Game machine
Patent Information
- Application Number
- JP2022050797
- 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 engaging and varied performance content during fluctuating states, which can enhance player interest.
A gaming machine that includes a performance execution mechanism to display predetermined effect information in a variable manner, with preliminary and suggestion displays leading up to a specific display effect, and allows for variable and specific stop displays based on determination results.
Enhances player engagement and interest by providing dynamic and informative performance displays that keep players engaged during fluctuating game states.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, there is known a gaming machine that can be controlled to a gaming state advantageous to the player (for example, a special gaming state) when the result of a determination (for example, a right / wrong determination) executed based on the establishment of predetermined conditions is a specific result (for example, a big win). In this type of gaming machine, various effects are executed as the game progresses, and the result of the determination is announced or notified through the effects. As such an effect, typically, an effect (also referred to as a "variable effect") in which a display pattern is variably displayed and then stopped and displayed in a manner corresponding to the result of the determination can be exemplified (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Although the variable effect plays an important role in enhancing the interest of the game, there is room for improvement in the content of the effect during the variable effect.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to improve the interest during the variable effect.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention employs the following means.
[0007] The gaming machine of Means 1 is A gaming machine that can control the game state to be advantageous to the player when the result of a determination performed based on the fulfillment of predetermined conditions is a specific result, The system includes a performance execution means capable of executing a performance using a predetermined display means, The aforementioned performance execution means is Based on the result of the above determination, it is possible to execute a variable performance that displays predetermined performance identification information in a variable manner and then stops displaying it. In the aforementioned variation effect, a specific display effect can be executed that displays a specific display indicating whether or not the effect identification information stops and displays in a specific manner corresponding to the specified result. In the aforementioned variation performance, when the specific display performance is executed, a pre-display performance that displays a predetermined pre-display leading to the specific display performance, along with a suggestion display performance that displays a predetermined suggestion display related to the specific display performance, can be executed before the execution of the specific display performance. This is the gist of it. [Effects of the Invention]
[0008] According to the present invention described above, it is possible to improve the entertainment value during the fluctuation performance. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a rear view of a gaming machine according to an embodiment of the present invention. [Figure 3] This is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] Figure 3 is an enlarged view of the main display unit, illustrating the various display units included in the gaming machine. [Figure 5] This is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This table shows the correspondence between the type of jackpot and the opening pattern of the jackpot entry point. [Figure 7] This table shows the various random numbers acquired by the microcontroller used for game control. [Figure 8](A) is the jackpot determination table, (B) is the jackpot type determination table, (C) is the normal symbol hit determination table, and (D) is the normal symbol variation pattern selection table. [Figure 9] It is a variation pattern table. [Figure 10] It is a flowchart of the main control main process. [Figure 11] It is a flowchart of the main interrupt process. [Figure 12] It is a flowchart of the start port sensor detection process. [Figure 13] It is a flowchart of the start ball entry process. [Figure 14] It is a flowchart of the normal symbol operation process. [Figure 15] It is a flowchart of the normal symbol waiting process. [[ID=二十二]] [Figure 16] It is a flowchart of the normal symbol hit or miss determination process. [Figure 17] It is a flowchart of the normal symbol random number shift process. [Figure 18] It is a flowchart of the normal symbol variation process. [Figure 19] It is a flowchart of the normal symbol determination process. [Figure 20] It is a flowchart of the normal electric accessory process. [Figure 21] It is a flowchart of the special symbol operation process. [Figure 22] It is a flowchart of the special symbol waiting process. [Figure 23] It is a flowchart of the special symbol 2 hit or miss determination process. [Figure 24] It is a flowchart of the special symbol 2 variation pattern selection process. [Figure 25] It is a flowchart of the special symbol 2 variation pattern selection process. [Figure 26] It is a flowchart of the special symbol 2 random number shift process. [Figure 27] It is a flowchart of the special symbol 1 hit or miss determination process. [Figure 28]It is a flowchart of the variation pattern selection process of Special Figure 1. [Figure 29] It is a flowchart of the variation pattern selection process of Special Figure 1. [Figure 30] It is a flowchart of the random number shift process of Special Figure 1. [Figure 31] It is a flowchart of the process during the special symbol variation. [Figure 32] It is a flowchart of the special symbol determination process. [Figure 33] It is a flowchart of the special electric accessory process (big win game). [Figure 34] It is a flowchart of the game state setting process. [Figure 35] It is a flowchart of the process for the number of held balls. [Figure 36] It is a flowchart of the power-off monitoring process. [Figure 37] It is a flowchart of the sub-control main process. [Figure 38] It is a flowchart of the reception interrupt process. [Figure 39] It is a flowchart of the 2ms timer interrupt process. [Figure 40] It is a flowchart of the 10ms timer interrupt process. [Figure 41] It is a flowchart of the received command analysis process. [Figure 42] It is a flowchart of the variation effect start process. [Figure 43] It is a flowchart of the held icon notice process. [Figure 44] It is the character reach determination table of Production Example 1. [Figure 45] (A) is the light emission notice determination table A of Production Example 1, (B) is the light emission notice determination table B of Production Example 1, and (C) is the light emission notice determination table C of Production Example 1. [Figure 46] (A) is the cut-in notice determination table A of Production Example 1, (B) is the cut-in notice determination table B of Production Example 1, and (C) is the cut-in notice determination table C of Production Example 1. [Figure 47] It is an explanatory diagram showing the flow of the variable performance of Performance Example 1. [Figure 48] It is an explanatory diagram showing the flow of the variable performance continuing from FIG. 47. [Figure 49] It is an explanatory diagram showing the flow of the variable performance continuing from FIG. 48. [Figure 50] It is a flowchart of the background preview process of Performance Example 2. [Figure 51] It is the background preview decision table of Performance Example 2. [Figure 52] It is an explanatory diagram showing the background display of the display screen of Performance Example 2. (A) is a diagram showing the state where the performance symbol stops displaying with the daytime background image displayed. (B) is a diagram showing the state where the performance symbol variably displays with the evening background image displayed. (C) is a diagram showing the state where the performance symbol variably displays with the night background image displayed. [Figure 53] (A) is a diagram showing an example of the hold icon (performance hold) of Performance Example 2. (B) and (C) are diagrams showing the state where the night background preview and the hold icon preview of Performance Example 2 are executed. [Figure 54] It is the SP reach preview decision table of Performance Example 3. [Figure 55] It is an explanatory diagram showing the flow of the variable performance of Performance Example 3. [Figure 56] It is an explanatory diagram showing the flow of the variable performance continuing from FIG. 55.
Modes for Carrying Out the Invention
[0010] Next, embodiments of the present invention will be described using examples. In the following, an example will be described in which the present invention is applied to a pachinko game machine (ball game machine) in which the game medium used for the game is a game ball, and the game can be advanced by launching the game ball toward the game board. The pachinko game machine in the following embodiment is a so-called "digital pachinko type" pachinko game machine in which a special symbol is displayed in a variable state game (also simply called a "variable state game") based on the entry of a game ball into the starting hole, and when the jackpot symbol is displayed in a stopped state as the variable state display of the special symbol ends, a jackpot game (special game) can be executed in which a predetermined amount of game benefits (e.g., prize balls) can be awarded to the player.
[0011] Furthermore, in the following explanation, "front" simply refers to the front side (closer side) when viewing the gaming machine from the front, which is the side where the player is positioned during gameplay. Similarly, "rear" simply refers to the back side (back) when viewing the gaming machine from the front. Moreover, "up," "down," "left," and "right" simply refer to the up, down, left, and right directions when viewing the gaming machine from the front, for example, the up, down, left, and right sides in Figures 1 and 3. [Examples]
[0012] As shown in Figures 1 to 3, the pachinko game machine 1 of this embodiment comprises a game machine frame 50 and a game board 2 mounted inside the game machine frame 50, with the game board 2 being detachable from the game machine frame 50. Figure 3 shows the game board 2 removed from the game machine frame 50. The game machine frame 50 comprises a front frame 51 with a decorative surface, a main frame 52 for mounting the game board 2, etc., and an outer frame 53 for mounting the pachinko game machine 1 to the island equipment in the hall. The front frame 51, main frame 52, and outer frame 53 are pivotally supported at one end and are each configured to be openable and closable.
[0013] Furthermore, the front frame 51 is provided with a launch handle 60 for launching game balls with a launching strength corresponding 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. In addition, 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 simply as "effect buttons 63") that can be operated by the player during the execution of game effects that are performed as the game progresses, a decorative frame lamp 66 capable of emitting various lights depending on the game situation, and a speaker 67 capable of emitting various sounds (sound effects) depending on the game situation.
[0014] The performance buttons 63 function as input means that can be used by the player, and also as operating means that can be operated by the player. The performance buttons 63 (first performance button 63a, second performance button 63b) can be used interchangeably depending on the type of game performance. For example, if the first performance button 63a or the second performance button 63b is operated during the execution of a game performance, a predetermined operation-corresponding performance will be performed based on that operation.
[0015] The configuration of the performance button 63 is not limited to the embodiment described above; it is sufficient that it allows the player to input information. For example, it may be an input means that allows the player to directly contact the button (e.g., a retractable type, a touch sensor type, etc.), or it may be a non-contact input means that detects when a part of the player's body is close by and inputs the information (e.g., a photoelectric type). Furthermore, the performance button may perform performance actions such as protruding upwards or forwards, or vibrating (a movable operating means).
[0016] The game board 2 is formed by surrounding a game area 3, which is created by rail members 4, through which game balls launched by operating the launch handle 60 flow. Multiple game pins 16 are provided protruding from the game area 3 to guide the game balls, 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 that have been guided into the game area from returning to the launching device side. The game board 2 is also provided with decorative board lamps 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 of the game board 2 (within the game area). The image display device 7 is equipped with a liquid crystal display (liquid crystal display), and is provided on the back side of the game board 2 so that its display screen 7a can be viewed from the front through an opening provided approximately in the center of the game board 2 (game area 3).
[0018] The display screen 7a of the image display device 7 is provided with a performance symbol display area 7b (also called the "performance symbol display section") on which performance symbols 8L, 8C, and 8R (also simply called "performance symbols 8") are displayed. These performance symbols 8L, 8C, and 8R are displayed in sync with the variable display of the first special symbol and the variable display of the second special symbol, which will be described later. The variable display can be displayed by scrolling, for example, up and down, left and right, or diagonally.
[0019] The performance symbol display area 7b consists of, for example, three symbol display areas: "left," "center," and "right." The left performance symbol 8L is displayed in the left symbol display area, the center performance symbol 8C is displayed in the center symbol display area, and the right performance symbol 8R is displayed in the right symbol display area. Note that the positions of the left, center, and right symbol display areas do not need to be distinct; the display areas for the left, center, and right performance symbols may each constitute the entire symbol display area (performance symbol display area 7b).
[0020] In this embodiment, the display symbols 8L, 8C, and 8R each consist of number symbols (identification information type, symbol type) from "1" to "9", and these number symbols are displayed in order. Specifically, the variation display of the display symbol 8 is performed by scrolling the display symbols in the order of "1" → "2" ... "8" → "9" (ascending order), and once it reaches "9", it returns to "1", and the scrolling display is repeated until the variation ends (stop display).
[0021] In this embodiment, each of the symbols from "1" to "9" is associated with color information, allowing each symbol to be classified by color. Specifically, the odd-numbered symbols "3" and "7" are designated as red symbols (hereinafter also referred to as "red symbols"), while the other odd-numbered symbols "1," "5," and "9" are designated as green symbols (hereinafter also referred to as "green symbols"). The even-numbered symbols "2," "4," "6," and "8" are designated as blue symbols (hereinafter also referred to as "blue symbols").
[0022] The combination of left, middle, and right performance symbols displayed (stopped) in the performance symbol display area 7b (stopped display pattern) indicates the result of the variation display of the first special symbol shown in the first special symbol display unit 41a (also called the "first special symbol display unit") and the result of the variation display of the second special symbol shown in the second special symbol display unit 41b (also called the "second special symbol display unit"), that is, the result of the special symbol win / failure judgment (also simply called "win / failure judgment"), which is displayed in a way that is easy for the player to recognize. In this embodiment, the order in which the three performance symbols 8L, 8C, and 8R that are being displayed in variation are stopped (stopped order) is, in principle, "left → right → middle". That is, the first stopping symbol is the left performance symbol 8L, the second stopping symbol is the right performance symbol 8R, and the third (last) stopping symbol is the middle performance symbol 8C. The first symbol to stop is also called the "first stop symbol," the second symbol to stop is called the "second stop symbol," and the third symbol to stop is also called the "third stop symbol" or "final stop symbol."
[0023] Here, either special symbols or performance symbols, or both, are simply referred to as "symbols" or "identification information." Also, ordinary symbols are sometimes called "ordinary symbols" or "ordinary identification information," special symbols are sometimes called "special symbols" or "special identification information," the first special symbol is sometimes called "special symbol 1," "first special symbol," "first identification information," or "first special identification information," the second special symbol is sometimes called "special symbol 2," "second special symbol," "second identification information," or "second special identification information," and performance symbols are sometimes called "performance identification information." The image display device 7 that displays the performance symbols 8, the first special symbol display device 41a that displays the first special symbol (described later), 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 stopping display mode of the performance symbol 8 can be determined as follows. For example, if the result of the special symbol win / loss judgment is a jackpot, and the type of jackpot is a 10R jackpot or a 5R jackpot, etc., it is possible to stop and display the performance symbol 8 with three identical digits such as "222" or "777" (also called a "jackpot performance symbol"). Also, if the result of the special symbol win / loss judgment is a miss, it is possible to stop and display the performance symbol 8 with scattered digits such as "637" or "373" in which at least one of the three symbols is different (also called a "miss performance symbol"). By looking at the stopped and displayed performance 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 win / loss judgment by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b, but rather by looking at the performance symbol 8 displayed on the performance symbol display area 7b (image display device 7). These game effects using the special symbol 8 can be described as effects that inform the player of the result of the special symbol win / loss determination (also called "notification effects"). Game effects using the special symbol 8 (notification effects) are also called "special symbol game effects," and the effects from when the special symbol 8 starts to change display until it stops (confirmation display) (effects that show the special symbol 8 changing and then stopping) are also called "change effects."
[0025] Here, among the results of the special symbol win / loss judgment, a "jackpot" is also called a "specific result," and a "loss" is also called a "non-specific result." Furthermore, among the stop display patterns of the identification information (special symbols and / or performance symbols), the stop display pattern corresponding to the case where the result of the special symbol win / loss judgment is a "jackpot" is also called a "jackpot pattern," "specific pattern," or "specific display result," and the stop display pattern corresponding to the case where the result of the special symbol win / loss judgment is a "loss" is also called a "loss pattern," "non-specific pattern," or "non-specific display result." In addition, the variation display performed based on the result of the special symbol win / loss judgment being a jackpot is also called a "jackpot variation" or "specific variation," and the variation display performed based on the result of the special symbol win / loss judgment being a loss is also called a "loss variation" or "non-specific variation."
[0026] On the display screen 7a of the image display device 7, in addition to displaying game effects (effect symbol game effects, notification effects, and variation effects) using the aforementioned effect symbols 8, various effects such as jackpot game effects (special game effects) that are executed in conjunction with jackpot games, and demo effects for when customers are waiting are also displayed. In 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 performance hold display area 9c (first performance hold display section) that displays the first performance hold 9a according to the number of first special symbol hold memories described later, and a second performance hold display area 9d (second performance hold display section) that displays the second performance hold 9b according to the number of second special symbol hold memories described later (see Figure 3). Depending on the display mode (number of displays) of the first and second performance hold memories, the number of first special symbol hold memories displayed on the first special symbol hold indicator 43a and the number of second special symbol hold memories displayed on the second special symbol hold indicator 43b described later can be clearly shown to the player.
[0028] Here, the first performance hold 9a displayed in the first performance hold display area 9c is also called the "first hold icon" or "first memory information," the second performance hold 9b displayed in the second performance hold display area 9d is also called the "second hold icon" or "second memory information," and either or both of the first performance hold 9a and the second performance hold 9b are referred to as the "hold icon" or "memory information." Also, the first performance hold display area 9c is also called the "first memory information display unit" or "first memory information display means," the second performance hold display area 9d is also called the "second memory information display unit" or "second memory information display means," and either or both of the first performance hold display area 9c and the second performance hold display area 9d are referred to as the "memory information display unit" or "memory information display means."
[0029] Furthermore, the display screen 7a is provided with a variable reserve display area 9e that displays the performance reserve corresponding to the special symbol currently being displayed (first special symbol or second special symbol), that is, the performance reserve corresponding to the special symbol reserve that has been consumed (first performance reserve 9a or second performance reserve 9b) (see Figure 3).
[0030] In this embodiment, as shown in Figure 3, a variable reserve display area 9e is provided to the left of the first performance reserve display area 9c and the second performance reserve display area 9d. The first performance reserve 9a displayed in the first performance reserve display area 9c corresponds to the number of reserved balls for Special Feature 1 "1", "2", "3", and "4" in order from left to right, and the second performance reserve 9b displayed in the second performance reserve display area 9d corresponds to the number of reserved balls for Special Feature 2 "1", "2", "3", and "4" in order from left to right. Therefore, when the variable display of the first special symbol corresponding to the number of reserved balls for Special Feature 1 "1" begins (the first special symbol reserve is consumed), the first performance reserve 9a corresponding to that reserve (the first performance reserve 9a displayed at the left end of the first performance reserve display area 9c) moves from the first performance reserve display area 9c to the variable reserve display area 9e (it is displayed as moved). Furthermore, when the second special symbol corresponding to the number of reserved balls in special symbol 2, "1", begins to change (consumes the second special symbol reserved ball), the second performance reserved ball 9b corresponding to that reserved ball (the second performance reserved ball 9b displayed at the left end of the second performance reserved ball display area 9d) moves from the second performance reserved ball display area 9d to the changing reserved ball display area 9e (it is displayed in a moved state).
[0031] Furthermore, the variable hold display area 9e can also be called a "storage information display unit" or "storage information display means," and the performance hold displayed in the variable hold display area 9e can also be called "storage information" or "hold icon." In addition, the performance hold displayed in the variable hold display area 9e can also be called an "active hold icon," and the performance hold (hold icon) displayed in the performance hold display areas 9c and 9d and the performance hold (active hold icon) displayed in the variable hold display area 9e can be collectively referred to as "storage information" or "hold icon."
[0032] A center ornament 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 ornament 10 is made of a molded plastic (resin) and is attached to the surface (front) of the game board 2 as a frame-shaped component (board component) 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 ornament 10.
[0033] The lower part of the center decorative body 10 is provided with a stage section 11 having a surface on which game balls can roll, and the left side of the center decorative body 10 is provided with a hollow warp section 12. The warp section 12 is provided with a warp inlet and a warp outlet, and guides the game balls flowing down the game area 3 (left game area 3A) to the stage section 11 by receiving them from the warp inlet and discharging them from the warp outlet. Game balls guided to the rolling surface of the stage section 11 are more likely to enter the first start opening 20, which will be described later, than game balls that are not guided to the stage section 11. In addition, the upper part of the center decorative body 10 is provided with decorative members 13 that are shaped like letters or figures and have LEDs or other lighting components (board lamps 5) that can light up or flash depending on the game state.
[0034] Behind the central decorative element 10, there is a movable decorative element 14 (movable mechanism) that can operate in conjunction with the game's performance. Normally, the movable decorative element 14 is hidden within the frame that makes up the central decorative element 10, and its entirety is not visible. However, for example, when a game performance with a relatively high probability of winning is performed, it appears on the front side of the display screen 7a, and most of it becomes visible. This increases the player's anticipation of winning a jackpot.
[0035] Here, the performance hold display areas 9c, 9d (and variable hold display area 9e) capable of displaying performance hold 9a, 9b are also referred to as the "performance hold display unit" or "performance hold display means," the image display device 7 capable of displaying various performance images according to the game situation is also referred to as the "image display unit" or "display performance means," and the movable decorative member 14 capable of performing movable performances by operating in conjunction with game performances is also referred to as the "movable performance unit" or "movable performance means." In addition to the movable decorative member 14, for example, if the performance button 63 moves up and down or vibrates in conjunction with game performances, the performance button 63 can also be called the "movable performance unit" or "movable performance means." Furthermore, the speaker 67, which is capable of producing sound effects by emitting various sounds (sound effects) according to the state of the game, is also called the "sound production unit" or "sound production means," and the panel lamps 5, frame lamps 66, and decorative members 13, which are capable of producing light effects by emitting various lights according to the state of the game, are also called the "light-emitting unit," "light production unit," or "light production means." In addition to these panel lamps 5, etc., if, for example, the production buttons 63 and the launch handle 60 also have built-in LEDs or other lighting components, similar to the decorative members 13, and light up or flash according to the state of the game due to the action of the lighting components, then these production buttons 63 and the launch handle 60 can also be called "light-emitting units," "light production units," or "light production means." Furthermore, the "production hold display means," "display production means," "movable production means," "sound production means," and "light production means" are collectively referred to as "production means."
[0036] Below the image display device 7 in the game area 3 (below the stage section 11), there is a fixed prize entry device 19 equipped with a non-variable first start opening 20 (also called a "non-variable start opening" or "fixed start opening") that does not change the ease (possibility) of game balls entering the machine. Based on the entry of game balls into the first start opening 20, random numbers for determining whether a special symbol is a winner or loser are acquired, and when predetermined conditions are met, a winner or loser determination for the first special symbol (first special symbol winner or loser determination) is performed, and the first special symbol is displayed in a variable state, and then stopped based on the result of the winner or loser determination.
[0037] Below the first starting opening 20, a variable prize entry device 22 is provided, which has a variable second starting opening 21 (also called a "variable starting opening") that changes the ease (possibility) of game balls entering the machine. Based on the entry of game balls into the second starting opening 21, random numbers for determining whether a special symbol is correct are acquired, and when predetermined conditions are met, a determination of whether the second special symbol is correct (second special symbol correct / incorrect determination) is performed, and the second special symbol is displayed in a variable manner, and then stopped based on the result of the correct / incorrect determination.
[0038] The variable prize entry device 22 is equipped with a movable member 23, which opens and closes the second start opening 21. This opening and closing operation allows the second start opening 21 to change between a first state (closed state) and a second state (open state) in which the possibility of game balls entering is higher than in the first state. In other words, the movable member 23 changes the possibility of game balls entering the second start opening 21 by performing a predetermined operation (opening and closing operation). This movable member 23 is driven by a second start opening solenoid 24 (see Figure 5). In this embodiment, game balls can only enter the second start opening 21 when the movable member 23 is in the open state, and cannot enter when the movable member 23 is in the closed state. Note that the second start opening 21 does not have to be completely unable to accept game balls when the movable member 23 is in the closed state, as long as it is more difficult for game balls to enter when the movable member 23 is in the closed state than when it is in the open state.
[0039] To the right of the first starting opening 20 in the game area 3, there is a large prize winning device 31 equipped with a large prize winning opening 30 (also called a "special ball entry opening" or "variable ball entry opening"). The large prize winning device 31 is equipped with an opening / closing member 32, which opens and closes the large prize winning opening 30. The opening / closing member 32 is driven by a large prize winning opening solenoid 33 (see Figure 5). The large prize winning opening 30 can only accept game balls when the opening / closing member 32 is in the open position. In other words, the large prize winning device 31 can change between a ball entry impossible state (closed state) and a ball entry possible state (open state) by opening and closing the opening / closing member 32.
[0040] In the right-hand area of the game area 3, a gate 28 (pass-through opening) is provided through which game balls can pass. Based on the passage of game balls through gate 28, random numbers for determining whether a regular symbol wins or losses are obtained, and when predetermined conditions are met, a regular symbol win / loss determination is performed to determine whether or not to open the second start opening 21, and the regular symbols are displayed in a variable state, and a stop display is made based on the result of the regular symbol win / loss determination. When a winning regular symbol is displayed as a stop, the second start opening 21 is opened.
[0041] The lower part of the game area 3 is provided with multiple general prize slots 27. The first start slot 20, the second start slot 21, the large prize slot 30, and the general prize slots 27 are each entry points that trigger the payout of prize balls. When a game ball enters each entry point, a predetermined number of game balls (prize balls) are dispensed from each entry point. For example, the number of prize balls for the first start slot 20 is "5", the number of prize balls for the second start slot 21 is "3", the number of prize balls for the large prize slot 30 is "15", and the number of prize balls for the general prize slot 27 is "10".
