is determined that the probability variable counter is "0" (YES in S1905), the probability variable flag is turned OFF, and the process proceeds to S1907. The high probability state (probability variable state) ends with the process of S1906. On the other hand, if it is determined in S1903 that the probability variable flag is not ON (NO in S1903), or if it is determined in S1905 that the probability variable counter is not "0" (NO in S1905), the process proceeds to S1907.
[0185] In S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. The time-saving state (and the high base state) ends with the process of S1910. On the other hand, if it is determined in S1907 that the time-saving flag is not ON (NO in S1907), or if it is determined in S1909 that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911.
[0186] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed (S1912), such as stopping the special symbol with a display result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number (ending the variable display of the special symbol), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.
[0187] In addition, the main control unit 80 (game control microcomputer 81) that executes processes (S1906, S1910) such as turning off the special rate flag when the value of the special rate counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game status control means."
[0188] [Special design confirmation process] As shown in FIG. 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the type of the determined jackpot (the current jackpot) is a 10R jackpot (S2002). As a result, if it is determined to be a 10R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "10" (S2003), and the process proceeds to S2009. On the other hand, if it is determined in S2002 that the type of the jackpot is not a 10R jackpot (NO in S2002), the type of the determined jackpot (the current jackpot) is a 5R jackpot, so the value of the round counter is set to "5" (S2004), and the process proceeds to S2009.
[0189] In S2009, a special prize opening pattern corresponding to the type (kind) of the determined jackpot is set (S2009), and the process proceeds to S2010. As mentioned above, the special prize opening pattern is determined according to the type of jackpot (see FIG. 6), so in S2009, a special prize opening pattern corresponding to the determined jackpot is set. Then, the opening operation of the special prize opening 30 based on the special prize opening pattern set in S2009 is executed in the jackpot game (special game).
[0190] In S2010, a jackpot opening command is set to start a jackpot game (S2010). In this embodiment, five types of opening commands are provided: a first opening command corresponding to the 10R first jackpot, a second opening command corresponding to the 5R second jackpot, a third opening command corresponding to the 5R third jackpot, a fourth opening command corresponding to the 10R fourth jackpot, and a fifth opening command corresponding to the 10R fifth jackpot.
[0191] In S2010, an opening command corresponding to the type of the currently determined jackpot (the jackpot to be started) is set. Then, the main control unit 80 (game control microcomputer 81) transmits the set opening command to the sub-control unit 90 at a predetermined timing by output processing (S201). The sub-control unit 90, which has received the opening command, performs processing to execute a predetermined opening effect based on the opening command.
[0192] Next, the opening period of the jackpot game is started (S2011), and the special symbol operation status is set to "4" (S2012). Also, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), the special symbol operation status is set to "1" (S2013), and the process ends.
[0193] The opening period is the period before the first opening operation of the jackpot opening begins in a jackpot game, and is set after the stop display time (stop display period) of the special symbol (effect symbol) that is stopped and displayed in the jackpot symbol has elapsed, and is the period during which the variable display of the special symbol (effect symbol) cannot be executed. The opening period is also called the "start period," and the effects executed in the opening period (start period) are also called the "opening effect" or "start effect."
[0194] In this embodiment, the opening period (opening time) is determined by the type of jackpot that has been determined and the game state when the jackpot is determined (when the jackpot symbol is stopped and displayed), and the opening period can be specified by the opening command described above. Therefore, upon receiving the opening command, the sub-control unit 90 can perform an opening effect based on the jackpot type and opening period specified by the opening command. The length of the opening period (opening time) is generally set to a length sufficient to allow the player to recognize that a jackpot game has begun, and can be, for example, longer than the jackpot stop display time. Furthermore, the length of the opening period (opening time) may be varied depending on the game state when the jackpot occurs and the type of jackpot.
[0195] The main control unit 80 (game control microcomputer 81) that executes the above-mentioned special symbol waiting process (S1102), special symbol varying process (S1104), and special symbol determination process (S1106) functions as a "variable game execution means." Furthermore, when executing these processes (S1102, S1104, and S1116) for the first special symbol, the main control unit 80 (game control microcomputer 81) functions as a "first variable display execution means," and when executing these processes for the second special symbol, the main control unit 80 (game control microcomputer 81) functions as a "second variable display execution means."
[0196] [Special electric device processing (jackpot game)] As shown in FIG. 33, in the special electric device processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101). If it is determined that the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102). Next, it is determined whether or not the time-saving flag is ON (S2103). If it is determined in S2103 that the time-saving flag is ON (YES in S2103), the time-saving flag is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variable flag is not ON (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined in S2103 that the time-saving flag is not ON (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of a jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of a jackpot game.
[0197] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that all operation processes of the special prize winning device 31 (opening processes of the special prize opening 30) in the jackpot game have ended (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This determination is made based on the special prize opening pattern set for each type of jackpot described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. If the first round has already started, it is determined whether the previous round has ended and the specified interval period has ended.
[0198] If it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), and a special prize opening process is performed (S2108). This causes the special prize opening 30 to be opened, and the specified round begins. In S2107, a round start command that can identify the round to be started is set, such as a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control unit 90 by the output process of S201. In addition, in the special prize opening process of S2108, the opening / closing member 32 is operated (opened) to open the special prize opening 30 based on a special prize opening pattern determined according to the type of jackpot to be executed, i.e., the special prize opening pattern set in S2009 described above.
[0199] If it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2112. Examples of cases where it is determined that it is not time to start a round include the opening period before the start of a round, during a round of play, and during the interval period after the end of a round of play (during the process of closing the big prize opening).
[0200] In S2112, it is determined whether or not the special prize opening operation is being executed, that is, whether or not the special prize opening opened by the processing of S2108 is still open (during a round of play) (S2112). As a result, if it is determined that the special prize opening operation is not being executed (during a round of play) (NO in S2112), the process proceeds to S2116, and if it is determined that the special prize opening operation is being executed (during a round of play) (YES in S2112), it is determined whether or not the end condition for the ongoing round of play (round end condition) has been met (S2113).
[0201] Here, the round end conditions in this embodiment are defined as follows: (1) the opening time (e.g., 25 seconds) of the special prize opening set for the ongoing round game, i.e., the execution time of the round game, has elapsed, and (2) a predetermined number of game balls (e.g., 10 balls) have entered the special prize opening during the ongoing round game. If either of the conditions is met first, the round end condition is met based on the condition that was met first. If it is determined in S2113 that the round end condition has not been met (NO in S2113), processing ends.
[0202] If it is determined in S2113 that the round end condition has been met (YES in S2113), a round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can identify the round that is ending is set, such as a "1R end command" if the first round is ending, or a "2R end command" if the second round is ending. The set round end command is sent to the sub-control unit 90 by the output process of S201.
[0203] In S2115, a special prize opening closing process is performed, and the opening / closing member 32 of the special prize opening 30 is operated (closing operation) to close the special prize opening 30 (S2115). In addition, in the special prize opening closing process (S2115), a closing time for keeping the special prize opening 30 closed, i.e., an interval time, is set.
[0204] Next, in S2116, it is determined whether or not the interval time has elapsed (S2116), and if it is determined that the interval time has not elapsed (it is during the interval period) (NO in S2116), this process is terminated. On the other hand, if it is determined that the interval time has elapsed (YES in S2116), the value of the round counter is decremented by 1 (S2117), and it is determined whether or not the value of the round counter is "0" (S2118). Then, if it is determined that the value of the round counter is not "0" (NO in S2118), this process is terminated. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2118), as a jackpot ending process that ends the jackpot game, a jackpot ending command is set (S2119), a jackpot ending period is started (S2120), and a jackpot ending flag is turned ON (S2121), and this process is terminated. The value of the round counter becomes "0" when all rounds of play in the jackpot game being executed have been completed.
[0205] In S2119, an ending command is selected from a plurality of predetermined ending commands according to the game state at the time of the current jackpot occurrence, the type of the current jackpot, the game state after the jackpot game, etc., and the selected command is set. The type of ending command set in this way determines the ending period (ending time) to be executed (set). The ending period is the period set after all opening operations of the jackpot winning slot 30 in the jackpot game have been completed and before the variable display of the special symbol (performance symbol) can be executed. The ending period is also called the "end period." During the ending period (end period), the jackpot winning slot 30 is in a closed state. The performance executed during the ending period (end period) is also called the "ending performance" or "end performance."
[0206] The main control unit 80 (game control microcomputer 81) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing by output processing (S201). Then, the sub-control unit 90, which has received the ending command, performs processing to execute a predetermined ending performance based on the ending command.
[0207] If it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round of the jackpot game has ended, so it is determined whether the jackpot ending time has elapsed, i.e., whether the end timing of the ending period started in the above-mentioned S2120 process has arrived (S2122). As a result, if it is determined that the ending time has not elapsed (NO in S2122), this process ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game status setting process (S2124) described below is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and this process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207).
[0208] The main control unit 80 (game control microcomputer 81) that executes the special electric accessory processing (S1107) functions as a "special game execution means."
[0209] [Game status setting process] As shown in FIG. 34, in the game status setting process (S2124), first, it is determined whether the jackpot game that has just ended is a variable probability jackpot (S2201). In this embodiment, as mentioned above, since the three types of variable probability jackpots are the 10R first jackpot, the 5R second jackpot, and the 10R fourth jackpot, S2201 determines whether the game falls into one of these three types. Then, if it is determined that the game that just ended is a variable probability jackpot (YES in S2201), the variable probability flag is turned ON (S2202), the variable probability counter is set to "10,000" (S2203), the time-saving flag is turned ON (S2204), and the time-saving counter is set to "10,000" (S2205), and the process ends.
[0210] Here, the value set in the probability-change counter is the number of times a special symbol hit determination can be performed under high probability. In this embodiment, the value "10,000" (10,000 times) set is essentially equivalent to guaranteeing a high-probability state, considering the probability of a jackpot in a high-probability state, the gaming parlor's daily business hours, and the number of special symbol hit determinations that can be performed during those business hours. Therefore, when the gaming state is set to a high-probability state, it can be said that the high-probability state is guaranteed until the next jackpot occurs (which is essentially the same thing). Furthermore, when the probability-change flag is ON, the time-saving counter is also set to "10,000," so it can be said that a time-saving state (extended open state) is also set while this high-probability state is set. In other words, when the jackpot game related to the probability-change jackpot ends, the gaming state becomes a "high-probability high-base state" (second gaming state). As in this embodiment, the value of "10,000" can be set in the special probability counter and the time-saving counter, which effectively sets a high probability, high base state until the next jackpot, or when the special probability flag and the time-saving flag are ON, control can be adopted to set a high probability, high base state until the next jackpot occurs without setting a value in the counter.
[0211] On the other hand, if S2201 determines that the jackpot is not a probability variable jackpot (NO in S2201), that is, if the jackpot game that ended this time was a non-probability variable jackpot (normal jackpot), the time-saving flag is turned ON without turning ON the probability variable flag (S2206), the time-saving counter is set to "100" (S2207), and processing ends. In this embodiment, as described above, the 5R third jackpot and the 10R fifth jackpot are two types of non-probability variable jackpots (normal jackpots), so when a jackpot game related to either of these two types ends, the game state becomes a "low probability high base state" (first game state). The low probability high base state ends when one of the following conditions is met: the special symbol variable display is performed 100 times (the special symbol hit / miss determination is performed 100 times), or the next jackpot occurs.
[0212] The time-saving counter and the probability variable counter count the total number of times the first special symbol has been displayed and the second special symbol has been displayed. The values set in the time-saving counter and the probability variable counter are not limited to those in this embodiment, and can be determined arbitrarily in consideration of the playability, ball-dispensing performance, specifications, etc. of the pachinko game machine 1.
[0213] The main control unit 80 (game control microcomputer 81) that executes the above game state setting process (S2124) functions as a "game state control means."
[0214] [Pending ball processing] As shown in FIG. 11, the game control microcomputer 81 performs the reserved ball count process (S208) following the special symbol operation process (S207). As shown in FIG. 35, in the reserved ball count process (S208), first, the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 are read (S2501). Next, the reserved ball count data (reserved ball count command for sending information indicating the reserved ball count to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502). This reserved ball count data (reserved ball count command) is output by the output process (S201) of the next interrupt process (S105). For each interrupt process, the setting of the reserved ball count data (reserved ball count command) in the output buffer (S2502) and the output process (S201) are performed sequentially.
[0215] When the sub-control unit 90 receives the reserved ball number command and determines that the number of reserved balls for the special chart has increased or decreased based on the received reserved ball number command, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d, variable reserve display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for special chart 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for special chart 1, "4", is additionally displayed in the first effect reserved display area 9c. Furthermore, when the number of reserved balls for special chart 1 decreases by one from "2" to "1" (i.e., when the first special chart reserve is consumed), the first effect reserve 9a displayed at the left end of the first effect reserve display area 9c (the location corresponding to the number of reserved balls for special chart 1 "1", see Figure 3) is moved to the variable reserve display area 9e (see Figure 3), and accordingly the first effect reserve 9a displayed in the first effect reserve display area 9c is moved (shifted) by one position to the left (in the direction of the reserve number decrease).
