Game machine
Patent Information
- Application Number
- JP2022085070
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-05-25
- Publication Date
- 2025-07-18
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack mechanisms to enhance player interest and engagement.
Incorporation of information acquisition, specific determination, benefit granting, game repeat operations, and state transitions based on predetermined conditions, along with game time control and suspension mechanisms to increase player interaction and excitement.
Enhances player interest and engagement by introducing dynamic game elements that provide varied and unpredictable outcomes, increasing the overall enjoyment of the gaming experience.
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, some gaming machines such as pachinko machines execute a lottery process based on a predetermined lottery trigger, and if the lottery result is a specific result, a predetermined benefit is given to the player. (For example, see Patent Document 1). [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2004-81853 [Summary of the invention] [Problem to be solved by the invention]
[0004] Here, there is still room for improvement in gaming machines such as those exemplified above in terms of increasing the interest of the game.
[0005] The present invention has been made in view of the circumstances exemplified above, and an object of the present invention is to provide a gaming machine that can increase the interest of gaming. [Means to solve the problem]
[0006] The present invention information acquisition means for acquiring predetermined determination information based on fulfillment of predetermined acquisition conditions; specific determination means for performing a specific determination based on the determination information acquired by the information acquisition means; Benefit granting means for granting a predetermined benefit to the player based on the fact that the specific determination results in a specific result, or based on the occurrence of a specific event after the specific determination results in a predetermined result. and, A game repeat operation is started based on the specific determination being made, and a game cycle is defined as a notification result corresponding to the result of the specific determination and the completion of the game repeat operation as one game session. A game time control means for controlling the game time to be played; a suspension storage means capable of suspending and storing judgment information based on the establishment of the acquisition condition when the acquisition condition is satisfied at least in a situation where a game round is being executed; Specific state transition means for transitioning to a specific state based on establishment of a predetermined transition trigger; When the specific determination in the specific state results in the specific result or the predetermined result, and after the specific state, the specific determination is based on the determination information that is suspended and stored in the specific state. specifying means that enables the value of the result of the specific determination or the occurrence of the specific event to be different depending on the result or the case where the predetermined result is reached; It is characterized by having the following.
Effect of the invention
[0007] According to the present invention, it is possible to increase the interest of the game. [Brief explanation of drawings]
[0008]
Figure 1
Figure 2
[0009] <First embodiment> Hereinafter, a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail based on the drawings. FIG. 1 is a perspective view of a pachinko machine 10 seen from the front side, and FIGS. 2 and 3 are perspective views showing the main configuration of the pachinko machine 10 in an expanded manner. In addition, in FIG. 2, the configuration within the gaming area PE of the pachinko machine 10 is omitted for convenience.
[0010] As shown in FIG. 1, the pachinko machine 10 includes an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to the outer frame 11.
[0011] The outer frame 11 is constructed by connecting plate materials on four sides, and has a rectangular frame shape. By attaching and fixing the outer frame 11 to the island equipment, the pachinko machine 10 is installed in the game hall. Note that the outer frame 11 is not an essential configuration in the pachinko machine 10, and may be configured such that the outer frame 11 is installed in island equipment of a game parlor.
[0012] The gaming machine main body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper supporting metal fitting 17 is fixed to the connecting portion between the upper frame portion and the left frame portion of the outer frame 11, and a lower support fitting 17 is fixed to the connecting portion of the lower frame portion and the left frame portion of the outer frame 11. A side support fitting 18 is provided. These upper support metal fittings 17 and lower support metal fittings 18 constitute a support mechanism, and the support mechanism allows the game machine main body 12 to rotate on the left side when the pachinko machine 10 is viewed from the front with respect to the outer frame 11. It is possible to rotate forward of the pachinko machine 10 with the right side as the rotation tip side (see FIGS. 2 and 3).
[0013] As shown in FIG. 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 arranged in front of the inner frame 13, and a back pack unit arranged behind the inner frame 13. It is equipped with 15. Note that the inner frame 13 of the gaming machine main body 12 is rotatably supported with respect to the outer frame 11. Specifically, when viewed from the front, the inner frame 13 is rotatable forward with the left side being the rotation base end side and the right side being the rotation tip side.
[0014] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side as the rotation base end and the right side as the rotation tip end when viewed from the front. In addition, a back pack unit 15 is rotatably supported on the inner frame 13, and can be rotated rearward with the left side as the base end and the right side as the tip end when viewed from the front. (see Figure 3).
[0015] Next, the front door frame 14 will be explained. As shown in FIG. 2, the front door frame 14 is mainly composed of a synthetic resin frame 20 whose outer shape is almost the same as the outer frame 11, and covers almost the entire front surface of the inner frame 13. There is. A generally elliptical window 21 is formed in the center of the frame 20 so that almost the entire area of the game area PE, which will be described later, can be viewed from the front. The front door frame 14 is blocked from the back side.
[0016] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition section that partitions the holding area of the glass panel 23 into front and rear sections, and both glass panels 23 face each other in the front and rear directions with the partition section in between. In other words, by ensuring a predetermined gap between both glass panels 23, interference between the glass panels 23 is avoided, and the gaming area PE is covered twice from the front side of the pachinko machine 10 by the glass panels 23. It is in a state.
[0017] Note that it is not always necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be individually attached to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one or three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to employ a plurality of glass panels and to make these glass panels face each other front and back with a predetermined gap in between. Incidentally, it is also possible to use a transparent synthetic resin panel member in place of the glass panel.
[0018] As shown in FIG. 1, light emitting means such as various lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a lamp section (annular illumination section) 26 containing a built-in light emitting means such as an LED is provided along the periphery of the window section 21. The lamp section 26 lights up or flashes in response to changes in the gaming state, such as when hitting a jackpot or reaching a predetermined reach. In addition, an error display lamp section 27 is provided at the center of the lamp section 26 and at the top of the pachinko machine 10, which lights up in the event of a predetermined error, and furthermore, on the left and right sides of the error display lamp section 27, prize ball lamps that light up while prize balls are being paid out are provided. A section 28 is provided. Further, a speaker section 29 is provided at a position close to the left and right award ball lamp sections 28, which outputs sound effects and the like according to the game state.
[0019] Below the window portion 21 in the front door frame 14 (frame body 20), an upper bulge portion 31 and a lower bulge portion 32 that bulge toward the front are vertically arranged in parallel. An upper plate 33 that opens upward is provided inside the upper bulge 31, and a lower plate 34 that also opens upward is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls paid out from a payout device described later, and guiding them to the game ball firing mechanism side described later while arranging them in a line. Further, the lower tray 34 has a function of storing surplus game balls in the upper tray 33.
[0020] Further, on the upper surface of the upper bulging portion 31, there is provided an effect operation section 36 (specifically, a push operation button) that is manually operated by the player. For example, by manually operating the performance operation unit 36 in accordance with a suggestion displayed on the display screen G of the symbol display device 75, which will be described later, the performance content on the display screen G etc. changes to a predetermined performance content corresponding to the same operation. Become.
[0021] A game ball firing handle 41 is provided on the right side of the lower bulging portion 32 so as to protrude toward the front side. By operating the game ball firing handle 41, a game ball is fired from a game ball firing mechanism which will be described later.
[0022] As shown in FIG. 2, a passage forming unit 45 is attached to the back side of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper plate passage communicating with the upper plate 33 and a front door side lower plate passage communicating with the lower plate 34. In the passage forming unit 45, a socket part that protrudes rearward and is open upward is formed at the upper corner thereof, and by dividing the socket part into left and right sides by a partition wall, the entrance of the upper tray passage on the front door side is formed. The section and the entrance section of the front door side lower plate passage are formed into sections. Game balls entering the upper tray passage on the front door side are guided to the upper tray 33, and game balls entering the lower tray passage on the front door side are guided to the lower tray 34.
[0023] On the rotation base end side of the back surface of the front door frame 14, protruding shafts are provided at the upper and lower ends thereof. These protruding shafts constitute an assembly mechanism for the inner frame 13. Further, as shown in FIG. 2, a plurality of hook fittings 49 extending rearward are arranged in parallel in the vertical direction on the rotating tip side of the back surface of the front door frame 14. As shown in FIG. These hooks 49 constitute a locking mechanism for the inner frame 13.
[0024] Next, the inner frame 13 will be explained in detail based on FIGS. 2 and 3. The inner frame 13 is mainly composed of a resin base 50 having a substantially rectangular outer shape like the outer frame 11. The height of the resin base 50 is set to be slightly smaller than the height of the outer frame 11. Further, the resin base 50 is arranged close to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A curtain plate is attached to the outer frame 11 so as to close this gap. The curtain board is arranged below the resin base 50 (specifically, its lower end), and when the inner frame 13 is closed with respect to the outer frame 11, the resin base 50 rests on the curtain board. .
[0025] Support fittings 51 and 52 are attached to the upper and lower ends of the front surface of the resin base 50 on the rotation base end side. The support fittings 51 and 52 have shaft holes formed therein, and by inserting the protruding shafts of the front door frame 14 into these shaft holes, the front door frame 14 is rotatably supported with respect to the inner frame 13. ing.
[0026] Insertion holes for inserting hook fittings 49 provided on the back surface of the front door frame 14 are provided on the front side of the resin base 50 at the rotation end side. In this pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden behind the inner frame 13. Therefore, the front door frame 14 is locked with respect to the inner frame 13 so that the front door frame 14 cannot be opened by locking the hook fitting 49 with the locking device 55 (specifically, the front door hook receiving member) through the insertion hole. Further, the locking device 55 includes a plurality of inner frame hook members 57 extending rearward of the inner frame 13. When these inner frame hook members 57 are caught on the hook receiving members 19 of the outer frame 11, the game machine main body 12 is locked in a closed state with respect to the outer frame 11.
[0027] A cylinder lock 58 for unlocking the locking device 55 is installed at the lower right corner of the resin base 50. The cylinder lock 58 is integrated into the locking device 55, and when the key inserted into the keyhole of the cylinder lock 58 is turned clockwise, the front door frame 14 is unlocked from the inner frame 13, and the key inserted into the keyhole of the cylinder lock 58 is turned to the right. The locking device 55 is configured so that the inner frame 13 is unlocked from the outer frame 11 when the key is turned to the left.
[0028] A generally elliptical window hole 54 is formed in the center of the resin base 50, and the window hole 54 is closed from the rear by a game board 60 mounted on the resin base 50. The game board 60 includes a wooden plywood and a sheet material that covers the front surface of the plywood, and the front surface thereof is exposed to the front side of the resin base 50 through the window hole 54. In this exposed portion, that is, on the front side of the game board 60, a game area PE is formed where the game balls flow down. Note that the game board 60 is not limited to being made of wood, but may also be made of synthetic resin.
[0029] Hereinafter, the game board 60 (particularly various configurations arranged in the game area PE) will be explained based on FIG. FIG. 4 is a front view of the game board 60.
[0030] The game board 60 is formed with a plurality of large and small openings that penetrate in the thickness direction (front-back direction) of the game board 60. Each opening is provided with a general winning opening 61, a first operating opening 62, a second operating opening 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc.
[0031] When a ball enters the general winning hole 61, the variable winning device 65, the first operating hole 62, and the second operating hole 63, it is detected by the winning sensor (detection sensor), and a predetermined number of balls are detected based on the detection result. Benefits such as payout of prize balls are given to the player. In this case, if a ball enters the general winning slot 61, 10 game balls will be paid out, and if a ball enters the variable winning device 65, 15 game balls will be paid out. is executed. In addition, when a ball enters the first operating port 62, three game balls are put out, and when a ball enters the second operating port 63, one game ball is put out. is executed. Incidentally, even if a ball enters the through gate 64, the payout of the game ball is not executed.
[0032] Note that the number of these prize balls is arbitrary; for example, the number of prize balls related to the first operating port 62 and the number of prize balls related to the second operating port 63 may be the same, or the number of prize balls related to the second operating port 63 may be the same. The number of prize balls related to this may be larger than the number of prize balls related to the first operating port 62. Further, the number of prize balls related to the variable winning device 65 may be the same as or smaller than the number of prize balls related to other operating ports or the like. Further, a configuration may be adopted in which a predetermined number of game balls are paid out when a ball enters the through gate 64.
[0033] An out port 68 is provided at the bottom of the game board 60, and game balls that have not entered the various ball entry sections are discharged from the game area PE through the out port 68. Here, entering the ball means that the game ball passes through a predetermined opening, and includes not only the manner in which the game ball is ejected from the gaming area PE after passing through the opening, but also the manner in which the game ball passes through the opening. It also includes a mode in which it is not later ejected from the game area PE. However, in the following explanation, in order to clearly distinguish it from the game ball entering the out port 68, the ball entering the general winning port 61, operating ports 62, 63, variable winning device 65, or through gate 64 will be referred to as Also expressed as winning a prize.
[0034] Further, the game board 60 has a large number of nails 69 planted therein in order to appropriately disperse and adjust the falling path of the game balls, and various members (accessories) such as a windmill are also arranged. The flow of game balls is diversified by various configurations such as these nails 69 and windmills, and adjustments are made so that winnings in the above-mentioned general winning hole 61 etc. occur with a moderate probability.
[0035] At the center of the game board 60, the variable display unit 67 is arranged. The variable display unit 67 is installed on the back side of the game board 60 (FIG. 3), and the display screen G can be viewed through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front surface of the game board 60 so as to correspond to the peripheral edge of the opening.
[0036] The center frame 76 projects forward from the front of the game board 60, and the gap between the front of the center frame 76 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game balls flowing down the game area PE from flowing into the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 disperses the flow paths of the game balls in the game area PE to the left and right, forming a left route passing through the left side of the center frame 76 and a right route passing through the right side.
[0037] Whether the game ball flows down (passes) the left route or the right route is determined by the amount of rotational operation of the game ball launch handle 41, that is, the launch force of the game ball. Since the launched game ball enters the game area PE from the upper left side of the game board 60, the stronger the launch force of the game ball, the easier the game ball will flow down the right route.
[0038] Specifically, when the player performs a rotational operation of the game ball firing handle 41 as a first firing operation with a rotational operation amount in a first range that is greater than or equal to a predetermined rotational amount and less than a reference rotational amount, the fired game ball When the ball flows down the left route and the player performs a rotation operation of the game ball launch handle 41 with a rotation operation amount in the second range that is greater than or equal to the reference rotation amount as a second firing operation, the fired game ball Flow down the right route. Note that the predetermined amount of rotation is the amount of rotation operation that allows the launched game ball to pass through the guide rail 100 (described later) and enter the game area PE, and the reference amount of rotation is the amount of rotation that allows the launched game ball to pass through the guide rail 100 (described later) and enter the gaming area PE. This is the amount of rotational operation to fire the game ball with an attainable firing force.
[0039] A first operating port 62 that opens upward is arranged below the center frame 76 (variable display unit 67). The first operating port 62 is located at the left and right center of the game board 60, but a game component such as a nail 69 is provided to prevent the game ball flowing down the right route from entering the first operating port 62. That is, only the game balls flowing down the left route can enter the first operating port 62 to win. Therefore, when a player aims to win a prize at the first operating port 62, he or she will play the game by shooting the game ball so that the game ball flows down the left route. The first operating port 62 is provided with a first operating port winning sensor 62a (FIG. 7), and the game ball that has won in the first operating port 62 is detected by the winning sensor 62a.
[0040] The second operating port 63 is arranged on the right side of the center frame 76 (variable display unit 67). The configuration of the second operating port 63 will be explained with reference to FIG. 5.
[0041] The second actuating port 63 is provided with a general electric accessory 63a (variable receiving means) as a guide piece (support piece) consisting of a pair of left and right movable pieces. Specifically, the pair of movable pieces supported so as to be rotatable in the left-right direction are arranged so as to sandwich the opening serving as the second operating port 63 from both left and right sides.
[0042] By rotating each of the movable pieces, the closed state (non-support state or non-guide state) shown in Fig. 5(a) and the open state (support state or guide state) shown in Fig. 5(b) are achieved. It is possible to switch to. Specifically, a protrusion 63d is provided at the upper part of the second operating port 63 so as to protrude forward, and when the movable piece is in the upright position as shown in FIG. 5(a), The gap between each movable piece and the protrusion 63d becomes less than the diameter of the game ball, and the game ball is prevented from flowing into the second operating port 63. On the other hand, when the movable piece rotates to be inclined outward as shown in FIG. 5(b), an opening large enough to allow the game ball to pass is formed between it and the protrusion 63d. , game balls are allowed to flow into the second operating port 63. The second operating port 63 is provided with a second operating port winning sensor 63c, and the winning sensor 63c detects the game ball that has won in the second operating port 63.
[0043] Further, the general electric accessory 63a is provided with a drive section 63b that drives each movable piece. Each movable piece is switched between an open state (tilted position) and a closed state (erected position) by being driven by the drive unit 63b through a link mechanism (not shown). Incidentally, the first actuating port 62 is not provided with a general electric utility (opening / closing structure).
[0044] Note that in the above configuration, when the second operating port 63 is in the closed state, winning is not possible, but it may be configured to allow winning. That is, although it is possible to win a prize through the second operating port 63 when it is in the closed state, it may be configured such that it is more difficult to win (it becomes difficult to win) than when it is in the open state. In short, it is sufficient that the ease of entering the second operating port 63 is different between the open state and the closed state, and the degree of closing or opening is arbitrary. In addition, the configuration of the utility appliance 63a is not limited to the above, and for example, the movable piece rotates back and forth or slides back and forth or left and right to open and close the second operating port 63. It may be something that does.
[0045] As shown in FIG. 4, a through gate 64 is arranged above (upstream side) of the second operating port 63 in the right route. The through gate 64 has a through hole (not shown) that penetrates in the vertical direction, and the game ball that enters the through gate 64 passes through the through gate 64 and flows down the game area PE again. Therefore, the game ball that enters the through gate 64 can also enter the second operating port 63. The through gate 64 is provided with a through prize sensor 64a (FIG. 7), and the game ball that has won the through gate 64 is detected by the prize winning sensor 64a.
[0046] The through gate 64 serves as a trigger for opening the general electric accessory 63a provided at the second operating port 63. Specifically, an internal lottery is held when a prize is won in the through gate 64, and when the result of the internal lottery becomes an opening result (support winning), the utility power utility object 63a is changed from a closed state to an open state, After that, an accessory opening / closing game (support execution mode) for returning to the closed state is executed.
[0047] In the right route, a variable prize winning device 65 is arranged below (downstream side) the second operating port 63. The configuration of the variable winning device 65 will be explained with reference to FIG. 6.
[0048] The variable winning device 65 includes a big winning opening 65a that opens to the front, and an opening / closing door 65b that opens and closes the big winning opening 65a. The grand prize opening 65a has a horizontally long rectangular shape when viewed from the front, and is large enough to allow a plurality of game balls to win at the same time. The grand prize opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that enter the grand prize opening 65a are guided to the guiding passage 65e. The guide path 65e is provided with a winning sensor 65c for the big winning hole, and the winning sensor 65c detects the game ball that has won the big winning hole 65a.