[0042] The game area 3, which has multiple ball entry points (first starting point 20, second starting point 21, big prize entry point 30, general prize entry point 27, and gate 28), can be divided into the left game area 3A (first area) to the left of the center in the left-right direction, and the right game area 3B (second area) to the right. Shooting the game balls so that they flow down the left game area 3A is called "left-handed shooting," and shooting the game balls so that they flow down the right game area 3B is called "right-handed shooting."
[0043] Of the multiple ball entry points, the first starting point 20 and the left general prize entry point 27 are designed to allow game balls flowing down the left game area 3A of the game area 3 to enter, while the second starting point 21, the large prize entry point 30, the right general prize entry point 27, and the gate 28 are designed to allow game balls flowing down the right game area 3B of the game area 3 to enter. For this reason, in this pachinko game machine 1, when starting a game, the player should, in principle, aim to enter the first starting point 20 by shooting to the left. On the other hand, when a jackpot is determined based on the ball entering the first starting point 20 and the game state changes to a special game state, the player should, in principle, aim to enter the gate 28, the second starting point 21, and the large prize entry point 30 by shooting to the right. The number of starting gates, major prize gates, general prize gates, and gates is not limited to this embodiment. For example, the number of starting gates may be 3, major prize gates 2, general prize gates 4, and gates 2. The number of each is arbitrary.
[0044] As shown in Figures 3 and 4, a main display unit 40 is provided outside the game area 3 (outside the game area) and in the lower right corner of the game board 2. The main display unit 40 includes a first special symbol display unit 41a (first special symbol display unit) that displays the first special symbol in a variable and stopped state, a second special symbol display unit 41b (second special symbol display unit) that displays the second special symbol in a variable and stopped state, a normal symbol display unit 42 (normal symbol display unit) that displays the normal symbol in a variable and stopped state, a first special symbol hold display unit 43a that displays the number of stored win / fail judgment information (first special symbol hold) related to the first special symbol, a second special symbol hold display unit 43b that displays the number of stored win / fail judgment information (second special symbol hold) related to the second special symbol, and normal The main display unit 40 includes a regular symbol hold indicator 44 that displays the number of reserved regular symbol displays (regular symbol holds) stored in the regular symbol display unit 42, a round indicator 45 that shows the number of rounds of the jackpot game executed when the result of the first special symbol win / fail judgment or the second special symbol win / fail judgment is a jackpot, a game state indicator 46 that shows that the probability variation function is activated, a launch direction indicator 47 that shows the launch direction of the game ball (whether to shoot left or right), and a win indicator 48 that shows that the result of the first special symbol win / fail judgment or the second special symbol win / fail judgment is a win (see Figure 4). These various indicators included in the main display unit 40 are displayed and controlled by the main control unit described later.
[0045] In the following explanation, the first special symbol and the second special symbol may be collectively referred to as "special symbols," the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as "special symbol display unit," and the first special symbol hold indicator 43a and the second special symbol hold indicator 43b may be collectively referred to as "special symbol hold display unit."
[0046] The special symbol display unit displays a special symbol (identification information) in a variable state for a predetermined time, then stops displaying it. The stopped special symbol (stopped symbol) then indicates the result of the lottery (special symbol win / loss determination, jackpot lottery) based on the ball entering the first start port 20 or the second start port 21. In other words, the variable display of the first special symbol is based on the ball entering the first start port 20, and the variable display of the second special symbol is based on the ball entering the second start port 21. The special symbol that is stopped displaying is one special symbol selected from among several types of special symbols by the special symbol win / loss determination. 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 displayed when stopped (the display result of the special symbol's variation) is a specific manner (specific display result) indicating a jackpot, the game transitions to a jackpot game state (special game state) in which a jackpot game (special game) is executed in which the large prize slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol displayed when stopped. The opening patterns of the large prize slot in a jackpot game will be described later.
[0047] The special symbol will remain stopped until a predetermined stop display time (confirmation display time) has elapsed. If the stopped special symbol is a losing symbol (losing type, non-specific type) and a special symbol hold is stored at the time of the stop display, the oldest (first) special symbol hold in the storage order will be consumed after the stop display time has elapsed, and the display of the next special symbol will begin. If the stopped special symbol is a losing symbol and no special symbol hold is stored at the time of the stop display, the stopped state of the special symbol will be maintained even after the stop display time has elapsed. On the other hand, if the stopped special symbol is a jackpot symbol, after the stop display time has elapsed, the game will transition to the opening period of the jackpot game described later, and after this opening period, the first round of the jackpot game will begin.
[0048] The display time for special symbols is generally set to "0.5 seconds to 1.0 second," and in this embodiment, it is set to "0.6 seconds." The display time for a losing special symbol (losing symbol) and the display time for a winning special symbol (winning symbol) may be different. In this case, the winning symbol display time can be made longer than the losing symbol display time, or vice versa. Furthermore, the display time may be varied depending on the game state, such as the low-base state or high-base state described later.
[0049] As shown in Figure 4, the first special symbol display unit 41a is composed of eight LEDs labeled "i" to "p", and displays a special symbol according to the result of the first special symbol win / loss determination. In this embodiment, three types of jackpots are provided as a result of the first special symbol win / loss determination: "10R first jackpot", "5R second jackpot", and "5R third jackpot" (see Figure 8), and the LEDs of the first special symbol display unit 41a are capable of displaying a display mode (specific mode, specific display result) corresponding to each of these three types of jackpots. Specifically, if the result of the first special symbol win / loss judgment is a 10R first jackpot, the three "ijn" LEDs will light up and the rest will turn off (10R first jackpot symbol); if it is a 5R second jackpot, the three "ino" LEDs will light up and the rest will turn off (5R second jackpot symbol); and if it is a 5R third jackpot, the three "inp" LEDs will light up and the rest will turn off (5R third jackpot symbol). Also, if it is a miss, the two "lo" LEDs will light up and the rest will turn off (miss symbol).
[0050] On the other hand, the second special symbol indicator 41b is composed of eight LEDs labeled "a" to "h" and displays a special symbol corresponding to the result of the second special symbol win / loss determination. In this embodiment, two types of jackpots, "10R 4th jackpot" and "10R 5th jackpot," are provided as a result of the second special symbol win / loss determination (see Figure 8), and the LEDs of the second special symbol indicator 41b can adopt a display mode (specific mode, specific display result) corresponding to each of these two types of jackpots. Specifically, if the result of the second special symbol win / loss determination is a 10R 4th jackpot, the three LEDs labeled "abd" are lit and the rest are turned off (10R 4th jackpot symbol), and if it is a 10R 5th jackpot, the three LEDs labeled "abg" are lit and the rest are turned off (10R 5th jackpot symbol). In the case of a loss, the two LEDs labeled "eh" are lit and the rest are turned off (loss symbol).
[0051] Furthermore, the stopping display patterns for special symbols (stopping symbols) and the types of jackpots (types of rounds, number of jackpots, etc.) are not limited to these and can be set arbitrarily.
[0052] Before a special symbol is displayed in a stopped state, the special symbol is displayed in a variable state for a predetermined variable time. The variable state of the special symbol can be such that each LED lights up in a predetermined order, such as clockwise or counterclockwise, so that the light flows repeatedly. The first special symbol displayed in a stopped state on the first special symbol display unit 41a maintains that stopped state until the aforementioned stopped state time has elapsed, at which point the next variable state is displayed. Similarly, the second special symbol displayed in a stopped state on the second special symbol display unit 41b maintains that stopped state until the aforementioned stopped state time has elapsed, at which point the next variable state is displayed. If the next variable state is not displayed, the stopped state is maintained even after the stopped state time has elapsed.
[0053] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a random number for determining whether a special symbol is a winning combination (also called "acquired information") is acquired based on that entry (acquisition means), and the acquired information is temporarily stored in a special symbol hold storage unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored as the first special symbol hold in the first special symbol hold storage unit (not shown), and if the ball enters the second start port 21, it is stored as the second special symbol hold in the second special symbol hold storage unit (not shown). An upper limit is set on the number of special symbol holds (acquired information) that can be stored in each special symbol hold storage unit, and in this embodiment, the upper limit is "4" for each. These first special symbol hold storage unit and second special symbol hold storage unit are also called the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquisition information storage means." The means of storing acquired information is also simply called "memory means."
[0054] Special symbol reserves stored in the special symbol reserve memory unit are consumed when it becomes possible to display the variation of the special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the random number for determining whether the special symbol is correct or incorrect corresponding to that special symbol reserve, and then executing the display of the variation of the special symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the variation of the special symbol based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be executed immediately at the time of entry, that is, even if the display of the variation of the special symbol is being executed or a special game is being executed, it is possible to reserve the right to determine whether the special symbol is correct or incorrect for that entry, up to a predetermined number (4 in this embodiment).
[0055] The number of special feature holds stored in the special feature hold memory unit is displayed on the first special feature hold indicator 43a and the second special feature hold indicator 43b. Specifically, the first special feature hold indicator 43a is composed of two "uv" LEDs, and the number of first special feature holds is displayed by controlling the display of the LEDs according to the number of first special feature holds. For example, if the number of reserved items is "0", the display can be set to "u□v□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off; if the number of reserved items is "1", the display can be set to "u□v●", with the "u" LED turned off and the "v" LED lit red; if the number of reserved items is "2", the display can be set to "u●v□", with the "u" LED lit red and the "v" LED turned off; if the number of reserved items is "3", the display can be set to "u●v●", with both LEDs lit red; and if the number of reserved items is "4 (maximum number)", the display can be set to "u▲v▲", with both LEDs lit green.
[0056] Furthermore, the second special feature hold indicator 43b is composed of two LEDs labeled "wx", and displays the number of second special feature holds by controlling the display of the LEDs according to the number of second special feature holds. For example, when the number of holds is "0", the display is set to "w□x□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. The same settings apply to the number of holds from "1" to "4" as to the first special feature hold indicator 43a.
[0057] Furthermore, similar to the first performance hold display area 9c and the second performance hold display area 9d described above, the first special feature hold indicator 43a can be referred to as the "first memory information display unit" or "first memory information display means," the second special feature hold indicator 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 feature hold indicator 43a and the second special feature hold indicator 43b can be referred to as the "memory information display unit" or "memory information display means."
[0058] The display of the regular symbols changes when a game ball passes through gate 28. The regular symbol display unit 42 displays the regular symbols changing for a predetermined time, then stops them, and the stopped regular symbol (stopped symbol) indicates the result of the regular symbol win / loss judgment based on the game ball passing through gate 28. The stopped regular symbol is one of several types of regular symbols selected by the regular symbol win / loss judgment. If the stopped regular symbol is a predetermined specific regular symbol (winning regular symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.
[0059] As shown in Figure 4, the regular symbol display unit 42 is composed of two LEDs labeled "st", and the way they light up allows the display of a regular symbol corresponding to the result of the regular symbol win / loss judgment. For example, if the judgment result is a win, the winning regular symbol is displayed as "s■t■" (for example, ■: lit, □: off), with both LEDs lit. If the judgment result is a loss, the losing regular symbol is displayed as "s□t■", with only the "t" LED lit. Note that the losing regular symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed in a variable state for a predetermined variable time, and the mode of this variable display is, for example, a mode in which both LEDs alternately light up and turn off. The regular symbol displayed as stopped on the regular symbol display unit 42 maintains that stopped display mode until the stopped display time has elapsed, at which point the next variable display begins. If the next variable display does not begin, the stopped display mode is maintained even after the stopped display time has elapsed.
[0060] In this pachinko game machine 1, when a game ball passes through gate 28, various information (also called "acquired information") such as a random number for determining whether a regular symbol is a winning or losing combination is acquired based on that passage. This acquired information is temporarily stored as a regular symbol hold in a regular symbol hold storage unit (not shown) formed in the RAM of the main control unit. An upper limit is set on the number of regular symbol holds that can be stored in the regular symbol hold storage unit, and in this embodiment, the upper limit is "4". Regular symbol holds stored in the regular symbol hold storage unit are consumed when it becomes possible to display the variation of a regular symbol based on that regular symbol hold. Consumption of a regular symbol hold means determining the random number for determining whether a regular symbol is a winning or losing combination corresponding to that regular symbol hold, and then executing the display of the variation of a regular symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the normal symbols based on the passage of a game ball through gate 28 cannot be performed immediately at the time of passage, that is, even if the display of the normal symbols is being performed or an auxiliary game is being performed, the right to determine whether the normal symbols are correct or incorrect for that passage can be reserved up to a predetermined number of balls.
[0061] The number of reserved regular drawings stored in the reserved regular drawing memory unit is displayed on the reserved regular drawing indicator 44. Specifically, the reserved regular drawing indicator 44 consists of two LEDs labeled "qr", and displays the number of reserved regular drawings by lighting up the LEDs according to the number of reserved regular drawings. For example, if the number of reserved drawings is "0", the display will show "q□r□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. If the number of reserved drawings is "1", the display will show "q□r●", with the "q" LED turned off and the "r" LED lit red. The reserved numbers "2" to "4" are also defined in the same way as the first reserved regular drawing indicator 43a.
[0062] As shown in Figure 4, the round indicator 45 consists of two LEDs: a lamp for 5R and a lamp for 10R. In the round indicator 45, for example, when a 5R jackpot is hit, the 5R lamp lights up at the time when the corresponding jackpot symbols are confirmed to be displayed. Specifically, the display will look like "5▲10R△" (for example, △: off, ▲: on). Similarly, when a 10R jackpot is hit, the 10R lamp lights up at the time when the corresponding jackpot symbols are confirmed to be displayed. Specifically, the display will look like "5△10R▲" (for example, △: off, ▲: on).
[0063] Next, the electrical configuration of this pachinko game machine 1 will be explained based on Figures 2 and 5. The pachinko game machine 1 of this embodiment is equipped with a main control board (also called the "main control unit" or "game control unit") 80 that controls the progress of the game and the benefits of the game, such as the determination of whether special symbols are correct or not, the determination of whether ordinary symbols are correct or not, and the transition of game states; a sub-control board (also called the "sub-control unit" or "performance control unit") 90 that controls the effects that are executed in accordance with the progress of the game; a payout control board (also called the "payout control unit") 110 that controls the payout of game balls; and an image control board (also called the "image control unit") 100 that controls the display of the image display device 7, the performance display device 102, the first special symbol hold display device 103a and the second special symbol hold display device 103b, etc.
[0064] As shown in Figure 2, on the rear side (back side) of the pachinko game machine 1, a main control board housing case containing the main control board 80 is provided approximately in the center. Above the main control board case, an image control board housing case containing the sound control board 106, lamp control board 107, and image control board 100 is provided, and above the image control board housing case, a sub-control board housing case containing the sub-control board 90 is provided. Furthermore, a payout control board case containing the payout control board 110 is provided to the lower left of the main control board case, and a power supply board case containing the power supply board 109 is provided to the right of the payout control board case.
[0065] As shown in Figure 5, the main control board 80 is equipped with a one-chip microcontroller for game control (also called the "game control microcontroller") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.
[0066] The microcontroller 81 for game control transmits and receives data (information) to and from other boards, etc., via the input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the microcontroller 81 for game control. The ROM may also be external.
[0067] The RAM of the game control microcomputer 81 includes the aforementioned special symbol hold storage unit (first special symbol hold storage unit and second special symbol hold storage unit) and general symbol hold storage unit. In addition, a storage area for various flags and various counting counters is reserved at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).
[0068] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the following sensors capable of detecting game balls are connected: the first start-up sensor 20a, the second start-up sensor 21a, the gate sensor 28a, the big prize-winning-out
[0069] The first start port sensor 20a is installed inside the first start port 20 and detects game balls that enter the first start port 20. The second start port sensor 21a is installed inside the second start port 21 and detects game balls that enter the second start port 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that pass through the gate 28. The big prize port sensor 30a is installed inside the big prize port 30 and detects game balls that enter the big prize port 30. The general prize port sensors 27a are installed inside each general prize port 27 and detect game balls that enter the general prize port 27.
[0070] The solenoids connected to the machine include the second start port solenoid 24 and the grand prize port solenoid 33. These various solenoids are also called "driving means." The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The grand prize port solenoid 33 is for driving the opening and closing member 32 of the grand prize device 31.
[0071] The main control board 80 is also connected to a first special symbol indicator 41a, a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, a second special symbol hold indicator 43b, a regular symbol hold indicator 44, a round indicator 45, a game status indicator 46, a launch direction indicator 47, and a win indicator 48. The display control of these main indicators 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 for payout monitoring. The payout control board 110 is connected to a payout device 120 that dispenses prize balls and loaned balls, and a card unit 135 (installed adjacent to the pachinko game machine 1, which enables ball lending based on information stored in an inserted prepaid card (game value storage medium), etc.), as well as a launch device 112 via a launch control board (also called a "launch control unit") 111. The launch device 112 includes a launch handle 60 (see Figure 1).
[0073] The payout control board 110 has a payout control one-chip microcontroller (also called the "payout control microcontroller") 116 mounted on it that controls the payout of game balls according to a predetermined program. The payout control microcontroller 116 includes a ROM that stores programs for controlling the payout of game balls, RAM used as work memory, and a CPU that executes the programs stored in the ROM.
[0074] The payout control microcontroller 116 drives the payout motor 121 of the payout device 120 to dispense prize balls and loan balls based on signals from the game control microcontroller 81 and the card unit 135 connected to the pachinko game machine 1, via the input / output circuit 117. The dispensed game balls are detected by payout sensors 122 and 123 for counting. When the launch handle 60 of the launch device 112 is operated, the touch switch 114 detects contact with the launch handle 60 by the operator (player), and the launch volume 115 detects the amount of rotation of the launch handle 60. The launch motor 113 is then driven and controlled so that the game balls are launched with a strength (launch intensity) corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launch device 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 unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using diodes) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.
[0076] As shown in Figure 5, the sub-control board 90 is equipped with a one-chip microcontroller for performance control (also called the "performance control microcontroller") 91 that controls the performance of the pachinko game machine 1 according to a predetermined program. The performance control microcontroller 91 includes a ROM that stores programs for controlling the performance as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM.
[0077] The microcontroller 91 for performance control transmits and receives data with other boards via the input / output circuit 95. The input / output circuit 95 may be built into the microcontroller 91 for performance control, and the ROM may be external. In addition, a memory area for various flags and various counters is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (microcontroller 91 for performance control).
[0078] The sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107, etc. The sub-control board 90 (microcomputer 91 for performance control) works in cooperation with the image control board 100, the sound control board 106, and the lamp control board 107 according to the state of the game to cause various effects such as display effects, sound effects, and lamp effects (light effects) to be executed by the corresponding effect devices and components (effect means). This sub-control board 90 functions as an effect execution means (also called "effect control means") that can perform various effects according to the state of the game. It can also be considered that at least one of the image control board 100, the sound control board 106, and the lamp control board 107 functions together with the sub-control board 90 as an effect execution means (effect control means).
[0079] The sub-control board 90 (microcontroller 91 for performance control) causes the CPU of the image control one-chip microcontroller (also called the "microcontroller for image control") 101 of the image control board 100 to perform display control of the image display device 7, the performance indicator 102, the first special effect hold indicator 103a, and the second special effect hold indicator 103b, based on commands received from the main control board 80.
[0080] The RAM of the image control board 100 is memory for processing image data. The ROM of the image control board 100 stores various image data, such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers, and symbols (including performance patterns, hold patterns, etc.), and background images. The image control microcontroller 101 reads image data from the ROM based on commands from the performance control microcontroller 91. Then, it executes display control based on the read image data.
[0081] The performance indicator 102 has two LEDs, which display fluctuations and stops in accordance with the fluctuations and stops of the performance symbols 8. The display mode indicates the result of the performance symbols 8 (the result of the special symbol win / loss determination) by the lighting / extinguishing or color combination of the two LEDs.
[0082] The first special effect hold indicator 103a and the second special effect hold indicator 103b each have two LEDs. The first special effect hold indicator 103a is controlled to display the same number of hold items as the number of hold items displayed in the first special effect hold display area 9c and the first special effect hold indicator 43a, by switching the two LEDs on and off or by a combination of colors.
[0083] The second special feature hold indicator 103b is controlled to display the same number of hold items as the number of hold items displayed in the second special feature hold indicator 9d and the second special feature hold indicator 43b, by switching on and off or using a combination of colors of two LEDs.
[0084] The performance indicator 102, the first special symbol hold indicator 103a, and the second hold indicator 103b are provided because displaying the performance symbol game performance (variation performance) on almost the entire display screen 7a (performance symbol display area), or operating the movable decorative member 14 to cover almost the entire performance symbol display area 7b (performance symbol display area) of the display screen 7a, can result in some or all of the various images (information) displayed on the display screen 7a, such as the performance symbol 8, the first performance hold 9a, and the second performance hold 9b, becoming invisible. In addition, a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcontroller 101 of the image control board 100.
[0085] The sub-control board 90 (microcontroller 91 for performance control) outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sound data, such as voice, to be output from the speaker 67 is stored in the ROM of the sub-control board 90.
[0086] Furthermore, a CPU may be mounted on the audio control board 106, in which case the CPU may be used to perform audio control. In this case, a ROM may also be mounted on the audio control board 106, and sound data may be stored in the ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the image control microcontroller 101 may be used to perform audio control. In this case, sound data may be stored in the ROM of the image control board 100.
[0087] The sub-control board 90 (microcontroller 91 for performance control) determines light emission pattern data (data that determines the lighting / exit status, light emission color, etc., and is also called "lamp data") for the lighting patterns of lamps such as the frame lamp 66 and the panel lamp 5, based on commands received from the main control board 80, from data stored in ROM, and controls the lighting of the 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 (microcomputer 91 for performance control) operates the movable decorative member 14, which is 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 behind the center decorative body 10. The microcomputer 91 for performance control determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined manner from the 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] Furthermore, a CPU may be mounted on the lamp control board 107, in which case the CPU may be used to control the lighting of the lamps and the operation of the movable decorative members 14. In this case, a ROM may also be mounted on the lamp control board 107, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0090] The sub-control board 90 is connected to a first performance button detection switch 63c and a second performance button detection switch 63d, which detect when the first performance button 63a or the second performance button 63b (see Figure 1) is operated (pressed, rotated, pulled, etc.). When a player performs a predetermined input operation on the first performance button 63a or the second performance button 63b, a signal from the corresponding performance button detection switch is input to the sub-control board 90. The first performance button detection switch 63c and the second performance button detection switch 63d are collectively referred to simply as "performance button detection switches".
[0091] Next, the control (determination means) related to the hit / miss determination in the pachinko game machine 1 of this embodiment will be explained. In this embodiment, there are two results for the special symbol hit / miss determination: "jackpot" and "miss". When it is a "jackpot", the "jackpot symbol" is stopped and displayed in the special symbol display section, and when it is a "miss", the "miss symbol" is stopped and displayed in the special symbol display section. If it is determined to be a jackpot in the special symbol hit / miss determination, a "special game" is executed that opens the big prize slot 30 in an opening pattern corresponding to the type of special symbol (jackpot type) that is stopped and displayed. The special game that is executed when a jackpot is achieved is also called a "jackpot game".
[0092] This embodiment has multiple types of jackpots. Specifically, as shown in Figure 6, there are a total of five types of jackpots: "10R (Round) 1st Jackpot," "5R 2nd Jackpot," "5R 3rd Jackpot," "10R 4th Jackpot," and "10R 5th Jackpot." Of these jackpots, "10R 1st Jackpot," "5R 2nd Jackpot," and "5R 3rd Jackpot" are jackpots related to the 1st special symbol, while "10R 4th Jackpot" and "10R 5th Jackpot" are jackpots related to the 2nd special symbol. The special symbol display section displays the jackpot symbols corresponding to these jackpot types. Note that in this specification, rounds may be abbreviated as "R."
[0093] "10R 1st Jackpot," "10R 4th Jackpot," and "10R 5th Jackpot" are all jackpots with "10" rounds, "1" opening of the 30-ball prize slot per round, and "25" seconds of opening time for the 30-ball prize slot per round.
[0094] Both "5R 2nd Jackpot" and "5R 3rd Jackpot" are jackpots with "5" rounds, "1" opening of the 30-prize winning slot per round, and "25" seconds of opening time for the 30-prize winning slot per round.