[0216] In addition, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is added, i.e., the data on the number of reserved balls for the special symbol when a starting ball is entered (starting winning), may be included in the starting ball entry command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the addition (after the starting ball is entered) may be set in the output buffer together with the starting ball entry command. Also, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is subtracted, i.e., the data on the number of reserved balls for the special symbol when the special symbol variation starts (the consumption of the reserved special symbol), may be included in the variation start command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the subtraction (after the reserved special symbol is consumed) may be set in the output buffer together with the variation start command.
[0217] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S208) followed by the power-off monitoring process (S209). As shown in Fig. 36, in the power-off monitoring process (S209), first, it determines whether or not a power-off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power-off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode / time-saving mode has remaining, etc.) is stored in RAM (S2602), the power-off flag is turned ON (S2603), and then the process loops without returning to the interrupt process (S105).
[0218] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-controller 90) will be described with reference to Figures 37 to 43. Note that counters, flags, statuses, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-controller board 90 (sub-controller).
[0219] When the power supply to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out the sub-control main processing program shown in Fig. 37 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). The CPU initialization processing (S4001) performs stack setting, constant setting, CPU 92 setting, setting of SIO, PIO, CTC (interrupt time controller), etc., resetting various flags, statuses, and counters, etc.
[0220] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003) and the program proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the program proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the RAM are maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, status, and counter values are reset.
[0221] Note that the processes of S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. In this embodiment, the performance control microcomputer 91 also performs processing similar to the power interruption monitoring processing (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power interruption signal is turned ON due to a power interruption or the like, data related to performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to performance control in the event of a power interruption such as a power interruption is backed up. Therefore, when power is turned on after recovery from a power interruption such as a power interruption (when power is restored), the state of performance control by the performance control microcomputer 91 will return to the state before the power interruption occurred, unless the RAM of the sub-control board 90 is initialized (S4003).
[0222] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The updated random number counter values are sequentially stored in a predetermined update value memory area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a variable effect determination random number that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a preview effect determination random number that determines the preview effect, and a performance pattern determination random number that determines the performance pattern. The random numbers can be updated in the same way as the random number update process performed by the main control board 80 described above. When updating the random numbers, the random number values may be added by 2 instead of by 1.
[0223] The random number for effect determination is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of a change is sent from the main control board 80, or when a change effect pattern, which will be described later, is determined. The acquired random number for effect determination is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.
[0224] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command destination, among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) according to the received command.
[0225] The performance control microcomputer 91 then permits interrupts (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are permitted, it is possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it is possible to control the display of performance symbols and the like displayed on the display screen 7a (performance symbol display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, control the sound output from the speaker, and the like.
[0226] [Receive interrupt processing] 38, in the reception interrupt process (S4008), it is determined (S4101) whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91. Then, if it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends.
[0227] On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this processing ends. This reception interrupt processing (S4008) is executed with priority over other interrupt processing (S4009, S4010).
[0228] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time a 2 ms periodic interrupt pulse is input to the sub-control board 90. As shown in FIG. 39, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge data and level data) based on the detection signals from the effect button detection switches 63c and 63d. Next, lamp data output processing (S4202) outputs lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) outputs drive data for driving the movable decorative member 14 (electrical drive source). The lamp data and drive data are created in the 10 ms timer interrupt process described below. Finally, watchdog timer processing (S4204) is performed to reset the watchdog timer.
[0229] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in FIG. 40, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302), which will be described later. Next, a switch state acquisition process is performed (S4303), in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process. Then, a switch process is performed (S4304), in which the display content of the display screen 7a, etc. are set based on the stored switch data. After that, other processes are executed, such as creating lamp data (data that controls the illumination of the panel lamps 5 and frame lamps 66) and updating the random numbers for determining the effects (S4305).
[0230] [Received command analysis process] As shown in Fig. 41, in the received command analysis process (S4302), first, it is determined whether or not a start-goal command has been received from the main control board 80 (S4390). If it is determined that a start-goal command has not been received (NO in S4390), the process proceeds to S4401, and if it is determined that a start-goal command has been received (YES in S4390), the process performs a performance hold information storage process (S4395) and a hold icon notification process (S4400), and then proceeds to S4401.
[0231] The effect pending information storage process (S4395) stores various information (game information such as preliminary determination results, random number values for determining the type of jackpot, and variable pattern random number values) contained in the start ball entry command (special symbol 1 start ball entry command or special symbol 2 start ball entry command) received in S4390 in a predetermined effect pending information storage area of the RAM of the sub-control board 90 in a shift memory format according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol pending balls at the time of transmission and reception of the start ball entry command (command generation). For example, if the received start ball entry command is a special symbol 1 start ball entry command corresponding to the number of reserved balls "4" for special symbol 1, information such as the preliminary determination results and winning type contained in the special symbol 1 start ball entry command is stored as special symbol 1 effect pending information in the area corresponding to the reserved number 4 in the special symbol 1 effect pending information storage area.
[0232] The effect pending information stored in this way is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later. The contents stored in the effect pending information storage area of the sub-control board 90 (effect pending information) are the same as the contents stored in the special chart pending storage areas (first special chart pending storage area, second special chart pending storage area) of the main control board (main control unit) 80 described above (acquired information). For this reason, the effect pending information storage area of the sub-control board 90 can also be said to be an "acquired information storage means (also simply referred to as "storage means")."
[0233] The effect pending information is also referred to as "pre-reading information," the special chart 1 effect pending information is also referred to as "first pre-reading information," and the special chart 2 effect pending information is also referred to as "second pre-reading information." The effect pending information storage area (acquired information storage means) is also referred to as "pre-reading information storage means," the special chart 1 effect pending information storage area is also referred to as "first pre-reading information storage means," and the special chart 2 effect pending information storage area is also referred to as "second pre-reading information storage means."
[0234] The hold icon notice process (S4400) is a process related to the hold icon notice, which is a type of notice effect based on the hold effect information (preliminary determination result) stored in S4395. The hold icon notice is an effect in which the display mode of the hold effect (hold icon, active hold icon) displayed in the hold effect display area (first hold effect display area 9c, second hold effect display area 9d) and the variable hold display area 9e on the display screen 7a is displayed in a different display mode (also called the "preliminary display mode") from the normal mode, and the notice display mode suggests the possibility (expectation level) of a jackpot. The hold icon notice is also called the "hold change notice." The hold icon notice process (S4400) will be described later.
[0235] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). If it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start process (S4402) described below is performed and the process proceeds to S4403, and if it is determined that a fluctuation start command has not been received (NO in S4401), the process proceeds to S4405 without performing the process of S4402.
[0236] In S4403, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4403). If it is determined that a fluctuation stop command has been received (YES in S4403), a fluctuation effect end process is performed to stop the display of the effect symbols and end the fluctuation effect (S4404). In the fluctuation effect end process (S4404), a fluctuation effect end command is set in the sub-output buffer to stop the display of the effect symbol 8 and end the fluctuation effect. When the set fluctuation effect end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the effect symbol 8 that was being displayed variably on the display screen 7a of the image display device 7 and ends the fluctuation effect (effect symbol game effect). On the other hand, if it is determined that a fluctuation stop command has not been received in S4403 (NO in S4403), the process proceeds to S4405 without performing the process of S4404. The variable effects refer to various effects that are performed in accordance with the variable display of the special pattern, such as the variable display of the effect pattern 8 and reach effects.
[0237] In S4405, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4405). A jackpot game-related command is a command transmitted from the main control board 80 when a jackpot game is executed. Specifically, this includes an opening command (see S2010) transmitted at the start of a jackpot game (occurrence of a jackpot), a round start command (see S2107) transmitted at the start of a round, a round end command (see S2114) transmitted at the end of a round, and an ending command (see S2119) transmitted at the end of a jackpot game. In S4405, it is determined whether or not any of these jackpot game-related commands has been received. If not (NO in S4405), the process proceeds to S4407. If received (YES in S4405), the process proceeds to S4406, where a process for executing an effect (jackpot game-related effect) corresponding to the type of the received command is executed.
[0238] For example, if the received command is an opening command, an opening effect command that specifies an opening effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer, if it is a round start command, a round effect command that specifies a round effect corresponding to the round specified based on the command is set in the sub-output buffer, and if it is an ending command, an ending effect command that specifies an ending effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer.When these various effect commands related to the jackpot that have been set are sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 executes effects related to the jackpot game, such as opening effects and round effects, on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.
[0239] Finally, the process of S4407 is performed, and this process ends. In S4407, other processes are performed, for example, processes based on other received commands (for example, normal symbol variation start command and normal symbol variation stop command) other than the various commands described above (S4407).
[0240] [Variable performance start processing] Next, the variable effect start process (S4402) executed in the received command analysis process (S4302) will be described. As shown in Fig. 42, in the variable effect start process (S4402), first, a random number process for determining effect is performed (S4501) to acquire various random numbers for determining effect, such as a random number for determining variable effect, a random number for determining notice effect, and a random number for determining effect pattern. In this embodiment, the process of S4501 is performed at the timing when a variable effect start command is received from the main control unit 80, and a predetermined value (acquired information) is acquired from each random number. Based on this acquired value (acquired information), the mode of the effect pattern game effect (variable effect) to be executed, the mode of the notice effect, the effect pattern to be stopped and displayed, etc. are determined.
[0241] Next, in S4502, the variation start command received in S4401 is analyzed (S4502). The variation start command includes a variation pattern designation command (information for designating a variation pattern) that specifies the variation pattern selected in the variation pattern selection process for the first or second special symbol. The information for designating a variation pattern includes the variation pattern information (P1-P22) shown in Figure 9, game status information that designates the current game status, the result of the first special symbol hit / miss determination or the second special symbol hit / miss determination, and symbol information that designates the type of jackpot (see Figure 8). Furthermore, since there are variation pattern designation commands corresponding to the first special symbol and the second special symbol, analyzing the variation pattern designation command makes it possible to determine whether the currently starting effect pattern game effect (the display of the effect pattern change) is related to special symbol 1 or special symbol 2. The variation pattern information, game status information, symbol information, etc. can also be used in other processes besides the variation effect start process that will be executed subsequently.
[0242] Next, in S4503, the current mode status is referenced (S4503). The mode status is used to determine the presentation mode to be executed. The mode status is a value between "1" and "5", and each value is assigned to presentation modes A to E. Specifically, mode status "1" corresponds to presentation mode A, mode status "2" corresponds to presentation mode B, mode status "3" corresponds to presentation mode C, mode status "4" corresponds to presentation mode D, and mode status "5" corresponds to presentation mode E. By referencing the current mode status, it is possible to identify the current presentation mode.
[0243] Here, the presentation mode refers to the presentation format (presentation environment) when variable play is executed, and when the presentation mode is different, some or all of the presentation aspects of various presentations such as the background of the display screen 7a, variable presentation, reach presentation, and notice presentation will be different. Specifically, some or all of the presentation images displayed on the image display device 7 will be different depending on the presentation mode, such as different display aspects of the presentation symbols 8 (for example, symbol design, number design, etc.), different characters, items, and background images that appear. In addition, the presentation symbol game presentation and the jackpot game presentation can also be executed in a manner according to the presentation mode, and when multiple game presentations (preview presentation, reach presentation, round presentation, etc.) are provided, different game presentations can be executed depending on the presentation mode.
[0244] In this embodiment, presentation modes A and B are presentation modes that can be executed when the gaming state is a low-probability, low-base state; presentation mode C is a presentation mode that can be executed when the gaming state is a low-probability, high-base state; presentation mode D is a presentation mode that can be executed when the gaming state is a high-probability, high-base state; and presentation mode E is a presentation mode that can be executed in both a low-probability, high-base state, and a high-probability, high-base state. Therefore, when the presentation mode is any of "A" to "D," a player can determine whether the current gaming state is a low-probability, low-base state, a low-probability, high-base state (time-saving state), or a high-probability, high-base state (high probability game state) by checking the presentation mode. On the other hand, when the presentation mode is "E," it is difficult (impossible) for a player to determine (distinguish) whether the current gaming state is a low-probability, high-base state (time-saving state) or a high-probability, high-base state (high probability game state) by checking the presentation mode. In this sense, presentation mode E can be called a "game state non-announcement mode."