[0049] Further, the variable winning device 65 is provided with a drive unit 65d that drives the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown), so that a closed state in which no game ball can enter the grand prize opening 65a (FIG. 6(a)) and a closed state in which no game ball can enter the grand prize opening 65a are established. It is switched to the open state (Fig. 6(b)) in which prizes can be won. Specifically, the opening / closing door 65b is normally in the closed state, and is switched to the open state when the transition to the opening / closing execution mode (jackpot game) is won in the internal lottery.
[0050] The opening / closing execution mode is a mode to which the player enters when a jackpot is won. The opening / closing execution mode will be described in detail later. In the case of a jackpot, the variable prize winning device 65 can be opened in a variable manner, with the passage of a predetermined time (e.g., 30 seconds) or the winning of a predetermined number of prizes (e.g., 10) as one round, and multiple rounds (e.g., 10 rounds) as the upper limit. There is a mode in which the winning device 65 is repeatedly opened.
[0051] In addition, in the above-mentioned structure, when it is in the closed state, it is not possible to win a prize to the grand prize opening 65a, but it may be configured to allow a prize to be won. That is, when it is in the closed state, although it is possible to win the big prize opening 65a, it may be configured to be more difficult to win than in the open state (it becomes difficult to win). In short, it is sufficient that the ease of entering the big prize opening 65a is different between the open state and the closed state, and the degree of closing or opening is arbitrary.
[0052] Here, with respect to the second operating port 63, through gate 64, and variable winning device 65, only the game balls flowing down the right route can win. Therefore, when a player aims to win a prize in the second operating port 63, through gate 64, or variable winning device 65, the player plays the game by shooting the game ball so that the game ball flows down the right route.
[0053] As shown in FIG. 4, below the variable winning device 65, a main display unit 81 is provided. The main display unit 81 is arranged along the lower outer edge of the game area PE, and protrudes forward from the front surface of the game board 60. On the front side of the main display unit 81, there are provided a special figure display section 43 and a regular figure display section 44 on which predetermined patterns and the like are displayed. Each of these display sections 43, 44 is visible from the front through the glass unit 22 of the front door frame 14. Note that the gap between the front surface of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. Thereby, the game ball is prevented from passing in front of the main display unit 81, and the visibility of the various display sections 43, 44 is ensured.
[0054] The special figure display section 43 includes a first special figure display section AS that displays the lottery results based on winnings in the first operating port 62, and a first special drawing display section AS that displays lottery results based on winnings in the second operating port 63. A second special symbol display section BS is provided for displaying the lottery results.
[0055] In the first special figure display section AS, a variable display of symbols is performed using a prize winning to the first operating port 62 as a trigger, and as a result of stopping the variable display, a symbol is displayed based on a winning to the first operating port 62. The results of the internal lottery will be clearly displayed. If the result of the internal lottery based on the prize entered into the first operation port 62 is a winning result corresponding to a jackpot, the variable display is stopped on the first special figure display section AS, and a predetermined picture is displayed as the stop result. After being displayed, the mode shifts to the opening / closing execution mode.
[0056] In the second special figure display section BS, a variable display of symbols is performed using a prize winning to the second operating port 63 as a trigger, and as a result of stopping the variable display, a symbol is displayed based on a winning to the second operating port 63. The results of the internal lottery will be clearly displayed. If the result of the internal lottery based on the prize entered into the second operation port 63 is a winning result corresponding to a jackpot, the variable display is stopped on the second special figure display section BS, and a predetermined picture is displayed as the stop result. After being displayed, the mode shifts to the opening / closing execution mode.
[0057] In the following, in order to distinguish between the symbols that are displayed in a variable manner when a prize is won to the first operating port 62 and the symbols that are dynamically displayed in response to a prize that is entered to the second operating port 63, the former is referred to as the first special symbol. Or it is called the 1st special pattern, and the latter is sometimes called the 2nd special pattern or the 2nd special pattern.
[0058] Here, based on winning to either of the actuating ports 62, 63, a variable display is started on the corresponding special figure display section AS, BS, and a predetermined stop result is displayed until the above variable display is stopped. corresponds to one game time on the special figure display sections AS and BS. However, one game round is not limited to the above content, for example, a single display area is provided, and even if a winning occurs in either of the operating ports 62, 63, that single display area is displayed. In a configuration where a variable display is performed in a display area, one gaming session is the period from when the variable display starts in the single display area until the variable display stops while displaying a predetermined stop result. shall be.
[0059] In addition, the main display unit 81 is provided with a special figure reservation number display section AM. The number of times a game ball enters the first actuation port 62 or the second actuation port 63 is reserved up to four times, and the special figure reservation number display section AM shows the first special figure (first actuation hole 63). The number of reservations for the opening 62) and the number of reservations for the second special figure (second operation opening 63) can be displayed separately.
[0060] The common figure display section 44 is a display section for clearly indicating the result of an internal lottery conducted based on winnings in the through gate 64. In this case, in the ordinary figure display section 44, the winning pattern in the through gate 64 is used as a trigger to display the symbols in a changing manner, and as a result of the stopping of the changing display, an internal lottery is performed based on the winning in the through gate 64. The results are clearly displayed. If the result of the internal lottery based on the winning through gate 64 is a winning result that corresponds to the transition to the support state in which the general public utility object 63a is opened, a predetermined stop result will be displayed on the general public figure display section 44. is displayed and the fluctuation display is stopped, then it moves to the support state. Note that the symbols that are displayed in a changing manner upon winning the through gate 64 are sometimes referred to as ordinary symbols or ordinary symbols.
[0061] Here, based on the winning in the through gate 64, a variable display is started on the ordinary figure display section 44, a predetermined stop result is displayed, and until the above-mentioned variable display is stopped, the ordinary figure display section 44 This corresponds to one game play in . In the following, in order to distinguish between the game times on the regular pattern display section 44 and the game times on the special pattern display sections AS, BS, the former may be referred to as a general pattern game period, and the latter may be referred to as a special pattern game period.
[0062] Further, the display section 44 for ordinary figures is provided with a reserved number display section FM for ordinary figures. The number of times a game ball enters through gate 64 can be held up to a maximum of 4 times, and the number of held general drawings (through gate 64) can be displayed on the normal drawing reservation number display section FM. .
[0063] The special figure display section 43 and the regular figure display section 44 are configured by a segment display device having a plurality of segments, but are not limited to this, and may be configured by other display devices such as a liquid crystal display device. You can.
[0064] In addition, although not shown, the main display unit 81 is provided with a round display section for clearly indicating the number of rounds in the opening / closing execution mode. The round display section starts displaying the number of rounds when or when the opening / closing execution mode is started. This display continues without changing the display content while the opening / closing execution mode is being executed, and ends when or when the opening / closing execution mode ends.
[0065] Next, the variable display unit 67 will be explained. The variable display unit 67 is provided with a symbol display device 75 that variably displays (or variably displays or switches) a symbol, which is a type of symbol.
[0066] The symbol display device 75 is configured as a liquid crystal display device including a liquid crystal display, and the display contents are controlled by a display control device described later. Note that the symbol display device 75 is not limited to being a liquid crystal display device, and may be another display device such as a plasma display device, an organic EL display device, or a CRT.
[0067] On the symbol display device 75, symbols are displayed side by side, for example, at the top, middle and bottom, and these symbols are displayed in a variable manner by being scrolled in the left and right direction. In this case, the variable display on the symbol display device 75 is started based on winning to the first operating port 62 or the second operating port 63. That is, when a variable display is performed on the special figure display section 43, a variable display is also performed on the symbol display device 75 accordingly. When the variable winning device 65 shifts to the jackpot game state (opening / closing execution mode) in which the variable winning device 65 is in the open state, a predetermined symbol combination is stopped and displayed on the preset active line on the symbol display device 75. .
[0068] Further, on the symbol display device 75, a pending display corresponding to the first special symbol display section AS and the second special symbol display section BS is performed. In this hold display, a predetermined hold image is displayed, and the displayed number indicates the hold number of each operating port 63, 64. Note that the number of reservations is not limited to that shown by the above-mentioned reservation image, and may be indicated by a numerical display. In addition, it is not limited to the symbol display device 75, and for example, a display section provided on the game board 60 separately from the symbol display device 75 (a display section separate from each pending number display section AM, FM of the main display unit 81). Alternatively, the configuration may include a light emitting section (reservation lamp section) or the like.
[0069] The configuration of the inner frame 13 will be explained with reference to FIG. 2 again. In the resin base 50, below the mounting area of the game board 60, a game ball firing mechanism 110 is provided that fires a game ball toward the game area PE based on the operation of the game ball firing handle 41. The game ball launch mechanism 110 includes a solenoid 111 that launches a game ball placed at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game ball launched by the solenoid 111, and a game ball that launches the game ball at the launch standby position. The main components include a ball feeding device 113 that supplies the ball, and a base plate 114 on which the various components 111 to 113 are attached. The base plate 114 is fixed to the resin base 50, so that the game ball firing mechanism 110 is integrated with the resin base 50.
[0070] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to be inclined upward toward the game board 60 side. A ball stopper is provided at a position near the downstream end (ie, lower end) of the firing rail 112 to keep the game ball supplied from the ball feeding device 113 at the firing standby position described above. The solenoid 111 is arranged at a position further downstream than the ball stopper.
[0071] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. The output shaft of the solenoid 111 reciprocates in the expansion and contraction direction based on the output of the electric signal from the power source and the firing control device, so that the game ball placed in the firing standby position is moved to the game board 60 side, It is launched toward the guide rail 100 attached to the board 60.
[0072] As shown in FIG. 4, the guide rail 100 divides the gaming area PE so that the outer shape of the gaming area PE is approximately circular. Further, the guide rail 100 consists of an inner rail 101 and an outer rail 102 that are arranged to face each other with a gap slightly larger than the diameter of the game ball, and a single guide path 103 is defined by these rails 101 and 102. ing. The guide path 103 has an entrance portion open to the tip side (diagonally downward) of the launch rail 112, and an exit portion located above the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of launch rail 112 → guide rail 100 (entrance part → exit part).
[0073] In addition, on the forward side of the exit part of the game board 60, more specifically, near the tip of the inner rail 101, a return prevention member 106 is attached to prevent the game balls that have reached the game area PE from returning to the guide path 103. This prevents the game ball that has reached the game area PE first from hindering the launch of the subsequent game ball.
[0074] As shown in FIG. 2, the guide rail 100 and the launch rail 112 are arranged such that the entrance part of the guide rail 100 and the tip part of the launch rail 112 diagonally face each other across the lower edge of the game board 60. . That is, both rails 100, 112 are arranged such that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are shifted from side to side near the lower edge of the game board 60. This allows both rails 100, 112 to approach the lower edge of the game board 60, while forming a gap at a predetermined interval between the entrance portion of the guide rail 100 and the launch rail 112.
[0075] A foul ball passage 46 is provided below the gap thus formed. The foul ball passage 46 is integrally formed with a passage forming unit 45 of the front door frame 14. If the game balls fired from the game ball launch mechanism 110 do not reach the game area PE and return as foul balls in the guide path 103, those foul balls will enter the foul ball path 46 through the above-mentioned gap. becomes. The foul ball passage 46 communicates with the lower tray passage on the front door side, and the game balls that have entered the foul ball passage 46 are discharged to the lower tray 34. As a result, the foul ball is returned to the player while interference between the foul ball and the next game ball to be fired is suppressed.
[0076] In the resin base 50, a through hole is formed on the left side of the firing rail 112 (specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front and back direction, and a passage forming member is inserted into this through hole. 121 are installed. The passage forming member 121 is screwed to the resin base 50 and has a main body side upper dish passage and a main body side lower dish passage. The upstream sides of the main body side upper tray passage and the main body side lower tray passage communicate with a game ball distribution section to be described later. Further, a socket portion of a passage forming unit 45 attached to the front door frame 14 is inserted below the passage forming member 121, and a front door side upper tray passage is arranged below the main body side upper tray passage. A front door side upper plate passage is arranged below the main body side lower plate passage.
[0077] An opening / closing member 124 is attached below the passage forming member 121 in the resin base 50 to open and close the main body side upper plate passage and the main body side lower plate passage. The opening / closing member 124 is rotatably supported in the front-back direction by a support shaft provided at its lower end, and further includes a biasing member that biases the opening / closing member 124 to a forward position that closes the main body side upper plate passage and the main body side lower plate passage. It is provided. Therefore, when the front door frame 14 is opened with respect to the inner frame 13, the opening / closing member 124 rises as shown in the figure and closes the main body side upper tray passage and the main body side lower tray passage. Thereby, when the front door frame 14 is opened with game balls stored in the main body side upper tray passage or the main body side lower tray passage, it is possible to prevent the inconvenience of the stored balls falling out. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open by the receptacle provided in the passage forming unit 45 of the front door frame 14 against the urging force. In this state, the main body side upper plate passage and the front door side upper plate passage are in communication, and the main body side lower plate passage and the front door side lower plate passage are in communication.
[0078] Next, the back structure of the inner frame 13 (resin base 50 and game board 60) will be explained based on FIG.
[0079] Bearing fittings 132 are arranged vertically in parallel on the rotation base end side of the back surface of the resin base 50. Bearing parts are formed in the bearing fitting 132 at vertically spaced intervals, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing parts.
[0080] A plurality of locking metal fittings are provided on the back surface of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking metal fittings. Here, the configuration of the back side of the game board 60 will be explained.
[0081] A display control device is attached to the variable display unit 67 arranged in the center of the game board 60 so as to cover the variable display unit 67 from behind (not shown). A production control device unit 142 is mounted behind the display control device so as to overlap with the display control device. The production control device unit 142 is configured to include a production control device 143 and a mounting base 144, and the production control device 143 is mounted on the mounting base 144.
[0082] The production control device 143 is equipped with a production control board that controls audio, lamp displays, and the display control device according to instructions from a main control device to be described later, and the production control board is a board box 145 made of a transparent resin material or the like. It is housed and configured.
[0083] On the back side of the game board 60, as shown in FIG. 3, a collection board 150 is provided below the variable display unit 67. The collection board 150 is provided with a game ball collection mechanism that collects game balls that have won into various winning holes, a detection mechanism that detects the entry of game balls into various winning holes, etc.
[0084] To explain the game ball collection mechanism, the collection board 150 is provided with collection passages that individually correspond to various ball entry parts such as the general prize opening 61. These recovery passages descend from the ball entry portions along the back side of the game board 60, and define the falling paths of the game balls. Each collection path joins near the bottom end of the game board 60, and all the game balls that have passed through the ball entry part such as the general prize opening 61 gather at the bottom of the game board 60 via the collection path. Become. The exit portion of each collection path is open downward, and a discharge path is provided on the forward side (specifically, below the game board 60). The game balls gathered below the game board 60 by the collection path are led out to the discharge path. In addition, the out port 68 similarly communicates with the discharge passage, and game balls that do not win in any of the winning ports are also led out to the discharge passage through the out port 68.
[0085] To explain the detection mechanism, the collection board 150 is provided with winning sensors (detection sensors) that individually correspond to various ball entry parts such as the general winning opening 61. These various winning sensors are placed in the middle of each collection path that connects to the ball entry section such as the general winning opening 61, and are used to detect the game ball when the falling path of the game ball is defined in the collection path. Detect passage. That is, when the game ball passes through a detection area provided in the middle of each collection path, entry of the ball into the ball entry opening such as the general winning opening 61 is detected. The winning sensor is composed of, for example, a magnetic sensor that detects changes in the magnetic field that occur when a game ball passes through a detection area.
[0086] These various winning sensors are electrically connected to a main controller unit 160 (more specifically, the main controller) provided on the back side of the game board 60, and detection signals from these winning sensors are sent to the main controller unit 160. The configuration is such that it is output as follows. The main controller unit 160 and its associated configuration will be described below.
[0087] The main control device unit 160 is mounted on the game board 60 so as to cover the collecting board 150 from the rear side, and is composed of a synthetic resin mounting base 161 and a main control device 162 mounted on the mounting base 161. has been done. The main control device 162 is equipped with a main control board having a function (main control circuit) that controls the main control of the game, and the main control board is housed in a board box 163 made of a transparent resin material or the like. There is.
[0088] The board box 163 includes a substantially rectangular parallelepiped box base (front case body) and a box cover (back case body) that covers the opening of the box base. These box base and box cover are unopenably connected by a sealing portion serving as a sealing means, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the substrate box 163, and at least one of them is used to perform the sealing process.
[0089] Any configuration can be applied to the sealing part as long as it connects the box base and the box cover in an unopenable manner; It is intended to be irrevocably bound. The sealing process performed by the sealing section is to prevent unauthorized opening after the seal has been sealed, and even if unauthorized opening occurs, it will be possible to detect this situation early and easily. It is possible to perform the sealing process again later. That is, the sealing process is performed by inserting a locking pawl into at least one elongated hole among the plurality of sealing parts. When opening the board box 163 in the event of a problem with the housed main control board or when inspecting the main control board, the connecting part between the sealing part in which the locking claw is inserted and another sealing part is removed. disconnect. As a result, the box base and box cover of the board box 163 are separated, and the main control board inside can be taken out. After that, if the sealing process is to be performed again, insert the locking claw into the long hole of the other sealing part. If a history indicating that the board box 163 has been opened is left in the board box 163, it can be easily discovered by looking at the board box 163 that the board box 163 has been opened in an unauthorized manner.
[0090] A plurality of coupling pieces are provided on one short side of the board box 163 so as to protrude laterally. These joining pieces have a one-to-one correspondence with a plurality of pieces to be joined formed on the mounting base 161, and the sealing process is performed between the board box 163 and the mounting base 161 by the joining pieces and the joined pieces. be exposed.
[0091] Next, the back pack unit 15 will be explained based on FIGS. 2 and 3.
[0092] As shown in FIG. 2, the inner frame 13 is covered from the rear by a back pack unit 15. The back pack unit 15 includes a back pack 201, to which a dispensing mechanism section 202, a discharge passage board 203, and a control device assembly unit 204 are attached.
[0093] The back pack 201 is molded from a transparent synthetic resin, and as shown in FIG. 3, it includes a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 that protrudes toward the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape. and has. The protective cover section 212 has a shape in which the left and right sides and the top surface are closed, and only the bottom surface is open, and has a size sufficient to at least surround the variable display unit 67.
[0094] An external output terminal 213 is provided on the upper right side of the base portion 211. The external output terminal 213 is provided with various output terminals, and various signals are outputted to the hall computer HC (management control device) on the gaming hall side through these output terminals. In addition, a pair of upper and lower latching pins are provided on the right end of the base portion 211 when viewed from the rear of the pachinko machine 10, and the latching pins are inserted into a bearing fitting 132 (more specifically, a bearing portion) provided on the inner frame 13. By doing so, the back pack unit 15 is rotatably supported with respect to the inner frame 13. Furthermore, a fastener for fastening to a fastened hole provided in the inner frame 13 is provided at the rotating tip of the base portion 211, and by fitting the fastener into the fastened hole. A back pack unit 15 is fixed to the inner frame 13.