[0095] Here, a round is also called a "round game," and a round game is also called a "big prize opening / closing game," a "variable ball entry game," or a "special ball entry game." Furthermore, the 5R second big win and the 5R third big win are collectively called a "5R big win," and the 10R first big win, the 10R fourth big win, and the 10R fifth big win are collectively called a "10R big win." In addition, the big win game related to the 5R big win (5R big win game) is also called the "first special game," and the big win game related to the 10R big win (10R big win game) is also called the "second special game."
[0096] In this embodiment, there are two types of jackpots based on the number of rounds: 5R jackpot and 10R jackpot. However, it is possible to have various types of jackpots, such as three types (3R jackpot, 6R jackpot, and 10R jackpot) or one type (7R jackpot). Also, in this embodiment, the maximum number of rounds for a jackpot game is 10R (10R jackpot), but the maximum number of rounds is not limited to this. For example, it is possible to have more rounds than 10R (e.g., 15R) or fewer rounds than 10R (e.g., 9R).
[0097] In the pachinko game machine 1 of this embodiment, the game state after the jackpot game ends is changed to a high probability state, a time-saving state, a high base state, etc., depending on the type of jackpot that occurs (is won). Specifically, if the result of the special symbol hit / miss judgment is a jackpot, and the type of jackpot is one of the aforementioned 10R 1st jackpot, 5R 2nd jackpot, or 10R 4th jackpot, the game state after the jackpot game ends is controlled to the "high probability state, time-saving state, and high base state" described later. On the other hand, if the result of the special symbol hit / miss judgment is a jackpot, and the type of jackpot is one of the aforementioned 5R 3rd jackpot or 10R 5th jackpot, the game state after the jackpot game ends is controlled to the "low probability state, time-saving state, and high base state" described later. Therefore, the 10R 1st jackpot, the 5R 2nd jackpot, and the 10R 4th jackpot can be considered "probability-increasing jackpots," while the 5R 3rd jackpot and the 10R 5th jackpot can be considered "non-probability-increasing jackpots" (also called "regular jackpots" or "time-saving jackpots").
[0098] As shown in Figures 6 and 8(B), when a jackpot is determined by the first special symbol (Special Symbol 1), the distribution probabilities for each jackpot are 5% for the 10R 1st jackpot, 50% for the 5R 2nd jackpot, and 45% for the 5R 3rd jackpot. In contrast, when a jackpot is determined by the second special symbol (Special Symbol 2), the distribution probabilities for each jackpot are 55% for the 10R 4th jackpot and 45% for the 10R 5th jackpot. In other words, when a jackpot is determined by the jackpot determination based on ball entry into the second start port 21 (Special Symbol 2 jackpot determination), the appearance rate (distribution probability) of the 10R jackpot is 100%, which is higher than when a jackpot is determined by the jackpot determination based on ball entry into the first start port 20 (Special Symbol 1 jackpot determination). Thus, in this pachinko game machine 1, it is set up so that it is more advantageous for the player to win a jackpot when the game ball enters the second start opening 21 (special symbol 2 win / loss judgment) than when the game ball enters the first start opening 20 (special symbol 1 win / loss judgment). For this reason, players play the game hoping that the game ball will enter the second start opening 21. This is especially noticeable when the opening extension function described later is in operation (when a high base state occurs), which increases the frequency of the game ball entering the second start opening 21.
[0099] In this pachinko game machine 1, the determination of whether it is a jackpot or a miss is made based on a "random number for determining the success or failure of special symbols (also called "information for determining success or failure")", and the determination of the type of jackpot when a jackpot is achieved is made based on a "random number for determining the type of jackpot (also called "random number for determining symbols" or "information for determining symbols"). In this embodiment, as shown in Figure 7(A), the random number for determining the success or failure of special symbols takes a value in the range of "0 to 629", and the random number for determining the type of jackpot takes a value in the range of "0 to 99". The random number for determining the success or failure of special symbols and the random number for determining the type of jackpot are random numbers (acquired information) obtained based on the ball entering the first start port 20 and the second start port 21.
[0100] The random numbers (acquired information) obtained based on ball entry into the first start opening 20 and the second start opening 21 include random numbers for determining whether a special symbol is correct and random numbers for determining the type of jackpot, as well as "variation pattern random numbers (also called "variation pattern information")" as shown in Figure 7(A). The variation pattern random numbers are random numbers used to determine the variation pattern, including the variation time, and in this embodiment, they take values in the range of "0 to 198".
[0101] Furthermore, the random numbers (acquired information) obtained based on passing through gate 28 include the random numbers for determining whether a regular symbol wins or losses, as shown in Figure 7(B). The random numbers for determining whether a regular symbol wins or losses are used to determine whether or not to perform an auxiliary game that opens the second starting gate 21 (regular symbol lottery), and in this embodiment, they take values in the range of "0 to 240".
[0102] Next, the game states of the pachinko game machine 1 of this embodiment will be explained. The pachinko game machine 1 has multiple game states depending on the combination of the activation or deactivation of the probability variation function, variation time reduction function, and opening extension function for special symbols and regular symbols. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is also called the "high probability state" or "probability variation 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 winning is higher than in the normal state (low-probability state). In other words, in the normal state, the win / loss determination is made using the win / loss determination table for the normal state, but in the high-probability state, the win / loss determination is made using the win / loss determination table for the high-probability state, which has a larger number of random numbers for determining whether a special symbol wins (see Figure 8(A)). In short, when the probability variation function for special symbols is activated, the probability that the result of the special symbol variation display will be a win (the stopped symbol will be a win symbol) is higher compared to when it is not activated.
[0104] Furthermore, the state in which the function to shorten the variation time for special symbols (the first special symbol and the second special symbol) is activated is also called the "time-saving state" or "shortened variation state," while the state in which it is not activated is called the "non-time-saving state" or "normal variation state." In the time-saving state, the average variation time of special symbols (the time from the start of the variation display to the end (confirmation display)) is shorter than the average variation time of special symbols in the non-time-saving state. In other words, in the time-saving state, the variation pattern is determined using a variation pattern table that is set so that a variation pattern with a shorter variation time is 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 special symbol reserves is faster, and effective ball entry into the starting gate (ball entry that can be stored as a special symbol reserve) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0105] The probability variation function and the variation time reduction function for special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. Furthermore, the probability variation function and variation time reduction function for regular symbols are synchronized with the variation time reduction function for special symbols. In other words, the probability variation function and variation time reduction function for regular symbols operate when the special symbols are in a time-reduced state, and do not operate when they are not. For this reason, in the time-reduced state, the probability of a regular symbol win is higher than in the non-time-reduced state. Specifically, in the time-reduced state, the regular symbol win / loss determination (regular symbol determination) is performed using a regular symbol win / loss determination table in which the value of the regular symbol random number (winning random number) that is determined to be a win is greater than that of the regular symbol win determination table used in the non-time-reduced state (see Figure 8(C)).
[0106] Furthermore, in the time-saving state, the variation time of the normal symbols is shorter than in the non-time-saving state. In this embodiment, the variation time of the normal symbols is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see Figure 8(D)). In addition, in the time-saving state, the opening time extension function of the variable prize entry device 22 (second start opening 21) is activated, and the opening time of the second start opening 21 in auxiliary games (normal symbol winning games) is longer than in the non-time-saving state. Moreover, in the time-saving state, the opening count increase function of the variable prize entry device 22 is activated, and the number of times the second start opening 21 is opened in auxiliary games is greater than in the non-time-saving state. Specifically, in a non-time-saving state, if the result of the normal symbol win / loss judgment is a win, the movable member 23 of the variable prize device 22 (second start opening 21) opens once for 0.2 seconds, and in a time-saving state, if the result of the normal symbol win / loss judgment is a win, the movable member 23 of the variable prize device 22 (second start opening 21) opens three times for 2.0 seconds each.
[0107] When the probability variation function and variation time reduction function for regular symbols, as well as the opening time extension function and opening number increase function of the variable prize entry device 22 are in operation, the second start port 21 opens more frequently and the frequency of game balls entering the second start port 21 increases compared to when these functions are not in operation. As a result, the base, which is the ratio of prize balls to the number of balls launched, becomes higher. Therefore, the state in which these functions are in operation is called the "high base state" or "high frequency state," and the state in which they are not in operation is called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls (balls held) in hand.
[0108] Furthermore, the high base state (high frequency state) does not necessarily require all of the above functions to be activated. That is, it is sufficient if at least one of the following functions is activated: the probability variation function and the variation time reduction function for the regular symbols, and the opening time extension function and the opening number increase function for the variable prize entry device 22, so that the second start opening 21 is opened more easily (the frequency of ball entry is higher) compared to when that function is not activated. In addition, the high base state may be controlled independently of the time reduction state for special symbols. The function that generates such a high base state is also called the "high base generation function".
[0109] In the pachinko game machine 1 of this embodiment, as mentioned above, after a jackpot game (after a special game) when a 10R first jackpot, a 5R second jackpot, or a 10R fourth jackpot is achieved, the game state becomes a high probability state for special symbols, a time-saving state for special symbols, and a high base state (see Figure 6). This game state is also called the "high probability high base state." The high probability high base state ends when a predetermined number of special symbol fluctuations are displayed, or when a jackpot is achieved and the jackpot game is executed. For the player, this high probability high base state is what is known as a "probability variation state."
[0110] Furthermore, in the case of either a 5R third jackpot or a 10R fifth jackpot, the game state after the jackpot game (after the special game) will be the normal state (low probability state) of the special symbols, as well as the time-saving state and high base state of the special symbols (see Figure 6). This game state is also called the "low probability high base state". The low probability high base state ends when the special symbols are displayed in a predetermined number of rotations (for example, 100 times) or when a jackpot is won and the jackpot game is executed.
[0111] Furthermore, the "low probability, high base state" is also called the "first game state," and the "high probability, high base state" is also called the "second game state." In addition, in the pachinko game machine 1 of this embodiment, three game states can be set: "low probability, low base state," "low probability, high base state," and "high probability, high base state." However, in addition to these, it may also be possible to set a state in which special symbols have a high probability, are not in a time-saving state for special symbols, and are in a low base state, i.e., a "high probability, low base state."
[0112] In high-base states, such as low-probability high-base states and high-probability high-base states, it is advantageous to shoot the game ball to the right to enter the right game area 3B. This is because in high-base states, the second starting port 21 is more likely to open compared to low-base states, and it is easier to shoot the game ball to enter the second starting port 21 than to enter the first starting port 20 (the probability of the game ball entering the second starting port is higher than that of the first starting port). For this reason, players should shoot to the right to get the game ball through the gate 28, which is the trigger for determining whether a regular symbol wins or losses, and to get the game ball into the second starting port 21. This allows for a larger number of starting ball entries (opportunities for determining whether a special symbol wins or losses) compared to shooting to the left. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner, indicating that the game ball should be aimed at the right game area 3B (right-shooting instruction notification).
[0113] In contrast, in a low-base state (for example, a low-probability low-base state), it is more advantageous to shoot the game ball to the left to enter the left game area 3A. This is because, in a low-base state, the second start opening 21 is less likely to open compared to a high-base state, and it is easier to shoot the ball into the first start opening 20 than into the second start opening 21 (the probability of the game ball entering the first start opening is higher than that of the second start opening). Therefore, the player shoots to the left to get the game ball into the first start opening 20. This allows for a larger number of start entries (opportunities for determining whether a special symbol is a hit or miss) compared to shooting to the right. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner (display control) to indicate that the game ball should be aimed at the left game area 3A (left-shoot instruction notification).
[0114] The launch direction indicator 47 has two LEDs labeled "yz," and it is possible to indicate the launch direction by lighting up the LEDs according to the game state. For example, in a low base state, it can indicate that the player should launch towards the left game area by displaying "y□z□" (for example, □: off, ■: on) with both LEDs off. In a high base state, it can indicate that the player should launch towards the right game area by displaying "y■z■" (for example, □: off, ■: on) with both LEDs on.
[0115] As described above, in the pachinko game machine 1 of this embodiment, if we use the low probability low base state, in which no jackpot games are being played, as the baseline, this low probability low base state can be considered a "normal game state," and games in which special symbols are displayed in a variable manner (variable games) in this state can be considered a "normal game." On the other hand, 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, so these high probability high base state and low probability high base state can be considered a "special game state," and games in which special symbols are displayed in a variable manner in this state can be considered a "special game."
[0116] Furthermore, a jackpot game is a game that can be performed by displaying special symbols in a rotating manner until the jackpot symbols are displayed. For the player, this is advantageous because they can win a large number of prize balls by getting the game balls into the large prize pockets (first large prize pocket 30, second large prize pocket 35). Therefore, a game state in which a jackpot game is performed is more advantageous for the player than a game state in which a jackpot game is not performed. For this reason, a game state in which a jackpot game is performed can be considered a "special game state," and a jackpot game performed in this state can be considered a "special game."
[0117] Furthermore, low-base states, such as the low-probability low-base state and the high-probability low-base state, are game states in which the game progresses by shooting the game balls to the left game area 3A by shooting to the left, as mentioned above. Therefore, low-base states can be considered as "left-handed shooting states." On the other hand, high-base states, such as the low-probability high-base state and the high-probability high-base state, as well as states in which jackpot games are played aiming to get the game balls into the first large prize pocket 30 or the second large prize pocket 35, are game states in which the game progresses by shooting the game balls to the right game area 3B by shooting to the right, as mentioned above. Therefore, high-base states and jackpot game states can be considered as "right-handed shooting states." As mentioned above, in the high base state (right-handed play state), the second start port 21 is more likely to open compared to the low base state (left-handed play state), making it easier for game balls to enter the second start port 21 than the first start port 20. Furthermore, it is set up so that it is more likely for the player to win a jackpot based on the second special symbol win / loss determination based on game balls entering the second start port 21 than on the first special symbol win / loss determination based on game balls entering the first start port 20. For this reason, the left-handed play state can be considered the "normal play state," and a game in which the special symbols are displayed in a variable way (variable game) in this state can be considered the "normal game." Also, the right-handed play state, which is more advantageous for the player than the left-handed play state, can be considered the "special play state," and a game in which the special symbols are displayed in a variable way (variable game) in this state can be considered the "special game."
[0118] Furthermore, while both the high-probability low-base state and the low-probability low-base state are low-base states, the high-probability state is more advantageous to the player than the low-probability state because the probability variation function of the special symbols is activated, and the probability of the special symbols resulting in a jackpot is higher. Therefore, the high-probability low-base state can be considered a "special game state," and games in which special symbols are displayed in a variation state (variation games) can be considered "special games."
[0119] The control related to the setting and transition of the various game states described above is performed by the main control board 80 (game control microcomputer 81). The main control board 80 (game control microcomputer 81), which controls the activation and deactivation of the probability variation function, functions as a probability setting means that can set the winning probability (jackpot probability) for the special symbol win / loss determination to a low probability (first probability) or a high probability (second probability). Furthermore, the main control board 80 (game control microcomputer 81), which controls the activation and deactivation of the variation time reduction function, functions as a shortened variation state setting means (time reduction state setting means) that can set a shortened variation state (time reduction state) in which the variation time of the special symbols is shorter than normal.
[0120] [Main control processing] Next, the operation of the game control microcontroller 81 (control processing by the main control unit 80) will be explained based on Figures 10 to 36. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the operation of the game control microcontroller 81 are located in the RAM of the main control board 80. Also, in this specification, "S" in S101, etc. ("S" in the flowchart) means step.
[0121] When the power to the pachinko game machine 1 is turned on, the microcontroller 81 for game control reads the main control processing program shown in Figure 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control processing first performs initial settings (S101). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU of the main control board 80, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, status, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Initial settings (S101) are executed only once after power is turned on and are not executed thereafter.
[0122] Following the initial setup (S101), interrupts are disabled (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 Figure 7 are updated by adding 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is added 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) of the RAM of the main control board 80.
[0123] When the normal and special symbol main random number update process (S103) is completed, interrupts are enabled (S104). While interrupts are enabled, the interrupt process (S105) can be executed. The interrupt process (S105) is executed based on interrupt pulses that are repeatedly input to the CPU of the main control board 80, for example, at a 4ms period. Then, between the completion of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU while interrupts are disabled, the interrupt process (S105) will not start immediately, but will start after interrupts are enabled (S104).
[0124] [Interrupt handling] Next, interrupt processing (S105) will be explained. As shown in Figure 11, interrupt processing (S105) first executes output processing (S201). In output processing (S201), commands (control signals), etc., set in the output buffer provided in the RAM of the main control board 80 for each of the processes described below are output to the sub-control board 90, the payout control board 110, etc. The commands etc. to be output include information such as the game state, the result of the special symbol win / loss judgment, the symbols as the type of jackpot, and the variation pattern. A command consists of, for example, 2 bytes of information, in which case the upper byte is information about the type of command and the lower byte is information about the content of the command.
[0125] In the input processing (S202) that follows the output processing (S201), detection signals detected by various sensors attached to the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, big prize port sensor 30a, etc.) are read and stored in the RAM output buffer as prize ball information. In addition, detection signals from a lower tray full detection sensor (not shown) that detects when the lower tray 62 is full are also taken in and stored in the RAM output buffer as lower tray full data.
[0126] The next process, the regular and special symbol main random number update process (S203), is the same as the regular and special symbol main random number update process (S103) performed in the main control process in Figure 10. That is, the update process for the various random number counter values (including the regular symbol random number counter value) shown in Figure 7 is performed 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: start-out sensor detection process (S204), start-up ball entry process (S205), normal symbol operation process (S206), special symbol operation process (S207), held ball count process (S208), and power outage 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. Then, until an interrupt pulse is input to the CPU of the main control board 80, the processes S102 to S104 of the main control process are repeatedly executed (see Figure 10), and when an interrupt pulse is input (approximately 4ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) that is executed again, the commands etc. that were set in the RAM output buffer in the previous interrupt process (S105) are output.
[0128] [Start gate sensor detection process] As shown in Figure 12, in the start-gate sensor detection process (S204), first, it is determined whether or not a game ball has passed through gate 28, that is, whether or not a game ball has been detected by gate sensor 28a (S301). If the game ball has not passed through gate 28 (NO in S301), the process proceeds to S305. If the game ball has passed through gate 28 (YES in S301), it is determined whether or not the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter in RAM that counts the number of normal symbol reserved balls) is less than 4 (S302).
[0129] If the number of reserved balls with normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls with normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls with normal symbols (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 a normal symbol is correct or not (label-TRND-H, see Figure 7(B)) stored in the RAM update value storage area (not shown) is acquired, and the acquired random value (acquired information) is stored in the address space corresponding to the current number of reserved balls with normal symbols in the normal symbol reserved storage 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 start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S305). If no game ball has entered the second start port 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second start port 21 (YES in S305), it is determined whether the number of reserved balls in Special Feature 2 (the number of reserved balls in Special Feature 2, specifically the value of the counter in the RAM of the main control unit 80 that counts the number of reserved balls in Special Feature 2) is less than 4 (upper limit) (S306). If the number of reserved balls in Special Feature 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls in Special Feature 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in Special Feature 2 (S307).
[0131] Next, the 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 a special symbol is correct (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 RAM update value storage area (not shown) are acquired (i.e., the random number values shown in Figure 7(A) are acquired), and these acquired random values (acquired information) are stored in the address space of the second Special Symbol Reserve Storage Unit 85b corresponding to the current number of Special Symbol 2 reserved balls.
[0132] Next, it is determined whether or not a game ball has entered the first start port 20, that is, whether or not a game ball has been detected by the first start port sensor 20a (S309). If no game ball has entered the first start port 20 (NO in S309), the process ends. However, if a game ball has entered the first start port 20 (YES in S309), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in the RAM of the main control unit 80 that counts the number of reserved balls for Special Feature 1) is less than 4 (the upper limit) (S310). If the number of reserved balls for Special Feature 1 is not less than 4 (NO in S310), the process ends. However, if the number of reserved balls for Special Feature 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for Special Feature 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 special symbol win / failure determination counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the variation pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random values shown in Figure 7(A) are acquired), and these acquired random values are stored in the address space of the first special symbol hold storage unit corresponding to the current number of special symbol 1 held balls.
[0134] [Processing upon ball entry at start of game] As shown in Figure 11, the game control microcomputer 81 performs the start ball entry processing (S205) following the start gate sensor detection processing (S204). As shown in Figure 13, in the start ball entry processing (S205), it is first determined whether the number of reserved balls in Special Feature 2 has increased by "1" (S315). If it is determined that the number of reserved balls in Special Feature 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" was added to the number of reserved balls in Special Feature 2 in S307 of the start gate sensor detection processing (S204) based on the fact that a game ball has entered the second start gate. On the other hand, if it is determined that the number of reserved balls in Special Feature 2 has not increased (NO in S315), the process proceeds to S319.
[0135] In S316, the latest acquired random number (acquired information) that was acquired in the special symbol 2 related random number acquisition process (S308) of the immediately preceding start gate sensor detection process (S204) and stored in the second special symbol hold memory unit is read out (S316). Next, the acquired random number related to the second special symbol that was read out is determined (S317). In S317, of the acquired random numbers read out, the value of the special symbol win / failure determination random number counter (special symbol win / failure determination random number) is determined to be a win or a loss (jackpot or miss) according to the current game state (low probability state or high probability state), and if the result of the determination is a jackpot, the type of jackpot is further determined. The determination made in S317 corresponds to a pre-determination (so-called "pre-reading of reserved balls") which determines whether the reserved balls in Special Feature 2 are a win or a loss (whether or not it is a win) prior to the win or loss determination (S1303, S1304) in the Special Feature 2 win or loss determination process (S1202) described later.
[0136] Pre-determination can be performed, for example, by determining whether the value matches the jackpot determination value based on the jackpot determination table shown in Figure 8(A), that is, the jackpot determination table for high probability states if it is in a high probability state, and the jackpot determination table for normal states if it is in a normal state (low probability state). In addition to the win / loss determination, S317 can also include jackpot type determination based on a random number for determining the jackpot type and variation pattern determination based on a variation pattern random number as targets for pre-determination (hold pre-reading).
[0137] Next, in S318, command data is generated as a Special Symbol 2 Start Ball Entry Command, which includes game information (pre-determination information) related to the result of the pre-determination in S317, specifically information indicating whether the random value for determining the success or failure of the special symbols matches the jackpot determination value (success or failure information), information indicating the value of the random number counter for determining the type of jackpot (random value for determining the type of jackpot), and information indicating the value of the random number counter for the variable pattern (random value for the variable pattern), and this command is set in the RAM output buffer (S318). The Special Symbol 2 Start Ball Entry Command may also include information indicating some or all of the random values of Special Symbol 2 acquired in S316 as pre-determination information.
[0138] By analyzing the Special Feature 2 Start Ball Entry Command transmitted from the main control unit 80 in the sub-control unit 90, the sub-control unit 90 can determine whether the information relates to a jackpot, what type of jackpot it is, what the variation pattern is, etc. In this embodiment, in addition to the above, by analyzing the Special Feature 2 Start Ball Entry Command, it is possible to determine whether or not a jackpot will result if the acquired Special Feature 2 acquired random number is judged in a high probability state, and whether or not a jackpot will result if judged in a low probability state. As a result, the sub-control unit 90 stores the information identified by the received Special Feature 2 Start Ball Entry Command as reserved information (performance reserved information), and at a specific timing, it is possible to pre-determine the reserved information (performance reserved information) and determine whether or not performance reserved information that will result in a jackpot when judged in a low probability state is stored. The same applies when the sub-control unit receives the Special Feature 1 Start Ball Entry Command, which will be described later.
[0139] Furthermore, from the perspective of preventing fraud, the random numbers used for determining whether a special symbol is a hit or miss among the acquired random numbers read in S316 may not be directly transmitted to the sub-control unit. Instead, command data including information indicating the value of the other random number counter for determining the type of jackpot (random number for determining the type of jackpot) and the value of the variable pattern random number counter (variable pattern random number), as well as information indicating the result of the pre-determination, may be generated as a special symbol 2 start ball entry command and transmitted to the sub-control unit.
[0140] Next, in S319, similar to the processing related to Special Feature 2 mentioned above, it is determined whether the number of balls held in Special Feature 1 has increased by "1" (S319). If it is determined that the number of balls held in Special Feature 1 has increased by "1" (YES in S319), the process proceeds to S320. This corresponds to the case where "1" is added to the number of balls held in Special Feature 1 in S311 of the start-up sensor detection processing (S204) based on the fact that a game ball has entered the first start-up opening. On the other hand, if it is determined in S319 that the number of balls held in Special Feature 1 has not increased (NO in S319), the process ends there.