[0245] Next, in S4504, a variable effect pattern determination table (not shown) is set to determine the variable effect pattern (variable effect pattern) to be performed using the image display device 7 (effect symbol). Specifically, the variable effect pattern determination table to be used is set based on the mode status (current effect mode) referenced in S4503 and the variable effect pattern designation command received from the main control unit 80. For example, if the variable effect pattern information designated by the received variable effect pattern designation command is "P1 (variable effect pattern P1)" (see FIG. 9), the jackpot variable effect pattern determination table corresponding to the current effect mode is set as the variable effect pattern determination table. In this embodiment, multiple variable effect pattern determination tables corresponding to the effect modes (mode status) are pre-stored in the ROM of the sub-control board 90, and in S4504, a table corresponding to the mode status (current effect mode) referenced in S4503 is selected from these variable effect pattern determination tables and set.
[0246] The variable presentation pattern determination table is mainly used to determine the execution mode of the presentation symbol game presentation (such as the variation mode of the presentation symbol), and a plurality of variable presentation pattern determination tables (not shown) corresponding to the presentation mode (mode status) are stored in advance in the ROM of the sub-control board 90. In S4504, from among these variable presentation pattern determination tables, a table corresponding to the mode status (current presentation mode) referenced in S4503 is selected and set.
[0247] Next, in S4505, a variable effect pattern that matches the specified variable effect pattern is selected and set based on the variable effect determination random number obtained in S4501 and the variable effect pattern determination table set in S4504 (S4505). The variable effect pattern mainly determines the variable mode of the effect symbol 8 displayed in the effect symbol display area 7b (the execution mode of the effect symbol game effect). This determines whether a reach effect is executed (reach variable effect) or not (normal variable effect) in the effect symbol game effect (variable effect). In addition to the variable mode of the effect symbol 8, the variable effect pattern also includes the execution mode (effect pattern) of display effects, sound effects, light effects, moving effects, etc. that are executed in conjunction with the variable display of the effect symbol 8, and whether or not these effects are executed is also determined. Therefore, the display effects, sound effects, light effects, moving effects, etc. that are executed in conjunction with the variable effect can be referred to as variable effect.
[0248] The reach effect refers to, for example, when the display mode of the effect symbols 8 when the result of the special symbol hit / miss judgment indicates a jackpot, is a mode (jackpot mode, specific mode) in which all three effect symbols 8L, 8C, 8R are the same (double numbers), and two of the three effect symbols 8L, 8C, 8R (for example, the first and second stop symbols) are displayed (temporarily) as symbols that constitute the jackpot mode (also called "reach symbols" or "reach mode"), and the remaining one (for example, the third stop symbol) continues to display in a variable manner (also called "reach mode"), indicating whether or not the remaining effect symbol will be displayed as a symbol that completes the jackpot mode. This reach effect can effectively stimulate the anticipation of players aiming for a jackpot.
[0249] Furthermore, in S4505, the effect pattern 8 (also called the "stop effect pattern") to be displayed is determined and set based on the effect pattern determination random number obtained in S4501 and a stop pattern determination table (not shown). There are two types of stop displays: a temporary stop display (temporary stop) and a fixed stop display (fixed stop). A temporary stop means that the scrolling display (changing display) of the effect pattern 8 is temporarily stopped (paused), and the effect pattern 8 is displayed at a predetermined stop position on the display screen 7a (for example, the effect pattern display area 7b) in a state where it moves slightly so that its numbers, characters, etc. can be recognized. This state of slight movement is also called "shaking fluctuation." On the other hand, a fixed stop means that the scrolling display (changing display) of the effect pattern 8 ends, and the effect pattern 8 is displayed at a predetermined stop position on the display screen (for example, the effect pattern display area 7b) in a state where its numbers, characters, etc. can be recognized. When the performance pattern 8 is stopped after being displayed in a variable manner, the display result of the variable display (the result of the variable performance) is displayed definitively (determined display) (derivative display). Therefore, the temporary stop of the performance pattern 8 can be performed once or multiple times until it is stopped in a fixed manner.
[0250] The stop effect symbols determined (selected) in S4505 are the symbols that temporarily stop (also called "temporary stop symbols") and the symbols that will definitely stop (also called "fixed stop symbols"). Specifically, when the result of the special symbol hit / miss judgment is a miss, the effect symbol 8 that is displayed as a stop (fixed stop) as a result of the variable effect, that is, the fixed stop symbol, is a variance symbol (also called a "miss-at-reach symbol") in which one of the three effect symbols 8L, 8C, 8R such as "787" is different from the other effect symbols if the miss is a miss with reach, and a variance symbol (also called a "complete variance symbol") in which at least one of the three effect symbols 8L, 8C, 8R such as "635" is different from the other effect symbols if the miss is a miss without reach. Also, if the result of the special symbol hit / miss judgment in a low-probability, low-base state is a jackpot, in principle, a number other than "777" will be displayed, and if the jackpot is a 10R first jackpot, a number other than "777" may be displayed. Also, if the result of the special symbol hit / miss judgment in a low-probability, high-base state or a high-probability, high-base state is a jackpot, in principle, a number other than "777" will be displayed, and if the jackpot is a 10R fourth jackpot, a number other than "777" may be displayed. In this way, a number of "777" is the confirmed result of a 10R probability jackpot, which is the most advantageous jackpot for the player. Note that the stop display mode of the effect symbol 8 described above is just one example, and the stop display pattern when a jackpot occurs can be changed as appropriate.
[0251] In the pachinko gaming machine 1 of this embodiment, normal reach, super reach, character, etc. are provided as variation modes (variation presentation patterns) of the presentation symbols 8. In S4505, it is determined which of these presentations will be performed, or whether these presentations will not be performed (this is also called "normal variation" or "normal variation"), based on a variation presentation pattern determination table. Hereinafter, normal reach may be referred to as "NR reach," and super reach may be referred to as "SP reach."
[0252] For example, when a reach-type variable performance is executed, one of the reach-type performances is set based on the variable pattern designation command and the variable performance pattern determination table. Here, when the SP reach-type performance is executed, it is set so that the possibility of a jackpot is higher than when the NR reach-type performance is executed. In other words, it can be said that the SP reach-type performance is a game performance that has a higher possibility of a jackpot (expected jackpot) than the NR reach-type performance.
[0253] In this embodiment, when the sub-control board 90 receives a variation pattern designation command from the main control board 80 that designates a variation pattern with a variation time of 30,000 ms or more (see FIG. 9), a reach effect (a reach-type variation effect) can be set (executed) based on the command. When the variation time is 30,000 ms, an NR reach effect is set (executed) as the reach effect (NR reach variation effect), and when the variation time is 45,000 ms or more, an SP reach effect is set (executed) as the reach effect (SP reach variation effect). In this embodiment, multiple effect patterns (reach effect patterns) are provided for each of the NR reach effect and the SP reach effect, and one of the effect patterns is set (executed) depending on the variation time (30,000 ms or more) at which the reach effect can be executed. The types (number) of reach effects (reach effect patterns) can be determined arbitrarily.
[0254] Here, the variable display of the effect symbols 8 is basically performed as follows. That is, after the three effect symbols 8L, 8C, and 8R start to display variables, the variable speed of all symbols becomes high and approximately constant, and then, after a predetermined time (for example, 9 seconds) has elapsed, the variable speed of the first stop symbol (left effect symbol 8L in this embodiment) slows down and the first stop symbol stops (temporarily stops). Next, the variable speed of the second stop symbol (right effect symbol 8R in this embodiment) slows down and the second stop symbol stops (temporarily stops), and finally the variable speed of the third stop symbol (center effect symbol 8C in this embodiment) slows down and the third stop symbol stops (temporarily stops). After this, the three effect symbols 8L, 8C, and 8R are fixed and stopped, and the display result of the variable display is derived and displayed, and this marks the end of one variable display. Based on this flow from the start to the end of the variable display, normal fluctuations, reach effects, etc. are performed.
[0255] Specifically, for example, when the function for shortening the time for special symbol fluctuations according to the number of reserved balls or game status is not activated (when the function for shortening the time for fluctuations is not activated), if the three effect symbols 8L, 8C, and 8R start to fluctuate, the left effect symbol 8L (first stop symbol) stops (temporarily stops) after a predetermined time (e.g., 9 seconds) has elapsed since the start of the fluctuations, followed by the right effect symbol 8R (second stop symbol). At this time, if the left and right effect symbols 8L and 8R stop (temporarily stops) with the same number (reach mode), a reach is established, and then the reach effect develops. On the other hand, if a reach is not established (i.e., if it is a normal fluctuation), the right effect symbol 8R (second stop symbol) stops (temporarily stops), followed by the center effect symbol 8C (third stop symbol). In this embodiment, in normal fluctuation, the time it takes from the start of fluctuation of the performance symbol 8 until the third stop symbol (in this embodiment, the middle performance symbol 8C) stops (temporarily stops) is approximately 11 seconds. However, in normal fluctuation when the special symbol fluctuation time shortening function is activated, the time it takes from the start of the fluctuation display until the left performance symbol 8L (first stop symbol) stops (temporarily stops) is shorter than usual (when the fluctuation time shortening function is not activated), and accordingly the time it takes for the right performance symbol 8R (second stop symbol) and the middle performance symbol 8C (third stop symbol) to stop (temporarily stops) is also shorter.
[0256] Depending on the change presentation pattern set in S4505 and the preview presentation pattern set in S4506 described below, the order and timing of the stop display of the presentation patterns may differ from the above-mentioned manner, for example, after the change display of presentation pattern 8 begins, the three presentation patterns 8L, 8C, and 8R may stop (temporarily stop) all at the same time, or all patterns may continue to change even after the specified time (for example, 9 seconds) until the first stop pattern stops has passed.
[0257] Next, in S4506, processing related to setting the preview effect (preview effect setting processing) is performed (S4506). The preview effect is an effect that suggests the currently executed variable display or the stored pending variable display (the variable display to be executed later). For example, it is an effect that suggests the possibility that the display result of the currently executed variable display will be a jackpot pattern, or that the display result of the variable display to be executed later will be a jackpot pattern. The preview effect is also called a "suggestion effect." In this embodiment, various preview effects can be executed, such as a preview effect (also called a "preview preview") based on the pending display information (pre-determination result) stored in S4395, and a preview effect (also called a "pertinent change preview") related to the current (present) variable display (also called a "pertinent change"), and therefore in S4506, it is determined whether or not each preview effect should be executed (execution presence / absence), and the execution pattern (preview effect pattern) of the preview effect to be executed is set.
[0258] Specifically, whether or not to execute a preview effect and the preview effect pattern are determined based on the preview effect determination random number acquired in S4501 and a preview effect determination table (not shown) stored in the ROM of the sub-control board 90, and the preview effect pattern is set based on this determination result. Preview effects (suggestion effects) are performed, for example, by displaying an image suggesting the likelihood of a jackpot (also called a "preview image" or "suggestion image") on the display screen 7a (also called a "preview display" or "suggestion display"). In addition to display effects (preview displays, suggestion displays), preview effects can also be performed using sound effects, light effects, and moving effects, and can also be performed by combining these effects. Furthermore, the variable preview can also be performed based on the results of a prior determination of the special chart reservation.
[0259] The preview effect setting process (S4506) performs processing related to preview effects (pre-reading preview, the relevant change preview) that can be executed at a predetermined time, including during the variable display (variation effect) of the effect pattern 8, triggered by the start of the variable display (variation effect), and the preview effect related to the processing here does not include the hold icon preview that accompanies the occurrence of a starting ball. In other words, the processing related to setting the hold icon preview that accompanies the occurrence of a starting ball is performed not in the preview effect setting process (S4506) but in the hold icon preview process (S4400) described below.
[0260] Here, a preview performance (preview preview) executed based on performance pending information (preview information) is also called a "preview performance," a preview performance executed based on special chart 1 performance pending information (first preview information) is also called a "first preview performance," and a preview performance executed based on special chart 2 performance pending information (second preview information) is also called a "second preview performance."
[0261] The preview performance pattern set in S4506, that is, the type (preview type) and mode of the preview performance to be executed, whether or not a preview performance is executed, etc., will differ depending on the contents of the performance hold information stored in S4395 (contents stored in the performance hold information storage area), the result of the special symbol hit / miss judgment specified by the analysis result of the variation start command in S4502 (the hit / miss judgment result related to the current special symbol fluctuation display), and the special symbol fluctuation pattern information specified by the analysis result of the variation start command (the fluctuation pattern and stop pattern related to the current special symbol fluctuation display).When a preview performance is executed at a certain time, one preview performance (one type of preview performance) of multiple preview performances may be executed, or two or more preview performances (multiple types of preview performances) may be executed at the same time.