[0095] The dispensing mechanism section 202 is disposed on the base section 211 so as to bypass the protective cover section 212. The payout mechanism section 202 is provided with a tank 221 that is disposed at the top of the back pack 201 and opens upward, and the tank 221 is sequentially replenished with game balls supplied from the island equipment of the game hall. Ru. A tank rail that slopes gently toward the downstream side is connected to the lower part of the tank 221, and a case rail that extends in the vertical direction is connected to the downstream side of the tank rail. A dispensing device 222 is provided at the most downstream portion of the case rail. The game balls put out by the payout device 222 are supplied to the game ball distribution section provided in the base portion 211 of the back pack 201 through a payout passage provided on the downstream side of the payout device 222.
[0096] The game ball distribution section has a function of distributing the game balls paid out from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described later, and the inner opening is located on the main body side described above. It is formed so that it communicates with the upper plate 33 via the upper plate passage and the front door side upper plate passage, and the outer opening communicates with the lower plate 34 via the main body side lower plate passage and the front door side lower plate passage. .
[0097] As shown in FIG. 3, a discharge passage board 203 and a control device assembly unit 204 are attached to the lower end of the base portion 211 so as to sandwich the lower end in the front and rear directions. A discharge passageway that is open to the rear is formed on the surface of the discharge passage board 203 facing the control device assembly unit 204, and the open portion of the discharge passage is closed by the control device assembly unit 204. The discharge passage is formed to discharge game balls to the island equipment of the game hall, etc., and the game balls led to the discharge passage from the above-mentioned collection passage etc. are discharged outside the pachinko machine 10 by passing through the discharge passage. It is discharged.
[0098] The control device assembly unit 204 has a horizontally elongated mounting base, and the dispensing control device 181 and the power supply and firing control device 191 are mounted on the mounting base. The payout control device 181 and the power source and launch control device 191 are arranged one on top of the other in such a way that the payout control device 181 is at the rear of the pachinko machine 10.
[0099] In the payout control device 181, a payout control board that controls the payout device 222 is housed in a board box, and a state return switch provided on the payout control board projects outside the board box. For example, when a state recovery switch is pressed when a dispensing error occurs, such as a ball jam in the dispensing device 222, the ball jam is cleared.
[0100] The power supply and launch control device 191 has a power supply and launch control board housed in a board box, and the board generates and outputs a predetermined power required by various control devices, and furthermore, the power supply and launch control board is housed in a board box. The launch of the game ball is controlled by operating the handle 41.
[0101] The power supply and launch control device 191 is provided with a power outage monitoring section (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage state such as a power outage. This pachinko machine 10 has a memory retention function for various data, so that even in the event of a power outage, it will retain the state at the time of the power outage, and when it recovers from the power outage, it will be able to return to the state at the time of the power outage. It has become. For example, when the power is shut off in a normal procedure, such as when a game hall is closed, the state before the shutoff is stored and retained. Further, the power supply and launch control device 191 is provided with a RAM erase switch. If you turn on the power while holding down the RAM erase switch, the RAM data will be initialized.
[0102] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be explained based on the block diagram of FIG. 7.
[0103] An MPU 312 is mounted on the main control board 311 of the main control device 162. The MPU312 includes a ROM313 that stores various control programs and fixed value data to be executed by the MPU312, and a memory that temporarily stores various data etc. when executing the control programs stored in the ROM313. It has built-in RAM 314, an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as a random number generator.
[0104] The RAM 314 is configured to be able to retain (back up) data using the power supply and backup voltage from the launch control device 191 even after a power outage occurs, and the RAM 314 temporarily stores various data. A backup area is provided separately from the storage area. The backup area is an area for storing the stack pointer at the time of power cutoff, the values of each register, I / O, etc. in the event of a power cutoff. When recovering from a power outage state (at the time of power restoration), the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.
[0105] Note that in the configuration shown in FIG. 7, the ROM 313 and RAM 314 are integrated into one chip for the MPU 312, but the configuration is not limited to this, and each may be integrated into individual chips. This also applies to MPUs of control devices other than main control device 162.
[0106] The MPU 312 is provided with an input port and an output port, respectively. A payout control device 181 and a power supply and firing control device 191 are connected to the input side of the MPU 312. Furthermore, various sensors are connected to the input side of the MPU 312. The various sensors include the general winning opening 61, the first operating opening 62, the second operating opening 63, the through gate 64, the winning sensor 61a for the general winning opening that detects winnings to the variable winning device 65, and the winning sensor 61a for the first operating opening. A sensor 62a, a second operating opening winning sensor 63c, a through winning sensor 64a, a big winning opening winning sensor 65c, etc. are provided. In the MPU 312, based on the detection results of these various sensors 61a, 62a, 63c, 364a, and 65c, a winning determination (ball entering determination) for each ball entering portion is performed. In addition, the MPU 312 executes various lottery drawings based on winnings in the first operating port 62, the second operating port 63, and the through gate 64.
[0107] A payout control device 181, a production control device 143, etc. are connected to the output side of the MPU 312. A prize ball command is output to the payout control device 181, for example, based on the winning determination result in the winning ball entry section corresponding to the paying out of the prize ball.
[0108] Various commands such as a fluctuation start command, a type command, a fluctuation end command, an opening command, and an ending command are output to the production control device 143. In this case, the command information storage area 313e of the ROM 313 is referred to when outputting these various commands. Details of these various commands will be explained later. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.
[0109] Further, to the output side of the MPU 312, a drive unit 63b for the general purpose accessory 63a and a drive unit 65d for the variable winning device 65 are connected as various drive units. The main control board 311 is provided with various driver circuits, and the MPU 312 executes drive control of various drive units through the driver circuits. Specifically, when the transition to the opening / closing execution mode occurs, drive control of the driving unit 65d is executed in the MPU 312 so that the opening / closing door 65b of the variable prize winning device 65 is driven. Furthermore, when the transition to the support state occurs, the MPU 312 executes drive control of the drive unit 63b so that each movable piece of the general electric utility object 63a is driven. In addition, in each special figure game round, display control of the first special figure display section AS or the second special figure display section BS in the special figure display section 43 is executed. In addition, during the regular figure game round, display control of the regular figure display section 44 is executed.
[0110] Furthermore, the above-mentioned external output terminal 213 is connected to the output side of the MPU 312, and through this external output terminal 213, information on balls entering various ball entry sections and lottery results such as jackpots is sent to the hall computer HC. Output. This makes it possible to grasp the status of the pachinko machine 10 on the hall computer HC.
[0111] The power supply and launch control device 191 is connected to, for example, a commercial power source (external power source) in a game hall or the like. Then, based on the external power supplied from the commercial power source, necessary operating power is generated for the main control board 311, payout control device 181, etc., and the generated operating power is supplied.
[0112] The power supply and launch control device 191 is provided with a power outage monitoring section 315, and the power outage monitoring section 315 monitors the stable 24 volt DC voltage output from the power supply and launch control device 191. The power outage monitoring unit 315 determines that a power outage (power cutoff) has occurred when the output voltage from the power supply and launch control device 191 becomes less than 22 volts, and transmits the power outage signal to the NMI terminal (non-maskable output to the interrupt terminal). As a result, the main controller 162 recognizes the occurrence of a power outage, immediately executes the NMI interrupt process, and further executes the power outage process based on this. By the way, the power supply and launch control device 191 is provided with a power supply part such as a backup capacitor for use in the event of a power outage, so that when a power outage occurs or the power of the pachinko machine 10 is turned off, the Power for memory retention is supplied to the RAM 314 of the main control device 162 from the power supply unit. Further, the power supply and firing control device 191 is responsible for controlling the firing of the game ball firing mechanism 110, and the game ball firing mechanism 110 is driven when predetermined firing conditions are met.
[0113] The payout control device 181 controls the payout of prize balls and rental balls by the payout device 222 based on the prize ball command input from the main control device 162.
[0114] The production control device 143 controls the drive of the lamp sections 26 to 28 and the speaker section 29 provided in the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. It is something to do. The display control device 350 executes display control of the symbol display device 75 based on commands input from the production control device 143. In this case, in the production control device 143, based on various commands input from the main control device 162, the variable display time of the symbols on the symbol display device 75 and the type of combination of symbols to be finally stopped and displayed are determined, Determine whether or not a reach event will occur and the content of the reach effect.
[0115] Here, the display contents of the symbol display device 75 will be explained based on FIGS. 8 to 10.
[0116] As shown in Figures 8(a) to (j), the design, which is a type of picture, consists of nine main designs numbered from 1 to 9, and a shell-shaped design. It is composed of sub-designs. More specifically, the main design consists of nine types of character designs, such as an octopus, with numbers "1" to "9" attached to each one.
[0117] As shown in FIG. 9(a), three symbol rows Z1, Z2, and Z3 are set on the display screen G of the symbol display device 75: an upper row, a middle row, and a lower row. Each symbol row Z1 to Z3 is composed of main symbols and sub-symbols arranged in a predetermined order. Specifically, in the upper pattern row Z1, nine types of main patterns from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main pattern. . In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols. On the other hand, in the middle symbol row Z2, nine types of main symbols "1" to "9" are arranged in ascending order of numbers, and between the main symbol "9" and the main symbol "1". A main symbol of "4" is additionally arranged on the top, and one sub-pattern is placed between each of these main symbols. In other words, only in the middle symbol row Z2, 10 main symbols are arranged and it is composed of 20 symbols. Then, on the display screen G, the symbols of each of these symbol rows Z1 to Z3 are displayed in a cyclically scrolling manner in a predetermined direction. In addition, as shown in Figure 9(b), on the display screen G, three symbols are displayed in a static state for each symbol row, resulting in a total of nine symbols (3×3) being statically displayed. It is supposed to be done.
[0118] Five effective lines are set on the display screen G, namely, a left line L1, a middle line L2, a right line L3, a lower right line L4, and an upper right line L5. Then, the variable display stops in the order of upper symbol row Z1 → lower symbol row Z3 → middle symbol row Z2, and when a combination of symbols with the same number on any active line is formed, all symbol rows Z1 When the variable display of ~Z3 ends, a jackpot video will be displayed as the occurrence of the normal 4R jackpot result or the 10R guaranteed variable jackpot result, which will be described later.
[0119] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols", and when a 10R guaranteed variable jackpot result occurs, the main symbols with odd numbers (1, 3, 5, 7, 9) are The combination will stop displaying. In addition, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols", and when a large 4R hit result usually occurs, the combination of the same non-specific symbols will stop. Is displayed.
[0120] Here, a supplementary explanation will be given with reference to FIG. 10 regarding the variable display of each symbol row. When a game round is started, first, high-speed fluctuating display is started for all symbol rows Z1 to Z3. In this case, it is difficult or impossible to recognize which symbol row is being displayed in a variable manner. Thereafter, as shown in FIG. 10(a), the fluctuating display mode of the upper symbol row Z1 switches from a high-speed fluctuating display to a slow fluctuating display in which the player can recognize the fluctuatingly displayed symbols. Then, as shown in FIG. 10(b), as the fluctuating display of the upper symbol row Z1 ends, the fluctuating display mode of the lower symbol row Z3 switches from the high-speed fluctuating display to the low-speed fluctuating display. Then, as shown in FIG. 10(c), the variable display of the lower symbol row Z3 ends. After the variation of all the symbol rows Z1 to Z3 is completed, a stop display period is provided in which the stop display is maintained and waited for a predetermined period.
[0121] By the way, in the gaming machine, when the symbols are stopped and displayed on the symbol display device 75, the symbols in the final stop row (the middle symbol row Z2 in this embodiment) are not suddenly stopped, but are gradually displayed while decreasing the fluctuating display speed. Generally, it is stopped at In this case, if it is configured so that the symbols in the middle symbol row Z2 (final stop row) start to stop at the same time as the stop display starts on the special symbol display section 43, the deceleration time until the symbols stop on the symbol display device 75 is Accordingly, the time during which the symbol remains stationary is shortened, resulting in a substantial shortening of the stationary display time.
[0122] Therefore, before starting the stop display on the special figure display section 43, symbol rows Z1 to Z3 including the final stop row are stopped (temporarily stopped), and then the stop display on the special figure display section 43 is stopped. It is configured to cause the temporarily stopped symbol to be permanently stopped (determined display) in accordance with the start timing of . The display mode of the symbol rows Z1 to Z3 in the temporary stop is different from that in the final display. For example, at least one of the symbol rows Z1 to Z3 moves slowly back and forth, or at least a part of a character such as an octopus (FIG. 8) that constitutes the main symbol or the sub symbol moves. In other words, the temporary stop is performed so that the pattern appears to be stopped at first glance, but is maintained in an incomplete stopped state (stopped display). On the other hand, the confirmed display is performed so that the character is completely stopped without any slight reciprocating movements or movements of the character.
[0123] In addition, the temporary stop display of symbol rows Z1 to Z3 starts with the stop result corresponding to the result of the win / fail lottery or the jackpot type, and then shifts to the final display, as well as the stop display that does not correspond to the result of the win / fail lottery or the jackpot type. After the result is temporarily stopped and displayed, the symbol rows Z1 to Z3 are displayed again to change to a stop result corresponding to the result of the winning lottery, etc., and then the display may shift to a confirmed display.
[0124] By the way, in the special figure game round executed on the special figure display section 43, the symbols are not temporarily stopped and displayed, but the symbols that have been fluctuated are suddenly stopped as the fluctuating display time elapses, and the state (pictures) (stop display) is maintained until the fixed display time has elapsed. In other words, the stop display of the picture on the special figure display section 43 becomes a fixed display as it is. This also applies to the normal pattern game round executed on the normal pattern display section 44.
[0125] Note that the manner in which the symbols are displayed in a variable manner in the symbol display device 75 is not limited to the above-mentioned one and may be arbitrary, and may include the number of symbol rows, the direction in which symbols are displayed in a fluctuating manner in the symbol rows, the number of symbols in each symbol row, The combination of symbols corresponding to jackpots and misses can be changed as appropriate.
[0126] As shown in FIG. 9(b), a hold display section 200 is provided at the bottom of the display screen G to display a number of hold images corresponding to the number of hold times of the game before execution. By viewing the display unit 200, the player can recognize the number of reservations. In the hold display section 200, a first hold display area Ga corresponding to the first special figure and a second hold display area Gb corresponding to the second special figure are set.
[0127] In the first holding display area Ga, the unit holding display areas Ga1 to Ga4 of the same number as the maximum holding number when game balls enter the first operating opening 62 are displayed in sections so as to be arranged side by side in the left and right direction. There is. Specifically, when a game ball enters the first operating port 62, the maximum number of balls to be held is four, and correspondingly, the first unit holding display area Ga has a first unit holding display area Ga1, a first unit holding display area Ga1, a first unit holding display area Ga1, A 2-unit pending display area Ga2, a 3rd unit pending display area Ga3, and a 4th unit pending display area Ga4 are set.
[0128] For example, if the number of reserved balls is 1 when a game ball enters the first operating port 62, a predetermined pending image is displayed only in the first unit pending display area Ga1, and the game ball enters the first operating port 62. If the number of reservations is 4 when winning 62, a predetermined reservation image is displayed in all of the first unit reservation display area Ga1 to fourth unit reservation display area Ga4.
[0129] In addition, in the second holding display area Gb, unit holding display areas Gb1 to Gb4 of the same number as the maximum holding number when game balls enter the second operating port 63 are displayed in sections so that they are arranged side by side in the left and right direction. has been done. Specifically, when a game ball enters the second operating port 63, the maximum number of balls to be held is four, and correspondingly, the second holding display area Gb has a first unit holding display area Gb1, a first unit holding display area Gb1, A 2-unit pending display area Gb2, a 3rd unit pending display area Gb3, and a 4th unit pending display area Gb4 are set.
[0130] For example, if the number of reserved balls is 1 when a game ball enters the second operating port 63, a predetermined pending image is displayed only in the first unit pending display area Gb1, and the game ball enters the second operating port 63. 63, if the number of pending items is 4, a predetermined pending image is displayed in all of the first unit pending display area Gb1 to fourth unit pending display area Gb4.
[0131] Furthermore, an execution display area D is set so as to be sandwiched between the first hold display area Ga and the second hold display area Gb. In the execution display area D, a pending image corresponding to the game round to be executed (currently being executed) is displayed. For example, when a game round ends and the next game round starts, the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb. The displayed hold image is moved and displayed in the execution display area D. This allows the player to recognize that the game session that was on hold will be played.
[0132] <Electrical configuration for performing various lottery drawings in MPU 312 of main controller 162> Next, the electrical configuration for performing various lottery drawings in the MPU 312 of the main control device 162 will be explained using FIG.
[0133] During the game, the MPU 312 uses various counter information to perform jackpot lottery, settings for the display on the special symbol display section 43, display settings on the regular symbol display section 44, etc. Specifically, as shown in FIG. As shown in , the initial value settings of the jackpot random number counter C1 used in the jackpot lottery, the jackpot type counter C2 used to determine the jackpot type such as the variable jackpot result or the normal jackpot result, and the jackpot random number counter C1. A random number initial value counter CINI used for this, and a variation type counter CS that determines the variation display time in each special figure display section AS, BS in the special figure display section 43 are used. Furthermore, a random number counter C3 per ordinary figure is used to determine whether or not the ordinary electricity accessory 63a of the second actuating port 63 is to be placed in a support state (open state).
[0134] Each of the counters C1 to C3, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 314a set in a predetermined area of the RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS is acquired information storage when a winning occurs in the first operating port 62 or the second operating port 63. The ball is stored in the reserved ball storage area 314b as a means.
[0135] The holding ball storage area 314b includes a holding area RE consisting of a first special figure holding area Ra and a second special figure holding area Rb, and an execution area AE. The holding areas Ra and Rb each have a first area, a second area, a third area, and a fourth area, and the lottery counter Each numerical value information of the jackpot random number counter C1, jackpot type counter C2, and fluctuation type counter CS stored in the buffer 314a is stored in one of the areas as pending information. Note that the pending information corresponds to special information.
[0136] In this case, in the first area to the fourth area, if winnings to the first operating port 62 or the second operating port 63 occur multiple times in a row, the first area → second area → third area → Each piece of numerical information is stored chronologically in the order of the fourth area. By providing each of the four areas in this way, a maximum of four winning histories of game balls entered into the first operating port 62 or the second operating port 63 can be stored on hold. In addition, a total reservation number storage area is provided in the reservation ball storage area 314b, and the total number of reservations storage area stores the number of winning history of the first operation port 62 or the second operation port 63. Information for identifying is stored.
[0137] The execution area AE is an area for moving each value stored in the first area of the holding area RE when starting the variable display of the special figure display section 43, and is an area for moving each value stored in the first area of the holding area RE. Judgments are made based on various numerical information stored in the area AE.