[0141] In S320, it is determined whether the time-saving flag is ON or OFF (S320). If it is determined that the time-saving flag is ON, i.e., the system is in a high base state (YES in S320), the 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., the system is in a low base state (NO in S320), the process proceeds to the pre-determination process from S321 onwards.
[0142] Here, if the time-saving flag is ON, that is, if the current game state is a high base state, the opening extension function is activated, which increases the frequency of balls entering the second start port 21, making it easier to determine whether Special Symbol 2 is a winner or loser (determining whether the second special symbol is a winner or loser). In this embodiment, as will be described later, the consumption of Special Symbol 2 reserves (display of the second special symbol's variation) is performed in priority over the consumption of Special Symbol 1 reserves (display of the first special symbol's variation) (a so-called Special Symbol 2 priority variation machine). In such a configuration, for example, if a pre-determination of Special Symbol 1 is performed and the result is notified to the player through a notification or other effect, and the result of the pre-determination is clearly indicated as a jackpot, the player can use the priority of Special Symbol 2 reserve consumption to intentionally eliminate the Special Symbol 2 reserves (set to "0") at any timing, and intentionally cause a jackpot related to Special Symbol 1 for which the result of the pre-determination was indicated. This kind of skill intervention is possible. Therefore, if the current game state is a high base state and not a low base state (YES in S320), the pre-determination process for Special Figure 1 from S321 onwards is not performed, and this process is terminated.
[0143] The processing in S321 to S323 is the same as the processing in S316 to S318 described above, but applied to Special Figure 1. Specifically, the latest acquired random number value (acquired information) acquired in the Special Figure 1-related random number acquisition processing (S312) in the start-gate sensor detection processing (S204) and stored in the first Special Figure hold storage unit is read out (S321), and a pre-determination is performed on the read acquired random number value (S322). Then, command data including game information related to this pre-determination is generated as a Special Figure 1 start ball entry command, and this command is set in the RAM output buffer (S323). Note that the pre-determination (hold pre-read) in S322 is performed prior to the win / fail determination (S1603, S1604) in the Special Figure 1 win / fail determination processing (S1207) described later.
[0144] The main control unit 80 (game control microcomputer 81) that executes the processes S317 and S322 in the above-mentioned starting ball entry process (S205) functions as a "pre-determination means". Furthermore, the main control unit (game control microcomputer 81) that executes the pre-determination (S322) of the random value (acquired information) of Special Figure 1 acquired based on the ball entering the first starting opening 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 random value (acquired information) of Special Figure 2 acquired based on the ball entering the second starting opening 21 functions as a "second pre-determination means".
[0145] [General operation processing] The microcomputer 81 for game control performs the normal symbol operation processing (S206) shown in Figure 14, following the start ball entry processing (S205). In the normal symbol operation processing (S206), the processing related to the normal symbol display 42 and the variable prize winning device 22 is divided into four stages, and a normal symbol operation status "1" to "4" is assigned to each of these stages. If the normal symbol operation status is "1" (YES in S401), the normal symbol standby processing (S402) is performed, if it is "2" (NO in S401, YES in S403), the normal symbol variation processing (S404) is performed, if it is "3" (NO in both S401 and S403, YES in S405), the normal symbol confirmation processing (S406) is performed, and if it is "4" (NO in all of S401, S403, and S405), the normal electric prize processing (S407) is performed. Note that the default setting for the general operation status is "1".
[0146] [Normal symbol waiting process] As shown in Figure 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for normal symbols is "0" (S501). If it is "0" (YES in S501), this process ends without performing the processes from S502 onwards. On the other hand, if it is not "0" (NO in S501), the normal symbol win / failure determination process described later is performed (S502), and then the normal symbol variation pattern selection process is performed (S503). In the normal symbol variation pattern selection process, the normal symbol variation pattern selection table shown in Figure 8(D) is referred to, and if the game state is a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected. On the other hand, if the game state is not a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 30 seconds is selected.
[0147] Next, after performing the normal symbol random number shift processing (S504) described later, the normal symbol variation start processing (S505) is performed to complete this process. In the normal symbol variation start processing (S505), the display of the normal symbol variation is started based on the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start processing, a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.
[0148] [Normal symbol win / loss determination process] As shown in Figure 16, in the normal symbol win / failure determination process (S502), first, the value of the normal symbol win / failure determination random number counter (label-TRND-H) stored in the normal symbol hold memory unit is read (S601). Next, it is determined whether the time-saving flag is ON or not (whether the game state is a time-saving state or not) (S602). If it is determined that the time-saving flag is ON, i.e., that the game state is a time-saving state (YES in S602), a high-probability normal symbol win / failure determination is performed based on the time-saving state table (win determination values from "0" to "239") of the normal symbol win / failure determination table shown in Figure 8(C) (S604), and the process proceeds to S605. That is, it is determined whether the read value of the normal symbol win / failure determination random number counter (label-TRND-H) matches any of the win determination values.
[0149] In contrast, if it is determined in S602 that the time-saving flag is not ON, i.e., that it is not in a time-saving state (NO in S602), a low-probability normal symbol win / loss determination is made based on the table for the non-time-saving state (win determination value is "0" or "1") among the normal symbol win determination tables shown in Figure 8(C) (S603), and the process proceeds to S605.
[0150] In S605, the system determines whether the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) (S605). If it is determined that it is not a win (it is a loss) (NO in S605), the losing normal symbol to be displayed is determined (S606), and the process ends. On the other hand, if it is determined that it is a win (normal symbol win) (YES in S605), the winning normal symbol to be displayed (normal symbol win symbol) is determined (S607), the normal symbol win flag is turned ON (S608), and the process ends.
[0151] [Normal symbol random number shifting process] As shown in Figure 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 is shifted one position from the current position toward the read position (S702). Then, the address space, which is the storage location of the highest-level reserved memory in the normal symbol reserved memory, is cleared to 0, that is, the RAM area corresponding to the 4th normal symbol reserved is cleared to 0 (S703), and the process ends. In this way, the normal symbol reserved balls are consumed in the order they are reserved.
[0152] [Processing during normal symbol variation] As shown in Figure 18, in the normal symbol variation processing (S404), first, it is determined whether the variation time for the normal symbols has elapsed (S801). If it has not elapsed (NO in S801), this process is terminated without performing the processes from S802 onwards. On the other hand, if the variation time for the normal symbols has elapsed (YES in S801), the normal symbol variation stop command is set (S802), and the normal symbol operation status is set to "3" (S803). Then, other processes are performed, such as stopping the normal symbols with a display result (winning normal symbol or losing normal symbol) according to the determination result of the random number used to determine whether the normal symbols are winning or losing (terminating the display of the normal symbol variation) (S804), and this process is terminated.
[0153] [Normal symbol confirmation process] As shown in Figure 19, in the normal symbol confirmation process (S406), first, it is determined whether the normal symbol win flag is ON or not (S901). If the normal symbol win flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905) and the process ends. On the other hand, if the normal symbol win flag is ON (YES in S901), it is determined whether the time-saving flag is ON or not, that is, whether or not the time-saving state is active (S902). If the time-saving state is active (YES in S902), the opening pattern for the time-saving state is set as the opening pattern for the variable prize entry device 22 (second start opening 21) (S903). As mentioned above, the opening pattern for the time-saving state is an opening pattern that repeats an opening of 2.0 seconds three times. In response to this, S903 sets the opening pattern for the second start port 21 during the time-saving state, and also sets the second start port opening counter, which counts the number of times the second start port 21 has been opened, to "3".
[0154] In response to this, if the machine is not in a time-saving state (NO in S902), the opening pattern for the variable prize winning device 22 (second starting port 21) is set to the opening pattern for the non-time-saving state (S906). As mentioned above, the opening pattern for the non-time-saving state is an opening pattern that opens once for 0.2 seconds. In response to this, in S906, the opening pattern for the second starting port 21 in the non-time-saving 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 process is completed.
[0155] [Standard electric component processing] As shown in Figure 20, in the normal electric bonus processing (S407), it is first determined whether the normal win termination flag is ON or OFF (S1001). The normal win termination flag is a flag that indicates that the opening of the second start port 21 has ended in the auxiliary game that was executed as a win.
[0156] If the end-of-cycle flag is not ON (NO in S1001), it is determined whether or not the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether or not the time (timing) for opening the second start port 21 has been reached (S1003). If it has not been reached (NO in S1003), this process is terminated. If it has been reached (YES in S1003), the second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether or not it is time to close the second start port 21 (i.e., whether or not a predetermined open time has elapsed since the second start port 21 was opened) (S1005). If it is not time (NO in S1005), this process is completed; if it is time (YES in S1005), the second start port 21 is closed (S1006).
[0157] Following the closing process of the second start gate 21 (S1006), the value of the second start gate open counter is decremented by 1 (S1007), and it is determined whether the value of the second start gate open counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process ends as is in order to open the second start gate 21 again. On the other hand, if the value of the second start gate open counter is "0" (YES in S1008), the normal win termination process to end the auxiliary game is performed (S1009), and the normal win termination flag is set (S1010), and the process ends. The second start gate open counter becomes "0" when the second start gate 21 is opened (movement of the movable member 23 to open) 3 times during the time-saving state, and becomes "0" when the second start gate 21 is opened once during the non-time-saving state.
[0158] In response to this, if it is determined in S1001 that the normal symbol hit completion flag is ON (YES in S1001), the opening operation of the second start port 21 for the number of times set in S903 or S906 has been completed, so the normal symbol hit completion flag is turned OFF (S1011), the normal symbol hit flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this process is completed. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S206).
[0159] [Special Illustrative Action Processing] As shown in Figure 11, the game control microcomputer 81 performs special symbol operation processing (S207) following the regular symbol operation processing (S206). As shown in Figure 21, in the special symbol operation processing (S207), the processing related to the special symbol display 41 and the big prize device 31 is divided into four stages, and one of the special symbol operation statuses "1" to "4" is assigned to each of these stages.
[0160] If the "Special Symbol Operation Status" is "1" (YES in S1101), the special symbol standby process (S1102) is performed. If it is "2" (NO in S1101, YES in S1103), the special symbol variation process (S1104) is performed. If it is "3" (NO in both S1101 and S1103, YES in S1105), the special symbol confirmation process (S1106) is performed. If it is "4" (NO in all of S1101, S1103, and S1105), the special electric mechanism process for a jackpot game (S1107) is performed. The special symbol operation status is initially set to "1".
[0161] [Special symbol waiting process] As shown in Figure 22, in the special symbol waiting process (S1102), it is first determined whether the number of balls held in the second starting port 21 (i.e., the number of balls held in special symbol 2) is "0" (S1201). If the number of balls held in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value obtained due to balls entering the second starting port 21, it is determined whether the number of balls held in the first starting port 20 (i.e., the number of balls held in special symbol 1) is "0" (S1206). Then, if the number of reserved balls in Special Feature 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained due to balls entering the first start opening 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of being set as a standby screen (running a demo screen for customers waiting) (S1211). If so (YES in S1211), this process is terminated without performing the process in S1212, otherwise (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).
[0162] If S1201 determines that the number of reserved balls in Special Feature 2 is not "0" (NO in S1201), that is, if there is one or more random counter values stored due to balls entering the second start opening 21, the following processes are performed in this order: Special Feature 2 win / failure determination process (S1202), Special Feature 2 variation pattern selection process (S1203), Special Feature 2 random number shift process (S1204), and Special Feature 2 variation start process (S1205). Furthermore, if the number of balls held in Special Feature 2 is "0" but the number of balls held in Special Feature 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of the random number counter value related to the second start port 21, but there is a memory of one or more random number counter values obtained due to balls entering the first start port 20, the following processes are performed in this order: Special Feature 1 win / fail determination process (S1207), Special Feature 1 variation pattern selection process (S1208), Special Feature 1 random number shift process (S1209), and Special Feature 1 variation start process (S1210).
[0163] Thus, in this embodiment, the display of the first special symbol variation based on the first special symbol hold is performed only when the second special symbol hold is "0" (YES in S1201). In other words, the consumption of the second special symbol hold (display of the second special symbol variation) is performed in priority over the consumption of the first special symbol hold (display of the first special symbol variation). And in this embodiment, the win / loss determination based on the second special symbol hold is more likely to result in a jackpot that is more profitable for the player than the win / loss determination based on the first special symbol hold (see Figure 8(B)).
[0164] [Special Feature 2 Correct / Incorrect Determination Process] As shown in Figure 23, in the special symbol 2 win / failure determination process (S1202), first, the value of the special symbol win / failure determination random number counter (label-TRND-A) stored (the oldest stored value) in the lowest area of the RAM's second special symbol hold memory unit 85b (i.e., the RAM area corresponding to the first second special symbol hold) is read out as the determination value (S1301). Next, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1302). If it is not in a high probability state (NO in S1302), that is, in a normal state, the win / failure determination is made based on the jackpot determination table for the normal state (jackpot determination values are "3" and "397") from the jackpot determination table (see Figure 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), the win / failure determination is made based on the jackpot determination table for the high probability state from the jackpot determination table (see Figure 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values are set to "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0165] If the result of the win / failure determination (S1303, S1304) is "jackpot" (YES in S1305), the value of the jackpot type determination random number counter (label-TRND-AS) is read, the jackpot type is determined based on the jackpot type determination table shown in Figure 8(B) (S1307), the jackpot symbol is determined based on the value of the jackpot type determination random number (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the win / failure determination (S1303, S1304) is not "jackpot" ("miss") (NO in S1305), the missing symbol is determined (S1306), and this process ends.
[0166] Here, when determining the type of jackpot, in the case of a win / failure determination related to the first special symbol, the type of jackpot is determined using the jackpot type determination table for the first special symbol, and in the case of a win / failure determination related to the second special symbol, the type of jackpot is determined using the jackpot type determination table for the second special symbol. Note that the special symbol win / failure determination and the jackpot type determination determination can each be referred to as "determination," or the jackpot determination including which jackpot symbol it is can also be referred to as "determination result." These results are also sometimes called "determination results." The main control unit 80 (game control microcomputer 81) that performs the win / failure determination related to the second special symbol (S1303, S1304) functions as the "second win / failure determination means." The second win / failure determination means is also called the "second determination means."
[0167] [Special Feature 2 Variation Pattern Selection Process] As shown in Figure 22, in the special symbol waiting process (S1102), following the special symbol 2 win / failure determination process (S1202), the special symbol 2 variation pattern selection process is performed (S1203). As shown in Figures 24 and 25, in the special symbol 2 variation pattern selection process (S1203), it is first determined whether the game state is a time-saving state (whether the time-saving flag is ON or OFF) (S1401). If it is determined that the game state is not a time-saving state (NO in S1401), that is, if it is not a time-saving state, then it is determined whether the jackpot flag is ON or OFF (S1402).
[0168] If it is determined in S1402 that the jackpot flag is ON (YES in S1402), the table for jackpots in non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to a jackpot in a non-time-saving state) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1403). In this embodiment, one of variation patterns P1 to P3 is selected. In this embodiment, it is assumed that the variation time is determined once the variation pattern is determined.
[0169] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), then it is determined whether the number of reserved special symbols is "1" or "2" (S1405). The number of reserved symbols here refers to the number of stored information, including the information used to determine the variation pattern in this process, so the number of stored reserved symbols is one of the values from "1" to "4". Then, in S1405, if it is determined that the number of reserved symbols is "1" or "2" (YES in S1405), the first reserved symbol miss table (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state, a miss, and a reserved symbol count of "1,2") is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (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 number of reserved balls is not "1" or "2", i.e., "3" or "4" (NO in S1405), the second reserved ball miss table (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state, a miss, and a reserved ball count of "3" or "4") is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1407). In this embodiment, one of variation patterns P8 to P11 is selected. The first reserved ball miss table is set to have a higher probability of selecting a variation pattern with a relatively longer variation time than the second reserved ball miss table. Also, the shortest selectable variation time (12000ms) is longer than that of the second reserved ball miss table (4000ms).
[0171] If it is determined in S1401 that the game is in a time-saving state (YES in S1401), it is determined whether the jackpot flag is ON or not (S1408). If it is determined that the jackpot flag is ON as a result (YES in S1408), the time-saving state jackpot table (the part of the variation pattern table shown in Figure 9 that corresponds to both the time-saving state and a jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1409). In this embodiment, one of variation 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 number of reserved balls is "1" (S1410). The number of reserved balls here is the same as described above, and the number of reserved balls is one of the values from "1" to "4". If it is determined in S1410 that the number of reserved balls is "1" (YES in S1410), the third reserved ball miss table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state, a miss, and the number of reserved balls "1") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1411). In this embodiment, one of the variation patterns P15 to P18 is selected.
[0173] If it is determined in S1410 that the number of reserved balls is not "1", that is, that the number of reserved balls is one of "2" to "4" (NO in S1410), the fourth reserved ball count miss table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state, the miss, and the number of reserved balls "2 to 4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1411). In this embodiment, one of variation patterns P19 to P22 is selected.
[0174] Here, the variation pattern selected when the time-saving state is active and the result is a loss is more likely to be a shorter variation pattern compared to the variation pattern selected when the time-saving state is not active and the result is a loss. This is to speed up the consumption of special symbol reserves (to make the game progress more quickly during the time-saving state) by selecting shorter variation patterns more often.
[0175] After selecting a variation pattern as described above, the process is completed by performing other processing as shown in Figure 24 (S1404). In the other processing (S1404), a variation pattern specification command corresponding to the selected variation pattern is set in the RAM output buffer. The set variation pattern specification command is included in the variation start command described later and sent to the sub-control unit 90 by output processing (S201).
[0176] Furthermore, the types and number of special symbol variation patterns (also called "special symbol variation patterns") are not limited to those shown in this embodiment (see Figure 9), and the types and number of variation patterns can be increased or decreased compared to this embodiment, or any other arrangement is possible.
[0177] [Special Feature 2 Random Number Shift Processing] As shown in Figure 26, in the Special Feature 2 random number shift processing (S1204), first, the Special Feature 2 reserved ball count is decremented by 1 (S1501). Next, the storage location of various counter values in the second Special Feature reserved memory unit 85b is shifted to one address lower (for example, if the second Special Feature reserved memory unit 85b consists of an address space corresponding to addresses "0000" to "0003", then to the address "0000" side) (S1502). Then, "0" is set in the highest address space of the second Special Feature reserved 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 RAM output buffer to start the variation display of the second special symbol.
[0179] [Specific Figure 1 Correct / False Determination Process] As shown in Figure 27, the special symbol 1 win / failure determination process (S1207) is performed in the same manner as the special symbol 2 win / failure determination process (S1202) shown in Figure 23 (S1601-S1609). Therefore, a detailed explanation of this process is omitted. However, since this process concerns special symbol 1, in S1601, the special symbol win / failure determination random number counter value (label-TRND-A) stored in the lowest area of the first special symbol hold storage unit 85a of the RAM (i.e., the RAM area corresponding to the first of the first special symbol holds) is read and processed. The main control unit 80 (game control microcomputer 81) that performs the win / failure determination related to the first special symbol (S1603, S1604) functions as the "first win / failure determination means". The first win / failure determination means is also called the "first determination means".
[0180] [Special Figure 1: Variation Pattern Selection Process] As shown in Figures 28 and 29, the 1st Specifications Variation Pattern Selection Process (S1208) follows the same flow as the 2nd Specifications Variation Pattern Selection Process (S1403) shown in Figures 24 and 25 (S1701-S1712). Therefore, a detailed explanation of this process is omitted.
[0181] [Special Feature 1 Random Number Shift Processing] As shown in Figure 30, in the Special Feature 1 random number shift processing (S1209), first, the number of reserved balls in Special Feature 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first Special Feature reserved memory unit is shifted one position lower (S2002). Then, "0" is set in the highest address space of the first Special Feature reserved memory unit (S1803), and this process is completed.
[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 RAM output buffer to start the variation display of the first special symbol.
[0183] [Special symbol variation processing] As shown in Figure 31, in the special symbol variation processing (S1104), it is first determined whether the variation time for the special symbol, that is, the variation time determined according to the variation pattern selected in 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 is terminated without performing the processes from S1902 onwards. As a result, the variation display of the special symbol continues.
[0184] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), the fluctuation stop command is set (S1902). Then, it is determined whether the probability variation flag is ON or not (S1903), and if it is ON (YES in S1903), the probability variation counter is decremented by 1 (S1904), and it is determined whether the value of the probability variation counter is "0" or not (S1905). If it is determined that the probability variation counter is "0" (YES in S1905), the probability variation flag is turned OFF, and the process moves to S1907. The high probability state (probability variation state) ends with the process of S1906. On the other hand, if it is determined in S1903 that the probability variation flag is not ON (NO in S1903), or if it is determined in S1905 that the probability variation counter is not "0" (NO in S1905), the process moves to S1907.
[0185] In S1907, it is determined whether the time-saving flag is ON or NOT ON (S1907). If it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter, which counts the number of times the special symbols were displayed during the time-saving state, is deducted by 1 (S1908). Then, it is determined whether the value of the time-saving counter is "0" or NOT ON (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 high base state) ends with the processing in 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 processes are performed, such as stopping the special symbol display (ending the display of the special symbol's movement) based on the display result corresponding to the determination result of the special symbol win / failure judgment random number and the jackpot type determination random number (S1912), and this process is completed. When the game control microcomputer 81 stops (ends) the display of the special symbol's movement, it sets the stop display time (stop display period) for the special symbol (stopped symbol). Then, when the set stop display time (stop display period) has elapsed, the special symbol confirmation process (S1106) is performed.
[0187] Furthermore, the main control unit 80 (game control microcomputer 81) that performs processes (S1906, S1910) to turn off the probability variation flag based on the probability variation counter value becoming "0", or to turn off the time reduction flag based on the time reduction counter value becoming "0", functions as a "game state control means".
[0188] [Special Symbol Confirmation Process] As shown in Figure 32, in the special symbol confirmation process (S1106), first, it is determined whether the jackpot flag is ON or not (S2001). If the jackpot flag is ON (YES in S2001), then it is determined whether the type of confirmed jackpot (this jackpot) is a 10R jackpot or not (S2002). If it is determined that it is a 10R jackpot (YES in S2002), the value of the round counter, which 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 jackpot is not a 10R jackpot (NO in S2002), the type of confirmed jackpot (this 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, the opening pattern for the large prize slot is set according to the type of jackpot that has been confirmed (S2009), and the process moves to S2010. As mentioned above, the opening pattern for the large prize slot is determined according to the type of jackpot (see Figure 6), so in S2009, the opening pattern for the large prize slot corresponding to the jackpot that has been confirmed is set. Then, the opening operation of the large prize slot 30 based on the opening pattern set in S2009 is executed in the jackpot game (special game).
[0190] In S2010, the opening command for a jackpot is set in order to start a jackpot game (S2010). In this embodiment, there are a total of five types of opening commands: a first opening command corresponding to a 10R first jackpot, a second opening command corresponding to a 5R second jackpot, a third opening command corresponding to a 5R third jackpot, a fourth opening command corresponding to a 10R fourth jackpot, and a fifth opening command corresponding to a 10R fifth jackpot.
[0191] In S2010, an opening command is set according to the type of jackpot (the jackpot to start) that has been confirmed this time. The main control unit 80 (game control microcomputer 81) then transmits the set opening command to the sub-control unit 90 at a predetermined timing via output processing (S201). Upon receiving the opening command, the sub-control unit 90 performs the execution of a predetermined opening sequence based on the opening command.
[0192] Next, the opening period for 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 is completed.
[0193] The opening period is the period before the initial opening of the big prize slot in a jackpot game, and after the display time (display period) of the special symbol (performance symbol) that stopped on the jackpot symbol has elapsed. During this period, the display of the special symbol (performance symbol) is not permitted. The opening period is also called the "start period," and the performances performed during the opening period (start period) are also called the "opening performance" or "start performance."
[0194] In this embodiment, the opening period (opening time) is determined by the type of jackpot that has been confirmed and the game state when the jackpot is confirmed (when the jackpot symbols are displayed), and the opening period can be specified by the opening command mentioned above. Therefore, the sub-control unit 90 that receives the opening command can perform an opening sequence based on the type of jackpot and the opening period specified by the opening command. The length of the opening period (opening time) is generally set to be long enough to allow the player to recognize that a jackpot game has started, and can be, for example, longer than the jackpot display time. In addition, the length of the opening period (opening time) may be varied depending on the game state when a jackpot occurs and the type of jackpot.