[0262] Next, in S4507, a variable performance start command for starting a variable performance, etc. based on the variable performance pattern set in S4505 and the preview performance pattern set in S4506 is set in the sub-output buffer (S4507), and the variable performance start processing is terminated. When the variable performance start command set in S4507 is sent to the image control board 100 by the command sending processing (S4006), the image control microcomputer 101 reads from the ROM of the image control board 100 predetermined variable performance image data (image data indicating the start, current state, and stop of the change of the performance symbol 8) corresponding to the variable performance pattern specified based on the variable performance start command, i.e., the variable performance pattern set in S4505, and predetermined preview performance image data corresponding to the preview performance pattern specified based on the variable performance start command, i.e., the preview performance pattern set in S4506, and executes the variable performance, preview performance, etc. based on the read image data on the display screen 7a of the image display device 7. In addition, a variable display (blinking display) is also executed using two LEDs on the performance display device 102. Furthermore, in conjunction with the execution of the variable effects, various effects such as sound effects, light effects, and moving effects are executed via the sound control board 106 and the lamp control board 107.
[0263] [Pending icon notice processing] Next, we will explain the pending icon notification process (S4400) that is executed based on the reception of a start ball entry command from the main control board 80 (YES in S4390). As shown in Figure 43, in the pending icon notification process (S4400), it is first determined whether the pending icon notification flag is OFF (S4601).
[0264] The reserve icon notice flag is a flag indicating whether a reserve icon notice is being executed. When the reserve icon notice is executed, it is turned ON in S4605 (described later) and turned OFF based on the end of the variable display (variable game) corresponding to the special symbol hold (also called the "pre-notification target hold") that triggered the execution of the reserve icon notice. Therefore, when a performance hold displayed in a notice display mode in the performance hold display area (first performance hold display area 9c or second performance hold display area 9d) moves to the variable hold display area 9e, even if a new performance hold is displayed (additionally displayed) in the performance hold display area (first performance hold display area 9c, second performance hold display area 9d) until the variable display (variable game) corresponding to the performance hold (pre-notification target hold) ends, the new performance hold will not be displayed in a notice display mode. This makes it possible for the player to have expectations for a jackpot in the currently executing variable game.
[0265] In addition, the hold icon notice may be turned off with the start of the variable display (variable game) corresponding to the special symbol hold that triggered the execution of the hold icon notice (consumption of the special symbol hold). In this case, with the effect hold displayed in the variable symbol hold display area 9e in the notice display mode, the effect hold that is newly displayed (additionally displayed) in the effect hold display area (first effect hold display area 9c, second effect hold display area 9d) can be displayed in the notice display mode, so that in addition to the currently executed variable game, the player can also have a sense of anticipation for the variable game corresponding to the subsequent special symbol hold (pre-notification target hold).
[0266] If it is determined in S4601 that the reserved icon notice flag is not OFF (ON) (NO in S4601), the reserved icon notice is currently being executed, and therefore this processing is terminated without performing processing from S4602 onwards. For this reason, in this embodiment, while the reserved icon notice is being executed, a reserved icon notice targeting a newly stored (additionally stored) special chart reserve (later special chart reserve) is not executed. In other words, two or more effect reserves in the notice display mode are not displayed in the effect reserve display area. Note that the reserved icon notice flag may not be provided, and a reserved icon notice targeting a later special chart reserve may be executed while the reserved icon notice is being executed. In other words, a configuration may be adopted in which two or more effect reserves in the notice display mode can be displayed in the effect reserve display area.
[0267] On the other hand, if it is determined in S4601 that the reserved icon notice flag is OFF (YES in S4601), a determination (lottery) is made as to whether or not to execute the reserved icon notice (S4602). In this embodiment, when the gaming state is a low-probability low-base state, that is, when it is a low-base state in which the variable display of the first special symbol (also referred to as "first variable gaming") is mainly executed, the reserved icon notice (also referred to as "first reserved icon notice") by the first effect hold 9a is configured to be executable. Also, when the gaming state is a low-probability high-base state or a high-probability high-base state, that is, when it is a high-base state in which the variable display of the second special symbol (also referred to as "second variable gaming") is mainly executed, the reserved icon notice (also referred to as "second reserved icon notice") by the second effect hold 9b is configured to be executable. In response to this, in S4602, if the current game state is a low base state, a determination is made as to whether or not to execute the first hold icon notification, and if the current game state is a high base state, a determination is made as to whether or not to execute the second hold icon notification.
[0268] The determination of whether or not to execute a pending icon advance notice (also referred to as a "pending icon advance notice execution determination") can be made, for example, based on a pending icon advance notice execution determination table (not shown). Specifically, for example, a pending icon advance notice execution determination random number (for example, "0 to 99") is set as a random number for determining the effect, one value is randomly obtained from the random number, and the obtained value (random number value for pending icon advance notice execution determination) is determined based on the pending icon advance notice execution determination table. The random number value for pending icon advance notice execution determination can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when a pending icon advance notice execution determination is made (S4602).
[0269] If the result of the judgment in S4602 is that the hold icon notification is not to be executed (NO in S4603), this processing is terminated without performing processing from S4604 onwards, and if the hold icon notification is to be executed (YES in S4603), the execution pattern of the hold icon notification (also called the "hold icon notification pattern") is set (S4604).
[0270] The hold icon notice pattern defines various conditions for executing a hold icon notice, such as the display timing when the hold icon is displayed in a notice display mode, the type of notice display mode, the number of changes (number of hold changes), etc. The display timing of the notice display mode can be, for example, when a starting ball is made (when a new hold icon is displayed in association with a starting ball), when the display position of the hold icon corresponding to the hold to be notified on the effect hold display area moves (shifts) in the direction of decreasing the number of holds as the special chart hold (also called "advance hold") stored before the hold to be notified is consumed, when the hold icon corresponding to the hold to be notified moves from the effect hold display area to the variable hold display area (when it changes to an active hold icon), etc.
[0271] In S4604, if it is decided in the hold icon announcement execution determination (S4602) to execute the first hold icon announcement, an execution pattern for the first hold icon announcement (also referred to as the "first hold icon announcement pattern") is set, and if it is decided to execute the second hold icon announcement, an execution pattern for the second hold icon announcement (also referred to as the "second hold icon announcement pattern") is set. The first hold icon announcement pattern and the second hold icon announcement pattern are collectively referred to as the "hold icon announcement patterns".
[0272] The reserved icon preview pattern set in S4604 can be determined (selected) based on, for example, a reserved icon preview pattern determination table (not shown). Specifically, for example, a reserved icon preview pattern determination random number (e.g., "0 to 99") is set as the random number for determining the effect, and one value is randomly obtained from the random number, and the obtained value (random number value for determining the reserved icon preview pattern) is judged based on the reserved icon preview pattern determination table, thereby determining (selecting) a pattern to be executed from a plurality of predetermined reserved icon preview patterns. The random number value for determining the reserved icon preview pattern can be obtained, for example, at the timing when the start ball entry command is received (S4390) or at the timing when the reserved icon preview pattern is determined (S4604).
[0273] Once the hold icon notification pattern is set in S4064, the hold icon notification flag is turned ON (S4605). Then, a hold icon notification command that instructs execution of a hold icon notification based on the hold icon notification pattern set in S4604 is set in the sub-output buffer (S4606), and this process ends.
[0274] When the hold icon notification command set in S4606 is sent to the image control board 100 by the command sending process (S4006), the image control microcontroller 101 reads image data for the hold icon notification (effect hold image data, etc.) corresponding to the hold icon notification pattern identified based on the received hold icon notification command, i.e., the hold icon notification pattern set in S4604, from the ROM of the image control board 100, and executes the hold icon notification based on the read image data on the display screen 7a of the image display device 7 (effect hold display area, variable hold display area).
[0275] The above has explained the operation (control processing) of the performance control microcomputer 91. Below, we will explain examples of game performances (performance examples) that are executed in cooperation with the image control board 100, audio control board 106, lamp control board 107, etc., based on the various control processes described above by the sub-control board 90 (performance control microcomputer 91).
[0276] [Example 1] Presentation example 1 is a game presentation that is executed in conjunction with the variable display of a special symbol when the variable display of a special symbol is executed based on a special symbol variation pattern with a variation time of 75,000 ms (see Figure 9). This game presentation can be executed in any game state that can be controlled (set) by this pachinko gaming machine 1, that is, in any game state of a low probability low base state (normal game state), a low probability high base state (time-saving state), or a high probability high base state (probability variable state). Below, we will explain an example of execution in a low probability low base state.
[0277] In the game performance of this performance example, the variation pattern P1, P4 or P8 is selected in the special symbol 1 variation pattern selection process (S1208) described above, and when the first special symbol starts to vary based on this selected variation pattern (when the variation start command is received), the variation performance pattern of the SP reach performance is set in S4505 of the variation performance start process (S4402) described above, and the notice performance pattern of the light-emitting notice and the cut-in notice is set in S4506, and the variation performance and notice performance are executed based on the performance pattern. In other words, it is a game performance in which the light-emitting notice and the cut-in notice are executed as the variation notice during the variation performance including the SP reach performance.
[0278] In this example, the SP reach effects that can be executed when a special chart variation pattern with a variation time of 75,000 ms is selected include a character A reach in which a character image representing character A (also referred to as a "character A image") is displayed, a character B reach in which a character image representing character B (also referred to as a "character B image") is displayed, and a character C reach in which a character image representing character C (also referred to as a "character C image") is displayed. Character A reach, character B reach, and character C reach are collectively referred to as "character reach." Furthermore, a character image is also referred to as a "specific image," a character A image is also referred to as a "first specific image," a character B image is also referred to as a "second specific image," and a character C image is also referred to as a "third specific image."
[0279] In this example, character A is a character wearing red clothing (also called a "red character"), character B is a character wearing green clothing (also called a "green character"), and character C is a character wearing blue clothing (also called a "blue character"). Therefore, in a character reach, the player can be impressed with the fact that the color corresponding to character A (character A's image color) is red, the color corresponding to character B (character B's image color) is green, and the color corresponding to character C (character C's image color) is blue.
[0280] The types (number) of character reaches are not limited to this example of presentation, and for example, in addition to the three types of character reaches mentioned above, there can be four or more types, such as character D reach, character E reach, etc., or conversely, there can be fewer than three types. Also, the types (number) of character images can be four or more types, such as character D image (fourth specific image), character E image (fifth specific image), etc., in addition to the three types of character images mentioned above, or conversely, there can be fewer than three types. Also, the SP reach presentation is not limited to character reaches, and it may be one in which no characters are displayed (appear).
[0281] Here, the variable performance including the SP reach performance and the variable performance including the character reach are also called "specific variable performance," and the variable performance pattern in which the SP reach performance is executed and the variable performance pattern in which the character reach is executed are also called "specific variable performance pattern."
[0282] A change presentation that includes a character reach is also called a "character reach change presentation," and a change presentation pattern in which a character reach is executed is also called a "character reach change presentation pattern."
[0283] A change effect that includes a character A reach is also called a "character A reach change effect" or "first specific change effect," a change effect that includes a character B reach is also called a "character B reach change effect" or "second specific change effect," and a change effect that includes a character C reach is also called a "character C reach change effect" or "third specific change effect."
[0284] The change presentation pattern in which a character A reach is executed is also called the "character A reach change presentation pattern" or "first specific change presentation pattern," the change presentation pattern in which a character B reach is executed is also called the "character B reach change presentation pattern" or "second specific change presentation pattern," and the change presentation pattern in which a character C reach is executed is also called the "character C reach change presentation pattern" or "third specific change presentation pattern."
[0285] When the variation pattern P1, P4 or P8 is selected in the special pattern 1 variation pattern selection process (S1208) (see Figures 9 and 28) and the variation display of the first special pattern based on this selected variation pattern is started, that is, when the sub-control unit 90 receives a variation start command from the main control unit 80 including variation pattern information of variation pattern P1, P4 or P8, it is possible to set a variation presentation pattern (specific variation presentation pattern) in which a character A reach, character B reach or character C reach is executed in S4505 of the variation presentation start process (S4402) (see Figure 42).
[0286] The character reach variation presentation pattern (specific variation presentation pattern) set in S4505 can be determined (selected) based on, for example, the variation presentation pattern determination table for character reaches (also referred to as the "character reach determination table") shown in Figure 44. As shown in the figure, the character reach determination table is configured to assign a value of a variation presentation determination random number (for example, "0 to 199") according to the type of special chart variation pattern for each of the three types of character reaches, and to determine (select) one of the character reaches (specific variation presentation patterns) according to the variation presentation determination random number value acquired in the above-mentioned S4501. In addition, the value assigned to the variation presentation determination random number (random number range) is different depending on whether the special chart variation pattern is P1 (jackpot variation pattern) or P4 or P8 (miss variation pattern).
[0287] According to this character reach determination table, when the special chart fluctuation pattern related to the fluctuation display that will be started this time is P1 (jackpot fluctuation pattern), the selection rate of the character C reach fluctuation presentation pattern (third specific fluctuation presentation pattern) is the lowest, and the selection rates become higher in the order of the character B reach fluctuation presentation pattern (second specific fluctuation presentation pattern) and the character A reach fluctuation presentation pattern (first specific fluctuation presentation pattern).On the other hand, when the special chart fluctuation pattern related to the fluctuation display that will be started this time is P4 or P8 (miss fluctuation pattern), the selection rate of the character A reach fluctuation presentation pattern (first specific fluctuation presentation pattern) is the lowest, and the selection rates become higher in the order of the character B reach fluctuation presentation pattern (second specific fluctuation presentation pattern) and the character C reach fluctuation presentation pattern (third specific fluctuation presentation pattern).