[0138] In detail about each counter, the jackpot random number counter C1 is configured such that, for example, the jackpot random number counter C1 is sequentially incremented by 1 within the range of 0 to 199, and returns to 0 after reaching the maximum value (that is, 199). In particular, when the jackpot random number counter C1 completes one round, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. Note that the random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value=0 to 199). The jackpot random number counter C1 is updated regularly, and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when a game ball enters the first operating port 62 or the second operating port 63. More specifically, when a game ball enters the first operating port 62, it is stored in the first special figure holding area Ra of RAM314, and when a game ball enters the second operating port 63, it is stored in the second special figure of RAM314. storage area Rb.
[0139] The value of the random number that results in a jackpot is stored as a win / fail table (win / fail information group) in a win / fail table storage area 313a as a win / fail information group storage means in the ROM 313. Here, the contents of the validity table will be explained using FIG. 12.
[0140] In the win / fail table, address information consisting of binary number information and jackpot numerical information also consisting of binary number information are set in a one-to-one correspondence. Specifically, the address information is expressed in decimal numbers and is set to 5 types from "1" to "5", and the jackpot numerical information is expressed in decimal numbers as "7", "17", and "27". , "37" and "47" are set, and these address information and jackpot numerical information are associated on a one-to-one basis. The numerical value of each jackpot numerical information is included in the numerical range of "0" to "199" of random number information that can be updated in the jackpot random number counter C1.
[0141] Here, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as the lottery modes in the win / fail lottery means. The number of jackpot numerical information referred to in the low probability mode and the number of jackpot numerical information referred to in the high probability mode are different, and the former is smaller than the latter. Specifically, in the low probability mode, only the jackpot numerical information whose address information is "1" is referenced during the lottery, and in the high probability mode, the jackpot numerical information corresponding to all address information is referenced during the lottery. Referenced. In other words, in the low probability mode, there is one piece of numerical information that results in a jackpot, and in the high probability mode, there are 5 pieces of numerical information, which is more than in the low probability mode. As a result, the probability of winning a jackpot in low probability mode is 1 / 200, while the probability of winning a jackpot in high probability mode is 1 / 40, and the probability of winning a jackpot in high probability mode is higher than in low probability mode. The probability of winning is higher. In each lottery mode, the lottery result is a loss unless the random number value is a jackpot. Note that the number and value of random numbers for winning are arbitrary as long as the winning probability is higher in the high probability mode than in the low probability mode.
[0142] The jackpot type counter C2 is for distributing the type in the event of a jackpot, and is incremented by 1 in the range of 0 to 99, and returns to 0 after reaching the maximum value (that is, 99). It has become. The jackpot type counter C2 is updated regularly, and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when a game ball enters the first operating port 62 or the second operating port 63. More specifically, when a game ball enters the first operating port 62, it is stored in the first special figure holding area Ra of RAM314, and when a game ball enters the second operating port 63, it is stored in the second special figure of RAM314. storage area Rb.
[0143] The destinations to which game results are allocated to the jackpot type counter C2 are stored in the type table storage area 313b of the ROM 313 as a jackpot type table. Here, the jackpot type table will be explained with reference to FIG. 13.
[0144] As the jackpot type table, a jackpot type table for the first special figure (FIG. 13(a)) and a jackpot type table for the second special figure (FIG. 13(b)) are set. If a jackpot is achieved based on a winning in the first operating port 62, the jackpot type table for the first special symbol is referred to, and if a jackpot is achieved based on a winning in the second operating port 63, the jackpot type table for the first special symbol is referred to. 2 The jackpot type table for special symbols is referred to.
[0145] As shown in FIG. 13(a), in the jackpot type table for the first special figure, 4R probability variable jackpot result and 4R normal jackpot result are set as selectable jackpot types. In each of these jackpot results, the number of round games to be executed is four. Here, the round game is a game in which variable winning control is executed at least once to change the variable winning device 65 from the closed state to the open state and then to the closed state. In the present embodiment, the variable winning control is configured to be executed once for each round game.
[0146] The 4R variable probability jackpot result is a jackpot result in which the lottery mode is set to high probability mode after the opening / closing execution mode ends, and the support mode in the general utility accessory 63a of the second operating port 63 is set to high frequency support mode. It is. In this case, the high probability mode and high frequency support mode are continued until the next jackpot occurs (until the next opening / closing execution mode is started). Incidentally, while the opening / closing execution mode is being executed, the lottery mode is set to the low probability mode, and the support mode is set to the low frequency support mode.
[0147] Here, in the high-frequency support mode and the low-frequency support mode, when compared in a situation where game balls continue to be launched in the same manner to the game area PE, the frequency of winnings to the second operating port 63 increases. The driving mode of the general electric utility object 63a is controlled so that the height is relatively high or low. Specifically, in the high-frequency support mode, the probability of winning in the random number lottery using the random number counter C3 is higher than in the low-frequency support mode. The number of openings of the accessory 63a is also greater in the high-frequency support mode than in the low-frequency support mode, and the time period for one opening is also longer in the high-frequency support mode than in the low-frequency support mode.
[0148] Therefore, in the high-frequency support mode, the probability that a prize will be won at the second operating port 63 is higher than in the low-frequency support mode. In other words, in the low-frequency support mode, the probability of winning the first operating port 62 is higher than that of the second operating port 63, but in the high-frequency support mode, the second operating port 62 has a higher probability of winning than the second operating port 63. The probability of winning 63 is higher. When a winning occurs in the second operation port 63, a predetermined number of game balls are paid out, so in the high-frequency support mode, the player can play the game without reducing the number of balls he has too much. It can be carried out.
[0149] Note that the configuration for realizing the high-frequency support mode is not limited to the one described above. For example, after making the winning probability of the general lottery lottery equal in both modes, the configuration for realizing the high-frequency support mode is It may be configured to give preferential treatment to the number of times the accessory 63a is opened and the length of time it is opened once compared to the low-frequency support mode. In short, it is sufficient if the frequency of winnings to the second operating port 63 per unit time is higher than in the low-frequency support mode, and any one of the following conditions or any one of the winning lottery, number of openings, and opening time is sufficient. A configuration may be adopted in which the high-frequency support mode and the low-frequency support mode are set by differentiating the combination conditions.
[0150] 4R normal jackpot result is a jackpot result in which after the opening / closing execution mode ends, the lottery mode is set to low probability mode, and the support mode in the utility power accessory 63a of the second operating port 63 is set to high frequency support mode. It is. In this case, the high-frequency support mode is continued until the number of times the game is executed after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times). If the upper limit number of times is reached, the high-frequency support mode ends, and the support mode switches to the low-frequency support mode while the lottery mode remains the low-probability mode. That is, the lottery mode is set to the low probability mode and the support mode is set to the low frequency support mode (normal gaming state).
[0151] In this embodiment, "0" to "64" of the jackpot type counter C2 correspond to 4R probability variable jackpot results, and "65" to "99" correspond to 4R normal jackpot results. In other words, the probability of being assigned to the 4R guaranteed variable jackpot result is set to 65%, and the probability of being assigned to the 4R normal jackpot result is set to 35%.
[0152] As shown in FIG. 13(b), in the jackpot type table for the second special figure, 10R probability variable jackpot result and 4R normal jackpot result are set as selectable jackpot types. The 10R probability-variable jackpot result is one in which the number of round games to be executed is 10. In addition, for the 10R variable jackpot result, after the opening / closing execution mode ends, the lottery mode is set to the high probability mode, and the support mode in the general electric accessory 63a of the second operating port 63 is set to the high frequency support mode. It was a jackpot result. In this case, the high probability mode and high frequency support mode are continued until the next jackpot occurs.
[0153] In addition, the 4R normal jackpot result set in the jackpot type table for the second special figure is the same as the 4R normal jackpot result set in the jackpot type for the first special figure. In other words, when a 4R normal jackpot result is triggered by winning the second operating port 63, the lottery mode is set to the low probability mode, the support mode is set to the high frequency support mode, and after the opening / closing execution mode. This state continues until the number of times the game is executed reaches a predetermined upper limit (for example, 100 times).
[0154] In this embodiment, "0" to "64" of the jackpot type counter C2 correspond to 10R probability variable jackpot results, and "65" to "99" correspond to 4R normal jackpot results. In other words, the probability of being allocated to a 10R guaranteed variable jackpot result is set to 65%, and the probability of being allocated to a 4R normal jackpot result is set to 35%.
[0155] In this way, regardless of whether the type table of the first special figure display section or the type table of the second special figure display section, the probability of being assigned to a probability variable jackpot result is the same. However, when the variable probability jackpot result is selected, the type table in the second special figure display section shows a 16R jackpot result, while the type table in the first special figure display section is set to show a 4R jackpot result. has been done. In other words, if you get a variable jackpot result based on winning the second operating port 63, the number of rounds in the opening / closing execution mode will be lower than if you get a variable jackpot result based on winning the first operating port 62. As a result, it is possible to expect more game balls to be paid out. That is, the game in which a game ball is placed in the second operating port 63 is more advantageous for the player than the game in which the game ball is placed in the first operating port 62.
[0156] As described above, there is a clear difference in the advantages for the player between the first operating port 62 and the second operating port 63. Therefore, the player plays the game while expecting to win a prize in the second operating port 63 of the first operating port 62 and the second operating port 63. Players pay more attention to the high-frequency support mode in which the frequency of winning is increased.
[0157] In addition, the jackpot type counter C2 is used to determine the stop result of the symbols to be stopped and displayed on each special symbol display section AS, BS when the result of the lottery based on winnings to the actuating ports 62 and 63 becomes a jackpot. is also used. The stop result is determined by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. In the stop result table, multiple pieces of data are set for the stop results (jackpot symbols that are stopped and displayed on each special symbol display section AS and BS) in the case of a jackpot, in association with the value of the jackpot type counter C2. When determining the stop result, data corresponding to the obtained jackpot type counter C2 is read out of the plurality of stop result data. Here, since the same jackpot type counter C2 is used to determine the stop result and the jackpot type, the jackpot pattern that is stopped and displayed on each special symbol display section AS, BS and the jackpot that is determined at the time of the jackpot. It corresponds to the type.
[0158] The variation type counter CS is configured to be incremented by 1 in sequence within the range of 0 to 99, for example, and return to 0 after reaching the maximum value (that is, 99). The variation type counter CS is used by the MPU 312 to determine the variation display time in the first special figure display section AS and the second special figure display section BS of the special figure display section 43.
[0159] The variation type counter CS is updated once every time a normal process (described later) is executed once, and is repeatedly updated within the remaining time within the normal process. The variable type counter CS is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the game ball enters the first operating port 62 or the second operating port 63. More specifically, when a game ball enters the first operating port 62, it is stored in the first special figure holding area Ra of RAM314, and when a game ball enters the second operating port 63, it is stored in the second special figure of RAM314. storage area Rb.
[0160] The allocation destination of the variable display time to the variable type counter CS is stored in the variable display time table storage area 313c of the ROM 313 as a variable display time table. Here, the variable display time table will be explained with reference to FIG. 14.
[0161] As the variable display time table, a variable display time table for a jackpot (FIG. 14(a)) and a variable display time table for a loss (FIG. 14(b)) are set. If the result of the lottery based on winnings to the first operating port 62 or the second operating port 63 is a jackpot, the variable display time table for jackpots is referred to, and the winnings to each of the above operating ports 62, 63 are If the result of the lottery based on the winning result is a loss, the variable display time table for losses is referred to.
[0162] In each fluctuation display time table, the numerical range of the fluctuation type counter CS and the information of the fluctuation pattern are set in association with each other. Note that in Figure 14, information on the variable display time is shown together with the variation pattern in order to facilitate understanding, but the information on the variable display time is also included in the variable display time table and the time information corresponding to each variation pattern. is stored separately in ROM313.
[0163] As shown in Figure 14(a), in the fluctuation display time table for the jackpot, the selectable fluctuation patterns are fluctuation pattern 1A (15 seconds), fluctuation pattern 2A (60 seconds), fluctuation pattern 3A (60 seconds), and fluctuation patterns. Pattern 4A (120 sec) and fluctuation pattern 5A (120 sec) are set. When a variation pattern is selected using the variation type counter CS, the pattern changes on the first special figure display section AS or the second special figure display section BS at the variation display time corresponding to the selected variation pattern. Display is performed.
[0164] Further, when a variation pattern is selected, information indicating the variation pattern is transmitted to the production control device 143 as a variation start command. The production control device 143 grasps the variation pattern selected by the main control device 162 based on the received variation start command. Then, the display control device 350 is controlled so that each of the symbol rows Z1 to Z3 is displayed in a variable manner at a variable display time corresponding to the grasped variation pattern. As a result, each of the symbol rows Z1 to Z3 is displayed in a variable manner on the symbol display device 75 in synchronization with the variable display of the symbols on the first special symbol display section AS or the second special symbol display section BS.
[0165] Further, each variation pattern also corresponds to a game round performance such as a reach performance performed on the symbol display device 75. Specifically, variation pattern 1A corresponds to normal reach performance, variation pattern 2A corresponds to SP reach (super reach) A performance, variation pattern 3A corresponds to SP reach B performance, and variation pattern 4A corresponds to performance per SP reach B. It corresponds to the SPSP Reach A hit performance, and variation pattern 5A corresponds to the SPSP Reach B hit performance. That is, in the performance control device 143, when a fluctuation pattern is grasped from the received fluctuation start command, the display control device 350 is controlled so that the game round performance corresponding to the fluctuation pattern is performed on the symbol display device 75.
[0166] Each of the above-mentioned reach-to-win effects is such that after the reach-to-reach display is performed, the symbols in the symbol rows Z1 to Z3 are stopped and displayed in a jackpot symbol combination. Here, the reach display (reach state) is equipped with a symbol display device 75 that can perform variable display (or variable display) of symbols (pictures), and the stop display result after the variable display is a special display result (jackpot result), in the gaming machine where the gaming state becomes a special gaming state (open / close execution mode) advantageous to the player, variable display (or variable display) of the symbols (pictures) on the symbol display device 75 is started. This refers to a display state that is used to make the player think that it is a variable display state that is likely to result in the special display result, before the stop display result is derived and displayed.
[0167] In other words, by stopping and displaying the symbols for some of the plurality of symbol arrays displayed on the display screen G of the symbol display device 75, a jackpot symbol combination corresponding to the occurrence of the jackpot state is established. This is a display state in which possible combinations of ready-to-win symbols are displayed, and in that state, symbols are displayed in a variable manner in the remaining symbol rows. More specifically, as a step before ending the fluctuating display of symbols, while the symbols in the final stop row are being displayed in a fluctuating manner, a symbol in a symbol row other than the final stop row is placed on the active line on the display screen G to hit the jackpot. This is to form a reach line by stopping and displaying the symbol combinations.
[0168] In the normal reach-winning performance, symbols are stopped and displayed in a jackpot symbol combination after the above-mentioned reach-to-reach display is performed. The SP reach effect is a reach effect that is higher than the normal reach effect, and after the reach line is formed, a predetermined effect in which a character etc. appears is performed, and after the predetermined effect, the symbols are stopped and displayed in a jackpot symbol combination. be. Note that the content of the above-mentioned predetermined performance after formation of the reach line is different between the SP reach A performance and the SP reach B performance. The SPSP reach effect is a higher level reach effect than the SP reach effect, and after the development effect that develops from the SP reach effect is performed, the symbols are stopped and displayed in a jackpot symbol combination. SPSP Reach A production develops from SP Reach A production, and SPSP Reach B production develops from Reach B production.
[0169] Note that the items in the "Remarks (Production mode)" column in FIG. 14(a) are added for convenience and are not set in the variable display time table.
[0170] As shown in FIG. 14(b), in the fluctuation display time table for deviation, the selectable fluctuation patterns are fluctuation pattern 1H, fluctuation pattern 2H (15 seconds), fluctuation pattern 3H (60 seconds), and fluctuation pattern 4H ( 60 seconds), a fluctuation pattern 5A (120 seconds), and a fluctuation pattern 6H (120 seconds) are set. The point that the variable display time is determined corresponding to each variable pattern is similar to the variable display time table for jackpots, but the variable display time corresponding to variable pattern 1H is the first special figure or It changes depending on the number of reservations for the second special map. Specifically, if variation pattern 1H is selected in a situation where the number of pending items is 2 or less, the variation display time will be 8 seconds, and if variation pattern 1H is selected in a situation where the number of pending items is 3 or more. is configured so that the variable display time is 4 seconds, which is shorter than 8 seconds.
[0171] Variation pattern 1H corresponds to a complete miss performance on the symbol display device 75, variation pattern 2H corresponds to a normal reach miss production, variation pattern 3H corresponds to a SP reach A miss production, and variation pattern 4H corresponds to a SP reach B miss production. Corresponding to this, variation pattern 5H corresponds to the SPSP reach A off performance, and variation pattern 6H corresponds to the SPSP reach B off performance.
[0172] The complete miss performance is one in which symbols are stopped and displayed in a miss symbol combination without a reach display. In addition, each of the above-mentioned out-of-reach effects is a symbol combination in which each symbol in symbol rows Z1 to Z3 is out of reach (the symbols in the final stop row that are stopped and displayed on the reach line are different from the reach symbols) after the reach display is performed. The symbol is stopped and displayed when the combination results in a symbol other than the symbol that forms a jackpot. In addition, the SP Reach A out of reach effect corresponds to the SP Reach A hit effect, and after a predetermined effect similar to the SP Reach A hit effect is performed, the symbols are stopped and displayed in a symbol combination that is out of reach. It is. Furthermore, the SP Reach B missed performance, SPSP Reach A missed performance, and SPSP Reach B missed performance correspond to the SP Reach B hit performance, SPSP Reach A hit performance, and SPSP Reach B hit performance, respectively.
[0173] In the fluctuation display time table for jackpot, "0" of the fluctuation type counter CS corresponds to fluctuation pattern 1A, "1" to "12" correspond to fluctuation pattern 2A, and "13" to "28" correspond to fluctuation pattern 3A, "29" to "63" correspond to variation pattern 4A, and "64" to "99" correspond to variation pattern 5A. On the other hand, in the fluctuation display time table for deviations, "0" to "59" of the fluctuation type counter CS correspond to fluctuation pattern 1H, "60" to "79" correspond to fluctuation pattern 2H, and "80" to "79" correspond to fluctuation pattern 2H. "89" corresponds to variation pattern 3H, "90" to "96" correspond to variation pattern 4H, "97" to "98" correspond to variation pattern 5H, and "99" corresponds to variation pattern 6H. are doing.
[0174] If the result of the winning lottery based on winnings to actuating ports 62 and 63 is a jackpot result, variation pattern 5A corresponding to SPSP Reach B effect is most likely to be selected, and if the result of the winning lottery above is a winning result. In this case, variation pattern 6H, which corresponds to SPSP Reach B performance, is the least likely to be selected. In other words, the SPSP Reach B effect is the reach effect that is most likely to be executed when it is a jackpot, and the least likely to be executed when it is a miss, so it functions as the top reach effect with the highest expectation of a jackpot. Become.