[0195] The main control unit 80 (game control microcomputer 81) that executes the special symbol waiting process (S1102), the special symbol variation process (S1104), and the special symbol confirmation process (S1106) functions as a "variable game execution means." Furthermore, when these processes (S1102, S1104, and S1116) are executed for the first special symbol, the main control unit 80 (game control microcomputer 81) functions as a "first variation display execution means," and when these processes are executed for the second special symbol, the main control unit 80 (game control microcomputer 81) functions as a "second variation display execution means."
[0196] [Special Electric Mechanism Processing (Big Win Game)] As shown in Figure 33, in the special electric bonus processing (S1107), first, it is determined whether the probability variation flag is ON or not (S2101). If it is determined that the probability variation flag is ON (YES in S2101), the probability variation flag is turned OFF (S2102), and then it is determined whether the time reduction flag is ON or not (S2103). If it is determined in S2103 that the time reduction flag is ON (YES in S2103), the time reduction flag is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined in S2101 that the probability variation flag is not ON (NO in S2101), the probability variation flag is OFF, so the process proceeds to S2103 without performing the S2102 process. Also, if it is determined in S2103 that the time reduction flag is not ON (NO in S2103), the time reduction flag is OFF, so the process proceeds to S2105 without performing the S2104 process. In other words, during a jackpot game, the game is controlled to be in 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 be in a low base state during a jackpot game.
[0197] Next, it is determined whether the jackpot completion flag is ON or OFF (S2105). The jackpot completion flag is a flag that indicates that all the operation processing of the jackpot winning device 31 (the opening processing of the jackpot winning opening 30) has been completed (the jackpot game has ended). If the jackpot completion flag is not ON (NO in S2105), it is then determined whether or not it is the start of a round (S2106). This is determined based on the jackpot winning opening pattern set for each type of jackpot as described above. For example, if it is before the start of the first round, it is determined by whether or not the opening period has ended and the first opening processing of the first round has been executed. If the first round has already started, it is determined by whether or not the previous round has ended and the predetermined interval period has ended.
[0198] If it is determined in S2106 that it is time to start a round (YES in S2106), the round start command for the corresponding round is set (S2107), and the big prize opening process is performed (S2108). As a result, the big prize opening 30 opens and the predetermined round begins. Note that in S2107, a round start command is set that can specify the round to start, such as "1R Start Command" for the start of the first round, and "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 in S201. In the big prize opening process in S2108, the opening / closing member 32 is operated (opened) to open the big prize opening 30 based on the big prize opening pattern determined according to the type of jackpot being executed, that is, the big prize opening pattern set in S2009 above.
[0199] If it is determined in S2106 that it is not the start of a round (NO in S2106), the process proceeds to S2112. Examples of when it is determined that it is not the start of a round include the opening period before the start of a round, during a round of gameplay, and during the interval period after the end of a round of gameplay (while the big prize slot is being closed).
[0200] In S2112, it is determined whether or not the big prize opening operation is in progress, that is, whether or not the big prize opening opened by the process in S2108 is still open (round game in progress) (S2112). If it is determined that the big prize opening operation is not in progress (round game in progress) (NO in S2112), the process moves to S2116, and if it is determined that the big prize opening operation is in progress (round game in progress) (YES in S2112), it is determined whether or not the termination condition for the ongoing round game (round termination condition) has been met (S2113).
[0201] In this embodiment, the round termination conditions are defined as follows: (1) the time the designated opening time of the big prize slot in the ongoing round game (for example, 25 seconds), i.e., the execution time of the round game, has elapsed; and (2) a predetermined number of game balls (for example, 10 balls) have entered the big prize slot in the ongoing round game. When either of these conditions is met first, the round termination condition is met based on the condition that was met first. If it is determined in S2113 that the round termination condition has not been met (NO in S2113), the process ends.
[0202] If it is determined in S2113 that the round end condition has been met (YES in S2113), the round end command for the corresponding round is set (S2114), and the process proceeds to S2115. In S2114, a round end command that can specify the round ending is set, such as "1R End Command" for the end of the first round, or "2R End Command" for the end of the second round. The set round end command is sent to the sub-control unit 90 by the output processing in S201.
[0203] In S2115, the large prize opening closing process is performed, and the opening / closing member 32 of the large prize opening 30 is operated (closed), closing the large prize opening 30 (S2115). In addition, the large prize opening closing process (S2115) sets the closing time, i.e., the interval time, for keeping the large prize opening 30 in the closed state.
[0204] Next, in S2116, it is determined whether or not the interval time has elapsed (S2116). If it is determined that the time has not elapsed (the interval period is still ongoing) (NO in S2116), the process ends. 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). If it is determined that the value of the round counter is not "0" (NO in S2118), the process ends. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2118), the process ends by setting the ending command for the jackpot (S2119), starting the ending period for the jackpot (S2120), turning on the jackpot end flag (S2121), and ending the process. The round counter value will reset to "0" once all rounds of the winning game have finished.
[0205] In S2119, an ending command is selected from a predetermined set of ending commands, depending on the game state at the time of the jackpot, the type of jackpot, the game state after the jackpot, etc., and the selected command is set. The type of ending command set determines the ending period (ending time) that is executed (set). The ending period is the period set after all opening operations of the large prize slot 30 in the jackpot game have been completed, and before the display of special symbols (effect symbols) becomes possible. The ending period is also called the "end period". During the ending period (end period), the large prize slot 30 is in a closed state. The effects that are executed during the ending period (end period) are also called the "ending effects" or "end effects".
[0206] The main control unit 80 (microcomputer 81 for game control) transmits the ending command set in S2119 to the sub-control unit 90 at a predetermined timing via output processing (S201). Upon receiving the ending command, the sub-control unit 90 performs the execution of a predetermined ending sequence 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, that is, whether the timing for the end of the ending period started in the S2120 process described above has arrived (S2122). 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 state setting process (S2124) described later 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 waiting process (S1102) will be executed again as the special symbol operation process (S207).
[0208] The main control unit 80 (microcomputer 81 for game control) that performs the above special electric mechanism processing (S1107) functions as a "special game execution means".
[0209] [Game state setting process] As shown in Figure 34, in the game state setting process (S2124), first, it is determined whether the jackpot game that has just ended is related to a probability variation jackpot (S2201). In this embodiment, as mentioned above, there are three types of probability variation jackpots: 10R 1st jackpot, 5R 2nd jackpot, and 10R 4th jackpot. Therefore, in S2201, it is determined whether the game that has just ended is one of these three types. If it is determined that the game that has just ended is a probability variation jackpot (YES in S2201), the probability variation flag is turned ON (S2202), the probability variation counter is set to "10,000" (S2203), the time reduction flag is turned ON (S2204), the time reduction counter is set to "10,000" (S2205), and the process is completed.
[0210] Here, the value set in the probability variation counter is the number of times the special symbol win / loss judgment can be performed in high probability mode. In this embodiment, the value of "10,000" (10,000 times) set is, considering the probability of a big win in high probability mode, the operating hours of the arcade, and the number of special symbol win / loss judgments that can be performed within those operating hours, essentially guaranteeing the high probability mode until the next big win occurs or until the end of business hours. Therefore, it can be said that when the game state is set to high probability mode, the high probability mode is guaranteed until the next big win occurs (it is essentially the same thing). Also, when the probability variation flag is ON, the time reduction counter is similarly set to "10,000", so it can be said that the time reduction mode (open extension mode) is set while this high probability mode is set. In other words, when the big win game related to the probability variation big win ends, the game state becomes the "high probability high base mode" (second game state). In addition, as in this embodiment, the probability variation counter and the time reduction counter may be set to the value "10,000" to effectively set a high probability and high base state until the next big win, or if the probability variation flag and the time reduction flag are ON, a control system may be adopted that sets a high probability and high base state until the next big win occurs without setting values in the counters.
[0211] On the other hand, if it is determined in S2201 that it is not a probability variation jackpot (NO in S2201), that is, if the jackpot game that has ended is related to a non-probability variation jackpot (normal jackpot), the process ends by turning on the time reduction flag (S2206) and setting the time reduction counter to "100" (S2207) without turning on the probability variation flag. In this embodiment, as mentioned above, there are two types of non-probability variation jackpots (normal jackpots): the 5R third jackpot and the 10R fifth jackpot. When a jackpot game related to either of these two types ends, the game state becomes the "low probability high base state" (first game state). The low probability high base state ends when either of the following conditions is met: the special symbol variation display is performed 100 times (the special symbol win / loss judgment is performed 100 times), or the next jackpot occurs.
[0212] The time-saving counter and the probability-changing counter count the total number of times the first special symbol is displayed and the second special symbol is displayed. The values set for the time-saving counter and the probability-changing counter are not limited to this embodiment and can be arbitrarily determined considering the gameplay, payout performance, specifications, etc. of this pachinko game machine 1.
[0213] The main control unit 80 (microcomputer 81 for game control) that performs the above game state setting process (S2124) functions as a "game state control means".
[0214] [Handling of held balls] As shown in Figure 11, the game control microcomputer 81 performs the reserved ball count processing (S208) following the special symbol operation processing (S207). As shown in Figure 35, in the reserved ball count processing (S208), first, the reserved ball counts for special symbol 1, special symbol 2, and normal symbol reserved balls stored in the RAM of the main control board 80 are read (S2501). Next, the data for the reserved ball count (a reserved ball count command for transmitting information indicating the number of reserved balls to the sub-control board 90, etc.) is set in the RAM output buffer (S2502). This data related to the reserved ball count (reserved ball count command) is output by the output processing (S201) in the next interrupt processing (S105), and for each interrupt processing, the data related to the reserved ball count (reserved ball count command) is set in the output buffer (S2502) and output processing (S201) is performed sequentially.
[0215] When the sub-control unit 90 receives a reserved ball count command, if it determines that there has been an increase or decrease in the number of reserved balls in the special feature based on the received reserved ball count command, it updates the display content of the performance reserved display area (first performance reserved display area 9c, second performance reserved display area 9d, variable reserved display area 9e) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls in special feature 1 increases by 1 from "3" to "4", the first performance reserved 9a corresponding to the increased number of reserved balls in special feature 1, "4", is added and displayed in the first performance reserved display area 9c. Furthermore, when the number of reserved balls in Special Feature 1 decreases by 1 from "2" to "1" (i.e., when the first reserved ball in Special Feature 1 is consumed), the first reserved ball 9a displayed at the left end of the first reserved ball display area 9c (corresponding to the number of reserved balls in Special Feature 1 being "1", see Figure 3) is moved to the variable reserved ball display area 9e (see Figure 3), and accordingly, the first reserved ball 9a displayed in the first reserved ball display area 9c is moved (shifted) by one to the left (in the direction of decreasing reserved ball count).
[0216] Furthermore, the data for the number of special symbol reserved balls when the number of special symbol reserved balls is increased, that is, the data for the number of special symbol reserved balls associated with the occurrence of a starting ball entry (starting win), may be included in the aforementioned starting ball entry command, or a reserved ball count command showing the number of special symbol reserved balls after addition (after starting ball entry) may be set in the output buffer together with the starting ball entry command. Also, the data for the number of reserved balls when the number of special symbol reserved balls is decreased, that is, the data for the number of special symbol reserved balls associated with the start of the special symbol variation (consumption of special symbol reserved balls), may be included in the aforementioned variation start command, or a reserved ball count command showing the number of special symbol reserved balls after subtraction (after consumption of special symbol reserved balls) may be set in the output buffer together with the variation start command.
[0217] [Power outage monitoring process] As shown in Figure 11, the game control microcomputer 81 performs power outage monitoring processing (S209) following the processing of the number of reserved balls (S208). As shown in Figure 36, in the power outage monitoring processing (S209), it first determines whether or not a power outage signal is input (S2601), and if there is no input (NO in S2601), the processing ends. On the other hand, if a power outage signal is input (YES in S2601), data regarding the current state of the game machine (whether or not it is in a probability variation mode, whether or not it is in a winning game, how many reserved balls there are, how many remaining variations there are in probability variation / short time mode, etc.) is stored in RAM (S2602), the power outage flag is turned ON (S2603), and then the loop processing continues without returning to the interrupt processing (S105).
[0218] [Sub-control main processing] Next, the operation of the microcontroller 91 for performance control (control processing by the sub-control unit 90) will be explained based on Figures 37 to 43. Note that the counters, flags, status, buffers, timers, etc. that appear in the explanation of the operation of the microcontroller 91 for performance control are located in the RAM of the sub-control board 90 (sub-control unit).
[0219] When the power to the pachinko game machine 1 is turned on, the microcontroller 91 for performance control reads the sub-control main processing program shown in Figure 37 from the ROM of the sub-control board 90 and executes it. As shown in the same figure, the sub-control main processing first performs CPU initialization processing (S4001). In CPU initialization processing (S4001), the stack is set, constants are set, CPU 92 is set, SIO, PIO, CTC (interrupt time controller), etc., and various flags, status and counters are reset.
[0220] Next, in S4002, it is determined whether the power-off signal is ON and whether 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 process proceeds to S4004. On the other hand, if the result of this determination is YES (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. In other words, 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, but if the power-off signal is ON due to a power outage or the like, but the contents of the RAM are normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, the values of various flags, statuses, and counters are reset.
[0221] Note that the processes S4001 to S4003 are executed only once after power-on (when power is turned on) and are not executed thereafter. In this embodiment, the performance control microcontroller 91 also performs the same process as the power outage monitoring process (S209) by the game control microcontroller 81 shown in Figure 11. When a power outage signal is turned ON due to a power outage, the data related to the performance control at that time is stored in the RAM of the sub-control board 90. In other words, the data related to the performance control in the event of a power outage is backed up. Therefore, unless the RAM of the sub-control board 90 is initialized (S4003) when power is turned on after a power outage (when power is restored), the state of the performance control by the performance control microcontroller 91 will return to the state before the power outage occurred.
[0222] In S4004, interrupts are disabled. Next, the random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters used to determine the effects are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers used to determine the effects include random numbers used to determine the type of effect (variable effect pattern) of the effect symbols to be executed, random numbers used to determine the preview effect, and random numbers used to determine the effect symbols. The method for updating the random numbers can be the same as the random number update process performed by the main control board 80 described above. Note that when updating the random numbers, instead of adding 1 to the random value, it may be added in increments of 2, etc.
[0223] Random numbers for determining the performance are acquired at predetermined timings. These timings can be, for example, when a control signal (start ball entry command) is sent from the main control board 80 to notify that a ball has entered the starting position, when a control signal (start variation command) is sent from the main control board 80 to notify that a variation has started, or when determining the variation performance pattern described later. The acquired random numbers for determining the performance are stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.
[0224] Once the random number seed update process (S4005) is completed, the 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 corresponds to the command transmission 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 a command executes various effects (such as effect symbol game effects and special game effects) using various effect devices (image display device 7, speaker 67, panel lamp 5, frame lamp 66, and movable decorative member 14, etc.) according to the received command.
[0225] The microcontroller 91 for performance control then enables interrupts (S4007). From here on, steps S4004 to S4007 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4008), 2ms timer interrupt processing (S4009), and 10ms timer interrupt processing (S4010). By executing these control processes, it becomes possible to control the display of performance patterns and other elements displayed on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative elements, and control the sound output from the speaker.
[0226] [Receive interrupt handling] As shown in Figure 38, in the receive interrupt processing (S4008), it is determined whether the strobe signal (STB signal) is ON or NOT ON, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input of the microcontroller 91 for performance control (S4101). 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 process ends. This receive interrupt process (S4008) is executed in priority over other interrupt processes (S4009, S4010).
[0228] [2ms Timer Interrupt Processing] The 2ms timer interrupt processing (S4009) is executed whenever an interrupt pulse with a period of 2 msec is input to the sub-control board 90. As shown in Figure 39, the 2ms timer interrupt processing (S4009) first performs input processing to create switch data (edge data and level data) based on detection signals from the performance button detection switches 63c and 63d (S4201). Next, it performs lamp data output processing (S4202) to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) to output drive data for driving the movable decorative member 14 (electrical drive source). Note that the lamp data and drive data are created in the 10ms timer interrupt processing described later. Finally, it performs watchdog timer processing to reset the watchdog timer (S4204).
[0229] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4010) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in Figure 40, the 10ms timer interrupt processing (S4010) first performs the received command analysis processing (S4302), which will be described later. Next, it performs switch state acquisition processing (S4303) to store the switch data created in the 2ms timer interrupt processing as switch data for the 10ms timer interrupt processing in the RAM of the sub-control board 90, and then performs switch processing (S4304) to set the display content of the display screen 7a based on the stored switch data. After that, it performs other processing such as creating lamp data (data that controls the lighting of the panel lamp 5 and frame lamp 66) and updating the random number for determining the effects (S4305).
[0230] [Received command parsing process] As shown in FIG. 41, in the received command analysis process (S4302), first, it is determined whether a start ball entry command has been received from the main control board 80 (S4390). If it is determined that the start ball entry command has not been received (NO in S4390), the process proceeds to the process of S4401. If it is determined that the start ball entry command has been received (YES in S4390), the production hold information storage process (S4395) and the hold icon preview process (S4400) are performed, and then the process proceeds to the process of S4401.
[0231] The production hold information storage process (S4395) stores various information (game information such as a pre-judgment result, a jackpot type determination random value, a variation pattern random value, etc.) included in the start ball entry command (Special Figure 1 start ball entry command or Special Figure 2 start ball entry command) received in S4390 in a predetermined production hold 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 figure hold balls at the time of transmission and reception (command generation) of the start ball entry command. For example, when the received start ball entry command is a Special Figure 1 start ball entry command corresponding to the hold ball number "4" of Special Figure 1, information such as the pre-judgment result and the winning type included in the Special Figure 1 start ball entry command is stored as Special Figure 1 production hold information in the area corresponding to the hold number 4 in the Special Figure 1 production hold information storage area.
[0232] The production hold information thus stored is used for executing various productions such as a variation production, a preview production, and a production mode, which will be described later. The stored content (production hold information) of the production hold information storage area in the sub-control board 90 is the same as the stored content (acquired information) of the special figure hold memory unit (First Special Figure Hold Memory Unit, Second Special Figure Hold Memory Unit) in the main control board (main control unit) 80 described above. From this, the production hold information storage area of the sub-control board 90 can also be said to be an "acquired information storage means (simply referred to as a'memory means')."
[0233] Furthermore, the performance hold information is also called "pre-read information," the performance hold information for Special Figure 1 is also called "first pre-read information," and the performance hold information for Special Figure 2 is also called "second pre-read information." In addition, the performance hold information storage area (acquired information storage means) is also called "pre-read information storage means," the performance hold information storage area for Special Figure 1 is also called "first pre-read information storage means," and the performance hold information storage area for Special Figure 2 is also called "second pre-read information storage means."
[0234] The hold icon notification processing (S4400) is a process related to the hold icon notification, which is a type of notification effect based on the performance hold information (pre-determination result) stored in S4395. The hold icon notification is an effect that displays the performance hold (hold icon, active hold icon) displayed in the performance hold display area (first performance hold display area 9c, second performance hold display area 9d) or the variable hold display area 9e of the display screen 7a in a display manner different from the normal one (also called the "notification display manner") and suggests the possibility (expectation level) of a big win based on the notification display manner. The hold icon notification is also called the "hold change notification". The hold icon notification processing (S4400) will be described later.
[0235] In S4401, it is determined whether or not a variation start command has been received from the main control board 80 (S4401). If it is determined that a variation start command has been received (YES in S4401), the variation effect start process (S4402), described later, is performed and the process moves to S4403. If it is determined that a variation start command has not been received (NO in S4401), the process moves to S4405 without performing the process in S4402.
[0236] In S4403, it is determined whether or not a variation stop command has been received from the main control board 80 (S4403). If it is determined that a variation stop command has been received (YES in S4403), the variation performance termination process is performed to stop the display of the performance symbols and end the variation performance (S4404). In the variation performance termination process (S4404), a variation performance termination command to stop the display of the performance symbols 8 and end the variation performance is set in the sub-output buffer. When the set variation performance termination command is sent to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 stops the display of the performance symbols 8 that were being displayed in a variation on the display screen 7a of the image display device 7 and ends the variation performance (performance symbol game performance). On the other hand, if it is determined in S4403 that a variation stop command has not been received (NO in S4403), the process proceeds to S4405 without performing the process in S4404. The term "variable effects" refers to various effects that occur in conjunction with the variable display of special symbols, such as the variable display of the 8 symbol and the reach effect.
[0237] In S4405, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4405). Jackpot game-related commands are commands sent from the main control board 80 when executing a jackpot game, and specifically include the opening command sent when the jackpot game starts (when a jackpot occurs) (see S2010), the round start command sent when a round starts (see S2107), the round end command sent when a round ends (see S2114), and the ending command sent when the jackpot game ends (see S2119). In S4405, it is determined whether or not any of these jackpot game-related commands has been received. If it has not been received (NO in S4405), the process proceeds to S4407. If it has been received (YES in S4405), processing related to the execution of the performance (jackpot game-related performance) according to the type of command received is performed (S4406).
[0238] For example, if the received command is an opening command, an opening performance command that specifies an opening performance according 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 performance command that specifies a round performance according to the round specified based on the command is set in the sub-output buffer. If it is an ending command, an ending performance command that specifies an ending performance according to the type of jackpot specified based on the command is set in the sub-output buffer. When these various performance commands related to the jackpot are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes performances related to the jackpot game, such as opening performances and round performances, on the display screen 7a of the image display device 7 according to the progress of the jackpot game.
[0239] Finally, the process of S4407 is performed to end this process. In S4407, as other processes, for example, processes based on other received commands (for example, a normal symbol variation start command and a normal symbol variation stop command) excluding the various commands described above are performed (S4407).
[0240] [Variable Performance Start Process] Next, the variable performance start process (S4402) executed in the received command analysis process (S4302) will be described. As shown in FIG. 42, in the variable performance start process (S4402), first, a random number process for performance determination is performed to obtain various random numbers for performance determination, such as a random number for variable performance determination, a random number for preview performance determination, and a random number for performance symbol determination (S4501). In this embodiment, the process of S4501 is performed at the timing of receiving the variable start command from the main control unit 80, and a predetermined value (acquired information) is obtained from each random number. Based on this obtained value (acquired information), the mode of the performance symbol game performance (variable performance) to be executed, the mode of the preview performance, the performance symbol to be stopped and displayed, etc. are determined.
[0241] Next, in S4502, the variation start command received in the aforementioned S4401 is analyzed (S4502). The variation start command includes a variation pattern specification command (information specifying the variation pattern) that specifies the variation pattern selected in the variation pattern selection process for the first special symbol or the second special symbol. The information specifying the variation pattern includes the variation pattern information (P1 to P22) shown in FIG. 9, game state information specifying the current game state, the determination result of the first special symbol hit determination or the second special symbol hit determination, symbol information specifying the jackpot type, etc. (see FIG. 8). Also, since there are variation pattern specification commands corresponding to the first special symbol and those corresponding to the second special symbol, by analyzing the variation pattern specification command, it becomes possible to determine whether the performance symbol game performance (variation display of the performance symbol) to be started this time pertains to Special Figure 1 or Special Figure 2. Note that the variation pattern information, game state information, symbol information, etc. can also be used in other processes other than the variation performance start process to be executed hereafter.
[0242] Next, in S4503, the current mode status is referred to (S4503). The mode status is for determining the performance mode to be executed. The mode status is set to any value from "1" to "5", and each value is assigned to performance modes A to E. Specifically, mode status "1" corresponds to performance mode A, mode status "2" corresponds to performance mode B, mode status "3" corresponds to performance mode C, mode status "4" corresponds to performance mode D, and mode status "5" corresponds to performance mode E. By referring to the current mode status, it becomes possible to specify the current performance mode.
[0243] Here, the production mode refers to the production format (production environment) when the variable game is executed. When the production mode is different, some or all of the production modes of various productions such as the background of the display screen 7a, variable production, reach production, and preview production are different. Specifically, the display mode of the production symbol 8 (for example, symbol design, number design, etc.) is different, or the characters, items, and background images that appear are different. Some or all of the production images displayed on the image display device 7 are different depending on the production mode. Also, the production symbol game production and the big win game production can be executed in a mode corresponding to the production mode. When providing a plurality of game productions (preview production, reach production, round production, etc.), different game productions can be executed depending on the production mode.