[0288] For this reason, the relationship between the jackpot expectations of the three types of character reaches is "Character A reach > Character B reach > Character B reach > Character C reach." Also, if we focus on the type of character displayed in a character reach, the relationship between the jackpot expectations of the characters is "Character A (Character A image) > Character B (Character B image) > Character C (Character C image)." In other words, Character A (Character A image, red character) is a character that suggests a high jackpot expectation (in other words, a low probability of not winning a jackpot), Character C (Character C image, blue character) is a character that suggests a low jackpot expectation (in other words, a high probability of not winning a jackpot), and Character B (Character B image, green character) is a character that suggests a medium jackpot expectation (in other words, a medium probability of not winning a jackpot).
[0289] When a character reach variation presentation pattern is set in S4505 of the variation presentation start process (S4402), the following S4506 sets the light-emitting preview presentation pattern and the cut-in preview presentation pattern. The light-emitting preview presentation pattern is also called the "light-emitting preview presentation pattern." The cut-in preview is also called the "specific preview presentation," and the cut-in preview presentation pattern is also called the "cut-in preview presentation pattern" or the "specific preview presentation pattern."
[0290] The light-emitting notice is a notice effect (the change notice) in which the decorative member 13 (see FIG. 3) provided above the image display device 7 (display screen 7a) (above the center decorative body 10) is illuminated in a predetermined color, and the color of the light emitted indicates the likelihood of a jackpot. In this example of the effect, the light-emitting notice can be executed when the change effect (the change display of the effect pattern) is in progress and the effect develops into a character reach (SP reach effect).
[0291] In this example of the performance, the light-emitting notices provided are a red light-emitting notice in which the decorative member 13 emits red light, a green light-emitting notice in which the decorative member 13 emits green light, and a blue light-emitting notice in which the decorative member 13 emits blue light. The red light-emitting notice is also called the "first light-emitting notice," the green light-emitting notice is also called the "second light-emitting notice," and the blue light-emitting notice is also called the "third light-emitting notice."
[0292] The mode of the light-emitting notice (light-emitting mode) is not limited to this presentation example, and for example, the expected probability of a jackpot may be indicated by differences in the number of flashes (number of lights) or lighting time (light-emitting time) of the decorative member 13, and the mode is arbitrary. Furthermore, in addition to the decorative member 13, the light-emitting notice may be made using an electric element provided in the pachinko gaming machine 1, such as the board lamp 5 or the frame lamp 66, and the light-emitting target (the electric element that emits light) may be different depending on the type of light-emitting notice. Furthermore, the types (number) of light-emitting notices and light-emitting notice presentation patterns are not limited to this presentation example, and may be less than three types or four or more types.
[0293] The light-emitting notice performance pattern set in S4506 can be determined (selected) based on, for example, the notice performance pattern determination table for light-emitting notice (also called the "light-emitting notice determination table") shown in Figure 45. As shown in the figure, in this performance example, three light-emitting notice determination tables A to C are provided depending on the type of character reach variable performance pattern (type of character reach). In other words, the light-emitting notice determination table used differs depending on the type of character reach set in S4505.
[0294] Here, the preview performance pattern in which a red light-emitting preview is executed is also called the "first light-emitting preview performance pattern," the preview performance pattern in which a green light-emitting preview is executed is also called the "second light-emitting preview performance pattern," and the preview performance pattern in which a blue light-emitting preview is executed is also called the "third light-emitting preview performance pattern."
[0295] The light-emitting notice determination table A shown in FIG. 45(A) is a table used when a character A reach variation presentation pattern (first specific variation presentation pattern) is set. As shown in the figure, the light-emitting notice determination table A assigns a random number (e.g., "0 to 99") for determining the notification presentation according to the type of special chart variation pattern for each of the three types of light-emitting notice and non-execution of light-emitting notice, and determines (selects) either the light-emitting notice or non-execution of light-emitting notice according to the random number value for determining the notification presentation acquired in the aforementioned S4501. Furthermore, the value (random number range) assigned to the random number for determining the notification presentation is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern). The light-emitting presentation pattern includes a pattern in which the light-emitting notice is not executed (no light-emitting notice), and this also applies to the light-emitting notice determination tables B and C described below. Note that the pattern in which the light-emitting notice is not executed (no light-emitting notice) may not be included in the light-emitting presentation pattern.
[0296] According to this light emitting notice determination table A, when the special chart variation pattern of the variation effect in which the character A reach is executed is P1 (jackpot variation pattern), the selection rate of not executing the light emitting notice (no light emitting notice) is lowest, and the selection rates become higher in the order of blue light emitting notice (third light emitting notice presentation pattern), green light emitting notice (second light emitting notice presentation pattern), and red light emitting notice (first light emitting notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character A reach is executed is P4 or P8 (miss variation pattern), the selection rate of red light emitting notice (first light emitting notice presentation pattern) is lowest, and the selection rates become higher in the order of green light emitting notice (second light emitting notice presentation pattern), blue light emitting notice (third light emitting notice presentation pattern), and not executing the light emitting notice (no light emitting notice).
[0297] For this reason, during the character A reach variation presentation, the probability of a jackpot is higher when a light-emitting notice is executed than when it is not executed. The relationship of the probability of a jackpot among the three types of light-emitting notices that can be executed during the character A reach variation presentation is "red light-emitting notice > green light-emitting notice > blue light-emitting notice." In other words, during the character A reach variation presentation, the red light-emitting notice is a notice presentation that suggests a high probability of a jackpot (in other words, a low probability of not winning a jackpot), the blue light-emitting notice is a notice presentation that suggests a low probability of a jackpot (in other words, a high probability of not winning a jackpot), and the green light-emitting notice is a notice presentation that suggests a medium probability of a jackpot (in other words, a medium probability of not winning a jackpot). In other words, the color (image color) corresponding to character A is red, and a red light-emitting notice of the same color (light-emitting color corresponding to a red character) is a notice presentation that suggests the highest probability of a jackpot.
[0298] The light-emitting notice determination table B shown in Figure 45 (B) is a table used when a character B reach variation presentation pattern (second specific variation presentation pattern) is set. As shown in the figure, the light-emitting notice determination table B is configured to assign a value of a random number (for example, "0 to 99") for determining the notice presentation according to the type of special chart variation pattern for each of the three types of light-emitting notice and non-execution of light-emitting notice, and to determine (select) either the light-emitting notice or non-execution of light-emitting notice according to the random number value for determining the notice presentation obtained in the above-mentioned S4501. In addition, the value (random number range) assigned to the random number for determining the notice presentation is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern).
[0299] According to this light emitting notice determination table B, when the special chart variation pattern of the variation effect in which the character B reach is executed is P1 (jackpot variation pattern), the selection rate of not executing the light emitting notice (no light emitting notice) is the lowest, and the selection rates become higher in the order of blue light emitting notice (third light emitting notice presentation pattern), red light emitting notice (first light emitting notice presentation pattern), and green light emitting notice (second light emitting notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character B reach is executed is P4 or P8 (miss variation pattern), the selection rate of green light emitting notice (second light emitting notice presentation pattern) is the lowest, and the selection rates become higher in the order of red light emitting notice (first light emitting notice presentation pattern), blue light emitting notice (third light emitting notice presentation pattern), and not executing the light emitting notice (no light emitting notice).
[0300] For this reason, during the character B reach variable presentation, the probability of a jackpot is higher when a light-emitting notice is executed than when it is not executed. The relationship of the probability of a jackpot among the three types of light-emitting notices that can be executed during the character B reach variable presentation is "green light-emitting notice > red light-emitting notice > blue light-emitting notice." In other words, during the character B reach variable presentation, the green light-emitting notice is a notice presentation that suggests a high probability of a jackpot (in other words, a low probability of not winning a jackpot), the blue light-emitting notice is a notice presentation that suggests a low probability of a jackpot (in other words, a high probability of not winning a jackpot), and the red light-emitting notice is a notice presentation that suggests a medium probability of a jackpot (in other words, a medium probability of not winning a jackpot). In other words, the color (image color) corresponding to character B is green, and a green light-emitting notice of the same color (light-emitting color corresponding to a green character) is a notice presentation that suggests the highest probability of a jackpot.
[0301] The light-emitting notice determination table C shown in Figure 45 (C) is a table used when a character C reach variation presentation pattern (third specific variation presentation pattern) is set. As shown in the figure, the light-emitting notice determination table C is configured to assign a value of a random number (for example, "0 to 99") for determining the notice presentation according to the type of special chart variation pattern for each of the three types of light-emitting notice and non-execution of light-emitting notice, and to determine (select) either the light-emitting notice or non-execution of light-emitting notice according to the random number value for determining the notice presentation obtained in the above-mentioned S4501. In addition, the value (random number range) assigned to the random number for determining the notice presentation is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern).
[0302] According to this light emitting notice determination table C, when the special chart variation pattern of the variation effect in which the character C reach is executed is P1 (jackpot variation pattern), the selection rate of not executing the light emitting notice (no light emitting notice) is lowest, and the selection rates become higher in the order of green light emitting notice (second light emitting notice presentation pattern), red light emitting notice (first light emitting notice presentation pattern), and blue light emitting notice (third light emitting notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character C reach is executed is P4 or P8 (miss variation pattern), the selection rate of blue light emitting notice (third light emitting notice presentation pattern) is lowest, and the selection rates become higher in the order of red light emitting notice (first light emitting notice presentation pattern), green light emitting notice (second light emitting notice presentation pattern), and not executing the light emitting notice (no light emitting notice).
[0303] For this reason, during the character C reach variation presentation, the probability of a jackpot is higher when a light-emitting notice is executed than when it is not executed. The relationship of the probability of a jackpot among the three types of light-emitting notices that can be executed during the character C reach variation presentation is "blue light-emitting notice > red light-emitting notice > green light-emitting notice." In other words, during the character C reach variation presentation, the blue light-emitting notice is a notice presentation that suggests a high probability of a jackpot (in other words, a low probability of not winning a jackpot), the green light-emitting notice is a notice presentation that suggests a low probability of a jackpot (in other words, a high probability of not winning a jackpot), and the red light-emitting notice is a notice presentation that suggests a medium probability of a jackpot (in other words, a medium probability of not winning a jackpot). In other words, the color (image color) corresponding to character C is blue, and a blue light-emitting notice of the same color (light-emitting color corresponding to the blue character) is a notice presentation that suggests the highest probability of a jackpot.
[0304] Next, the cut-in notice is a notice effect (the change notice) in which a predetermined notice image is temporarily superimposed (overlapped) on the change effect when the change effect is displayed on the display screen 7a, and the content (type) of the notice image (also called a "cut-in image") indicates the likelihood of a big win. In this example of the effect, the cut-in notice can be executed at a predetermined time during the change effect (during the change display of the effect pattern) from when it develops into a character reach (SP reach effect) until the change effect ends (the effect pattern stops being determined).
[0305] In this production example, a cut-in preview is provided in which a cut-in image 701 containing the words "It's time to decide!" (text image) is displayed on the display screen 7a (see Figures 48 (E1) and (E2)). These cut-in previews include a red cut-in preview in which a red cut-in image is displayed, a green cut-in preview in which a green cut-in image is displayed, and a blue cut-in preview in which a blue cut-in image (also called a "blue cut-in image") is displayed. That is, in the red cut-in preview, the words "It's time to decide!" are displayed in red, in the green cut-in preview, the words "It's time to decide!" are displayed in green, and in the blue cut-in preview, the words "It's time to decide!" are displayed in blue.
[0306] The content of the cut-in image is not limited to this example, and can be any content, such as a text image representing other text, or an image other than text, such as a character or item. The content of the cut-in image may also be different depending on the type of cut-in preview. The types (number) of cut-in previews, cut-in images, and cut-in preview presentation patterns are not limited to this example, and can be less than three types or four or more types.
[0307] The preview presentation pattern (specific preview presentation pattern) of the cut-in preview set in S4506 can be determined (selected) based on, for example, the preview presentation pattern determination table for cut-in preview (also called the "cut-in preview determination table") shown in Figure 46. As shown in the figure, in this presentation example, three cut-in preview determination tables A to C are provided depending on the type of character reach variable presentation pattern (type of character reach). In other words, the cut-in preview determination table used differs depending on the type of character reach set in S4505.