[0175] Regarding the variation patterns other than variation pattern 5A and variation pattern 6H, the variation pattern corresponding to the higher reach performance is more likely to be selected when it is a jackpot, and less likely to be selected when it is a miss. That is, the expectation level of jackpot increases in the order of normal reach performance < SP reach A performance < SP reach B performance < SPSP reach A performance.
[0176] The random number counter C3 per common figure is configured to increment sequentially by 1 within the range of 0 to 250, for example, and return to 0 after reaching the maximum value (that is, 250). The random number counter C3 per common figure is updated regularly, and is stored in the common figure holding area 314c of the RAM 314 at the timing when a game ball enters the through gate 64. Then, at a predetermined timing, a lottery is performed to determine whether or not to control the general utility object 63a to be in an open state based on the stored value of the general random number counter C3. For example, if C4=0 to 190, the general electric accessory 63a is controlled to be in an open state, and if C4=191 to 250, the general electric accessory 63a is not controlled to be in an open state.
[0177] <About various processes executed by main controller 162> Next, each control process executed by MPU 312 of main controller 162 will be explained. The processing of the MPU 312 can be roughly divided into main processing that is started when the power is turned on, timer interrupt processing and normal processing that are executed to advance the game, and NMI that is started by inputting a power outage signal to the NMI terminal. There is interrupt processing. For convenience of explanation, NMI interrupt processing and timer interrupt processing will be explained first, and then main processing and normal processing will be explained.
[0178] <NMI interrupt processing> NMI interrupt processing will be explained with reference to the flowchart of FIG. 15. This process is executed when the power to the pachinko machine 10 is cut off due to the occurrence of a power outage or the like. That is, when the power to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal is output from the power outage monitoring section 315 of the power supply and launch control device 191 to the NMI terminal of the MPU 312, and the MPU 312 interrupts the control being executed. to start NMI interrupt processing.
[0179] In the NMI interrupt processing, first in step Sa11, the data in the used register provided in the MPU 312 is saved to the backup area of the RAM 314. In step Sa12, a power outage flag (information on the occurrence of a power outage state) is set in the backup area. In step Sa13, the data saved in the backup area is returned to the register used by the MPU 312, and then the NMI interrupt processing is ended. Note that if the power outage flag can be set without destroying the data in the use register of the MPU 312, it is possible to omit the processes of step Sa11 and step Sa13.
[0180] After the NMI interrupt processing is executed, it is confirmed that the power outage flag is set in the normal processing described later, and then the power outage processing is executed. This process will be explained later.
[0181] <Timer interrupt processing> Timer interrupt processing will be explained with reference to the flowchart of FIG. 16. This process is started by the MPU 312 periodically (for example, at a 2 msec cycle).
[0182] In step Sa101, reading processing of various winning sensors is executed. That is, it reads the states of various winning sensors connected to the main control device 162, determines the state of the winning sensor (detection information from the winning sensor), and stores the detection information (winning detection information). For example, when it is determined that a winning has occurred in the first operating port 62, a winning detection flag for the first special symbol is stored in the various flag storage area 314e of the RAM 314, and a winning in the second operating port 63 is determined to have occurred. If it is determined that this has occurred, a winning detection flag for the second special symbol is stored in the various flag storage area 314e. Further, when it is determined that the game ball has passed through the through gate 64, a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.
[0183] In step Sa102, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of the RAM 314.
[0184] In step Sa103, the jackpot random number counter C1, the jackpot type counter C2, and the regular pattern random number counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the common pattern random number counter C3 are each incremented by 1, and when these counter values reach the maximum value, they are each cleared to 0. Then, the updated values of each counter C1 to C3 are stored in the corresponding buffer area of RAM314.
[0185] In step Sa104, a through prize winning process is executed in conjunction with a winning to the through gate 64. In the winning process for through gates, it is determined whether or not the winning detection flag for through gates is stored in the various flag storage area 314e of the RAM 314, and if the flag is stored, it is stored in the general pattern holding area 314c. On the condition that the number of stored accessories held is less than 4, the value of the random number counter C3 per normal figure updated in step Sa103 is stored in the normal figure holding area 314c. Furthermore, if a winning detection flag for a through gate is stored in the various flag storage area 314e, the winning detection flag is deleted and the winning process for the through gate ends.
[0186] After executing the winning process for the through gate in step Sa104, the process proceeds to step Sa105, and the winning process for the actuating opening associated with the winning to the operating openings 62, 63 is executed, and the present timer interrupt process ends.
[0187] <Winning process for actuation port> The winning process for the operating port in step Sa105 will be described with reference to the flowchart in FIG.
[0188] First, in step Sa201, it is determined whether the game ball has won the first operating port 62 (starting winning) or not based on the detection state of the first operating port winning sensor 62a. When it is determined that the game ball has entered the first operating port 62, in step Sa202, a prize ball command is set to make the payout control device 181 pay out three game balls.
[0189] In step Sa203, external signal setting processing is performed to output a signal to the management control device on the gaming hall side that the game ball has won in the first operating port 62. In step Sa204, the value stored in the reservation number storage area of the first special symbol reservation area Ra is read, and the start reservation memory number RaN stored in the first special symbol reservation area Ra is set (hereinafter referred to as , also referred to as the first start pending memory number RaN). After that, in step Sa205, information acquisition processing is performed to store each value of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS, and the main prize winning process is ended.
[0190] In addition, if a negative determination is made in step Sa201 (when no winning has occurred in the first operating port 62), the process proceeds to step Sa206, and it is determined whether or not the game ball has entered the second operating port 63 (starting winning). is determined based on the detection state of the second operating port winning sensor 63c. When it is determined that the game ball has entered the second operating port 63, a prize ball command is set in step Sa207 to cause the payout control device 181 to pay out one game ball.
[0191] In step Sa208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the game ball has won in the second operating port 63. In step Sa209, the value stored in the pending number storage area of the second special figure holding area Rb is read out, and the start holding memory number RbN held in the second special figure holding area Rb is set (hereinafter referred to as , also referred to as the second start pending memory number RbN). After that, information acquisition processing is performed in step Sa205, and the main winning processing ends.
[0192] Further, if a negative determination is made in step Sa206 (if a winning to the second operating port 63 has not occurred), the main winning process is ended as is.
[0193] The prize ball command set in step Sa202 or step Sa207 is transmitted to the payout control device 181 in the external output process of the normal process described later.
[0194] Here, the information acquisition process in step Sa205 will be explained with reference to the flowchart of FIG. 18.
[0195] First, in step Sa301, it is determined whether or not the start pending memory number N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than the upper limit value (4 in this embodiment). If the starting pending memory number N is the upper limit value, this information acquisition process is immediately terminated, and if it is less than the upper limit value, in step Sa302, the starting pending memory number of the corresponding special figure holding area Ra, Rb is determined. Increment N by 1. In step Sa303, the value stored in the total reservation number storage area (hereinafter referred to as common reservation number CRN) is incremented by one.
[0196] In step Sa304, each value of the jackpot random number counter C1, jackpot type counter C2, and fluctuation type counter CS is stored in the first storage area of the free storage area of the corresponding special figure display holding area, that is, in step Sa302. Store in the storage area corresponding to the number of pending memories incremented by 1.
[0197] In other words, when the starting reservation storage number RaN for the first special symbol is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS are set in the reservation area Ra for the first special symbol. It is stored in the first storage area among the free storage areas, that is, the reservation area Ra corresponding to the start reservation storage number RaN for the first special symbol incremented by 1 in step Sa302.
[0198] In addition, when the starting hold storage number RbN for the second special figure is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the fluctuation type counter CS are set in the hold area RbN for the second special figure. It is stored in the first storage area among the free storage areas, that is, the reservation area Rb corresponding to the start reservation storage number RbN for the second special symbol incremented by 1 in step Sa302.
[0199] In step Sa305, a pending prefetch process is executed to execute a pending notice effect, which will be described later. Details of the pending prefetch processing will be described later. After executing step Sa305, this information acquisition process ends.
[0200] <Main processing> The main processing will be explained with reference to the flowchart in FIG. 19. The main process is performed when the power of the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on while external power is supplied, or when the power switch of the pachinko machine 10 is turned on) (when external power is supplied).
[0201] First, in step Sa2001, an initial setting process is executed when the power is turned on. Specifically, wait processing is executed for about 1 second, for example, in order to wait for the sub-side control device (such as the payout control device 181) to become operational. In the following step Sa2002, access to the RAM 314 is permitted.
[0202] In step Sa2003, it is determined whether the RAM erase switch of the power supply and launch control device 191 is turned on, and in the subsequent step Sa2004, it is determined whether a power outage flag is stored in the backup area of the RAM 314. In step Sa2005, a RAM determination value is calculated, and in step Sa2006, it is determined whether the RAM determination value is normal. Specifically, the RAM determination value calculated in step Sa2005 is compared with the RAM determination value saved at the time of occurrence of the power-off state, and it is determined whether the two match. If the two match, the RAM determination value is determined to be normal, and the data stored and held in the RAM 314 is recognized as valid. Conversely, if the two do not match, it is determined that the RAM judgment value is abnormal, and the data stored and held in the RAM 314 is recognized as invalid. The RAM judgment value is, for example, a checksum value at the work area address of the RAM 314. Note that it is also possible to determine the validity of the stored data based on whether the keyword written in a predetermined area of the RAM 314 is correctly stored.
[0203] If the RAM judgment value is normal, the process proceeds to step Sa2007, where the value of the stack pointer saved in the backup area is written to the stack pointer of the MPU 312, and the state of the stack is restored to the state before the power was cut off. In step Sa2008, a power restoration command is output to return the sub-side control device (payout control device 181, etc.) to the gaming state before the power outage. In step Sa2009, the power outage flag stored in the backup area is erased. Thereafter, in step Sa2010, interrupt permission is set, and the process shifts to normal processing, which will be described later.
[0204] If a positive determination is made in step Sa2003 (when the RAM erase switch is pressed) or a negative determination is made in step Sa2006 (if the RAM determination value is not normal), the process advances to step Sa2011, and the sub-side control device (dispensing control In order to initialize the device 181, etc.), an initialization command is output. In step Sa2012, the used area of RAM 314 is cleared to 0, and in step Sa2013, initialization processing of RAM 314 is executed. Thereafter, in step Sa2010, interrupt permission is set, and the process shifts to normal processing, which will be described later.
[0205] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart of FIG. The normal process is a process that is started after the main process that is started upon power-on is executed, and the main process of the game is executed in the normal process. As an overview, the processing in steps Sa401 to Sa408 is executed as a periodic process with a period of 4 msec, and the counter update processing in steps Sa409 and Sa410 is executed in the remaining time.
[0206] In normal processing, first, in step Sa401, external signal output processing is executed. In the external signal output process of step Sa401, output data such as a command set in the timer interrupt process or the previous normal process is transmitted to each sub-side control device. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is transmitted to the payout control device 181. In addition, if performance commands such as a fluctuation start command, a type command, a fluctuation end command, etc. are set, they are transmitted to the performance control device 143.
[0207] In step Sa402, the variation type counter CS is updated. Specifically, the variation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding buffer area of the RAM 314.
[0208] In step Sa403, a game round control process is executed to control the game in each game round. In this game round control process, jackpot determination, display control of the special figure display section 43, etc. are performed.
[0209] In step Sa404, a gaming state transition process is executed. This gaming state transition process shifts the gaming state to an opening / closing execution mode, a high probability mode, a high frequency support mode, or the like. In addition, details regarding the gaming cycle control process of step Sa403 and the gaming state transition process of step Sa404 will be described later.
[0210] In step Sa405, an electric utility support process for driving and controlling the general electric utility object 63a provided in the second operating port 63 is executed. In this electric utility support process, the general figure of whether or not to open the electric utility object 63a is determined using the numerical information obtained from the random number counter C3 per ordinary figure stored in the ordinary figure holding area 314c of the RAM 314. A lottery is conducted to determine whether the lottery is successful or not, and if the lottery is determined to be successful, opening / closing processing of the utility appliance 63a is executed. In addition, display control of the common symbol display section 44 is performed so as to teach the lottery result of the common symbol lottery.
[0211] Here, as already explained, a low-frequency support mode and a high-frequency support mode are set as modes of support by the general electric accessory 63a, and it is possible to switch to either of the support modes in the game state transition process described later. A transition takes place. After this process, if the high-frequency support flag is set in the various flag storage area 314e of the RAM 314, the mode becomes high-frequency support mode, and if the flag is not set, the mode becomes low-frequency support mode.
[0212] In the power support process, it is determined whether or not the high frequency support mode is set by determining whether the high frequency support flag is set in the various flag storage area 314e of the RAM 314. In the case of the high-frequency support mode, the number of times that the general electric utility object 63a will be in the open state when the electric role open state is won is set to be greater than that in the low-frequency support mode, and the number of times that the general electric utility object 63a is in the open state is set to Set the opening time to be longer. In addition, in the case of high-frequency support mode, if the electric power open state is won and the open state of the general electric utility object 63a occurs multiple times, the next open state will start after one open state ends. Set it so that the closing time until opening is shorter than the opening time.
[0213] In step Sa406, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 110 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply and launch control device 191. As a result, the game ball is launched toward the game area PE.
[0214] In step Sa407, it is determined whether a power outage flag is stored in the backup area of RAM314. The power outage flag is set in the NMI interrupt process (FIG. 15) that is executed when a power outage occurs, and is used by the MPU 312 to detect the occurrence of a power outage.
[0215] If the power outage flag is not stored (if a power outage state has not occurred), in step Sa408, it is determined whether or not the next normal processing execution timing has arrived, that is, a predetermined period of time (from the start of the current normal processing). In this embodiment, it is determined whether 4 msec) has elapsed. Then, within the remaining time until the next normal processing execution timing, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.
[0216] That is, in step Sa409, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding area of the RAM 314. Furthermore, in step Sa410, the variation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter values reach the maximum value, they are cleared to 0. Then, the updated value of the variation type counter CS is stored in the corresponding area of the RAM 314.
[0217] Here, since the execution time of each process in steps Sa401 to Sa408 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly The variation type counter CS can also be updated randomly.
[0218] If the determination in step Sa407 is affirmative (if the power outage flag is stored), the process proceeds to step Sa411, and the generation of each interrupt process is prohibited. In step Sa412, the value of the stack pointer of MPU 312 is stored in the backup area of RAM 314, and in step Sa413, a power outage flag is set in the backup area.
[0219] In step Sa414, a RAM judgment value is calculated and saved in the backup area. The RAM judgment value is, for example, a checksum value at the work area address of the RAM 314. In step Sa415, access to the RAM 314 is prohibited, and thereafter, an infinite loop continues until the power is completely cut off and processing cannot be executed. Note that even after the power is completely cut off, the power for data storage retention of the RAM 314 is supplied from the power supply and launch control device 191, so the information stored in the RAM 314 before the power is cut off remains unchanged. Retained for a period of time (for example, 1 or 2 days).
[0220] <Game time control processing> The game time control process in step Sa403 will be explained with reference to the flowchart in FIG. 21.
[0221] First, in step Sa501, it is determined whether or not the opening / closing execution mode is in progress. Specifically, it is determined whether the opening / closing execution mode flag is stored (stored) in the various flag storage area 314e of the RAM 314. The opening / closing execution mode flag is stored when the gaming state is transferred to the opening / closing execution mode in a gaming state transition process to be described later, and is cleared when the opening / closing execution mode is ended in the same gaming state transition process.
[0222] If it is in the opening / closing execution mode, the processing from step Sa502 onwards, that is, the processing for starting the game round from step Sa502 to step Sa505, the processing for advancing the game round from step Sa506 to step Sa507, and the end of the game round from step Sa508 to step Sa509. This game round control process ends without executing any of the other processes. In other words, when the opening / closing execution mode is in effect, the special figure game round will not be started regardless of whether or not a prize has been won to the operating ports 62, 63.
[0223] Note that the game round (common map game round) based on the winning / losing lottery triggered by winning the through gate 64 is executed regardless of whether or not it is in the opening / closing execution mode. That is, during the opening / closing execution mode, although the execution of the special figure game round is restricted, the regular figure game round is executed in the same manner as when not in the opening / closing execution mode. Therefore, in the opening / closing execution mode, if the result of the random lottery is a winning result, the second operating port 63 (general electric accessory 63a) is opened.
[0224] If it is not in the opening / closing execution mode, it is determined in step Sa502 whether or not the special figure display section 43 is in a variable display mode. Specifically, it is determined whether either the first special figure display section AS or the second special figure display section BS is in the process of variable display. Note that this determination is made by determining whether or not the variable display flag is stored (stored) in the various flag storage area 314e of the RAM 314. The variable display flag is stored when a variable display is started for either the first special figure display section AS or the second special figure display section BS, and is erased when the variable display ends.
[0225] When the special figure display section 43 is not in the variable display mode, the process proceeds to step Sa503, and it is determined whether the common reservation number CRN is "0" or not. When the common reservation number CRN is "0", it means that the start reservation storage numbers RaN and RbN for both the first operation port 62 and the second operation port 63 are "0". Therefore, the game time control process is immediately ended.
[0226] If the common reservation number CRN is not "0", in step Sa504 data for setting the data stored in the first special figure reservation area Ra or the second special figure reservation area Rb for variable display After executing the setting process and further executing the variation start process for starting the variable display on the special symbol display section 43 and the variable display on the symbol display device 75 in step Sa505, the present game round control process is ended.
[0227] Here, the data setting process in step Sa504 and the fluctuation start process in step Sa505 will be described in detail below.
[0228] First, the data setting process will be explained with reference to the flowchart of FIG. 22.
[0229] First, in step Sa601, it is determined whether the second start pending storage number RbN stored in the second special symbol holding area Rb is "0". If the second starting pending memory number RbN is "0", the data setting process for the first special feature (first operating port 62) in steps Sa602 to Step Sa608 is executed, and the second starting pending memory number RbN is If it is not "0", data setting processing for the second special figure (second operating port 63) in steps Sa609 to Step Sa615 is executed.
[0230] As already explained, the data setting process is performed when the common hold count CRN is 1 or more, and the situation in which the data setting process is executed is when the first start hold memory number RaN and the second start hold memory number RaN This means that at least one of RbN is 1 or more. In this case, in the data setting process, it is first determined whether or not the second start hold memory number RbN is "0", and it is determined that the second start hold memory number RbN is "0", that is, the second special It is configured to execute processing related to the reservation information for the first special symbol on the condition that there is no reservation information for the first special symbol. Therefore, if reservation information is stored in both the first special figure holding area Ra and the second special figure holding area Rb, the second special figure holding area Rb The reservation information for the figure (second operating port 63) will be processed with priority.