[0244] In this embodiment, production mode A and production mode B are production modes that can be executed when the game state is the low probability and low base state, production mode C is a production mode that can be executed when the game state is the low probability and high base state, production mode D is a production mode that can be executed when the game state is the high probability and high base state, and production mode E is a production mode that can be executed in either the low probability and high base state or the high probability and high base state. Therefore, when the production mode is any one of "A" to "D", the player can grasp whether the current game state is the low probability and low base state, the low probability and high base state (time shortening state), or the high probability and high base state (probability variation game state) by checking the production mode. On the other hand, when the production mode is "E", it is difficult (impossible) for the player to grasp (discriminate) whether the current game state is the low probability and high base state (time shortening state) or the high probability and high base state (probability variation game state) even by checking the production mode. In that sense, production mode E can be said to be the "game state non-notification mode".
[0245] Next, in S4504, a variable performance pattern determination table (not shown) is set to determine the pattern of the variable performance (variable performance pattern) to be performed using the image display device 7 (performance symbols) (S4504). Specifically, the variable performance pattern determination table to be used is set based on the mode status (current performance mode) referenced in S4503 and the variable pattern specification command received from the main control unit 80. For example, if the variable pattern information specified by the received variable pattern specification command is "P1 (variable pattern P1)" (see Figure 9), the jackpot variable performance pattern determination table corresponding to the current performance mode is set as the variable performance pattern determination table. In this embodiment, multiple variable performance pattern determination tables corresponding to performance modes (mode status) are pre-stored in the ROM of the sub-control board 90, so in S4504, a table corresponding to the mode status (current performance mode) referenced in S4503 is selected and set from among these variable performance pattern determination tables.
[0246] The variable performance pattern determination table is primarily used to determine the execution method of the performance symbols in the game (such as the variation method of the performance symbols). Multiple variable performance pattern determination tables (not shown) corresponding to the performance mode (mode status) are pre-stored in the ROM of the sub-control board 90. In S4504, from among these variable performance pattern determination tables, the table corresponding to the mode status (current performance mode) referenced in S4503 is selected and set.
[0247] Next, in S4505, based on the random number for determining the variation effect obtained in S4501 and the variation effect pattern determination table set in S4504, a variation effect pattern that matches the specified variation pattern is selected and set (S4505). The variation effect pattern mainly sets the variation mode of the effect symbol 8 displayed in the effect symbol display area 7b (execution mode of the effect symbol game effect). This determines whether a reach effect is executed (reach-enabled variation effect), whether a reach effect is not executed (normal variation effect), etc., in the effect symbol game effect (variation effect). In addition to the variation mode of the effect symbol 8, the variation effect pattern also includes the execution mode (effect pattern) of display effects, sound effects, light effects, movable effects, etc. that are executed in conjunction with the variation display of the effect symbol 8, and whether or not these effects are executed is also determined. For this reason, the variation effect can be said to include the display effects, sound effects, light effects, movable effects, etc. that are executed in conjunction with the variation effect.
[0248] A "reach" animation refers to a sequence of events where, for example, when the result of a special symbol win / loss judgment indicates a jackpot, there is a display pattern for the three animation symbols 8L, 8C, and 8R that is identical (a repeating number) (jackpot pattern, specific pattern). In this sequence, two of the three animation symbols 8L, 8C, and 8R (for example, the first and second stop symbols) stop (temporarily stop) as symbols that constitute the jackpot pattern (also called "reach symbols" or "reach pattern"), while the remaining symbol (for example, the third stop symbol) continues to change (also called "reach state"). The animation then indicates whether or not the remaining animation symbol will stop and display as a symbol that completes the jackpot pattern. This reach animation effectively heightens the anticipation of players aiming for a jackpot.
[0249] In S4505, based on the random number for determining the performance symbols obtained in S4501 and the stop symbol determination table (not shown), the performance symbol 8 (also called the "stop performance symbol") to be displayed as a stop is determined and set. There are two types of stop displays: temporary stop display and confirmed stop display. Temporary stop means that the scrolling display (fluctuating display) of the performance symbol 8 is temporarily stopped (paused), and the performance symbol 8 is displayed at a predetermined stop position on the display screen 7a (for example, the performance symbol display area 7b) with a slight movement that allows its numbers, characters, etc., to be recognized. This slight movement is also called "wobbling fluctuation." On the other hand, confirmed stop means that the scrolling display (fluctuating display) of the performance symbol 8 is finished, and the performance symbol 8 is displayed completely stopped at a predetermined stop position on the display screen (for example, the performance symbol display area 7b) with a number, characters, etc., that can be recognized. When the performance symbol 8 undergoes a fluctuation display and then comes to a definitive stop, the display result of that fluctuation display (the result of the fluctuation performance) is definitively displayed (definitive display) (derived display). Therefore, the performance symbol 8 can be temporarily stopped once or multiple times until it comes to a definitive stop.
[0250] The stopping symbols determined (selected) in S4505 are the symbols that temporarily stop (also called "temporary stopping symbols") and the symbols that stop definitively (also called "definitive stopping symbols"). Specifically, the symbols that stop (definitively stop) as a result of the variation effect, i.e., the definitive stopping symbols, are determined when the result of the special symbol win / loss judgment is a miss. If the miss is a miss with a reach, one of the three symbols 8L, 8C, and 8R such as "787" will be a scattered combination (also called a "reach miss") that is different from the other symbols. If it is a miss without a reach, at least one of the three symbols 8L, 8C, and 8R such as "635" will be a scattered combination (also called a "completely scattered combination") that is different from the other symbols. Furthermore, in a low probability / low base state, if the result of the special symbol win / loss judgment is a jackpot, the result will generally be a sequence of numbers other than "777", and if that jackpot is a 10R first jackpot, it may be a sequence of "777". Also, in a low probability / high base state or a high probability / high base state, if the result of the special symbol win / loss judgment is a jackpot, the result will generally be a sequence of numbers other than "777", and if that jackpot is a 10R fourth jackpot, it may be a sequence of "777". Thus, a sequence of "777" is a guaranteed outcome for a 10R probability-changing jackpot, which can be said to be the most advantageous jackpot for the player. Note that the aforementioned stopping display of the 8th effect symbol is just one example, and what is displayed as the stopping effect symbol when a jackpot occurs can be changed as appropriate.
[0251] The pachinko game machine 1 of this embodiment is provided with the following as variations in the pattern of the effect symbols 8 (variation effect patterns): normal reach effect, super reach effect, character effect, etc. In S4505, based on the variation effect pattern determination table, it is determined which of these effects will be performed, or whether none of these effects will be performed (this is also called "normal variation" or "regular variation"). Hereinafter, a normal reach may be referred to as "NR reach," and a super reach may be referred to as "SP reach."
[0252] For example, when a reach-inducing variation animation is performed, one of the reach animations is set based on the variation pattern specification command and the variation animation pattern determination table. Here, when an SP reach animation is performed, it is set to have a higher probability of resulting in a jackpot compared to when an NR reach animation is performed. In other words, the SP reach animation is a game animation with a higher probability of resulting in a jackpot (jackpot expectation) compared to the NR reach animation.
[0253] In this embodiment, when the sub-control board 90 receives a variation pattern specification command from the main control board 80, specifying a variation pattern with a variation time of 30,000 ms or more (see Figure 9), a reach animation (reach-enabled variation animation) may be set (executed) based on the command. Of these, if the variation time is 30,000 ms, the NR reach animation is set (executed) as the reach animation (NR reach variation animation), and if the variation time is 45,000 ms or more, the SP reach animation is set (executed) as the reach animation (SP reach variation animation). In this embodiment, multiple animation patterns (reach animation patterns) are provided for both the NR reach animation and the SP reach animation, and one of the animation patterns is set (executed) depending on the variation time (30,000 ms or more) for which the reach animation can be executed. The number of types of reach animations (reach animation patterns) can be arbitrarily determined.
[0254] Here, the variation display of the performance symbols 8 is basically performed as follows. That is, after the three performance symbols 8L, 8C, and 8R begin to vary, the variation speed of all symbols becomes high and approximately constant, and then, after a predetermined time (for example, 9 seconds) has elapsed, the variation speed of the first stop symbol (left performance symbol 8L in this embodiment) decreases and the first stop symbol stops (temporarily stops). Next, the variation speed of the second stop symbol (right performance symbol 8R in this embodiment) decreases and the second stop symbol stops (temporarily stops), and finally the variation speed of the third stop symbol (middle performance symbol 8C in this embodiment) decreases and the third stop symbol stops (temporarily stops). After this, the three performance symbols 8L, 8C, and 8R come to a definitive stop, and the display result of the variation display is derived and displayed, and with this, one variation display ends. Based on this flow from the start to the end of the variation display, normal variations and reach effects are performed.
[0255] Specifically, for example, if the special symbol variation time reduction function, which is based on the number of reserved balls or the game state, is not activated (when the variation time reduction function is not activated), and the three performance symbols 8L, 8C, and 8R begin to change, the left performance symbol 8L (first stop symbol) will stop (temporarily stop) after a predetermined time (for example, 9 seconds) has elapsed since the start of the variation, followed by the right performance symbol 8R (second stop symbol) stopping (temporarily stop). At this time, if the left and right performance symbols 8L and 8R stop (temporarily stop) with the same number (reach pattern), a reach is established, and the game then develops into a reach performance. On the other hand, if a reach is not established (i.e., if it is a normal variation), the middle performance symbol 8C (third stop symbol) will stop (temporarily stop) following the stop (temporarily stop) of the right performance symbol 8R (second stop symbol). In this embodiment, during normal reel spinning, the time from the start of the reel spinning of the performance symbol 8 until the third stop symbol (the middle performance symbol 8C in this embodiment) stops (temporarily stops) is approximately 11 seconds. However, in normal reel spinning when the special symbol reel spinning time reduction function is activated, the time from the start of the reel spinning display until the left performance symbol 8L (the first stop symbol) stops (temporarily stops) is shorter than usual (when the reel spinning time reduction function is not activated), and consequently, the time until the right performance symbol 8R (the second stop symbol) and the middle performance symbol 8C (the third stop symbol) stop (temporarily stops) is also shortened.
[0256] Depending on the variable presentation pattern set in S4505 and the preview presentation pattern set in S4506 described later, for example, after the start of the variable display of the presentation symbol 8, the three presentation symbols 8L, 8C, and 8R may stop (temporarily stop) simultaneously at the same time, or all the symbols may continue to change even after exceeding a predetermined time (for example, 9 seconds) until the first stop symbol stops. In such cases, the order and timing of the stop display of the presentation symbols may be different from the modes described above.
[0257] Next, in S4506, a process related to the setting of the preview presentation (preview presentation setting process) is performed (S4506). The preview presentation is a presentation that gives a hint regarding the currently executing variable display or a hint regarding the stored hold (variable display to be executed later). For example, it is a presentation that suggests the possibility that the display result of the currently executing variable display will be a big win mode, or a presentation that suggests the possibility that the display result of the variable display to be executed later will be a big win mode. The preview presentation is also referred to as a "hint presentation". In this embodiment, various preview presentations such as a preview presentation (also referred to as "forward reading preview") based on the presentation hold information (preliminary determination result) stored in S4395 and a preview presentation related to the current (this time) variable display (also referred to as "this variable preview") can be executed. Therefore, in S4506, it is determined whether to execute each preview presentation (execution or not), and the execution pattern (preview presentation pattern) of the preview presentation to be executed is set.
[0258] Specifically, the system determines whether or not to execute a preview animation and the preview animation pattern based on the random number for determining the preview animation acquired in S4501 and the preview animation determination table (not shown) stored in the ROM of the sub-control board 90, and sets the preview animation pattern based on this determination result. Preview animations (suggestive animations) are performed, for example, by displaying an image that suggests the probability of a big win (also called a "preview image" or "suggestive image") on the display screen 7a (also called a "preview display" or "suggestive display"). In addition to display animations (preview displays, suggestive displays), preview animations can also be performed using sound effects, light effects, and movable effects, and combinations of these effects are also possible. Furthermore, the variation preview can also be performed based on the pre-determination result of the special symbol hold.
[0259] Furthermore, the notification effect setting process (S4506) is a process that performs a notification effect (pre-read notification, said variation notification) that can be executed at a predetermined time, including during the variation display (said variation effect), triggered by the start of the variation display (variation effect) of the effect symbol 8. The notification effects processed here do not include the hold icon notification that occurs when a starting ball enters the target. In other words, the process related to setting the hold icon notification that occurs when a starting ball enters the target is performed not in the notification effect setting process (S4506) but in the hold icon notification process (S4400) described later.
[0260] Here, a pre-announcement performance (pre-announcement) that is executed based on the performance hold information (pre-announcement information) is also called a "pre-announcement performance," a pre-announcement performance that is executed based on the special figure 1 performance hold information (first pre-announcement information) is also called a "first pre-announcement performance," and a pre-announcement performance that is executed based on the special figure 2 performance hold information (second pre-announcement information) is also called a "second pre-announcement performance."
[0261] The memory content of the production hold information stored in S4395 (the memory content of the production hold information storage area), the result of the special symbol validity determination specified by the analysis result of the change start command in S4502 (the result of the validity determination related to the current special symbol change display), and the change pattern information of the special symbol specified by the analysis result of the change start command (the change pattern and stop symbol related to the current special symbol change display) determine the preview production pattern set in S4506, that is, the type (preview type), mode, presence or absence, etc. of the preview production to be executed will be different. When executing a preview production at a certain time, among multiple preview productions, one preview production (one type of preview production) may be executed, or two or more preview productions (multiple types of preview productions) may be executed simultaneously.
[0262] Next, in S4507, a change production start command for starting a change production or the like is set in the sub-output buffer based on the change production pattern set in S4505 and the preview production pattern set in S4506 (S4507), and the change production start process is terminated. When the change production start command set in S4507 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads out the change production pattern specified based on the change production start command, that is, the predetermined change production image data corresponding to the change production pattern set in S4505 (image data indicating the start, during change, and stop of the change of the production symbol 8), and the preview production pattern specified based on the change production start command, that is, the predetermined preview production image data corresponding to the preview production pattern set in S4506, from the ROM of the image control board 100, and executes a change production, a preview production, etc. based on the read image data on the display screen 7a of the image display device 7. Also, a change display (flashing display) by two LEDs on the production display 102 is executed. Furthermore, in accordance with the execution of the change production, each production such as a sound production, a light production, and a movable production is executed via the sound control board 106 and the lamp control board 107.
[0263] [Reserved icon preview processing] Next, the suspended icon preview process (S4400) that is executed based on receiving a start input ball command from the main control board 80 (YES in S4390) will be described. As shown in FIG. 43, in the suspended icon preview process (S4400), first, it is determined whether the suspended icon preview flag is OFF (S4601).
[0264] The suspended icon preview flag is a flag indicating whether the suspended icon preview is being executed. When the suspended icon preview is executed, it is turned ON in S4605 described later, and is turned OFF based on the end of the variable display (variable game) corresponding to the special figure suspension (also referred to as "suspension to be previewed") that triggers the execution of the suspended icon preview. For this reason, when the suspended production that was displayed in the preview display mode in the suspended production display area (the first suspended production display area 9c or the second suspended production display area 9d) moves to the variable suspended display area 9e, until the variable display (variable game) corresponding to the suspended production (suspension to be previewed) ends, even if a new suspended production is displayed (additionally displayed) in the suspended production display area (the first suspended production display area 9c, the second suspended production display area 9d), the new suspended production will not be displayed in the preview display mode. Thereby, it becomes possible to give the player a sense of expectation for a big win in the currently executing variable game.
[0265] Note that the suspended icon preview may be turned OFF along with the start (consumption of the special figure suspension) of the variable display (variable game) corresponding to the special figure suspension that triggers the execution of the suspended icon preview. In this case, in a state where the suspended production is displayed in the preview display mode in the variable suspended display area 9e, since the suspended production newly displayed (additionally displayed) in the suspended production display area (the first suspended production display area 9c, the second suspended production display area 9d) can be displayed in the preview display mode, in addition to the currently executing variable game, it also becomes possible to give the player a sense of expectation for the variable game corresponding to the subsequent special figure suspension (suspension to be previewed).
[0266] If it is determined in S4601 that the hold icon notification flag is not OFF (it is ON) (NO in S4601), the process ends without performing any further processing from S4602 onwards, because the hold icon notification is currently being executed. For this reason, in this embodiment, while the hold icon notification is being executed, the hold icon notification targeting newly stored (additionally stored) special symbol hold (later special symbol hold) will not be executed. In other words, two or more performance hold notifications of the notification display type will not be displayed in the performance hold display area. Alternatively, the hold icon notification flag may be omitted, and the hold icon notification targeting later special symbol hold may be executed while the hold icon notification is being executed. In other words, the performance hold display area may be configured to display two or more performance hold notifications of the notification display type.
[0267] On the other hand, if it is determined in S4601 that the hold icon notification flag is OFF (YES in S4601), a determination (lottery) is made as to whether or not to execute the hold icon notification (S4602). In this embodiment, when the game state is a low probability low base state, that is, when the fluctuation display of the first special symbol (also called "first fluctuation game") is mainly executed in a low base state, the hold icon notification by the first performance hold 9a (also called "first hold icon notification") is made available for execution. Furthermore, when the game state is a low probability high base state or a high probability high base state, that is, when the fluctuation display of the second special symbol (also called "second fluctuation game") is mainly executed in a high base state, the hold icon notification by the second performance hold 9b (also called "second hold icon notification") is made available for execution. In response to this, S4602 determines whether or not to execute the first reserve icon notification if the current game state is a low base state, and determines whether or not to execute the second reserve icon notification if the state is a high base state.
[0268] The decision of whether or not to execute the pending icon notification (also called the "pending icon notification execution decision") can be made, for example, based on a pending icon notification execution decision table (not shown). Specifically, for example, a random number for determining the pending icon notification execution decision (e.g., "0 to 99") is set as a random number for determining the performance, and one value is randomly obtained from this random number, and the obtained value (the random value for the pending icon notification execution decision) is used to make a decision based on the pending icon notification execution decision table. The random value for the pending icon notification execution decision can be obtained, for example, at the timing of receiving the start ball entry command (S4390) or at the timing of making the pending icon notification execution decision (S4602).
[0269] If the result of the determination in S4602 is not to execute the pending icon notification (NO in S4603), this process is terminated without performing the processes from S4604 onwards. If the pending icon notification is to be executed (YES in S4603), the execution pattern for the pending icon notification (also called the "pending icon notification pattern") is set (S4604).
[0270] The hold icon notification pattern defines various conditions for executing the hold icon notification, such as the timing of display, the type of notification display, and the number of changes (number of hold changes) when the hold icon is displayed in a notification display manner. The timing of the notification display manner can be, for example, when a starting ball enters (when a new hold icon is displayed in conjunction with the starting ball enters), when the display position of the hold icon corresponding to the target hold moves (shifts) in the direction of decreasing hold count due to the consumption of special symbol hold (also called "preceding hold") stored before the target hold, or when the hold icon corresponding to the target hold moves from the performance hold display area to the variable hold display area (when it changes to an active hold icon).
[0271] In S4604, if the execution of the hold icon notification is determined in the hold icon notification execution determination (S4602), the execution pattern for the first hold icon notification (also called the "first hold icon notification pattern") is set. If the execution of the second hold icon notification is determined, the execution pattern for the second hold icon notification (also called the "second hold icon notification pattern") is set. The first hold icon notification pattern and the second hold icon notification pattern are collectively referred to as the "hold icon notification pattern".
[0272] The hold icon notification pattern set in S4604 can be determined (selected) based on, for example, a hold icon notification pattern determination table (not shown). Specifically, for example, a random number for determining the hold icon notification pattern (e.g., "0 to 99") is set as a random number for determining the performance, and one value is randomly obtained from this random number. By determining the pattern to be executed from among a predetermined number of hold icon notification patterns based on the hold icon notification pattern determination table, the pattern to be executed is determined (selected). The random number for determining the hold icon notification pattern can be obtained, for example, at the timing of receiving the start ball entry command (S4390) or at the timing of determining the hold icon notification pattern (S4604).
[0273] After setting the hold icon notification pattern in S4064, the hold icon notification flag is turned ON (S4605). Then, a hold icon notification command, which instructs the execution of the 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 transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads from the ROM of the image control board 100 image data (performance hold image data, etc.) for the hold icon notification that corresponds 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, and executes the hold icon notification using the read image data on the display screen 7a of the image display device 7 (performance hold display area, variable hold display area).
[0275] The operation (control processing) of the microcontroller 91 for performance control has been described above. Below, we will describe an example of a game performance (performance example) that is executed in cooperation with the image control board 100, sound control board 106, lamp control board 107, etc., under the various control processing performed by the sub-control board 90 (microcontroller 91 for performance control) as described above.
[0276] [Example of presentation 1] Example of presentation 1 is a game presentation that is executed in conjunction with the display of the special symbols when the special symbols are displayed 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 of the game states that can be controlled (set) by this pachinko game machine 1, namely, the low probability low base state (normal game state), the low probability high base state (time-saving state), and the high probability high base state (probability variation state). The following explanation will use the case of execution in the low probability low base state as an example.
[0277] In this example of gameplay, the variation pattern P1, P4, or P8 is selected in the aforementioned Special Symbol 1 variation pattern selection process (S1208). At the start of the variation of the first special symbol based on this selected variation pattern (when the variation start command is received), the variation pattern for the SP reach effect is set in S4505 of the aforementioned variation effect start process (S4402), and the notification effect patterns for the flashing notification and cut-in notification are set in S4506. The variation effect and notification effect are then executed based on these effect patterns. In other words, the gameplay is such that the flashing notification and cut-in notification are executed as variation notifications during a variation effect that includes the SP reach effect.
[0278] In this example, when a special reel variation pattern with a variation time of 75,000 ms is selected, the following special reach effects are available: Character A Reach, which displays a character image representing Character A (also called "Character A Image"), Character B Reach, which displays a character image representing Character B (also called "Character B Image"), and Character C Reach, which displays a character image representing Character C (also called "Character C Image"). The Character A Reach, Character B Reach, and Character C Reach are collectively referred to as "Character Reach." Furthermore, the character images are also called "Specific Images," Character A Image is also called "First Specific Image," Character B Image is also called "Second Specific Image," and Character C Image is also called "Third Specific Image."
[0279] In this example, Character A is a character wearing red clothing (also known as the "red character"), Character B is a character wearing green clothing (also known as the "green character"), and Character C is a character wearing blue clothing (also known as the "blue character"). Therefore, in the character reach sequence, the player will 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] Furthermore, the types (number) of character reaches are not limited to this example; for example, there can be four or more types, such as character D reach, character E reach, etc., in addition to the three types of character reaches mentioned above, or conversely, fewer than three types. Similarly, the types (number) of character images can also 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, fewer than three types. In addition, SP reach effects are not limited to character reaches; they may also be effects in which no characters are displayed (do not appear).
[0281] Here, variations that include SP reach effects and variations that include character reach effects are also called "specific variations," and variations that result in SP reach effects and variations that result in character reach effects are also called "specific variations patterns."
[0282] A variation in the game that includes a character reach is also called a "character reach variation," and a variation in the game that results in a character reach is also called a "character reach variation pattern."
[0283] A variation sequence that includes a Character A reach is also called a "Character A reach variation sequence" or "First specific variation sequence," a variation sequence that includes a Character B reach is also called a "Character B reach variation sequence" or "Second specific variation sequence," and a variation sequence that includes a Character C reach is also called a "Character C reach variation sequence" or "Third specific variation sequence."
[0284] The variation animation pattern in which the Character A reach is performed is also called the "Character A reach variation animation pattern" or "First specific variation animation pattern," the variation animation pattern in which the Character B reach is performed is also called the "Character B reach variation animation pattern" or "Second specific variation animation pattern," and the variation animation pattern in which the Character C reach is performed is also called the "Character C reach variation animation pattern" or "Third specific variation animation pattern."
[0285] When variation pattern P1, P4, or P8 is selected in the Special Symbol 1 variation pattern selection process (S1208) (see Figures 9 and 28), and the variation display of the first special symbol 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 that includes variation pattern information for variation pattern P1, P4, or P8, it is possible to set a variation performance pattern (specific variation performance pattern) in which character A reach, character B reach, or character C reach is executed in S4505 of the variation performance start process (S4402) (see Figure 42).
[0286] The character reach variation pattern (specific variation pattern) set in S4505 can be determined (selected) based on, for example, the variation pattern determination table for character reaches (also called the "character reach determination table") shown in Figure 44. As shown in the same figure, the character reach determination table is configured to assign a value of a random number for determining the variation pattern (for example, "0 to 199") to each of the three types of character reaches according to the type of special symbol variation pattern, and to determine (select) one of the character reaches (specific variation pattern) according to the random number for determining the variation pattern obtained in S4501. In addition, the value (random number range) assigned to the random number for determining the variation pattern is different depending on whether the special symbol variation pattern is P1 (jackpot variation pattern) or P4 or P8 (miss variation pattern).