[0308] Here, the red cut-in notice is also referred to as the "first cut-in notice" or "first specific notice performance," the green cut-in notice is also referred to as the "second cut-in notice" or "second specific notice performance," and the blue cut-in notice is also referred to as the "third cut-in notice" or "third specific notice performance." Also, the notice performance pattern in which a red cut-in notice is executed is also referred to as the "first cut-in notice performance pattern" or "first specific notice performance pattern," the notice performance pattern in which a green cut-in notice is executed is also referred to as the "second cut-in notice performance pattern" or "second specific notice performance pattern," and the notice performance pattern in which a blue cut-in notice is executed is also referred to as the "third cut-in notice performance pattern" or "third specific notice performance pattern."
[0309] The cut-in notice determination table A shown in Figure 46 (A) is a table used when a character A reach variation presentation pattern (first specific variation presentation pattern) is set. As shown in the figure, the cut-in notice determination table A is configured to assign a value of a random number (for example, "0 to 99") for determining the preview presentation according to the type of special chart variation pattern for each of the three types of cut-in notices, and to determine (select) one of the cut-in notices according to the random number value for determining the preview presentation obtained in the above-mentioned S4501. In addition, the value (random number range) assigned to the random number for determining the preview presentation is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern).
[0310] According to this cut-in notice determination table A, when the special chart variation pattern of the variation effect in which the character A reach is executed is P1 (jackpot variation pattern), the selection rate of the blue cut-in notice (third specific notice presentation pattern) is lowest, and the selection rates become higher in the order of green cut-in notice (second specific notice presentation pattern) and red cut-in notice (first specific notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character A reach is executed is P4 or P8 (miss variation pattern), the selection rate of the red cut-in notice (first specific notice presentation pattern) is lowest, and the selection rates become higher in the order of green cut-in notice (second specific notice presentation pattern) and blue cut-in notice (third specific notice presentation pattern).
[0311] For this reason, the relationship of the jackpot expectation level among the three types of cut-in notices that can be executed during the character A reach variable presentation is "red cut-in notice > green cut-in notice > blue cut-in notice." In other words, during the character A reach variable presentation, the red cut-in notice is a notice presentation that suggests a high jackpot expectation level (in other words, a low possibility of not winning a jackpot), the blue cut-in notice is a notice presentation that suggests a low jackpot expectation level (in other words, a high possibility of not winning a jackpot), and the green cut-in notice is a notice presentation that suggests a medium jackpot expectation level (in other words, a medium possibility of not winning a jackpot). In other words, the color (image color) corresponding to character A is red, and the red cut-in notice of the same color is a notice presentation that suggests the highest jackpot expectation level.
[0312] The cut-in notice determination table B shown in Figure 46 (B) is a table used when a character B reach variation presentation pattern (second specific variation presentation pattern) is set. As shown in the figure, the cut-in notice determination table B is configured to assign a value of a random number (for example, "0 to 99") for determining the preview presentation according to the type of special chart variation pattern for each of the three types of cut-in notices, and to determine (select) one of the cut-in notices according to the random number value for determining the preview presentation obtained in the above-mentioned S4501. In addition, the value (random number range) assigned to the random number for determining the preview presentation is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern).
[0313] According to this cut-in notice determination table B, when the special chart variation pattern of the variation effect in which the character B reach is executed is P1 (jackpot variation pattern), the selection rate of the blue cut-in notice (third specific notice presentation pattern) is lowest, and the selection rates become higher in the order of red cut-in notice (first specific notice presentation pattern) and green cut-in notice (second specific notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character B reach is executed is P4 or P8 (miss variation pattern), the selection rate of the green cut-in notice (second specific notice presentation pattern) is lowest, and the selection rates become higher in the order of red cut-in notice (first specific notice presentation pattern) and blue cut-in notice (third specific notice presentation pattern).
[0314] For this reason, the relationship of the jackpot expectancy among the three types of cut-in notices that can be executed during the character B reach variable presentation is "green cut-in notice > red cut-in notice > blue cut-in notice." In other words, during the character B reach variable presentation, the green cut-in notice is a notice presentation that suggests a high jackpot expectancy (in other words, a low probability of not winning a jackpot), the blue cut-in notice is a notice presentation that suggests a low jackpot expectancy (in other words, a high probability of not winning a jackpot), and the red cut-in notice is a notice presentation that suggests a medium jackpot expectancy (in other words, a medium probability of not winning a jackpot). In other words, the color (image color) corresponding to character B is green, and the green cut-in notice of the same color is the notice presentation with the highest jackpot expectancy.
[0315] The cut-in notice determination table C shown in Figure 46 (C) is a table used when a character C reach variation presentation pattern (third specific variation presentation pattern) is set. As shown in the figure, the cut-in notice determination table C is configured to assign a value of a random number (for example, "0 to 99") for determining the preview presentation according to the type of special chart variation pattern for each of the three types of cut-in notices, and to determine (select) one of the cut-in notices according to the random number value for determining the preview presentation obtained in the above-mentioned S4501. In addition, the value assigned to the random number for determining the preview presentation (random number range) is different when the special chart variation pattern is P1 (jackpot variation pattern) and when it is P4 or P8 (miss variation pattern).
[0316] According to this cut-in notice determination table C, when the special chart variation pattern of the variation effect in which the character C reach is executed is P1 (jackpot variation pattern), the selection rate of the green cut-in notice (second specific notice presentation pattern) is lowest, and the selection rates become higher in the order of red cut-in notice (first specific notice presentation pattern) and blue cut-in notice (third specific notice presentation pattern). On the other hand, when the special chart variation pattern of the variation effect in which the character C reach is executed is P4 or P8 (miss variation pattern), the selection rate of the blue cut-in notice (third specific notice presentation pattern) is lowest, and the selection rates become higher in the order of red cut-in notice (first specific notice presentation pattern) and green cut-in notice (second specific notice presentation pattern).
[0317] For this reason, the relationship of the jackpot expectancy among the three types of cut-in notices that can be executed during the character C reach variable presentation is "blue cut-in notice > red cut-in notice > green cut-in notice." In other words, during the character C reach variable presentation, the blue cut-in notice is a notice presentation that suggests a high jackpot expectancy (in other words, a low probability of not winning a jackpot), the green cut-in notice is a notice presentation that suggests a low jackpot expectancy (in other words, a high probability of not winning a jackpot), and the red cut-in notice is a notice presentation that suggests a medium jackpot expectancy (in other words, a medium probability of not winning a jackpot). In other words, the color (image color) corresponding to character C is blue, and the blue cut-in notice of the same color is the notice presentation with the highest jackpot expectancy.
[0318] As with the light-emitting notice determination table described above (see Figures 45(A) to (C)), a pattern in which a cut-in notice is not executed may be included in the cut-in notice performance pattern. In this way, it becomes possible to set a mode in which a cut-in notice is executed without a light-emitting notice being executed, a mode in which neither a light-emitting notice nor a cut-in notice is executed, or a mode in which a light-emitting notice is executed but a cut-in notice is not executed, thereby diversifying the modes in which notice performances are executed.
[0319] The flow of the variation presentations that are executed based on the setting of the character reach variation presentation pattern, light emitting advance notice presentation pattern, and cut-in advance notice presentation pattern as described above will be described with reference to Figs.
[0320] When the character reach variable performance pattern and the cut-in notice preview performance pattern are set by the variable performance start process (S4402) and the variable performance starts, the display screen 7a of the image display device 7 starts to display the variable performance symbols 8. Figure 47(A) shows the three performance symbols 8L, 8C, and 8R being displayed in a variable manner. After that, as shown in Figure 47(B), the left performance symbol 8L (first stop symbol) and the right performance symbol 8R (second stop symbol) stop (temporarily stop) on the same number (here, "5"), and a reach is established.
[0321] After a reach is established, when the effect symbol 8 in the reach state moves to the edge of the display screen 7a (for example, the upper left of the screen) and is displayed in a reduced size, the normal reach develops into a character reach (SP reach effect). At this time, a character appearance scene is displayed on the display screen 7a as shown in Figures 47 (C1) and (C2). The character that appears (is displayed) here corresponds to the character reach variation effect pattern (specific variation effect pattern) set in S4505. Figures 47 (C1) and (C2) show the appearance scene of character A displayed. In other words, this shows the case where the first specific variation effect pattern (see Figure 44) is set as the character reach variation effect pattern.
[0322] When a character appearance scene is displayed (when it develops into a character reach), the player can recognize the type of character reach from the type of character that appears (the content of the character image included in the character appearance scene), and can guess the likelihood of a jackpot for the variable effect (character reach) from the type of character. For this reason, the character appearance scene presentation display (also called the "character appearance presentation") displayed on the display screen 7a corresponds to a suggestion presentation (first suggestion presentation) that suggests the possibility that the result of the variable effect (the result of the hit / miss determination) will be a jackpot (the likelihood of a jackpot) before the presentation pattern 8 of the currently running variable effect (notification presentation) is confirmed and displayed (before the result of the hit / miss determination is notified).
[0323] When a character appearance scene is displayed (when the scene develops into a character reach), the decorative member 13 may emit light in a predetermined light color (the light-emitting notice is executed), or the decorative member 13 may not emit light (the light-emitting notice is not executed) (see Figures 47 (C1) and (C2)). As mentioned above, the system is configured so that the likelihood of a jackpot is higher when the light-emitting notice is executed than when it is not executed. There are three types of light-emitting notices that can be executed: red light-emitting notice, green light-emitting notice, and blue light-emitting notice, and the system is configured so that the likelihood of a jackpot is highest for light-emitting notices that emit light in the same color as the color corresponding to the character that appears (light-emitting notice that emits light in the color corresponding to the character image). In other words, the system is configured so that the likelihood of a jackpot differs (changes) depending on the type of character reach (character that appears) (see Figures 45 (A) to (C)).
[0324] Figure 47(C1) shows the appearance of character A (red character) and the decorative member 13 illuminating in red. That is, it shows the case where the first light-emitting notice performance pattern (see Figure 45) is set as the light-emitting notice performance pattern. When a red light-emitting notice is executed in a character A reach game as shown in Figure 47(C1), both the character A reach game and the red light-emitting notice have the highest selection rate in a jackpot fluctuation and the lowest selection rate in a miss fluctuation (see Figures 44 and 45(A)). This means that the player's expectation of a jackpot (expected jackpot probability) is significantly increased. In contrast, when a green light-emitting notice is executed in conjunction with the appearance of character A (red character), or when a blue light-emitting notice is executed in conjunction with the appearance of character A (red character), the expectation of a jackpot (expected jackpot probability) is lower than when a red light-emitting notice is executed.
[0325] Also, although not shown in the illustration, when a scene in which character B (green character) appears is displayed and a green light-emitting preview is executed, the expected jackpot probability for character B reach is lower than that for character A reach (see Figure 44), but the green light-emitting preview in character B reach has a higher expected jackpot probability than the red light-emitting preview or blue light-emitting preview (see Figure 45 (B)), so the player will be able to feel a sense of anticipation of a jackpot.
[0326] Also, although not shown in the illustration, when a scene in which character C (blue character) appears is displayed and a blue light-emitting preview is executed, the expected jackpot probability for character C reach is lower than that for character A reach or character B reach (see Figure 44), but the blue light-emitting preview for character C reach has a higher expected jackpot probability than that for red light-emitting preview or blue light-emitting preview (see Figure 45 (C)), so the player will be able to feel a sense of anticipation of a jackpot.
[0327] In this way, the player can infer the likelihood of a jackpot for the variable effect (character reach) based on whether or not a light-emitting notification is executed when a character appearance scene is displayed (when the game develops into a character reach). If a light-emitting notification is executed at the same time as a character appears (develops into a character reach), the player can further infer the likelihood of a jackpot for the variable effect (character reach) based on the relationship (combination) between the type of light-emitting notification (light-emitting color) and the type of character that appears (the color corresponding to the character). Therefore, the light-emitting notification in which the decorative member 13 emits light in a predetermined light color corresponds to a suggestive effect (second suggestive effect) that suggests the possibility (likelihood of jackpot) that the result of the variable effect (the result of the hit / miss determination) will be a jackpot before the display of the effect symbol 8 of the currently running variable effect (notification effect) is confirmed (before the result of the hit / miss determination is notified).
[0328] When a light-emitting preview (second suggestion effect) is executed at the same time as the display of a character appearance scene (first suggestion effect) (see Figure 47 (C1)), the decorative element 13 continues to emit light due to this light-emitting preview, even after the display of the character appearance scene (first suggestion effect) has ended, until the cut-in preview ends (the cut-in image is erased) (see Figure 47 (C1) → Figure 48 (D1) → Figure 48 (E1)).As a result, the effect of the light-emitting preview is maintained until the cut-in preview ends.
[0329] When the display of the character appearance scene has finished, the display screen 7a displays a presentation display (also called a "character reach presentation image") mainly featuring the character that was displayed (appeared) during the character reach development (see Figures 48 (D1) and (D2)), and a cut-in image 701 is displayed (a cut-in preview is executed) at the end of the presentation display (the end of the character reach) (see Figures 48 (E1) and (E2)).