[0231] In the data setting process for the first special symbol, first in step Sa602, the first starting reservation storage number RaN of the first special symbol reservation area Ra is decremented by one. In step Sa603, the common reservation number CRN is decremented by 1. In step Sa604, the data stored in the first area of the first special figure reservation area Ra is moved to the execution area AE.
[0232] In step Sa605, a process is executed to shift the data (pending information such as jackpot random number counter C1) stored in the storage area of the first special figure reservation area Ra. In this process, the data in the first area is cleared, and the data in the second to fourth areas are sequentially moved to lower areas.
[0233] In step Sa606, it is determined whether the second special symbol flag is stored in the various flag storage area 314e of the RAM 314. The second special figure flag is for the MPU 312 to grasp that the reservation information of the second operating port 63 exists. If the second special figure flag is stored, the second special figure flag is erased in step Sa607.
[0234] After executing step Sa607 or if a negative determination is made in step Sa606 (if the second special symbol flag is not stored), the process proceeds to step Sa608, and the production control device 143 is notified that the data in the holding area has been shifted. Set the shift command (shift occurrence information) for notification. In this case, from the command information storage area 313e of the ROM 313, information indicating that the holding area to which data has been shifted this time corresponds to the first special figure holding area Ra, that is, the first operating port 62. A shift command including information that it is compatible is selected, and the selected shift command is set as a command to be transmitted to the production control device 143. After that, this data setting process ends.
[0235] The shift command set in step Sa608 is transmitted to the production control device 143 in step Sa401 in the normal process (FIG. 20). In the production control device 143, based on the received shift command, a process is executed to change the display in the first reservation display area Ga of the symbol display device 75 in accordance with the decrease in the number of reservations.
[0236] In the data setting process for the second special symbol, first in step Sa609, the second start reservation storage number RbN of the second special symbol reservation area Rb is decremented by one. In step Sa610, the common reservation number CRN is decremented by 1. In step Sa611, the data stored in the first area of the second special figure reservation area Rb is moved to the execution area AE.
[0237] In step Sa612, a process is executed to shift the data (reservation information such as jackpot random number counter C1) stored in the storage area of the second special figure reservation area Rb. In step Sa613, it is determined whether or not the second special figure flag is stored in the various flag storage area 314e. If the second special figure flag is not stored, the second special figure flag is set in step Sa614.
[0238] After executing step Sa614 or if an affirmative determination is made in step Sa613 (if the second special map flag is stored), the process proceeds to step Sa615, and the sub-side control device informs that the data in the reservation area has been shifted. Set a shift command (shift occurrence information), which is information for the production control device 143 to recognize. In this case, information is obtained from the command information storage area 313e of the ROM 313 that the holding area that is the target of the current data shift corresponds to the second special figure holding area Rb, that is, it corresponds to the second operating port 63. A shift command that includes information about what is being done is selected, and the selected shift command is set as a command to be transmitted to the production control device 143. After that, this data setting process ends.
[0239] The shift command set in step Sa613 is transmitted to the production control device 143 in step Sa401 in the normal process (FIG. 20). In the production control device 143, based on the received shift command, a process is executed to change the display in the second reservation display area Gb of the symbol display device 75 in accordance with the decrease in the number of reservations.
[0240] Next, the fluctuation start process will be explained with reference to the flowchart of FIG. 23.
[0241] First, in step Sa701, it is determined whether the win / fail lottery mode is the high probability mode. Specifically, it is determined whether a high probability mode flag is stored (stored) in the various flag storage area 314e of the RAM 314. The high probability mode flag is for the MPU 312 to know that it is in the high probability mode, and is set when transitioning to the high probability mode.
[0242] If it is not the high probability mode, the validity determination is made in step Sa702 by referring to the validity table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win for the low probability mode (for example, "7"). . On the other hand, if it is the high probability mode, the validity determination is made in step Sa703 by referring to the validity table for the high probability mode. Specifically, the value of the jackpot random number counter C1 stored in the execution area AE is the value set as the jackpot win for the high probability mode (for example, "7", "17", "27", "37"). ”, “47”).
[0243] After executing step Sa702 or step Sa703, it is determined in step Sa704 whether or not the result of the judgment in step Sa702 or step Sa703 is a jackpot win. If it is a jackpot win, it is determined in step Sa705 whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special figure flag is not stored, in step Sa706, a lottery of the jackpot type is performed with reference to the type table for the first special figure display section (FIG. 13(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 4R probability variable jackpot result or the numerical range of the 4R normal jackpot result.
[0244] On the other hand, if the second special figure flag is stored, in step Sa707, the lottery of the jackpot type is performed with reference to the type table for the second special figure (FIG. 13(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of the 10R probability variable jackpot result or the numerical range of the 4R normal jackpot result.
[0245] After executing step Sa706 or step Sa707, in step Sa708, a type flag indicating the jackpot type selected by lottery in S706 or step Sa707 is stored in the various flag storage area 314e. For example, if the jackpot type selected by lottery is a 10R probability variable jackpot, a 10R probability variable jackpot flag is stored.
[0246] In step Sa709, the stop result table stored in the stop result table storage area 313d of the ROM 313 is referred to and the stop result for the jackpot is set. Specifically, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for the current game round.
[0247] If a negative determination is made in step Sa704 (no jackpot has occurred), the process proceeds to step Sa710, and a stop result for a loss is set. In this embodiment, only one type of stop result is provided for disconnection, and that stop result is set in step Sa710.
[0248] After step Sa709 or step Sa710 is executed, in step Sa711, a variable display time setting process is performed to set the variable display time of the current game round in the first special figure display section AS or the second special figure display section BS. Execute.
[0249] Here, the variable display time setting process will be explained with reference to the flowchart of FIG. 24.
[0250] First, in step Sa801, it is determined whether or not the result of the win / fail determination in the current game round is a jackpot. If it is a jackpot, the process proceeds to step Sa802, and a variable display time table for jackpot (FIG. 14(a)) is obtained as a table for drawing variable display times (variable patterns). On the other hand, if it is not a jackpot but a loss, the process proceeds to step Sa803, and a variable display time table for losses (FIG. 14(b)) is obtained.
[0251] After step Sa802 or step Sa803 is executed, in step Sa804, a lottery process for variable display times (variable patterns) is executed using the variable display time table acquired in step Sa802 or step Sa803. Specifically, one variation pattern corresponding to the variation type counter CS stored in the execution area AE is identified from among the variation pattern group set in the variation display time table.
[0252] In step Sa805, the variable display time corresponding to the variable pattern identified in step Sa804 is set as the variable display time of the current game round. In this step, the value of the variable display time corresponding to the identified variation pattern is set in the variable display time counter area provided in the various counter areas 314d of the RAM 314. For example, if the variable display time is 15 seconds, 7500 is set in the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (FIG. 16) is activated. After executing step Sa805, the variable display time setting process ends.
[0253] Returning to the explanation of the variation start process (FIG. 23), after executing step Sa711, a variation start command and a type command are set in step Sa712. The variation start command includes variation pattern information. As for the variation patterns, the variation patterns for jackpots and the variation patterns for misses are set separately (Fig. 14), so the performance control device 143 analyzes the variation patterns from the variation start command, and the main control device 162 It is possible to determine the result of the validity judgment made in . That is, the variation start command includes not only information regarding the variation display time but also information regarding the result of the validity determination. Further, the type command includes information on the jackpot type. Note that the type command is set only when the result of the judgment is a jackpot.
[0254] The variation start command and type command set in step Sa712 are transmitted to the production control device 143 in step Sa401 in the normal process (FIG. 20). The performance control device 143 determines the content of the performance in the game round based on the received variation start command and type command, and controls various devices so that the determined content of the performance is executed. The content of this production includes the variable display mode of the symbols on the symbol display device 75, and the determined variable display mode of the symbols is output from the production control device 143 to the display control device 350 as a display content command. Ru. The display control device 350 controls the display of the symbol display device 75 based on the display content command received from the production control device 143 so that symbols corresponding to each game round are displayed in a variable manner.
[0255] In step Sa713, variable display on the special figure display section 43 is started. At that time, the various flag storage areas 314e of the RAM 314 are referred to, and if the second special figure flag is stored, the current game round corresponds to the second special figure, and the picture on the second special figure display part BS is is displayed in a variable manner. On the other hand, if the second special figure flag is not stored, it is determined that the current game round corresponds to the first special figure, and the symbols in the first special figure display section AS are displayed in a variable manner. After executing step Sa713, this variation start process ends.
[0256] Returning to the explanation of the game time control process (FIG. 21), if an affirmative determination is made in step Sa502 (when the special figure display section 43 is in the process of variable display), the process proceeds to step Sa506, where the variable display time of the current game time is displayed. It is determined whether or not the period has elapsed. Specifically, it is determined whether the value of the variable display time counter area provided in the various counter areas of the RAM 314 has become "0".
[0257] If the variable display time has not elapsed, a variable display process is executed in step Sa507. In the variable display processing, display control is performed on the special figure display section for the current game so that each display segment is turned on and off in a predetermined order (light emission control is performed on each display segment). )do. After executing step Sa507, this game round control process ends.
[0258] If the fluctuation display time has elapsed, a fluctuation end process is executed in step Sa508. In the variation end process, each special figure display section AS, BS is controlled so that the symbols being varied and displayed are stopped and displayed with the stop result set in step Sa709 or step Sa710.
[0259] In step Sa509, a variation end command is set, and then the main game round control process is ended. The variation end command set in step Sa509 is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20). The production control device 143 transmits the received variation end command to the display control device 350 while maintaining its information form. By receiving the variation end command, the display control device 350 causes the final stop symbol combination in the game round to be displayed as determined (final stop display).
[0260] <Game state transition process> The gaming state transition process in step Sa404 (FIG. 20) will be explained with reference to the flowchart in FIG. 25.
[0261] First, in step Sa901, it is determined whether or not the opening / closing execution mode is in progress. If it is not in the opening / closing execution mode, the process proceeds to step Sa902, and it is determined whether or not it is the timing when the variable display in each special figure display section AS, BS has ended (the fixed display has ended). If it is not the end timing of the variable display, the main game state transition process is ended as it is.
[0262] If it is the end timing of the variable display, it is determined in step Sa903 whether the game result of the current game round corresponds to the transition to the opening / closing execution mode, that is, whether or not the result of the judgment is a jackpot. do. In this step, it is determined whether or not it is a jackpot by referring to whether or not the type flag (step Sa708 in FIG. 23) is stored in the various flag storage area 314e of the RAM 314. If the game result of the current game round does not correspond to the transition to the opening / closing execution mode, the main game state transition process is immediately ended.
[0263] If an affirmative determination is made in step Sa903 (if the game result of the current game round corresponds to transition to the opening / closing execution mode), the process proceeds to step Sa904, and a process for starting the opening / closing execution mode is executed. In the start process, an opening / closing execution mode flag is stored in the various flag storage area 314e. Further, an opening period is set for waiting for the start of the first round while keeping the variable winning device 65 in a closed state. Further, if a high probability mode flag or a high frequency support flag is stored in the various flag storage area 314e, a process to erase these flags is executed.
[0264] In step Sa905, a round display start process is executed to notify the number of rounds in the opening / closing execution mode. In this step, the current jackpot type is determined based on the type flags stored in the various flag storage areas 314e, and the round display section is controlled so that the number of rounds corresponding to the jackpot type is displayed. Note that the display of the number of rounds on the round display section continues until the opening / closing execution mode ends.
[0265] In step Sa906, it is determined whether the current jackpot type is a 10R probability variable jackpot result. If the result is not a 10R variable jackpot, that is, if it is either a 4R variable jackpot or a 4R normal jackpot, set "4" in the round counter area RC provided in the various counter areas 314d of the RAM 314 in step Sa907. do. On the other hand, if the current jackpot type is a 10R probability variable jackpot result, "10" is set in the round counter area RC at step Sa908.
[0266] After executing step Sa907 or step Sa908, in step Sa909, an opening command is set to notify the production control device 143 of the start of the opening and the opening period. This set opening command is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20).
[0267] In step Sa910, after executing the external signal setting process, the main game state transition process is ended. In the external signal setting process, the jackpot signal output terminal provided in the external output terminal 213 is set to an output state. As a result, if the jackpot signal output terminal is connected to the management control device on the gaming hall side, the jackpot signal is output to the management control device, and a jackpot occurs at the pachinko machine 10 in the management control device. I can understand what I did.
[0268] If an affirmative determination is made in step Sa901 (in the opening / closing execution mode), the process proceeds to step Sa911, and it is determined whether or not the opening period has elapsed. If the opening period has not elapsed, the main game state transition process is immediately ended. If the opening period has elapsed, the big winning opening opening / closing process is executed in step Sa912.
[0269] Here, the big winning opening opening / closing process will be explained with reference to the flowchart of FIG. 26.
[0270] First, in step Sa1001, it is determined whether or not the big prize opening 65a is being opened. This determination is made based on the driving state of the driving section 65d. If the big prize opening 65a is not open, it is determined in step Sa1002 whether or not the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", that is, if there is a round game to be executed, the value of the timer area T provided in the various counter areas 344b of the RAM 314 is "0" in step Sa1003. Determine whether it exists or not. This process determines whether a waiting period between rounds (round interval period) has elapsed.
[0271] If the value of the timer area T is "0", the process advances to step Sa1004, and "15000" is set in the timer area T as a value corresponding to the upper limit opening time (30 seconds) of the variable winning device 65 in one round game. Set. The value set here is decremented by 1 each time the timer interrupt process (FIG. 16) is activated. In step Sa1005, "10" is set in the winning counter area PC provided in the various counter areas 344b as a value corresponding to the upper limit number of winnings (10) to the variable winning device 65 in one round game.
[0272] In step Sa1006, the variable winning drive unit 32c is driven to open the big winning opening 65a. In step Sa1007, an opening command is set to notify the production control device 143 that opening of the grand prize opening 65a (variable winning device 65) has started, and then the main prize opening opening / closing process is ended. This set release command is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20).
[0273] If a positive determination is made in step Sa1002 (if the value of the round counter area RC is 0) or a negative determination is made in step Sa1003 (if the value of the timer area T is not 0), continue with the main prize opening / closing process. finish.
[0274] In addition, when an affirmative determination is made in step Sa1001 (when the big prize opening 65a is being opened), the process proceeds to step Sa1008, and it is determined whether or not the value of the timer area T is "0". This process is to determine whether or not the upper limit opening time of the variable prize winning device 65 set in step Sa1004 has elapsed.
[0275] If the value of the timer area T is not "0", the process proceeds to step Sa1009, and it is determined whether or not a winning has occurred in the big winning hole 65a based on the detection state of the big winning hole winning sensor 65c. If no prize has been won, the main prize opening / closing process is immediately ended. On the other hand, if a winning has occurred, the value in the winning counter area PC is decremented by 1 in step Sa1010, and then, in step Sa1011, it is determined whether the value in the winning counter area PC is "0" or not. judge. If the value of the winning counter area PC is not "0", the main winning opening / closing process is immediately terminated.
[0276] If an affirmative determination is made in step Sa1008 (if the value of timer area T is 0) or if an affirmative determination is made in step Sa1011 (if the value of winning counter area PC is 0), the process proceeds to step Sa1012, and the drive unit 65d is switched to a non-driving state and the big prize opening 65a is closed. In step Sa1013, the value of the round counter area RC is decremented by 1, and in step Sa1014, it is determined whether the value of the round counter area RC is "0".
[0277] If the value of the round counter area RC is not "0", that is, if there are remaining round games, proceed to step Sa1015, and wait for the start of the next round game while keeping the variable winning device 65 in the closed state. Set "1000" in the timer area T as the value corresponding to (2sec).
[0278] In step Sa1016, a closing command is set to notify the performance control device 143 that the variable winning device 65 has been closed (that the round game has ended), and then the main winning opening opening / closing process is ended. The set closing command is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20).
[0279] If an affirmative determination is made in the above step Sa1014 (if the value of the round counter area RC is 0), that is, if the final round of the opening / closing execution mode has ended, the process proceeds to step Sa1017, and ending start processing is executed. In the start process, an ending period is set in which the variable winning device 65 is kept in a closed state and waits for the start of the next game round (the first game round after the opening / closing execution mode ends). In step Sa1018, an ending command is set to notify the production control device 143 of the start of the ending and the ending period, and then the main prize opening opening / closing process is ended. The set ending command is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20).
[0280] Returning to the explanation of the gaming state transition process (FIG. 25), after executing the big prize opening opening / closing process of step Sa912, it is determined whether the value of the round counter area RC is "0" in step Sa913. If the value of the round counter area RC is not "0", the main game state transition process is ended as it is in order to continue the opening / closing execution mode.
[0281] If the value of the round counter area RC is "0", the process advances to step Sa914, and it is determined whether the ending has ended (whether the ending period has elapsed). If the ending has not been completed, the main game state transition process is immediately ended in order to continue the ending. On the other hand, if the ending has ended, the process advances to step Sa915, and a transition process at the end of the opening / closing execution mode is executed.
[0282] Here, the transition process at the end of the opening / closing execution mode will be described with reference to the flowchart of FIG. 27.
[0283] First, in step Sa1101, the type flag stored in the various flag storage area 314e of the RAM 314 is referred to to determine whether or not the current jackpot is a probability-variable jackpot result. If it is a probability variable jackpot result, in step Sa1102, a high probability mode flag is set in the various flag storage area 314e, and in step Sa1103, a high frequency support flag is set in the various flag storage area 314e. As a result, a transition is made to a gaming state in which the win / fail lottery mode is a high probability mode and the support mode is a high frequency support mode (so-called variable probability gaming state with electric support). This gaming state continues until the next jackpot occurs. After executing step Sa1103, the transition process at the end of the opening / closing execution mode is ended.
[0284] If a negative determination is made in step Sa1101 above (if this jackpot is not a probability-variable jackpot result), that is, if this jackpot is a normal jackpot result, the process proceeds to step Sa1104, and the high frequency support flag is stored in the various flag storage areas 314e. Set. If the current jackpot is a normal jackpot result, the high probability mode flag is not set, so the processing in step Sa1104 sets the gaming state where the lottery mode is the low probability mode and the support mode is the high frequency support mode (so-called time saving mode). (gaming state). In the following step Sa1105, "100" is set in the game number counter area provided in the various counter areas 344b of the RAM 314. This set value is decremented by 1 each time a special figure game is executed in the time saving game state, and when the value of the game number counter area becomes "0", the above various flags The high frequency support flag stored in storage area 314e is erased. Therefore, the above-mentioned time-saving gaming state ends when 100 gaming rounds are played, and after that, the game state shifts to a gaming state (normal gaming state) in which the lottery mode is a low probability mode and the support mode is a low-frequency support mode. do. After execution of step Sa1105, the transition process at the end of the opening / closing execution mode is ended.
[0285] Returning to the explanation of the game state transition process (FIG. 25), after the transition process at the end of the opening / closing execution mode in step Sa915 is completed, the round display termination process is executed in step Sa916. In this process, the round display section in the special figure display section 43 is controlled so that the round display section is turned off.