[0287] According to this character reach determination table, if the special symbol variation pattern related to the variation display that is initiated this time is P1 (jackpot variation pattern), the selection rate of the variation performance pattern for character C reach (third specific variation performance pattern) is the lowest, followed by the variation performance pattern for character B reach (second specific variation performance pattern), and then the variation performance pattern for character A reach (first specific variation performance pattern). On the other hand, if the special symbol variation pattern related to the variation display that is initiated this time is P4 or P8 (miss variation pattern), the selection rate of the variation performance pattern for character A reach (first specific variation performance pattern) is the lowest, followed by the variation performance pattern for character B reach (second specific variation performance pattern), and then the variation performance pattern for character C reach (third specific variation performance pattern).
[0288] Therefore, the relationship of the probability of winning a jackpot for the three types of character reaches is "Character A reach > Character B reach > Character B reach > Character C reach". Furthermore, if we focus on the type of character displayed in the character reach, the relationship of the probability of winning a jackpot for each character 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 probability of winning a jackpot (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 probability of winning a jackpot (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 moderate probability of winning a jackpot (in other words, a moderate probability of not winning a jackpot).
[0289] If a character reach variation animation pattern is set in S4505 of the variation animation start processing (S4402), then the flashing notification animation pattern and the cut-in notification animation pattern are set in the following S4506. The flashing notification animation pattern is also called the "flashing notification animation pattern." The cut-in notification is also called the "specific notification animation," and the cut-in notification animation pattern is also called the "cut-in notification animation pattern" or "specific notification animation pattern."
[0290] The light-emitting warning is a warning effect (the variation warning) in which a decorative member 13 (see Figure 3) located above the image display device 7 (display screen 7a) (above the center decorative body 10) emits light in a predetermined color, and the color of the emitted light indicates the likelihood of a big win. In this example of the effect, the light-emitting warning can be executed during the variation effect (while the variation of the effect symbols is being displayed) when it develops into a character reach (SP reach effect).
[0291] In this example of a performance, the following types of light-emitting warnings are provided: a red light-emitting warning in which the decorative element 13 emits red light, a green light-emitting warning in which the decorative element 13 emits green light, and a blue light-emitting warning in which the decorative element 13 emits blue light. The red light-emitting warning is also called the "first light-emitting warning," the green light-emitting warning is also called the "second light-emitting warning," and the blue light-emitting warning is also called the "third light-emitting warning."
[0292] Furthermore, the manner of the light-up notification (light-up manner) is not limited to this example of performance, and for example, the expected probability of a big win may be indicated by differences in the number of flashes (number of lights) or lighting time (light-up time) of the decorative member 13, and the manner is arbitrary. In addition, the light-up notification may be performed using other illuminated components of the pachinko game machine 1, such as the panel lamp 5 and the frame lamp 66, and the target of illumination (illuminated component that lights up) may differ depending on the type of light-up notification. Also, the types (number) of light-up notifications and light-up notification performance patterns are not limited to this example of performance, and there may be fewer than 3 types or 4 or more types.
[0293] The light emission notice performance patterns set in S4506 can be determined (selected), for example, based on the notice performance pattern determination table for light emission notice shown in FIG. 45 (also referred to as the "light emission notice determination table"). As shown in the same figure, in this performance example, three light emission notice determination tables A to C are provided according to the types of the variation performance patterns of the character richness (the types of the character richness). That is, the light emission notice determination table to be used differs depending on the type of the character richness set in S4505.
[0294] Here, the notice performance pattern in which the red light emission notice is executed is also referred to as the "first light emission notice performance pattern", the notice performance pattern in which the green light emission notice is executed is also referred to as the "second light emission notice performance pattern", and the notice performance pattern in which the blue light emission notice is executed is also referred to as the "third light emission notice performance pattern".
[0295] The light emission notice determination table A shown in FIG. 45(A) is a table used when the variation performance pattern of the character A richness (the first specific variation performance pattern) is set. As shown in the same figure, for each of the three types of light emission notices and non-execution of the light emission notice, the light emission notice determination table A assigns values (for example, "0 to 99") of the random numbers for notice performance determination according to the types of the special figure variation patterns, and is configured such that any light emission notice or non-execution of the light emission notice is determined (selected) according to the random number value for notice performance determination obtained in S4501 described above. Also, the values (random number ranges) assigned to the random numbers for notice performance determination are made different between the case where the special figure variation pattern is P1 (big win variation pattern) and the case where it is P4 or P8 (miss variation pattern). The light emission performance patterns include a pattern in which the light emission notice is not executed (no light emission notice), and the same applies to the light emission notice determination tables B and C described later. Note that the pattern in which the light emission notice is not executed (no light emission notice) may not be included in the light emission performance patterns.
[0296] According to this light-up notification determination table A, when the special symbol variation pattern of the variation performance in which the character A reach is executed is P1 (jackpot variation pattern), the selection rate for no light-up notification is the lowest, followed by blue light-up notification (3rd light-up notification performance pattern), green light-up notification (2nd light-up notification performance pattern), and red light-up notification (1st light-up notification performance pattern), in that order of increasing selection rate. On the other hand, when the special symbol variation pattern of the variation performance in which the character A reach is executed is P4 or P8 (miss variation pattern), the selection rate for red light-up notification (1st light-up notification performance pattern) is the lowest, followed by green light-up notification (2nd light-up notification performance pattern), blue light-up notification (3rd light-up notification performance pattern), and no light-up notification (no light-up notification), in that order of increasing selection rate.
[0297] Therefore, during the variation animation of Character A's reach, the probability of winning is higher when a flashing light notification is performed compared to when it is not performed. The relationship of the probability of winning among the three types of flashing light notifications that can be performed during the variation animation of Character A's reach is "red flashing light notification > green flashing light notification > blue flashing light notification". In other words, during the variation animation of Character A's reach, the red flashing light notification is a notification that suggests a high probability of winning (in other words, a low probability of not winning), the blue flashing light notification is a notification that suggests a low probability of winning (in other words, a high probability of not winning), and the green flashing light notification is a notification that suggests a moderate probability of winning (in other words, a moderate probability of not winning). In short, since the color corresponding to Character A (image color) is red, the red flashing light notification (the flashing color corresponding to the red character) is the notification that has the highest probability of winning.
[0298] The light-up notification determination table B shown in Figure 45(B) is a table used when a variation performance pattern (second specific variation performance pattern) for character B reach is set. As shown in the figure, the light-up notification determination table B is configured to assign a value of a random number for determining the notification performance (e.g., "0 to 99") according to the type of special symbol variation pattern for each of the three types of light-up notifications and the non-execution of the light-up notification, and to determine (select) either a light-up notification or non-execution of the light-up notification according to the random number for determining the notification performance obtained in S4501 above. In addition, the value (random number range) assigned to the random number for determining the notification performance is different depending on whether the special symbol variation pattern is P1 (jackpot variation pattern) or P4 or P8 (miss variation pattern).
[0299] According to this light-up notification determination table B, when the special symbol variation pattern of the variation performance in which the Character B reach is executed is P1 (jackpot variation pattern), the selection rate for no light-up notification is the lowest, followed by blue light-up notification (3rd light-up notification performance pattern), red light-up notification (1st light-up notification performance pattern), and green light-up notification (2nd light-up notification performance pattern). On the other hand, when the special symbol variation pattern of the variation performance in which the Character B reach is executed is P4 or P8 (miss variation pattern), the selection rate for green light-up notification (2nd light-up notification performance pattern) is the lowest, followed by red light-up notification (1st light-up notification performance pattern), blue light-up notification (3rd light-up notification performance pattern), and no light-up notification.
[0300] Therefore, during the Character B reach's reel spinning animation, the probability of a big win is higher when a flashing light notification is performed compared to when it is not. The relationship of the probability of a big win among the three types of flashing light notifications that can be performed during the Character B reach's reel spinning animation is "green flashing light notification > red flashing light notification > blue flashing light notification". In other words, during the Character B reach's reel spinning animation, the green flashing light notification suggests a high probability of a big win (in other words, a low probability of not winning), the blue flashing light notification suggests a low probability of a big win (in other words, a high probability of not winning), and the red flashing light notification suggests a moderate probability of a big win (in other words, a moderate probability of not winning). In short, since the color corresponding to Character B (image color) is green, the green flashing light notification (the flashing color corresponding to the green character) is the notification with the highest probability of a big win.
[0301] The light-up notification determination table C shown in Figure 45(C) is a table used when a variation performance pattern (third specific variation performance pattern) for character C reach is set. As shown in the figure, the light-up notification determination table C is configured to assign a value of a random number for determining the notification performance (e.g., "0 to 99") according to the type of special symbol variation pattern for each of the three types of light-up notifications and the non-execution of the light-up notification, and to determine (select) either a light-up notification or non-execution of the light-up notification according to the random number for determining the notification performance obtained in S4501 above. In addition, the value (random number range) assigned to the random number for determining the notification performance is different depending on whether the special symbol variation pattern is P1 (jackpot variation pattern) or P4 or P8 (miss variation pattern).
[0302] According to this light-up notification determination table C, when the special symbol variation pattern of the variation performance in which the character C reach is executed is P1 (jackpot variation pattern), the selection rate for no light-up notification is the lowest, followed by green light-up notification (second light-up notification performance pattern), red light-up notification (first light-up notification performance pattern), and blue light-up notification (third light-up notification performance pattern). On the other hand, when the special symbol variation pattern of the variation performance in which the character C reach is executed is P4 or P8 (miss variation pattern), the selection rate for blue light-up notification (third light-up notification performance pattern) is the lowest, followed by red light-up notification (first light-up notification performance pattern), green light-up notification (second light-up notification performance pattern), and no light-up notification.
[0303] Therefore, during the character C reach's reel spinning animation, the probability of a big win is higher when a flashing light notification is performed compared to when it is not performed. The relationship of the probability of a big win among the three types of flashing light notifications that can be performed during the character C reach's reel spinning animation is "blue flashing light notification > red flashing light notification > green flashing light notification". In other words, during the character C reach's reel spinning animation, the blue flashing light notification suggests a high probability of a big win (in other words, a low probability of not winning), the green flashing light notification suggests a low probability of a big win (in other words, a high probability of not winning), and the red flashing light notification suggests a moderate probability of a big win (in other words, a moderate probability of not winning). In short, since the color corresponding to character C (image color) is blue, the blue flashing light notification (the flashing color corresponding to the blue character) is the notification with the highest probability of a big win.
[0304] Next, the cut-in notice is a preview effect that temporarily overlays (superimposes) a predetermined preview image on the variable effect displayed on the display screen 7a and suggests the jackpot expectation level according to the content (type) of the preview image (also referred to as the "cut-in image"). In this example of the effect, the cut-in notice can be executed at a predetermined time from when the variable effect (the variable display of the effect pattern) develops into a character reach (SP reach effect) until the variable effect ends (the effect pattern is determined and stopped).
[0305] In this example of the effect, a cut-in notice is provided that displays a cut-in image 701 composed of the characters (character image) "It's time to decide!" on the display screen 7a (see FIGS. 48(E1) and (E2)). As this cut-in notice, a red cut-in notice in which a red cut-in image is displayed, a green cut-in notice in which a green cut-in image is displayed, and a blue cut-in notice in which a blue cut-in image (also referred to as the "blue cut-in image") is displayed are provided. That is, in the red cut-in notice, the characters "It's time to decide!" are displayed in red, in the green cut-in notice, the characters "It's time to decide!" are displayed in green, and in the blue cut-in notice, the characters "It's time to decide!" are displayed in blue.
[0306] Note that the content of the cut-in image is not limited to this example of the effect. For example, it can be a character image representing other characters, or an image other than characters such as a character or an item, and its content is arbitrary. Also, the content of the cut-in image may be varied according to the type of the cut-in notice. Also, the types (numbers) of the cut-in notice, the cut-in image, and the cut-in notice effect pattern are not limited to this example of the effect, and can be less than three types or four types or more.
[0307] The preview production pattern (specific preview production pattern) of the cut-in preview set in S4506 can be determined (selected) based on, for example, the preview production pattern determination table for cut-in preview (also referred to as the "cut-in preview determination table") shown in FIG. 46. As shown in the same figure, in this production example, three cut-in preview determination tables A to C are provided according to the type of the character reach variation production pattern (type of character reach). That is, the cut-in preview determination table to be used differs depending on the type of character reach set in S4505.
[0308] Here, the red cut-in preview is also referred to as the "first cut-in preview" or the "first specific preview production", the green cut-in preview is also referred to as the "second cut-in preview" or the "second specific preview production", and the blue cut-in preview is also referred to as the "third cut-in preview" or the "third specific preview production". Also, the preview production pattern in which the red cut-in preview is executed is also referred to as the "first cut-in preview production pattern" or the "first specific preview production pattern", the preview production pattern in which the green cut-in preview is executed is also referred to as the "second cut-in preview production pattern" or the "second specific preview production pattern", and the preview production pattern in which the blue cut-in preview is executed is also referred to as the "third cut-in preview production pattern" or the "third specific preview production pattern".
[0309] The cut-in preview determination table A shown in FIG. 46(A) is a table used when the character A reach variation production pattern (first specific variation production pattern) is set. As shown in the same figure, for each of the three types of cut-in previews, the cut-in preview determination table A assigns values of random numbers for preview production determination (for example, "0 to 99") according to the type of the special figure variation pattern, and is configured such that one of the cut-in previews is determined (selected) according to the random number value for preview production determination obtained in S4501 described above. Also, the values (random number ranges) assigned to the random numbers for preview production determination are made different between the case where the special figure variation pattern is P1 (big win variation pattern) and the case where it is P4 or P8 (miss variation pattern).
[0310] According to this cut-in preview decision table A, when the special figure variation pattern of the variable performance in which Character A reach is executed is P1 (big win variation pattern), the selection rate of the blue cut-in preview (the third specific preview performance pattern) is the lowest, and the selection rates increase in the order of the green cut-in preview (the second specific preview performance pattern) and the red cut-in preview (the first specific preview performance pattern). On the other hand, when the special figure variation pattern of the variable performance in which Character A reach is executed is P4 or P8 (off variation pattern), the selection rate of the red cut-in preview (the first specific preview performance pattern) is the lowest, and the selection rates increase in the order of the green cut-in preview (the second specific preview performance pattern) and the blue cut-in preview (the third specific preview performance pattern).
[0311] Therefore, the relationship of the big win expectations of the three types of cut-in previews that can be executed during the variable performance of Character A reach is "red cut-in preview > green cut-in preview > blue cut-in preview". That is, in the variable performance of Character A reach, the red cut-in preview is a preview performance suggesting that the big win expectation is high (in other words, the possibility of not being a big win is low), the blue cut-in preview is a preview performance suggesting that the big win expectation is low (in other words, the possibility of not being a big win is high), and the green cut-in preview is a preview performance suggesting that the big win expectation is medium (in other words, the possibility of not being a big win is medium). That is, where the color (image color) corresponding to Character A is red, the red cut-in preview of the same color is the preview performance with the highest big win expectation.
[0312] The cut-in preview determination table B shown in FIG. 46(B) is a table used when a variation effect pattern (second specific variation effect pattern) of character B reach is set. As shown in the figure, for each of the three types of cut-in previews, the cut-in preview determination table B assigns values (e.g., "0 to 99") of random numbers for preview effect determination according to the type of special figure variation pattern, and is configured such that any cut-in preview is determined (selected) according to the random number value for preview effect determination obtained in S4501 described above. Also, the values (random number ranges) assigned to the random numbers for preview effect determination are made different between the case where the special figure variation pattern is P1 (big win variation pattern) and the case where it is P4 or P8 (miss variation pattern).
[0313] According to this cut-in preview determination table B, when the special figure variation pattern of the variation effect in which character B reach is executed is P1 (big win variation pattern), the selection rate of the blue cut-in preview (third specific preview effect pattern) is the lowest, and the selection rates increase in the order of the red cut-in preview (first specific preview effect pattern) and the green cut-in preview (second specific preview effect pattern). On the other hand, when the special figure variation pattern of the variation effect in which character B reach is executed is P4 or P8 (miss variation pattern), the selection rate of the green cut-in preview (second specific preview effect pattern) is the lowest, and the selection rates increase in the order of the red cut-in preview (first specific preview effect pattern) and the blue cut-in preview (third specific preview effect pattern).
[0314] Therefore, the relationship between the jackpot expectation levels of the three types of cut-in previews that can be executed during the variable performance of Character B reaching is "green cut-in preview > red cut-in preview > blue cut-in preview". That is, in the variable performance of Character B reaching, the green cut-in preview is a preview performance that suggests a high jackpot expectation level (in other words, a low possibility of not being a jackpot), the blue cut-in preview is a preview performance that suggests a low jackpot expectation level (in other words, a high possibility of not being a jackpot), and the red cut-in preview is a preview performance that suggests a medium jackpot expectation level (in other words, a medium possibility of not being a jackpot). That is, where the color (image color) corresponding to Character B is green, the green cut-in preview of the same color becomes the preview performance with the highest jackpot expectation level.
[0315] The cut-in preview determination table C shown in FIG. 46(C) is a table used when the variable performance pattern (third specific variable performance pattern) of Character C reaching is set. As shown in the figure, for each of the three types of cut-in previews, the cut-in preview determination table C assigns a value (for example, "0 to 99") of a random number for preview performance determination according to the type of the special figure variation pattern, and is configured such that any cut-in preview is determined (selected) according to the random number value for preview performance determination obtained in S4501 described above. Also, the values (random number ranges) assigned to the random numbers for preview performance determination are made different between the case where the special figure variation pattern is P1 (jackpot variation pattern) and the case where it is P4 or P8 (miss variation pattern).
[0316] According to this cut-in preview decision table C, when the special figure variation pattern of the variable performance in which the character C reach is executed is P1 (big win variation pattern), the selection rate of the green cut-in preview (second specific preview performance pattern) is the lowest, and the selection rates are higher in the order of the red cut-in preview (first specific preview performance pattern) and the blue cut-in preview (third specific preview performance pattern). On the other hand, when the special figure variation pattern of the variable performance in which the character C reach is executed is P4 or P8 (off-variation pattern), the selection rate of the blue cut-in preview (third specific preview performance pattern) is the lowest, and the selection rates are higher in the order of the red cut-in preview (first specific preview performance pattern) and the green cut-in preview (second specific preview performance pattern).
[0317] Therefore, the relationship of the big win expectations of the three types of cut-in previews that can be executed during the variable performance of the character C reach is "blue cut-in preview > red cut-in preview > green cut-in preview". That is, in the variable performance of the character C reach, the blue cut-in preview is a preview performance suggesting that the big win expectation is high (in other words, the possibility of not being a big win is low), the green cut-in preview is a preview performance suggesting that the big win expectation is low (in other words, the possibility of not being a big win is high), and the red cut-in preview is a preview performance suggesting that the big win expectation is medium (in other words, the possibility of not being a big win is medium). That is, where the color (image color) corresponding to the character C is blue, the blue cut-in preview of the same color becomes the preview performance with the highest big win expectation.
[0318] Note that, similar to the above-mentioned light emission preview decision table (refer to FIGS. 45(A) to (C)), a pattern in which the cut-in preview is not executed may be included in the cut-in preview performance pattern. By doing so, in addition to the mode in which the cut-in preview is executed without the light emission preview being executed, it becomes possible to set modes in which neither the light emission preview nor the cut-in preview is executed, and modes in which the light emission preview is executed and the cut-in preview is not executed, and the execution modes of the preview performance are diversified.
[0319] The flow of the variation effects that are executed based on the setting of the character reach variation effect pattern, the flashing notification effect pattern, and the cut-in notification effect pattern as described above will be explained with reference to Figures 47 to 49.
[0320] When the variation effect start process (S4402) sets the variation effect pattern for the character reach and the preview effect pattern for the cut-in preview and starts the variation effect, the display screen 7a of the image display device 7 starts displaying the variation of the effect symbols 8. Figure 47(A) shows the three effect symbols 8L, 8C, and 8R being displayed in a variation state. Subsequently, as shown in Figure 47(B), the left effect symbol 8L (first stop symbol) and the right effect symbol 8R (second stop symbol) stop (temporarily stop) with the same number (in this case, "5"), and a reach is established.
[0321] After a reach is established, if the performance symbol 8, which is 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 performance). At this time, the display screen 7a shows the character appearance scene as shown in Figures 47(C1) and (C2). The character that appears (is displayed) here corresponds to the character reach variation performance pattern (specific variation performance pattern) set in S4505. Figures 47(C1) and (C2) show the appearance scene of character A. That is, it shows the case when the first specific variation performance pattern (see Figure 44) is set as the character reach variation performance pattern.
[0322] When a character appearance scene is displayed (when it develops into a character reach), the player can recognize the type of the character reach this time based on the type of the character that appears (the content of the character image included in the character appearance scene), and can infer the jackpot expectation level of the variable effect (character reach) based on the type of the character. For this reason, the effect display of the character appearance scene displayed on the display screen 7a (also referred to as "character appearance effect") corresponds to a suggestion effect (first suggestion effect) that suggests the possibility (jackpot expectation level) that the result of the variable effect (right / wrong determination result) is a jackpot before the definite display of the effect symbol 8 by the currently executed variable effect (notification effect) (before the notification of the right / wrong determination result).
[0323] When a character appearance scene is displayed (when it develops into a character reach), there are cases where the decorative member 13 emits light in a predetermined emission color (a light emission notice is executed) and cases where the decorative member 13 does not emit light (a light emission notice is not executed) (see FIGS. 47(C1) and (C2)). As described above, it is configured such that the jackpot expectation level is higher when the light emission notice is executed than when it is not executed. And the types of light emission notices that can be executed are three types: red light emission notice, green light emission notice, and blue light emission notice, and it is configured such that the jackpot expectation level of the light emission notice that emits light in the same color as the color corresponding to the character that appears (the light emission notice that emits light in the emission color corresponding to the character image) is the highest. That is, it is configured such that the jackpot expectation levels of the respective light emission notices differ (change) depending on the type of the character reach (the character that appears) (see FIGS. 45(A) to (C)).
[0324] Figure 47(C1) shows the appearance of character A (red character) and the decorative element 13 emitting red light. In other words, it shows the case when the first light emission notification pattern (see Figure 45) is set as the light emission notification pattern. As shown in Figure 47(C1), when the red light emission notification is executed during a character A reach, both the character A reach and the red light emission notification have the highest selection rate in winning spins and the lowest selection rate in losing spins (see Figures 44 and 45(A)), so it can be said that the player's expectation of winning (expected win rate) is considerably higher. In contrast, when the appearance of character A (red character) is displayed and the green light emission notification is executed, or when the appearance of character A (red character) is displayed and the blue light emission notification is executed, the expectation of winning (expected win rate) is lower compared to when the red light emission notification is executed.
[0325] Although not shown in the diagram, when the scene featuring character B (green character) is displayed and the green flashing notification is executed, the probability of winning a jackpot with character B reach is lower than with character A reach (see Figure 44). However, the probability of winning a jackpot with the green flashing notification in character B reach is higher than with the red flashing notification or the blue flashing notification (see Figure 45(B)). Therefore, players will have a greater sense of anticipation for winning a jackpot.
[0326] Although not shown in the diagram, when the appearance scene of character C (blue character) is displayed and the blue flashing warning is executed, the probability of winning a jackpot with character C reach is lower than with character A reach or character B reach (see Figure 44). However, the probability of winning a jackpot with the blue flashing warning in character C reach is higher than with the red flashing warning or blue flashing warning (see Figure 45(C)), so the player will have a greater sense of anticipation for a jackpot.
[0327] In this way, the player can infer the jackpot expectation level of the variable effect (character reach) based on whether a light emission notice is executed when the character appearance scene is displayed (when it develops into a character reach). And when a light emission notice is executed simultaneously with the appearance of the character (development of the character reach), the jackpot expectation level of the variable effect (character reach) can be further inferred based on the relationship (combination) between the type of the light emission notice (light emission color) and the type of the character that appears (color corresponding to the character). Therefore, the light emission notice in which the decorative member 13 emits light in a predetermined light emission color corresponds to a suggestion effect (second suggestion effect) that suggests the possibility (jackpot expectation level) that the result of the variable effect (win / lose determination result) is a jackpot before the definite display of the effect symbol 8 by the variable effect (notification effect) currently being executed (before the notification of the win / lose determination result).