[0330] As mentioned above, there are three types of cut-in notices: red cut-in notice, green cut-in notice, and blue cut-in notice. The cut-in notice that displays a cut-in image of the same color as the color corresponding to the character (character image) of the character reach is configured to have the highest jackpot expectation. In other words, the jackpot expectation of each cut-in notice is configured to differ (change) depending on the type of character reach (see Figures 46(A) to (C)).
[0331] FIG. 48(E1) shows a state in which a cut-in image 701 is displayed (a cut-in notice is executed) at the end of a character A reach while a red light-emitting notice continues, and FIG. 48(E2) shows a state in which a cut-in image 701 is displayed (a cut-in notice is executed) at the end of a character A reach without a light-emitting notice being executed. When the color (text color) of the cut-in image 701 displayed in the cut-in notice is red, i.e., when a red cut-in notice is executed, both the character A reach and the red cut-in notice have the highest selection rate in a jackpot fluctuation and the lowest selection rate in a miss fluctuation (see FIGS. 44 and 46(A)), so it can be said that the player's expectation of a jackpot (expected jackpot probability) is significantly increased. In particular, when a red light-emitting notice is executed when a cut-in notice is executed (see FIG. 48(E1)), the expectation of a jackpot (expected jackpot probability) is higher than when a light-emitting notice is not executed (see FIG. 48(E2)). This is because the probability of a jackpot is higher when a light-emitting notice is executed during the character reach development than when it is not executed. On the other hand, when a green cut-in notice or a blue cut-in notice is executed, the expectation of a jackpot (the probability of a jackpot) is lower than when a red cut-in notice is executed.
[0332] Although not shown in the figures, when a green cut-in notice is executed at the end of a character B reach, the jackpot expectation for the character B reach is lower than that for the character A reach (see Figure 44), but the green cut-in notice in the character B reach has a higher jackpot expectation than the red cut-in notice or the blue cut-in notice (see Figure 46(B)), so the player can feel an even greater sense of anticipation for a jackpot. If a green light-emitting notice is executed at this time, the player can feel even more excited.
[0333] Although not shown in the figures, when a blue cut-in notice is executed at the end of a character C reach, the jackpot expectation for the character C reach is lower than that for the character A reach or character B reach (see Figure 44), but the blue cut-in notice in the character C reach has a higher jackpot expectation than the red cut-in notice or blue cut-in notice (see Figure 45(C)), so the player can feel an even greater sense of anticipation for a jackpot. If a blue light-emitting notice is executed at this time, the player can feel even more excited.
[0334] In this way, the player can infer the likelihood of a jackpot for the variable effect (character reach) based on the relationship (combination) between the color (type of cut-in notice) of the cut-in image 701 when the cut-in image 701 is displayed (the cut-in notice is executed) at the end of the character reach and the color (type of character reach) of the character displayed in the character reach effect display (character reach effect image) for that character reach. Furthermore, if a light-emitting notice is executed at the same time as the execution of the cut-in notice, the likelihood of a jackpot for that variable effect (character reach) can be further inferred based on the relationship (combination) between the type of light-emitting notice (light-emitting color) and the type of cut-in notice (color of the cut-in image). For this reason, the cut-in notice executed at the end of the character reach (a cut-in notice that can be executed at the same time as the light-emitting notice) corresponds to a suggestion effect (first suggestion effect) that suggests the possibility that the result of the variable effect (the result of the hit / miss determination) will be a jackpot (the likelihood of a jackpot) before the final display of the effect symbol 8 by the currently executed variable effect (notification effect) (before the result of the hit / miss determination is notified).
[0335] In this example of the performance, there are a "character appearance scene" and a "cut-in notice" as performances that can be executed at the same time as the light-up notice (second suggestion performance), and since both the character appearance scene and the cut-in notice are performances that suggest the likelihood of a jackpot, either or both of the character appearance scene and the cut-in notice can be considered as the "first suggestion performance," and either one can be considered as the "first suggestion performance" and the other as the "third suggestion performance."
[0336] After the cut-in notice is executed, the variable performance proceeds to the timing when the result of the character reach, that is, the result of this variable performance, is revealed (also called the "win / lose branching timing"). As shown in Figure 48 (F), at the win / lose branching timing (win / lose branching point), the previous cut-in image 701 is erased and an operation prompt image 703 that prompts the user to operate the performance button (operation means) is displayed on the display screen 7a. If a light-emitting notice is being executed when the cut-in notice is executed (see Figure 48 (E1)), the light-emitting notice (light-emitting of the decorative member 13) also ends when the cut-in image 701 is erased (the cut-in notice ends).
[0337] The operation prompting image 703 includes a button image 703a that resembles the appearance of the first effect button 63a, and a text image 703b that reads "Press!" The effect of displaying the operation prompting image 703 to prompt the player to operate the effect button (operation means) is also called an "operation prompting effect."
[0338] In this example of the effect, the result of this change effect (the change effect in question) is determined (announced) by pushing (pressing once) the first effect button 63a at the timing of the winning / losing branch. It is also possible to operate the second effect button 63b, in which case an operation prompt image can be displayed that includes a button image that mimics the appearance of the second effect button 63b and a text image that indicates the operation mode of the second effect button 63b (push, rotate, pull, etc.). The type of effect button (operation means) to be operated at the timing of the winning / losing branch and the operation mode (single press, rapid press, long press, etc.) may also be determined by lottery along with the change effect pattern, and the operation prompt effect may be executed according to the determined content.
[0339] When the first effect button 63a is pushed at the timing of the win / loss branch, an operation-responsive effect is executed. This operation-responsive effect is executed in a mode (win mode or miss mode) according to the result of the variable effect, that is, the result of the win / loss determination (jackpot or miss) that is the execution trigger of the variable effect, and is included in the character reach variable effect pattern set in S4505.
[0340] The operation-responsive effect executed based on the operation of the first effect button 63 at the timing of the win / loss branch is an effect (display effect) that displays an effect display (also called a "win / loss suggestion effect image") suggesting the result of the win / loss determination on the display screen 7a, and includes a win mode (see FIG. 49 (G1)) that suggests a jackpot, and a loss mode (see FIG. 49 (G2)) that suggests a loss. In addition to the display effect, the operation-responsive effect can include at least one of a sound effect, a light effect, and a moving effect.
[0341] When an operation-responsive effect is executed based on the operation of the first effect button 63, the effect symbol 8 that was displayed (reduced display) in a reach state in the upper left of the display screen 7a is displayed (temporarily stopped) in a jackpot state (double numbers) or a miss state (reach miss number) in accordance with the execution of the operation-responsive effect (see Figures 49 (G1) and (G2)). In this way, the effect display in which the effect symbol 8 changes from a reach state to a jackpot state or a miss state can also be considered as an operation-responsive effect.
[0342] Then, after the operation-responsive effect is executed, the effect symbol 8 displayed small in the upper left of the display screen 7a in a jackpot or miss state is displayed (temporarily stopped) in the center of the screen at its original size, and then it is fixed and stopped, and the variable effect ends (see Figure 49 (H1), (H2)). The result of the variable effect is notified by such operation-responsive effect and the stop display (fixed stop) of the effect symbol 8.
[0343] According to the above-described performance example 1, before the result of the hit / miss determination is announced by the variable performance (notification performance), a performance (suggestion performance) is executed to suggest the possibility (expected jackpot) that the result will be a jackpot (specific result). The suggestion performance includes at least a character appearance performance (first suggestion performance) that suggests the expected jackpot based on the type of character image (image content) included in the character appearance scene displayed on the display screen 7a, a cut-in notice (first suggestion performance) that suggests the expected jackpot based on the type of cut-in image (image content) displayed on the display screen 7a, and a light-emitting notice (second suggestion performance) that suggests the expected jackpot based on the light-emitting color of the decorative member 13. The character appearance performance (first suggestion performance) and the light-emitting notice (second suggestion performance) may be executed simultaneously, or the cut-in notice (first suggestion performance) and the light-emitting notice (second suggestion performance) may be executed simultaneously (see FIG. 47(C1) and FIG. 48(E1)). This makes it possible to provide the player with a synergistic effect of the character appearance effect and the light-emitting notice, or the cut-in notice and the light-emitting notice, thereby enhancing the effect of the suggestive effect and increasing the interest before the result of the win / loss judgment is announced.
[0344] In particular, in a character reach variation effect based on the jackpot variation pattern (P1), compared to a character reach variation effect based on the miss variation pattern (P4 or P8), the character appearance effect (first suggestion effect) and the light-emitting notice (second suggestion effect) are more likely to be executed simultaneously, and the cut-in notice (first suggestion effect) and the light-emitting notice (second suggestion effect) are more likely to be executed simultaneously. For this reason, for a player, if the character appearance effect and the light-emitting notice are executed simultaneously during the character reach development during the variation effect (before the effect symbol 8 stops to be confirmed, i.e., before the result of the hit / miss judgment is announced), or if the cut-in notice and the light-emitting notice are executed simultaneously at the end of the character reach (before the effect symbol 8 stops to be confirmed, i.e., before the result of the hit / miss judgment is announced), the player's anticipation for the hit / miss judgment result finally announced in the variation effect will be a jackpot will increase. This makes it possible to effectively stimulate the player's anticipation for the deriving of a jackpot (transition to a favorable gaming state).
[0345] Furthermore, when a character appearance effect and a light-emitting notice are executed simultaneously during the development of a character reach, the color (display color, image color) of the character displayed (appearing) in the character appearance effect and the light-emitting color of the decorative member 13 due to the light-emitting notice may correspond to each other (the same color). Similarly, when a cut-in notice and a light-emitting notice are executed simultaneously at the end of a character reach, the color (display color) of the text (cut-in image) displayed in the cut-in notice and the light-emitting color of the decorative member 13 due to the light-emitting notice may correspond to each other (the same color). Furthermore, depending on whether the color (display color) of the character displayed in the character appearance effect and the light-emitting color of the decorative member 13 due to the light-emitting notice correspond to each other (whether they are the same color), or whether the color (display color) of the text displayed in the cut-in notice and the light-emitting color of the decorative member 13 due to the light-emitting notice correspond to each other (whether they are the same color), it is possible to suggest (allow the player to guess) the likelihood of a jackpot. This makes it possible to draw the player's attention to the relationship between the character appearance effect (first suggestion effect) and the light-emitting notice (second suggestion effect) executed when the character reach develops, and the relationship between the cut-in notice (first suggestion effect) and the light-emitting notice (second suggestion effect) executed at the end of the character reach. This makes it possible to attract the player's interest in the first suggestion effect (image) and the second suggestion effect (light-emitting effect) executed at the same time during the variable effect, thereby increasing the player's interest.
[0346] Furthermore, when a character appearance effect and a light-emitting notice are executed during the development of a character reach, the light-emitting notice (lighting up of the decorative member 13) continues even after the character appearance effect (display of the character appearance scene) has ended. In other words, the character appearance effect ends first. Therefore, the effect of the light-emitting notice can be sustained even after the character appearance effect has ended. Furthermore, by executing the light-emitting notice when the cut-in notice is executed at the end of the character reach, it is possible to draw the player's attention to the relationship between the cut-in notice and the light-emitting notice, and to have the player guess again the likelihood of a jackpot. This makes it possible to sustain the effect of the suggestive effect. Furthermore, it becomes possible to guess the reliability of a jackpot based on the relationship between the cut-in notice and the light-emitting notice in accordance with the timing of the win / loss branch at the end of the character reach, making it possible to increase the interest in the end of the character reach (the timing of the win / loss branch).
[0347] In the above-mentioned performance example 1, the color of the character displayed in the character appearance performance and the luminous color of the decorative member 13 emitting light in the light-emitting notice are made the same color, thereby corresponding the content of the character image in the character appearance performance (the content of the image in the first suggestive performance) to the luminous color in the light-emitting notice (the luminous color in the second suggestive performance). Also, the color of the text displayed in the cut-in notice and the luminous color of the decorative member 13 emitting light in the light-emitting notice are made the same color, thereby corresponding the content of the cut-in image in the cut-in notice (the content of the image in the first suggestive performance) to the luminous color in the light-emitting notice (the luminous color in the second suggestive performance). In this regard, the manner in which the content of the image in the first suggestive performance and the luminous color in the second suggestive performance are made to correspond is not limited to the manner in which the color (display color) of the character or text contained in the image is made the same color as the luminous color, as in performance example 1, and is not particularly limited as long as it satisfies a certain relationship that allows a player to objectively understand the correspondence between the content of the image in the first suggestive performance and the luminous color in the second suggestive performance. In other words, it is sufficient that the correspondence between the content of the image in the first suggestion effect and the light color in the second suggestion effect is uniquely determined.