[0286] In step Sa917, the opening / closing execution mode termination process is executed, and then the main gaming state transition process is terminated. In the process of ending the opening / closing execution mode, a process of erasing the type flag and opening / closing execution mode flag stored in the various flag storage areas 314e is executed.
[0287] <Pending read ahead processing> The pending prefetch process in step Sa305 (FIG. 18) will be described with reference to the flowchart in FIG. 28. This process is executed when pending information is acquired based on winning to the first operating port 62 or the second operating port 63, and regarding the acquired pending information, changes corresponding to the pending information are Prior to the execution of the start process (FIG. 23), the presence or absence of a jackpot, the type of jackpot, and the fluctuation pattern are selected by lottery.
[0288] First, in step Sa1201, the starting reservation storage numbers RaN, RbN stored in each reservation area Ra, Rb of the reservation ball storage area 314b and the common reservation number CRN stored in the total reservation number storage area of the reservation ball storage area 314b are calculated. and stores the information in the MPU 312 register.
[0289] In step Sa1202, based on the current prize winning to the first operating port 62 or the second operating port 63, the value of the jackpot random number counter C1 (a random number for determining success or failure) included in the pending information acquired in step Sa304 (FIG. 18) is Understand numerical values). In step Sa1203, a judgment is made using the value of the jackpot random number counter C1 grasped in step Sa1202. At this time, if the lottery mode when the pending information was acquired is low probability mode, refer to the win / fail table for low probability mode, and if the lottery mode when the pending information was acquired is high probability mode, The validity determination is made by referring to the validity table for the high probability mode.
[0290] In step Sa1204, it is determined whether or not the result of the judgment in step Sa1202 is a jackpot win. If it is a jackpot win, in step Sa1205, the value of the jackpot type counter C2 (the jackpot type is drawn by drawing Random numbers).
[0291] In step Sa1206, a jackpot type lottery is performed using the value of the jackpot type counter C2 grasped in step Sa1205. At this time, if the reservation information is based on winning to the first operating port 62, refer to the type table for the first special symbol (Fig. 13(a)), and check the reservation information based on winning to the second operating port 63. If it is information, the jackpot type corresponding to the value of the jackpot type counter C2 is specified with reference to the second special figure type table (FIG. 13(b)). Note that the processing from step Sa1203 to step Sa1206 is similar to step Sa701 to step Sa707 in the fluctuation start processing (FIG. 23).
[0292] In step Sa1207, jackpot information indicating that it is a jackpot and type information indicating the jackpot type drawn in step Sa1206 are stored in the register of MPU312.
[0293] After executing step Sa1207 or if a negative determination is made in step Sa1204 (if it is not a jackpot win), in step Sa1208, the reservation information acquired based on the current winning to the first operating port 62 or the second operating port 63 is Understand the value of the included variation type counter CS. In step Sa1209, a variation pattern (variation display time) is selected by lottery using the value of the variation type counter CS grasped in step Sa1208. At this time, if the obtained pending information corresponds to a jackpot, refer to the variable display time table for jackpots (Figure 14 (a)), and if the obtained pending information corresponds to a loss, , the fluctuation pattern corresponding to the value of the fluctuation type counter CS is specified with reference to the fluctuation display time table for deviations (FIG. 14(b)). Note that the process of this step is similar to steps Sa801 to Sa804 in the variable display time setting process.
[0294] In step Sa1210, variation pattern information indicating the variation pattern drawn in step Sa1209 is stored in the register of MPU 312. In step Sa1211, a pending command is set as an output target to the production control device 143, and then the pending pre-reading process is ended. The hold command includes information indicating whether the current hold information corresponds to the 1st special figure or the 2nd special figure, as well as various information stored in the register (information on the starting hold memory number RaN, RbN, common Contains information on pending number CRN, jackpot information, type information, and fluctuation pattern information). In addition, as already explained, since the presence or absence of a jackpot can be ascertained from the fluctuation pattern, the pending command may be set so as not to include jackpot information. The hold command set in step Sa1211 is sent to the production control device 143 in step Sa401 in the normal process (FIG. 20).
[0295] <About the electrical configuration of the production control device 143 and display control device 350> The electrical configuration of the production control device 143 and the display control device 350 will be described below with reference to the block diagram of FIG. 29.
[0296] The production control board 341 provided in the production control device 143 is equipped with an MPU 342. The MPU342 includes a ROM343 that stores various control programs and fixed value data to be executed by the MPU342, and a memory that temporarily stores various data etc. when executing the control programs stored in the ROM343. It has built-in RAM344, interrupt circuit, timer circuit, data input / output circuit, etc.
[0297] The MPU 342 is provided with an input port and an output port. The main controller 162 is connected to the input side of the MPU 342. The main controller 162 sends hold display control commands such as shift commands and hold commands, game cycle control commands such as fluctuation start commands, type commands, and fluctuation end commands, and opening / closing execution mode commands such as opening commands and ending commands. Receive various commands.
[0298] As already explained, the output side of the MPU 342 is connected to the lamp sections 26 to 28 and the speaker section 29 provided on the front door frame 14, and also to the display control device 350.
[0299] Furthermore, the input side of the MPU 342 is connected to the production operation section 36 provided on the front door frame 14. The performance operation unit 36 is provided with a detection sensor that detects the operation of the performance operation unit 36, and detection information (detection signal) from the detection sensor is input. The MPU 342 determines whether or not the presentation operation unit 36 has been operated based on the detected information, and determines the manner of operation that has been performed.
[0300] The display control device 350 includes an MPU 372 in which a program ROM 373 and a work RAM 374 are combined into chips, a display control board 351 on which a video display processor (VDP) 375, a character ROM 376, and a video RAM 377 are respectively mounted. There is.
[0301] The MPU 372 analyzes the command received from the production control device 143 or performs predetermined arithmetic processing based on the received command to control the VDP 375 (specifically, generate internal commands for the VDP 375).
[0302] The program ROM 373 is a memory for storing various control programs and fixed value data executed by the MPU 372, and also stores JPEG format image data for a background image.
[0303] The work RAM 374 is a memory for temporarily storing work data, flags, etc. used when the MPU 372 executes various programs. These work data, flags, etc. are stored in each area of the work RAM 374.
[0304] The VDP 375 is a type of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 75. The VDP375 is also called a ``drawing chip'' because it is an IC chip, and in reality it can be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 375 adjusts the timing of each of the MPU 372, the video RAM 377, etc. and intervenes in data reading and writing, and also reads the image data to be stored in the video RAM 377 from the character ROM 376 at a predetermined timing and displays it on the pattern display device 75.
[0305] The character ROM 376 serves as an image data library for storing character data such as symbols displayed on the symbol display device 75. This character ROM 376 stores bitmap format image data of various display patterns, a color palette table, etc. that is referred to when determining the expression color of each dot of the bitmap image.
[0306] Note that it is also possible to provide a plurality of character ROMs 376 and store image data and the like in each character ROM 376. Further, it is also possible to adopt a configuration in which the JPEG format image data for the background image stored in the program ROM 373 is stored in the character ROM 376.
[0307] Video RAM 377 is a memory for storing display data to be displayed on symbol display device 75, and by rewriting the contents of video RAM 377, the display contents of symbol display device 75 are changed.
[0308] <About various processes executed by the production control device 143> Next, each control process executed by the MPU 342 of the production control device 143 will be explained.
[0309] <Production setting processing> The effect setting process will be explained with reference to the flowchart of FIG. 30. The effect setting process is a process that is activated by the MPU 342 at a predetermined cycle (for example, a 2 msec cycle).
[0310] First, in step Sa1301, it is determined whether a hold command from the main controller 162 has been received. The pending command received from the main control device 162 is stored in the command storage area 344a provided in the RAM 344 of the production control device 143. The command storage area 344a is configured as a ring buffer that can individually store a plurality of commands and read out the previously stored commands. Therefore, even if a plurality of commands are received at the same time, processing corresponding to each command can be executed satisfactorily.
[0311] In the determination at step Sa1301, it is determined whether a pending command is stored in the area to be read this time in the command storage area 344a. If a hold command is stored (if a hold command has been received), in step Sa1302, the hold image is displayed on the hold display section 200 (FIG. 9(b)) of the display screen G. Executes pending command processing. Details of the pending command handling process will be described later.
[0312] After executing step Sa1302 or if a negative determination is made in step Sa1301 (if no pending command has been received), it is determined in step Sa1303 whether or not a shift command from the main controller 162 has been received. If a shift command has been received, in step Sa1304, a process corresponding to the shift command is executed to shift the hold image displayed on the hold display section 200. Details of the shift command response process will be described later.
[0313] After executing step Sa1304 or if a negative determination is made in step Sa1303 (if the shift command has not been received), in step Sa1305, the symbol rows Z1 to Z3 are displayed on the display screen G of the symbol display device 75, etc. Execute special figure fluctuation display processing to perform. Details of the special figure fluctuation display processing will be described later.
[0314] In step Sa1306, processing for the opening / closing execution mode is executed to perform effects during the opening / closing execution mode. In the process for the opening / closing execution mode, in addition to the round performance during the opening / closing execution mode, processing for performing an opening performance, an ending performance, a winning performance when a winning occurs in the variable winning device 65, etc. is executed.
[0315] In step Sa1307, a production mode switching process for switching the production mode is executed. Details of the production mode switching process will be described later.
[0316] In step Sa1308, other processes are executed, and then the effect setting process is ended. Other processes include displaying a demonstration screen when a starting prize does not occur for a predetermined period of time, switching to a power saving mode that stops the video display on the display screen G of the symbol display device 75 to reduce power consumption, etc. Execute the processing to be performed.
[0317] <Pending command handling process> The command corresponding processing in step Sa1302 will be explained with reference to the flowchart of FIG. 31.
[0318] First, in step Sa1401, a hold command from the main controller 162 is analyzed, and hold information (jackpot information, type information, variation pattern information, etc.) is stored in the hold storage area 344c of the RAM 344.
[0319] As shown in FIG. 32, the holding storage area 344c is provided with a first special figure holding area SRa and a second special figure holding area SRb in correspondence with the holding ball storage area 314b on the main controller 162 side. It is being Each reservation area SRa, SRb has four storage areas: a first area, a second area, a third area, and a fourth area. Further, in the storage area 344c for reservation, an execution area SAE is provided in correspondence with the execution area AE on the main controller 162 side.
[0320] In step Sa1401, based on the hold command, it is determined whether the current hold information corresponds to the first special figure or the second special figure, and what number of hold information it is in the corresponding special figure. The fluctuation pattern information (if it is a jackpot, jackpot information and type information) is stored in the corresponding storage area of the reservation storage area 344c. For example, if the current hold information is the second hold information corresponding to the first special figure, the fluctuation pattern information etc. are stored in the second storage area of the first special figure hold area SRa.
[0321] After execution of step Sa1401, in step Sa1402, the value of the pending number counter (start pending storage number SN) provided in the various counter areas 344b of the RAM 344 is incremented by 1. Various counter areas 344b are provided with a number of reservations counter for the first special symbol and a number of reservations counter for the second special symbol, and in step Sa1402, the start reservation storage number SN of the corresponding side is updated.
[0322] In step Sa1403, a setting process for a pending notice is executed to execute a pending notice effect. Here, the pending notice performance will be explained with reference to FIG. 33.
[0323] In this embodiment, depending on the display mode of the pending image displayed on the pending display section 200 of the display screen G, a pending notice effect is used that informs or suggests the degree of expectation that a jackpot will occur in the game round to which the pending image corresponds. We are planning to do this. The display mode of the hold image is set to a normal display mode when the hold preview effect is not performed, and a specific display mode when the hold preview effect is performed, and furthermore, the specific display mode includes multiple displays. The mode has been set.
[0324] In this embodiment, the above expectation level is suggested by the display color (color) of the hold image. Specifically, as shown in FIG. 33(a), a normal display mode HMa in which the main display color is a normal color (for example, white) is set as a normal display mode, and a normal display mode HMa in which the main display color is a normal color (for example, white) is set as a specific display mode. Four types are set: a blue display mode HMb in which the color is blue, a green display mode HMc in which the color is green, a red display mode HMd in which the color is red, and a rainbow color display mode HMe in which the color is rainbow-colored. . In addition, in FIG. 33(a), different hatching is added according to the difference in display color.
[0325] Among the specific display modes, the blue display mode HMb has the lowest expectation of a jackpot, and thereafter, the expectation of a jackpot increases in the order of green display mode HMc<red display mode HMd<rainbow display mode HMe. The rainbow color display mode HMe suggests a jackpot.
[0326] Furthermore, each specific display mode suggests the performance to be performed in the game round to which the pending image corresponds. Specifically, the blue display mode HMb suggests that a reach performance (any of normal reach performance, SP reach performance, or SPSP reach performance) with a rank higher than normal reach performance will be performed in the game round that the pending image corresponds to. However, the green display mode HMc suggests that a reach effect with a rank higher than the SP reach effect will be performed, and the red display mode HMd suggests that an SPSP reach effect will be performed.
[0327] The above-mentioned suspension notice performance using a suspension image is a period from the start of display to the end of the display of the suspension image that is the target of the execution of the performance, in other words, from the generation of suspension information to the end of the game round of that suspension information. It is carried out using at least a part of the period up to. During the period in which the hold image is displayed in the first hold display area Ga or the second hold display area Gb (hold period), the hold notice effect may be executed at multiple times, such as when the hold image starts displaying or when the hold image is shifted. The timing is set. Further, the execution timing of the pending notice performance during the execution of the game round is set as a plurality of pending change points, as shown in FIG. 33(b). Each pending change point is set in accordance with, for example, the start timing of a game round (variation start timing), the start timing of various reach effects, the development timing of reach effects, etc.
[0328] Returning to the explanation of the hold command corresponding processing (FIG. 31), in the setting process for hold notice in step Sa1403, an execution lottery is performed to determine whether or not to execute a hold notice effect for the current hold information, and when a hold notice effect is to be executed. or execute processing to set the display mode of the pending image. Details of the setting process for pending notice will be described later.
[0329] In step Sa1404, a first execution process of a pending notice for executing a pending notice effect is executed. In the first execution process of the pending notice, execution control of the pending notice performance is performed based on the setting result of step Sa1403. Details of the first execution process of the pending notice will be described later.
[0330] In step Sa1405, processing for displaying the hold image on the hold display section 200 of the display screen G is executed. Specifically, a hold display command is created so that a hold image is additionally displayed in the corresponding unit hold display area in each hold display area Ga, Gb, and set as an output target to the display control device 350. The hold display command includes information indicating whether the current hold information corresponds to the first special figure or the second special figure, and information indicating what number of hold information it is. After executing step Sa1405, the pending command handling process ends.
[0331] <Setting process for pending notice> The setting process for pending notice in step Sa1403 will be explained with reference to the flowchart of FIG. 34.
[0332] First, in step Sa1501, the suspension storage area 344c of the RAM 344 is referred to, and the fluctuation pattern, etc. (pre-reading result) in the current suspension information is grasped. In step Sa1502, it is determined whether the current hold information corresponds to a jackpot based on the fluctuation pattern etc. grasped in step Sa1501.
[0333] If the pending information does not correspond to a jackpot, that is, if the pending information corresponds to a loss, the process proceeds to step Sa1503, and checks whether the fluctuation pattern of the pending information is fluctuation pattern 1H (fluctuation pattern corresponding to a complete loss). Determine. If a negative determination is made in step Sa1503 (if the fluctuation pattern is other than fluctuation pattern 1H) or an affirmative determination is made in step Sa1502 (if the pending information corresponds to a jackpot), the current production mode is grasped in step Sa1504. do.
[0334] Here, the presentation mode will be explained with reference to FIG. 35. In this embodiment, performance mode A and performance mode B are set as the performance modes of the game performance executed on the display screen G. These production modes A and B are distinguishable from the player's perspective. For example, the background image 401 displayed on the back side of the symbol rows Z1 to Z3 and the hold display section 200 is different between the two production modes. It has become something to do.
[0335] These performance modes can be manually switched by the player's operation, and specifically, by performing a predetermined operation on the performance operation unit 36 (FIG. 1) during the valid period of mode switching. It is possible to switch by. For example, if a predetermined operation is performed using the production operation unit 36 in a situation where the production mode is production mode A, the production mode is switched to production mode B, and the production operation is performed in a situation where production mode B is set. When a predetermined operation is performed by the section 36, the production mode is switched to production mode A.
[0336] In addition, the frequency of occurrence of the above-mentioned pending notice performance is different between production mode A and production mode B, and the system is configured such that the frequency of occurrence of the pending notice production in production mode A is higher than that in production mode B. There is. The configuration for differentiating the frequency of occurrence of the pending notice performance is not particularly limited, but for example, in any production mode, the pending notice performance is executed through an execution lottery, and then in production mode B. A configuration is conceivable in which the winning probability of the above-mentioned executed lottery when the pending information corresponds to a loss is made lower than that of production mode A.
[0337] In this case, in performance mode B, the proportion of the pending preview performance that corresponds to the jackpot look-ahead is higher than in production mode A, so the expectation level of the jackpot when the pending preview performance is executed is high. Become. In other words, production mode A functions as a mode in which the pending preview performance is likely to be executed and the performance is easy to enjoy, and production mode B functions as a mode in which the pending preview performance is difficult to execute, but the expectation level of jackpot when executed is It can function as a high mode.
[0338] Although not shown in FIG. 35, for example, in presentation mode A, a holding image imitating a game ball is displayed, whereas in presentation mode B, a holding image imitating a star is displayed. For example, the base image of the holding image may be different between production mode A and production mode B.
[0339] Returning to the explanation of the setting process for pending notice (FIG. 34), after grasping the current production mode in step Sa1504, the corresponding pending notice execution lottery table is retrieved from the various table storage areas 343a of the ROM 343 in step Sa1505. get. A plurality of pending notice execution lottery tables are set in correspondence with the presence or absence of a jackpot and the presentation mode. For example, the pending preview execution lottery table corresponding to the case where the current pending information is a jackpot is set to have a higher winning probability than the pending preview execution lottery table corresponding to the case where the current pending information is a jackpot. In addition, the pending notice execution lottery table that corresponds to production mode A and corresponds to the case where the current pending information is incorrect is the pending notice execution lottery table that corresponds to production mode B and corresponds to the case where the current pending information is incorrect. The probability of winning is set higher than the lottery table.
[0340] In step Sa1506, based on the pending notice execution lottery table obtained in step Sa1505 and the lottery counter (random value) obtained from each counter area 344b of the RAM 344, an execution lottery is determined as to whether or not to execute the pending notice performance. I do. In step Sa1507, it is determined whether the lottery result in step Sa1506 is a winning result.