[0328] When a light emission notice (second suggestion effect) is executed simultaneously with the display of the character appearance scene (first suggestion effect) (refer to Fig. 47(C1)), the light emission of the decorative member 13 by this light emission notice continues until the cut-in notice ends (the cut-in image is erased) even after the display of the character appearance scene (first suggestion effect) ends (refer to Fig. 47(C1) → Fig. 48(D1) → Fig. 48(E1)). Therefore, the effect of the light emission notice lasts until the end of the cut-in notice.
[0329] When the display of the character appearance scene ends, an effect display mainly featuring the character that was displayed (appeared) during the character reach development (also referred to as the "character reach effect image") is displayed on the display screen 7a (refer to Fig. 48(D1), (D2)), and a cut-in image 701 is displayed (a cut-in notice is executed) at the end stage of the effect display (the end stage of the character reach) (refer to Fig. 48(E1), (E2)).
[0330] As described above, there are three types of cut-in previews: red cut-in preview, green cut-in preview, and blue cut-in preview. The cut-in preview is configured such that the cut-in image of the same color as the color corresponding to the character (character image) of the character reach has the highest jackpot expectation level. That is, the jackpot expectation levels of the respective cut-in previews differ (change) depending on the type of character reach (see FIGS. 46(A) to (C)).
[0331] FIG. 48(E1) shows a state in which the cut-in image 701 is displayed (the cut-in preview is executed) at the end of the character A reach while the red light emission preview is continuously performed, and FIG. 48(E2) shows a state in which the cut-in image 701 is displayed (the cut-in preview is executed) at the end of the character A reach without executing the light emission preview. When the color (character color) of the cut-in image 701 displayed in the cut-in preview is red, that is, when the red cut-in preview is executed, both the character A reach and the red cut-in preview have the highest selection rate in the jackpot variation and the lowest selection rate in the deviation variation (see FIGS. 44 and 46(A)). Therefore, it can be said that the player's expectation of the jackpot (jackpot expectation level) considerably increases. In particular, when the red light emission preview is being executed at the time of executing the cut-in preview (see FIG. 48(E1)), the expectation of the jackpot (jackpot expectation level) is even higher compared to the case where the light emission preview is not executed (see FIG. 48(E2)). This is because the jackpot expectation level is higher when the light emission preview is executed during the development of the character reach than when it is not executed. On the other hand, when the green cut-in preview is executed or when the blue cut-in preview is executed, the expectation of the jackpot (jackpot expectation level) is lower compared to the case where the red cut-in preview is executed.
[0332] Although not shown in the diagram, if a green cut-in notification is executed towards the end of a Character B reach, the probability of winning a jackpot in a Character B reach is lower than that of a Character A reach (see Figure 44). However, the probability of winning a jackpot with a green cut-in notification in a Character B reach is higher than that of a red or blue cut-in notification (see Figure 46(B)), so the player will feel more optimistic about winning a jackpot. If a green flashing notification is executed at this time, the player will feel even more optimistic.
[0333] Although not shown in the diagram, if a blue cut-in notification is executed towards the end of a Character C reach, the probability of winning a jackpot in a Character C reach is lower than that of Character A or Character B reaches (see Figure 44). However, the probability of winning a jackpot with a blue cut-in notification in a Character C reach is higher than that of a red or blue cut-in notification (see Figure 45(C)), so the player will feel more optimistic about winning a jackpot. If a blue flashing notification is executed at this time, the player will feel even more optimistic.
[0334] In this way, players can estimate the probability of a big win for a character reach based on the relationship (combination) between the color of cut-in image 701 (type of cut-in notice) when cut-in image 701 is displayed (cut-in notice is executed) at the end of the character reach, and the color of the character displayed in the character reach's animation display (character reach animation image) (type of character reach). Furthermore, if a flashing light notice is executed at the same time as the cut-in notice, the probability of a big win for the character reach can be estimated based on the relationship (combination) between the type of flashing light notice (color of flashing light) and the type of cut-in notice (color of cut-in image). For this reason, a cut-in notice executed at the end of a character reach (a cut-in notice that may be executed at the same time as a flashing light notice) corresponds to a suggestive animation (first suggestive animation) that indicates the possibility (probability of a big win) of the result of the currently running character reach (win / loss judgment result) being a big win before the confirmed display of animation symbol 8 by the currently running character reach (before the announcement of the win / loss judgment result).
[0335] Note that in this production example, as productions that can be executed simultaneously with the light emission notice (second suggestive production), there are a "character appearance scene" and a "cut-in notice", and since both the character appearance scene and the cut-in notice are productions that suggest the degree of jackpot expectation, either one or both of the character appearance scene and the cut-in notice can be regarded as the "first suggestive production", and either one can be regarded as the "first suggestive production" and the other as the "third suggestive production".
[0336] After the cut-in notice is executed, the variable production proceeds to the timing when the result of the character reach, that is, the result of this variable production, becomes clear (also referred to as the "winning / losing branching timing"). As shown in FIG. 48(F), at the winning / losing branching timing (winning / losing branching point), the previous cut-in image 701 is erased, and an operation promotion image 703 that prompts the operation of the production button (operation means) is displayed on the display screen 7a. When the light emission notice was executed at the time of the cut-in notice execution (see FIG. 48(E1)), along with the erasure of the cut-in image 701 (end of the cut-in notice), the light emission notice (light emission of the decorative member 13) also ends.
[0337] The operation promotion image 703 is composed of a button image 703a that imitates the appearance of the first production button 63a and a character image 703b of "Push!". The production of displaying the operation promotion image 703 to prompt the player to operate the production button (operation means) is also referred to as the "operation promotion production".
[0338] In this example, the result of the current variation animation (the variation animation) is revealed (notified) by pushing the first animation button 63a (pressing it once) at the timing of the win / loss branching point. Alternatively, the second animation button 63b may be operated instead. In this case, an operation prompt image can be displayed, which includes a button image that mimics the appearance of the second animation button 63b and a text image that indicates the operation method of the second animation button 63b (pushing, rotating, pulling, etc.). Furthermore, the type of animation button (operating means) to be operated at the timing of the win / loss branching point and the operation method (single press, rapid press, long press, etc.) may be determined by lottery along with the variation animation pattern, and the operation prompt image may be executed according to the determined content.
[0339] When the first performance button 63a is pressed at the timing of the win / loss branch, the corresponding performance is executed. This corresponding performance is executed in a manner corresponding to the result of the variation performance, that is, the result of the win / loss determination (jackpot or loss) that triggered the execution of the variation performance (win manner or loss manner), and is included in the character reach variation performance pattern set in S4505.
[0340] The operation-responding effects executed based on the operation of the first effect button 63 at the timing of the win / loss branch are effects (display effects) that display an effect that suggests the result of the win / loss judgment (also called the "win / loss suggestion effect image") on the display screen 7a, and there are win patterns that suggest a big win (see Figure 49 (G1)) and loss patterns that suggest a loss (see Figure 49 (G2)). In addition to display effects, operation-responding effects may include at least one of sound effects, light effects and movable effects.
[0341] When an action corresponding to the operation is performed based on the operation of the first action button 63, the action symbol 8, which was displayed in a near-win state (reduced display) in the upper left of the display screen 7a, is displayed (temporarily stopped) in either a winning state (double numbers) or a losing state (near-win) (see Figures 49 (G1) and (G2)). An action display in which the action symbol 8 changes from a near-win state to a winning state or a losing state can also be considered an action corresponding to the operation.
[0342] Then, after the execution of the operation-corresponding effect, the effect symbol 8 that was displayed small in the big win mode or the miss mode at the upper left of the display screen 7a is displayed (temporarily stopped) at the original size in the center of the screen, and then it stops definitely and the variable effect ends (see FIGS. 49(H1) and (H2)). The result of the variable effect is notified by such an operation-corresponding effect and the stop display (definite stop) of the effect symbol 8.
[0343] According to the above-described effect example 1, it is configured such that, before the result of the pass / fail determination is notified by the variable effect (notification effect), an effect (suggestive effect) that suggests the possibility (big win expectancy) that the result is a big win (specific result) is executed. This suggestive effect includes at least a character appearance effect (first suggestive effect) that suggests the big win expectancy according to the type (content of the image) of the character image included in the character appearance scene displayed on the display screen 7a, a cut-in preview (first suggestive effect) that suggests the big win expectancy according to the type (content of the image) of the cut-in image displayed on the display screen 7a, and a light emission preview (second suggestive effect) that suggests the big win expectancy according to the light emission color of the decorative member 13. Then, the character appearance effect (first suggestive effect) and the light emission preview (second suggestive effect) are executed in the same period, or the cut-in preview (first suggestive effect) and the light emission preview (second suggestive effect) are executed in the same period (see FIGS. 47(C1) and FIG. 48(E1)). For this reason, it becomes possible to give the player an effect of the character appearance effect and the light emission preview synergistically acting, or an effect of the cut-in preview and the light emission preview synergistically acting. Thereby, it becomes possible to enhance the effect of the suggestive effect and improve the interest before the result of the pass / fail determination is notified.
[0344] In particular, in character reach variation sequences based on the jackpot variation pattern (P1), the probability of the character appearance sequence (first suggestion sequence) and the flashing notification (second suggestion sequence) occurring at the same time is higher compared to character reach variation sequences based on the miss variation pattern (P4 or P8), and the probability of the cut-in notification (first suggestion sequence) and the flashing notification (second suggestion sequence) occurring at the same time is also higher. Therefore, for players, if the character appearance sequence and the flashing notification occur at the same time when a character reach develops during a variation sequence (before the sequence symbol 8 is confirmed to stop, i.e., before the result of the win / loss judgment is announced), or if the cut-in notification and the flashing notification occur at the same time towards the end of the character reach (before the sequence symbol 8 is confirmed to stop, i.e., before the result of the win / loss judgment is announced), the expectation that the result of the win / loss judgment announced at the end of that variation sequence will be a jackpot will increase. This makes it possible to effectively stimulate the player's expectation of achieving a jackpot (transitioning to a favorable game state).
[0345] Also, when the character appearance performance and the light emission notice are executed simultaneously during the development of the character reach, the color (display color, image color) of the character displayed (appearing) in the character appearance performance and the light emission color of the decorative member 13 due to the light emission notice may be the same color corresponding to each other. Similarly, when the cut-in notice and the light emission notice are executed simultaneously at the end of the character reach, the color (display color) of the character (cut-in image) displayed in the cut-in notice and the light emission color of the decorative member 13 due to the light emission notice may be the same color corresponding to each other. And it is possible to suggest the jackpot expectation level (make the player guess) depending on whether the color (display color) of the character displayed in the character appearance performance and the light emission color of the decorative member 13 due to the light emission notice correspond to each other (are the same color), or whether the color (display color) of the character displayed in the cut-in notice and the light emission color of the decorative member 13 due to the light emission notice correspond to each other (are the same color). For this reason, it becomes possible to draw the player's attention to the relationship between the character appearance performance (first suggestion performance) and the light emission notice (second suggestion performance) executed during the development of the character reach, and the relationship between the cut-in notice (first suggestion performance) and the light emission notice (second suggestion performance) executed at the end of the character reach. As a result, it becomes possible to attract the player's interest in the first suggestion performance (image) and the second suggestion performance (light emission) executed simultaneously during the variable performance and improve the interest.
[0346] Also, when a character appearance effect and a light emission preview are executed during the development of a character reach, the light emission preview (light emission of the decorative member 13) continues even after the character appearance effect (display of the character appearance scene) ends. That is, the character appearance effect ends first. Therefore, the effect of the light emission preview can be sustained even after the character appearance effect ends. And when a cut-in preview is executed near the end of the character reach and the light emission preview is being executed, it is possible to draw the player's attention to the relationship between the cut-in preview and the light emission preview and make the player speculate about the jackpot expectation level again. Thereby, it becomes possible to sustain the effect of the suggestive effect. Also, in accordance with the timing of the win / loss branching at the end of the character reach, it becomes possible to estimate the jackpot reliability based on the relationship between the cut-in preview and the light emission preview, and it becomes possible to enhance the interest at the end of the character reach (win / loss branching timing).
[0347] In the above-described production example 1, by making the color of the character displayed in the character appearance effect the same as the light emission color of the decorative member 13 that emits light in the light emission preview, the content of the character image (content of the image by the first suggestive effect) by the character appearance effect and the light emission color (light emission color by the second suggestive effect) by the light emission preview are made to correspond. Also, by making the color of the characters displayed in the cut-in preview the same as the light emission color of the decorative member 13 that emits light in the light emission preview, the content of the cut-in image (content of the image by the first suggestive effect) by the cut-in preview and the light emission color (light emission color by the second suggestive effect) by the light emission preview are made to correspond. Regarding this, the mode of making the content of the image by the first suggestive effect correspond to the light emission color by the second suggestive effect is not limited to the mode of making the color (display color) of the characters or letters included in the image the same as the light emission color as in production example 1. As long as the relationship between the content of the image by the first suggestive effect and the light emission color by the second suggestive effect satisfies a certain relationship that the player can objectively understand, that mode is not particularly limited. That is, it is only necessary that the production correspondence relationship between the content of the image by the first suggestive effect and the light emission color by the second suggestive effect is uniquely determined.
[0348] For example, the emission color (the second suggestive effect) corresponding to the rendering image (the first suggestive effect) with the motif of "sea" can be set to blue, the emission color (the second suggestive effect) corresponding to the rendering image (the first suggestive effect) with the motif of "mountain" can be set to green, or the emission color (the second suggestive effect) corresponding to the rendering image (the first suggestive effect) with the motif of "flame" can be set to red. By setting the emission color to a color associated with the content of the rendering image (the rendering content), the content of the image by the first suggestive effect and the emission color by the second suggestive effect can be made to correspond to each other.
[0349] In the above-described rendering example 1, the decorative member 13 is caused to emit light in the light emission notice. However, for example, a light guide plate (not shown) capable of displaying a predetermined pattern, picture, or the like by receiving the emitted light from a light source such as an LED can be disposed on the front side of the display screen 7a, and the light emission notice can also be executed using this light guide plate. By executing the light emission notice (light rendering) using a light emitting part (light rendering means) disposed near (around) the display screen 7a, such as the decorative member 13 or the light guide plate, it becomes easier to visually compare with the content of the display rendering (the content of the image displayed on the display screen) that is executed as the first suggestive effect, such as the character appearance rendering or the cut-in notice, and the rendering effect of the suggestive effect is enhanced.
[0350] In the above example of presentation 1, after the character appearance presentation and flashing warning are executed when a character reach develops, the character appearance presentation (first suggestion presentation) ends first as the character reach (variation presentation) progresses. In contrast, the character (character image) displayed in the character appearance presentation 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 displayed in the character appearance presentation (display of the appearing character) may be continued. In other words, the first suggestion presentation (display of the appearing character) may be continued. Furthermore, after the character appearance presentation is executed, the flashing warning, which was executed at the same time as the character appearance presentation (when the character reach develops), may be terminated first before the timing of the cut-in warning (see Figure 48 (E1)) arrives. In this case, by continuing to display the appearing character until the cut-in warning at the end of the character reach ends, it becomes possible to estimate the probability of a big win based on the relationship between the continuously displayed appearing character and the cut-in warning.
[0351] Furthermore, the timing of the character appearance animation and the end of the flashing warning, which are performed when a character reach develops, may be set to be approximately the same. Specifically, the flashing warning may be set to end at the same time that the display of the character reach animation (display of the character reach animation image) begins after the character appearance animation (character appearance scene) (see Figure 47(C1) → Figure 48(D2)). In this case, the flashing warning can be performed again along with the subsequent cut-in warning (see Figure 48(D2) → Figure 48(E1)). This also makes it possible to estimate the probability of a big win based on the relationship between the cut-in warning (first suggestive animation) and the flashing warning (second suggestive animation).
[0352] Also, there may be a mode in which the character appearance effect is executed without performing a light emission preview during the development of the character reach, and the light emission preview is executed together with the cut-in preview during the execution of the cut-in preview (see Fig. 47 (C2) → Fig. 48 (D1)), or a mode in which the light emission preview is executed together with the character appearance effect during the development of the character reach, and the cut-in preview is executed without performing the light emission preview during the execution of the cut-in preview (see Fig. 47 (C1) → Fig. 48 (D2)). By this as well, it becomes possible to estimate the winning expectation degree based on the relationship between either one of the character appearance effect and the cut-in preview and the light emission preview.
[0353] In the above-described production example 1, by varying the light emission preview determination table that determines the light emission preview production pattern set in S4506 according to the character reach variation production pattern (type of character reach) set in S4505, the winning expectation degree of the light emission preview varies (changes) according to the type of character reach (see Figs. 44, 45 (A) to (C)). On the other hand, the winning expectation degree of the light emission preview may be made uniform. Specifically, for example, the winning expectation degree of the red light emission preview is set to "high", the winning expectation degree of the green light emission preview is set to "medium", and the winning expectation degree of the blue light emission preview is set to "low", and it is possible to configure so that the winning expectation degree of each light emission preview does not change regardless of which character reach is executed (which character reach variation production pattern is set). By this as well, it becomes possible to estimate the winning expectation degree based on the relationship (for example, the combination of character C (blue character) reach with a low expectation degree and the red light emission preview with a high expectation degree) between the character appearance effect (first suggestion effect) executed during the development of the character reach and the light emission preview (second suggestion effect). This also applies to the cut-in preview in the same manner.
[0354] As an alternative to the above example of performance 1, it is also possible to execute a hold icon notification as the first suggestive performance, and to configure the system so that the color (display color) of the hold icon displayed in the notification display mode corresponds to the light emission color of the light emission notification executed as the second suggestive performance. Specifically, for example, as a notification display mode for the hold icon, a mode is provided in which the hold icon is displayed in a color different from the usual (e.g., white) (e.g., red or green). Then, when a hold target for notification occurs (is remembered), the hold icon corresponding to that hold target for notification is displayed in the notification display mode (e.g., red), and the illuminated member (light emission part) provided on the center decorative member 10 such as the decorative member 13 emits light in red or another color, thereby making it possible to execute the first suggestive performance (hold icon notification) and the second suggestive performance (light effect) at the same time. In this case, when the hold target for notification that triggered the execution of the hold icon notification is consumed, the red light emission of the illuminated member (second suggestive performance) may be terminated, and the display of the hold icon in the notification display mode displayed in the variable hold display area (first suggestive performance) may be continued. This allows the effects of the hold icon notification (first suggestion effect) to be sustained, while the illuminated components used in the second suggestion effect can be used in the light effects during the variation effect associated with the consumption of the target hold, enabling a variety of effects.
[0355] [Example of presentation 2] Example of presentation 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 Figure 42) of the aforementioned variable presentation start processing (S4402). This game presentation can be executed in any of the game states that can be controlled (set) by this pachinko game machine 1, namely, the low probability low base state (normal game state), the low probability high base state (time-saving state), and the high probability high base state (probability change state). The following explanation will use the case of execution in the low probability low base state as an example.
[0356] A background preview is a preview effect that suggests the degree of jackpot expectation by changing the display mode of a background image (also referred to as "background display") displayed as a background on the display screen 7a of the image display device 7 from the normal display mode to the preview display mode. The background image in the normal display mode is also referred to as the "normal background image" or "normal background display", and the background image in the preview display mode is also referred to as the "special background image" or "special background display". That is, the background preview is a preview effect performed by displaying a special background image (predetermined image) on the display screen 7a.
[0357] As shown in FIG. 52, in this effect example, a daytime background image 710 depicting a daytime scene is provided as the normal background image, and as special background images, an evening background image 720 depicting an evening scene and a night background image 730 depicting a night scene are provided. Normally, the daytime background image 710 (also simply referred to as the "daytime background") is displayed (see FIG. 52(A)), and with the start of a variation effect (variation game), a background preview is executed, causing the evening background image 720 (also simply referred to as the "evening background") to be displayed (see FIG. 52(B)) or the night background image 730 (also simply referred to as the "night background") to be displayed (see FIG. 52(C)).
[0358] In S4506 of the variation effect start process (S4402), as one of the processes related to the setting of the preview effect, the background preview process (S45060) shown in FIG. 50 is executed. When the background preview effect pattern is set by the background preview process (S45060), a background preview is executed based on the set background preview effect pattern.
[0359] Here, we will explain the background notification processing (S45060) executed by the performance control microcontroller 91 (sub-control unit 90). As shown in Figure 50, the background notification processing (S45060) first determines whether or not any notification performance is currently being executed (S45061). Since this determination is made at the start timing of the variation performance, the notification performances that are subject to determination here are notification performances that are still being executed even after the previous variation performance (variation game) has finished, that is, pre-announcement notifications (notification performances based on the prior determination result). This performance example has multiple types of pre-announcement notifications, and a flag (also called a "notification flag") is provided to indicate whether or not each pre-announcement notification is being executed. The aforementioned hold icon notification flag (see Figure 43) is one type of notification flag.
[0360] If it is determined in S45061 that a preview animation is currently being performed, that is, if it is determined that the preview flag corresponding to the preview animation currently being performed is ON (NO in S45061), then this process is terminated without performing the processes from S45062 onwards.
[0361] If S45061 determines that no pre-announcement effects have been executed, that is, if all pre-announcement flags are determined to be OFF (YES in S45061), then it is determined whether or not a special symbol hold (also called "specific hold," "specific acquired information," or "specific effect hold information") that triggers the execution of a variation display based on a special symbol variation pattern with a variation time of 75,000 ms (see Figure 9) is stored, including the special symbol hold (also called "the said variation hold") corresponding to the variation effect (variation game) that is about to start (S45062). The determination in S45062 can be made based on the contents of the effect hold information stored in S4395 (contents of the effect hold information storage area) and the analysis results of the variation start command in S4502.
[0362] When it is determined in S45062 that no specific hold is stored (NO in S45062), this process ends without performing the processes after S45063. On the other hand, when it is determined that a specific hold is stored (YES in S45062), a determination as to whether to execute a background preview (also referred to as "background preview execution determination" or "background preview execution lottery") is made (S45063).
[0363] The background preview execution determination in S45063 can be made based on, for example, a background preview execution determination table (not shown). Specifically, for example, a random number for background preview execution determination (e.g., "0 to 99") is provided as a random number for production determination, and one value is randomly obtained from the random number, and the obtained value (background preview execution determination random number value) is determined based on the background preview execution determination table, thereby making the determination.
[0364] In the background preview execution determination (background preview execution lottery) in S45063, the background preview can be made executable in either case where the specific hold is a winning hold or a non-winning hold. And when the specific hold is a winning hold, the possibility of executing the background preview can be made higher (making it easier to execute the background preview) than when it is a non-winning hold. Thereby, when the background preview is executed, it is configured such that the winning expectation degree is higher than when it is not executed.
[0365] As a result of the determination in S45063, when the background preview is not executed (NO in S45064), this process ends without performing the processes after S45065. On the other hand, when the background preview is executed (YES in S45064), a background preview production pattern is set (S45065).
[0366] Thus, in this presentation example, when the following three conditions are met, a background preview is executed (a background preview performance pattern is set): (1) no preview performance is executed; (2) a specific hold is stored that serves as an opportunity to execute a variable display based on a special figure variation pattern with a variation time of 75,000 ms (refer to FIG. 9), including a special figure hold (also referred to as "the relevant variable hold") corresponding to the variable perform...
Claims
[Claim 1] A determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; A performance control means for controlling the performance, The performance control means includes: Based on the result of the determination, a leading performance, a trailing performance that can be executed after the leading performance, and a winning notification performance that notifies the player that the special game will be executed can be executed. During execution of the advance performance, there is a first time when a display object of a first display mode is displayed, and a second time when a display object of a second display mode different from the first display mode is displayed, As the subsequent performance, a first expectation performance that causes the player to expect that the winning notification performance will be executed is executed, and then a second expectation performance that causes the player to expect that the winning notification performance will be executed is executed. In the second case, the first expected performance is more likely to develop into the second expected performance in the subsequent performance than in the first case, The performance control means includes: As an effect based on the result of the determination, a suggestion effect that suggests that the winning notification effect may be executed can be executed, The suggestive performance includes a first suggestive performance and a second suggestive performance different from the first suggestive performance, The performance control means includes: 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 presentation and the second suggestion presentation are executed simultaneously, the first suggestion presentation can be ended and the second suggestion presentation can be continued.