[0348] For example, the light color (second suggestion effect) corresponding to a performance image (first suggestion effect) with a "sea" motif may be blue, the light color (second suggestion effect) corresponding to a performance image (first suggestion effect) with a "mountain" motif may be green, or the light color (second suggestion effect) corresponding to a performance image (first suggestion effect) with a "flame" motif may be red.By using a color associated with the content of the performance image (performance content), the content of the image in the first suggestion effect can be matched with the light color in the second suggestion effect.
[0349] In the above-mentioned performance example 1, the decorative member 13 is made to emit light in the light-emitting notice, but it is also possible to arrange a light guide plate (not shown) that can receive light emitted from a light source such as an LED and display a predetermined pattern or picture on the front side of the display screen 7a, and to execute the light-emitting notice using this light guide plate. By executing the light-emitting notice (light effect) using a light-emitting unit (light effect means) arranged near (around) the display screen 7a, such as the decorative member 13 or the light guide plate, it becomes easier to visually compare the content of the display effect executed as the first suggestive effect, such as a character appearance effect or a cut-in notice, with the content of the display effect (the content of the image displayed on the display screen), and the effect of the suggestive effect is enhanced.
[0350] In the above-mentioned performance example 1, after the character appearance performance and the light-emitting notice are executed during the character reach development, the character appearance performance (first suggestion performance) ends first as the character reach (variable performance) progresses. Alternatively, the character (character image) displayed during the character appearance performance may be displayed on the edge of the display screen 7a (for example, the upper right of the screen), and the display of the character image (display of the appearing character) displayed during the character appearance performance may be continued. In other words, the first suggestion performance (display of the appearing character) may be continued. After the character appearance performance is executed, the light-emitting notice executed at the same time as the character appearance performance (during the character reach development) may be ended first before the timing for executing the cut-in notice (see FIG. 48 (E1)) arrives. In this case, by continuing to display the appearing character until the cut-in notice at the end of the character reach ends, it becomes possible to estimate the likelihood of a jackpot based on the relationship between the continuously displayed appearing character and the cut-in notice.
[0351] Furthermore, the timing of the character appearance effect executed when the character reach develops and the end of the light-emitting notice may be set to be approximately the same. Specifically, the light-emitting notice may be set to end at the timing when the character reach effect display (display of the character reach effect image) starts after the character appearance effect (character appearance scene) (see Figure 47 (C1) → Figure 48 (D2)). In this case, the light-emitting notice can be executed again together with the execution of the subsequent cut-in notice (see Figure 48 (D2) → Figure 48 (E1)). This also makes it possible to estimate the likelihood of a jackpot based on the relationship between the cut-in notice (first suggestion effect) and the light-emitting notice (second suggestion effect).
[0352] Also, a mode may be provided in which the character appearance effect is executed without executing a light-emitting notice when a character reach develops, and the light-emitting notice is executed together with the cut-in notice when a cut-in notice is executed (see Fig. 47(C2) → Fig. 48(D1)), or a mode in which the light-emitting notice is executed together with the character appearance effect when a character reach develops, and the cut-in notice is executed without executing a light-emitting notice when a cut-in notice is executed (see Fig. 47(C1) → Fig. 48(D2)). This also makes it possible to estimate the likelihood of a jackpot based on the relationship between the light-emitting notice and either the character appearance effect or the cut-in notice.
[0353] In the above-mentioned performance example 1, the light emitting notice determination table that determines the light emitting notice performance pattern set in S4506 is varied depending on the character reach variation performance pattern (type of character reach) set in S4505, so that the jackpot expectation of the light emitting notice differs (changes) depending on the type of character reach (see Figure 44 and Figures 45(A) to (C)). In contrast to this, the jackpot expectation of the light emitting notice may be uniform. Specifically, for example, the jackpot expectation of the red light emitting notice may be set to "high," the jackpot expectation of the green light emitting notice to "medium," and the jackpot expectation of the blue light emitting notice to "low," so that the jackpot expectation of each light emitting notice does not change regardless of which character reach is executed (which character reach variation performance pattern is set). This also makes it possible to estimate the likelihood of a big win based on the relationship between the character appearance effect (first suggestion effect) and the light-emitting notice (second suggestion effect) that is executed when the character reach develops (for example, the combination of a "low" expectation character C (blue character) reach and a "high" expectation red light-emitting notice). This can also be applied to cut-in notices.
[0354] As another example of the above-mentioned performance example 1, it is also possible to configure the hold icon notification as the first suggestive performance, and to correspond the color (display color) of the hold icon displayed in the notification display mode to the light-emitting color of the light-emitting notification executed as the second suggestive performance. Specifically, for example, as the notification display mode of the hold icon, a mode is provided in which the hold icon is displayed in a color (e.g., red or green) different from the normal color (e.g., white). Then, when a hold to be notified (memorized) occurs (memorized), the hold icon corresponding to the hold to be notified is displayed in the notification display mode (e.g., red), and the electric element (light-emitting section) provided on the center decorative body 10, such as the decorative element 13, is illuminated in red or another color, thereby simultaneously executing the first suggestive performance (hold icon notification) and the second suggestive performance (light effect). In this case, the red light emission of the electric element (second suggestive performance) may be terminated when the hold to be notified that triggered the execution of the hold icon notification is consumed, and the display of the hold icon displayed in the notification display mode (first suggestive performance) in the variable hold display area may be continued. In this way, the effect of the pending icon notice (first suggestion effect) can be maintained while the lighting elements used in the second suggestion effect can be used in the light effects during the variable effect that accompanies the consumption of the pending item to be notified, making it possible to produce a variety of effects.
[0355] [Example 2] Presentation example 2 is a game presentation that is executed when a preview presentation pattern (also called a "background preview presentation pattern") including at least a background preview is set in S4506 (see FIG. 42) of the aforementioned variable presentation start process (S4402). This game presentation can be executed in any game state that can be controlled (set) by this pachinko gaming machine 1, that is, in any game state of a low probability low base state (normal game state), a low probability high base state (time-saving state), or a high probability high base state (probability variable state). Below, we will explain an example of execution in a low probability low base state.
[0356] Background preview is a preview effect that suggests the likelihood of a jackpot by changing the display mode of the background image (also called "background display") displayed as the background on the display screen 7a of the image display device 7 from a normal display mode to a preview display mode. A background image in the normal display mode is also called a "normal background image" or "normal background display," and a background image in the preview display mode is also called a "special background image" or "special background display." In other words, background preview is a preview effect that is performed by displaying a special background image (predetermined image) on the display screen 7a.
[0357] As shown in Figure 52, in this presentation example, a daytime background image 710 depicting a daytime landscape is provided as the normal background image, and an evening background image 720 depicting an evening landscape and a nighttime background image 730 depicting a nighttime landscape are provided as special background images. Normally, the daytime background image 710 (also simply referred to as the "daytime background") is displayed (see Figure 52(A)), and when a background notice is executed in conjunction with the start of a variable presentation (variable game), the evening background image 720 (also simply referred to as the "evening background") is displayed (see Figure 52(B)), or the night background image 730 (also simply referred to as the "night background") is displayed (see Figure 52(C)).
[0358] In S4506 of the variable performance start process (S4402), the background preview process (S45060) shown in Fig. 50 is executed as one of the processes related to setting the preview performance. When the background preview performance pattern is set by the background preview process (S45060), the background preview is executed based on this set background preview performance pattern.
[0359] Here, the background notice process (S45060) executed by the effect control microcomputer 91 (sub-control unit 90) will be explained. As shown in FIG. 50, in the background notice process (S45060), first, it is determined whether or not any notice effect is currently being executed (S45061). This determination is made at the start timing of the variable effect, so the notice effect to be determined here is a notice effect that is still being executed after the previous variable effect (variable play) has ended, that is, a pre-read notice (a notice effect based on the result of a prior determination). In this effect example, multiple types of pre-read notices are provided, and a flag (also called a "pre-read flag") is provided to indicate whether or not each pre-read notice is being executed. The aforementioned reserved icon notice flag (see FIG. 43) is one type of notice flag referred to here.
[0360] If it is determined in S45061 that a preview performance is currently being performed, that is, if it is determined that the preview flag corresponding to the preview performance currently being performed is ON (NO in S45061), this processing ends without performing processing from S45062 onwards.
[0361] If it is determined in S45061 that no preview effects are being executed, that is, if it is determined that all preview flags are OFF (YES in S45061), it is determined whether or not a special symbol hold (also referred to as "specific hold," "specific acquisition information," or "specific effect hold information") that will trigger the execution of a variable display based on a special symbol variable pattern with a variable time of 75,000 ms (see Figure 9), including the special symbol hold (also referred to as "corresponding variable hold") that corresponds to the variable effect (variable game) that is about to start, is stored (S45062). The determination in S45062 can be made based on the storage contents of the effect hold information stored in the above-mentioned S4395 (storage contents of the effect hold information storage area) and the analysis results of the variable start command in S4502.
[0362] If it is determined in S45062 that no specific reservation is stored (NO in S45062), this process ends without performing the processing from S45063 onwards. On the other hand, if it is determined that a specific reservation is stored (YES in S45062), a determination is made as to whether or not to execute a background preview (also called a "background preview execution determination" or "background preview execution lottery") (S45063).
[0363] The background advance notice execution determination (S45063) can be performed, for example, based on a background advance notice execution determination table (not shown). Specifically, for example, a random number for background advance notice execution determination (for example, "0 to 99") is provided as a random number for determining the effect, and one value is randomly obtained from the random number, and the obtained value (random number value for background advance notice execution determination) is determined based on the background advance notice execution determination table.
[0364] In the background notice execution judgment (background notice execution lottery) of S45063, the background notice can be executed whether the specific reservation is a jackpot reservation or a miss reservation. And, when the specific reservation is a jackpot reservation, the possibility of executing the background notice can be made higher (the background notice can be made more likely to be executed) than when the specific reservation is a miss reservation. As a result, when the background notice is executed, the jackpot expectation is configured to be higher than when it is not executed.
[0365] If the result of the determination in S45063 is that the background preview will not be executed (NO in S45064), this processing ends without performing the processing from S45065 onwards. On the other hand, if the background preview will be executed (YES in S45064), the background preview performance pattern is set (S45065).
[0366] In this example, (1) none of the preview effects are being executed, (2) including the special chart reserve (also called the "relevant variation reserve") corresponding to the variation effect (variable game) started by the variation effect start process (S4402), a specific reserve that will be the execution trigger for the variable display based on the special chart variation pattern (see Figure 9) with a variation time of 75,000 ms is stored, and (3) the background preview execution lottery is won, the background preview is executed (the background preview performance pattern is set). Note that the above conditions (1) to (3) are examples, and the conditions under which the background preview is executed (background preview execution conditions) can be set arbitrarily.
[0367] A plurality of background preview effect patterns are provided, and one of the plurality of background preview effect patterns is set in S45065. Specifically, an evening background preview effect pattern is provided in which an evening background image 720 is displayed on the display screen 7a (changing from a daytime background to an evening background), and a night background preview effect pattern is provided in which a night background image 730 is displayed on the display screen 7a (changing from a daytime background to a night background). Each of the evening background preview effect pattern and the night background preview effect pattern is provided with a pattern that includes a hold icon preview (hold change preview) (a preview effect pattern that includes the display of a special background image and a change in the display mode of the hold effect), and a pattern that does not include a hold icon preview (a preview effect pattern that includes the display of a special background image and does not include a change in the display mode of the hold effect). Both the background preview and the hold icon preview belong to the display effect executed using the effect image displayed on the display screen 7a.
[0368] In this presentation example, as shown in Figure 53(A), a hold icon (presentation hold, memory information) is provided as a hold icon in a normal display mode (e.g., a "round shape") (also called a "circle hold icon") and a hold icon in a preview display mode (e.g., a "heart shape") (also called a "heart hold icon"). Normally, the hold icon in the normal disp...
Claims
[Claim 1] A gaming machine that can be controlled to a gaming state advantageous to a player when a result of a judgment executed based on the establishment of a predetermined condition is a specific result, A performance execution means capable of executing a performance based on the result of the determination, The effects include at least a notification effect that notifies the result of the judgment, and a suggestion effect that suggests the possibility that the result of the judgment is the specific result before the result of the judgment is notified by the notification effect, The suggestive effects include at least a first suggestive effect that suggests the possibility by the content of an image displayed on a predetermined display unit, and a second suggestive effect that suggests the possibility by the light emission color of a predetermined light-emitting unit, The performance execution means includes: As the second suggestion performance, there are a time when the light-emitting unit is caused to emit light in a first light-emitting color suggesting that the possibility is a first degree, and a time when the light-emitting unit is caused to emit light in a second light-emitting color suggesting that the possibility is a second degree higher than the first degree, When the first suggestion effect and the second suggestion effect are executed before the result of the judgment is notified by the notification effect, the first suggestion effect and the second suggestion effect can be executed at the same time, A gaming machine characterized in that after the first suggestion performance and the second suggestion performance are executed simultaneously, the first suggestion performance can be ended and the second suggestion performance can be continued.