[0341] If the lottery result is an actual win, the process proceeds to step Sa1508 and the corresponding number of reservations is determined. In this step, the reservation storage area 344c of the RAM 344 is referred to, and it is determined whether the current reservation information corresponds to the first special symbol or the second special symbol, and the number of reservations for the corresponding special symbol is determined. . The number of reservations in this case includes the current reservation information. For example, if the current reservation information is stored in the third area of the first special symbol reservation area SRa in the reservation storage area 344c, the reservation information corresponds to the first special symbol and the number of reservations is is 3. In addition, if the current hold information is stored in the first area of the first special drawing holding area SRa (if it is the first hold information), if the hold information is stored in the execution area SAE. (If the game session is being executed), the above pending number is 1, and if no pending information is stored in the execution area SAE (when the gaming session is not being executed), the above pending number is 0. do.
[0342] In step Sa1509, the final display mode lottery table is obtained from the various table storage area 343a of the ROM343. In this embodiment, the display mode of the hold image is changed only once to perform the hold notice effect, but also the display mode of the hold image is changed multiple times to perform the hold notice effect. It is configured. The final display mode lottery table is a table for selecting the final display mode of the pending image in the pending preview performance.
[0343] In the final display mode lottery table, as shown in FIG. 36, the range of selectable final display modes and the selection probability of each display mode are set in correspondence with each variation pattern. In addition, in FIG. 36, the item "Notes (performance mode)" indicating the game round performance corresponding to each variation pattern is added for convenience and is not set in the final display mode lottery table.
[0344] In addition, in the final display mode lottery table, a final display mode lottery table for jackpots (Figure 36(a)) and a final display mode lottery table for losers (Figure 36(b)) are set, and each of them is set. In the lottery table, the selection range of the final display mode and the selection probability of each option are different depending on each variation pattern.
[0345] In the final display mode lottery table for the jackpot, the range of the final display mode of the pending image in the pending preview performance is blue display mode HMb and rainbow color display mode HMe when the current pending information is fluctuation pattern 1A (normal reach hit). , In the case of variation pattern 2A (per SP reach A) or variation pattern 3A (per SP reach B), blue display mode HMb, green display mode HMc, and rainbow color display mode HMe, variation pattern 4A (per SPSP reach A) or variation In the case of pattern 5A (per SPSP reach B), blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow color display mode HMe are set. Therefore, when a hold image with a blue display mode HMb is displayed as a hold preview performance, the hold image corresponds to a game round (game round of hold information that triggered the hold preview performance) that has a normal reach performance or higher. It suggests that a reach effect for the ranking will be performed, and if a green display mode HMC pending image is displayed, it suggests that a rank reach effect higher than the SP reach effect will be performed, and a red display mode HMd for pending image is displayed. If the image is displayed, it will indicate that the SPSP reach effect will be performed.
[0346] Also, in the final display mode lottery table for losers, if a pending image with blue display mode HMb is displayed as a pending preview effect, a reach effect with a rank higher than the normal reach effect in the game round to which the pending image corresponds is displayed. If the hold image with the green display mode HMC is displayed, it suggests that a reach effect with a rank higher than the SP reach effect will be performed, and the hold image with the red display mode HMd is displayed. In this case, the selection range of the final display mode corresponding to each variation pattern is determined so as to suggest that SPSP reach effect will be performed. Therefore, when the hold preview performance is performed and any of the blue, green, or red hold images are displayed, the player can predict which level of the ready-to-reach performance will be performed. However, it is not possible to determine whether there is a jackpot or not.
[0347] In addition, in the final display mode lottery table for losers, the rainbow display mode HMe is not set as an option for the final display mode, and the pending image of the rainbow display mode HMe is displayed only when there is a jackpot. It becomes. Therefore, the pending image with the rainbow color display mode HMe suggests a jackpot, and when the pending image is displayed, the player is aware that a jackpot will occur in the game round to which the pending image corresponds. Can be predicted.
[0348] In the final display mode lottery table for the jackpot, the selection probability of the rainbow color display mode HMe is suppressed to a small probability (for example, 5%) in any variation pattern. This is because if the selection probability of the rainbow color display mode HMe is increased, there will be frequent opportunities for players to recognize the jackpot before the execution of the game round, and there is a concern that interest in the game round effect will fade. This is to prevent such inconveniences from occurring. The selection probabilities for other options are such that in each variation pattern, a higher display mode is more likely to be selected than a lower display mode. For example, in the case of variation pattern 3A, the green display mode HMc is more likely to be selected than the blue display mode HMb.
[0349] On the other hand, in the final display mode lottery table for losers, higher display modes are less likely to be selected than in the case of the final display mode lottery table for jackpots. For example, in the variation pattern (variation pattern 4A) corresponding to the SPSP Reach A performance in the final display mode lottery table for jackpots, the selection probability of red display mode HMd is 55%, whereas the final display mode lottery for jackpots In the variation pattern (variation pattern 5H) corresponding to the SPSP Reach B performance at the table, the selection probability of the red display mode HMd remains at 10%.
[0350] In each final display mode lottery table for jackpots and misses, the display mode selection tendency is set as described above, so even if the type of reach effect performed in the game round is the same, the game The expectation of a jackpot is higher when the higher-ranking display mode is displayed as the pending image corresponding to the round.
[0351] In addition, in this embodiment, a common table is used for production mode A and production mode B as the final display mode lottery table for jackpots and the final display mode lottery table for losers, but different tables are used for each production mode. It is also possible to configure the settings.
[0352] Returning to the explanation of the setting process for pending notice (FIG. 34), in step Sa1509, a final display mode lottery table corresponding to the presence or absence of a jackpot in the pending information is obtained based on the fluctuation pattern etc. grasped in step Sa1501. In step Sa1510, based on the fluctuation pattern grasped in step Sa1501, the final display mode lottery table acquired in step Sa1509, and the lottery counter (random value) acquired from each counter area 344b of RAM 344, the current pending The final display mode in the preview performance is selected by lottery.
[0353] Note that the lottery counter is acquired when a suspension command is received from the main control device 162, in other words, when suspension information that is subject to lottery processing is generated. This also applies to counters (random numbers) used in other lottery processes executed by the production control device 143.
[0354] In step Sa1511, the performance scenario lottery table is obtained from the various table storage area 343a of the ROM343. The production scenario lottery table is a table for drawing production scenarios for the pending preview production.
[0355] In the performance scenario lottery table, as shown in FIG. 37, a plurality of performance scenarios are set in correspondence with the number of reservations and the final display mode of the reservation preview performance. Specifically, groups are set from the group of presentation scenario 0 corresponding to the number of reservations = 0 to the group of presentation scenario 4 corresponding to the number of reservations = 4, and in each group, the final display mode of blue, green, red, and rainbow color is set. A group of production scenarios for each color is set corresponding to the color. Then, a random number for lottery from 0 to 99 is assigned to a group of performance scenarios for one color. For example, if the pending number is 0 and the final display mode is the blue display mode HMb, the production scenario 0 blue (1) and the production scenario 0 blue (2) will be selected as production scenarios, and from among them, The one corresponding to the random value is selected.
[0356] Each production scenario defines at what timing and in which display mode the pending image will be displayed in the pending preview performance whose final display mode has been determined. When pre-reading the reservation information corresponding to the 1st special drawing, the number of reservations for the 1st special drawing at that time is 4, and the red display mode HMd is selected by lottery as the final display mode. Taking production scenario 4 red (1) as an example, this scenario displays a holding image in the blue display mode HMb in the fourth unit holding display area Ga4 of the first holding display area Ga (FIG. 9(b)). After that, when the hold image is moved and displayed in the second unit hold display area Ga2, the green display mode is changed to HMc, and then the period during which the hold image is displayed in the execution display area D (the hold This stipulates that the display mode is changed to red (HMd) during the execution of the game round corresponding to the image.
[0357] Although not shown in FIG. 37, in a production scenario that specifies that the display mode of the pending image is to be changed in the execution display area D, the display mode is changed at which timing (which pending change point) in the game round. It also stipulates whether There are also production scenarios that change the display mode multiple times during the execution of a game session.For example, production scenario 0 green (2) changes the display mode at the previous pending change point during the execution of the game session. After the normal display mode HMa is changed to the blue display mode HMb, it is specified that the display mode is further changed to the green display mode HMc at a later pending change point.
[0358] In addition, "G4 (Hold 4)" to "G1 (Hold 1)" in "Remarks (Production mode)" in FIG. It shows the aspect. In addition, "D (playing game)" is the display mode when the pending image is shifted from the first unit pending display area to the execution display area D, and the display mode when the pending image is displayed in the execution display area D. It shows the display mode in terms of period. Incidentally, the items in the "Notes (Production Mode)" column are added for convenience and are not set in the production scenario lottery table.
[0359] Further, as the performance scenario lottery table, a performance scenario lottery table for a jackpot and a performance scenario lottery table for a loss are set. In this embodiment, a common table is used in production mode A and production mode B as the performance scenario lottery table for jackpot and the performance scenario lottery table for loss, but a configuration in which different tables are set for each production mode is used. Good too. Note that FIG. 37 shows an example of a performance scenario lottery table for a jackpot.
[0360] Returning to the explanation of the setting process for pending notice (FIG. 34), in step Sa1511, based on the fluctuation pattern etc. grasped in step Sa1501, an effect scenario lottery table corresponding to the presence or absence of a jackpot in the pending information is obtained. In step Sa1512, the number of reservations grasped in step Sa1508, the final display mode determined in step Sa1510, the performance scenario lottery table acquired in step Sa1511, and the lottery counter (random value) acquired from each counter area 344b of RAM 344 are calculated. ), the performance scenario for this pending preview performance will be drawn by lottery.
[0361] At step Sa1513, performance scenario data is set so that the performance scenario selected at step Sa1512 is executed. In step Sa1514, a pending notice flag is set in the various flag storage area 344d of the RAM 344, and thereafter, the setting process for pending notice is ended. The pending notice flag is for the MPU 342 to grasp that the pending notice effect should be executed.
[0362] In addition, if the affirmative determination is made in step Sa1503 (if the fluctuation pattern of the pending information is the fluctuation pattern 1H (completely missed)) or if the negative determination is made in step Sa1507 (if the decision is made in the execution lottery of the pending notice performance), , the process proceeds to step Sa1515, and the display mode of the pending image is set to the normal display mode HMa. Thereafter, the setting process for pending notice is ended.
[0363] <Process for first execution of pending notice> The first execution process of the suspended notice in step Sa1404 will be described with reference to the flowchart of FIG. 38(a).
[0364] First, in step Sa1601, it is determined whether a suspension notice flag is stored in the various flag storage area 344d of the RAM 344. If the pending notice flag is not stored, that is, if the situation is not such that the pending notice performance should be executed, the process for first execution of the pending notice is ended.
[0365] On the other hand, if the hold notice flag is stored and the situation is such that the hold notice performance should be executed, the process advances to step Sa1602, and the display mode is changed for the hold image corresponding to the hold information that triggered the hold notice performance. Determine whether it is time to change. That is, it is determined whether the situation is such that the hold image should be displayed in a specific display mode from the beginning. In this step, the above determination is made with reference to the setting result of the performance scenario of the pending notice performance set in the above step Sa1513 (FIG. 34). If it is not the timing to change the display mode, the process for first execution of the pending notice is ended.
[0366] On the other hand, if it is the timing to change the display mode, an execution lottery is performed in step Sa1603 to determine whether or not to execute the change suggestion effect. The change-suggesting performance is a performance that suggests that the display mode of the pending image will change (rank up). Although the form of the change suggestion performance is not particularly limited, in this embodiment, the change suggestion performance is performed in the form shown in FIG. 39. First, as shown in FIG. 39(a), a predetermined character image 402 is displayed near the hold display section 200 at a predetermined timing before the hold image changes. In addition, when performing a change suggestion effect in accordance with the generation timing of the suspension information, first, the suspension image is displayed in the normal display mode, and the character image 402 is displayed immediately or at the same time. Thereafter, a video of the character performing a predetermined action is displayed, and the display mode of the pending image is changed to a higher-level display mode, as shown in FIG. 39(b). Note that the character image 402 is deleted after changing the display mode of the pending image.
[0367] In step Sa1603, a lottery is performed to execute a change suggestion effect based on the lottery counter (random value) obtained from each counter area 344b of the RAM 344 and the execution lottery table stored in the various table storage areas 343a of the ROM 343. . In step Sa1604, it is determined whether the lottery result in step Sa1603 is a winning result. If the lottery result is a winning result, in step Sa1605, the display screen G of the symbol display device 75 is set to perform a change suggestion performance. Specifically, a command is set to the effect that a change suggestion effect should be executed as an output target to the display control device 350.
[0368] Note that in this embodiment, the change suggestion effect can be executed only when the display mode of the hold image is changed, but the change suggestion effect can also be executed when the display mode of the hold image is not changed. It is also possible to have a configuration in which it is possible to do so. In other words, even when the display mode of the pending image is not changed, a lottery for executing the change suggestion performance may be performed.
[0369] In such a case, the change-suggesting effect may be, for example, after displaying a predetermined character image 402 as shown in FIG. After that, the character image 402 may be deleted without changing the display mode of the pending image, and the display mode before displaying the character image 402 may be maintained as it is. However, if such fake performances occur frequently, the player may lose expectations for the change-suggesting performance, so it is better to keep the frequency of execution low. Specifically, when the display mode is not changed, the execution probability of winning the change suggestion effect is lower than when the display mode is changed.In other words, when the character image 402 is displayed, the display mode of the pending image is lower. It is preferable that the frequency at which the value does not change is lower than the frequency at which it changes.
[0370] After executing step Sa1605 or if a negative determination is made in step Sa1604 (if the execution lottery of the change suggestion effect is not won), the process proceeds to step Sa1606, and based on the setting result of the effect scenario, the change destination in the current change process is Understand the display mode. Specifically, it is determined which specific display mode among the blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow color display mode HMe is used to display the pending image.
[0371] In step Sa1607, settings are made to change the display mode of the pending image to the display mode determined in step Sa1606. Note that when this process is performed when a hold command is received (when a hold image is additionally displayed), the initial display mode of the hold image to be additionally displayed is set to be the display mode grasped in step Sa1606 above.
[0372] At this time, if the change suggestion effect is not to be executed, the hold image is set to be displayed in one of the specific display modes indicated by the effect scenario from the beginning. On the other hand, when executing a change-suggesting performance, the display is set to be displayed in the normal display mode HMa and then changed to a specific display mode indicated by the production scenario. When the setting process in step Sa1607 is executed, in step Sa1405 of the pending command handling process (FIG. 31), the command is updated so that the pending display command to the display control device 350 includes information about the display mode set in step Sa1607. Set.
[0373] In step Sa1608, information indicating the display mode of the current pending image is stored in the display mode storage area 344e of the RAM 344. As shown in FIG. 38(b), in the display mode storage area 344e, areas are provided corresponding to the reservation information (image for reservation) of each special figure and the reservation information when the game round is being executed. The display mode of the pending image can be stored in each area. For example, when displaying the blue display mode HMb in the second unit pending display area Ga2 of the first pending display area Ga, the second area for the first special figure (corresponding to the second pending information) is displayed in the display mode storage area 344e. area) is displayed in the blue display mode HMb. Incidentally, when performing a change suggestion effect, information indicating the display mode (display color) after the change is stored. Note that the display mode storage area 344e may not be provided, and the display mode information may be stored in an area corresponding to the reservation storage area 344c. After executing step Sa1608, the process for first execution of pending notice ends.
[0374] <Processing for commands during shift> The shift command response process in step Sa1304 (FIG. 30) will be described with reference to the flowchart in FIG. 40(a).
[0375] First, in step Sa1701, a first execution process of a pending notice is executed. This process is for changing the display mode of the hold image of the hold information that triggered the hold notice effect when the hold image is shifted. The process in this step is basically the same as the process for first execution of the suspended notice (FIG. 38(a)) in step Sa1404 (FIG. 31).
[0376] To explain with reference to FIG. 38(a), in the first execution process of the pending notice in step Sa1701, the pending notice flag is stored in the various flag storage area 344d of the RAM 344, and the situation in which the pending notice effect should be executed is If so, in step Sa1602, the current shift timing is determined for the hold image (the hold image displayed in each hold display area Ga, Gb) corresponding to the hold information that triggered the hold notice performance. It is determined whether it is time to change the display mode (display color). This determination is made based on the setting result of the performance scenario of the pending notice performance set in step Sa1513 (FIG. 34).
[0377] If it is time to change the display mode, an execution lottery is performed to determine whether or not to execute the change suggestion effect in step Sa1603.If the lottery is won, the display screen G of the symbol display device 75 is changed in step Sa1605. Set so that the change suggestion effect is executed. After executing step Sa1605 or if a negative determination is made in step Sa1604 (if the execution lottery of the change suggestion effect is not won), the process proceeds to step Sa1606, and based on the setting result of the effect scenario, the change destination in the current change process is Understand the display mode.
[0378] In step Sa1607, settings are made to change the display mode of the pending image to the display mode determined in step Sa1606. Specifically, the output command to the display control device 350 includes information indicating which pending image's display mode is to be changed, and information indicating which display mode (display color) is to be changed. In this way, a command is set to the effect that the display mode of the pending image should be changed at the current shift timing. As a result, the display mode of the pending image is changed to the display mode determined by the setting result of the production scenario at the current shift timing.
[0379] In step Sa1608, for the pending image whose display mode is to be changed, information about the changed display mode is stored in the display mode storage area 344e of the RAM 344. For example, when...
Claims
【Claim 1】 As a game state, it has a first game state, a second game state that is more advantageous to the player than the first game state, and a third game state that is more advantageous to the player than the first game state. Means for performing a specific determination based on the establishment of a predetermined determination opportunity. Means for controlling so that a game return operation is started based on the performance of the specific determination, and a game return is performed so as to obtain a notification result corresponding to the result of the specific determination. First means for enabling a transition to the second game state based on the result of the specific determination being a specific result. Second means for enabling a transition to the third game state when a predetermined condition is satisfied. Comprising It is configured such that the establishment of the predetermined condition can occur in a specific state in the game. It is configured such that the establishment of the predetermined condition does not occur in the second game state. It is configured such that a transition to the specific state can occur after the end of the second game state. It is configured such that both a case where the predetermined condition is satisfied and a case where the predetermined condition is not satisfied can occur in the specific state. When the predetermined condition is satisfied in a predetermined game return in the specific state, it is possible to perform a first notification corresponding to the satisfaction of the predetermined condition after a predetermined effect is performed. When the predetermined condition is not satisfied in a predetermined game return in the specific state, it is possible to perform a second notification different from the first notification after the predetermined effect is performed. It is configured such that a predetermined achievement notification regarding the benefits obtained by the game can be performed. Means for enabling the predetermined achievement notification not to be performed corresponding to the end of the second game state and to be performed corresponding to the end of the specific state. It is configured such that a transition to the first game state can occur when the specific state ends without the predetermined condition being satisfied. A gaming machine, characterized in that it is provided with means for enabling a third notification by which the player can recognize the end of the second game state when the second game state ends.