Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SOPHIA CO LTD
- Filing Date
- 2022-11-29
- Publication Date
- 2026-04-10
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest by providing a high expectation of achieving advantageous game states, leading to diminished engagement and excitement.
A gaming machine that allows players to select specific conditions through an operation section, with the probability of these conditions being changed based on player interaction, thereby increasing the perceived likelihood of favorable outcomes.
Enhances player interest and engagement by creating a heightened sense of anticipation and excitement through dynamic condition probability adjustment based on player interaction.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that executes a game based on the establishment of a predetermined condition, and creates an advantageous state for a player depending on the result of the game. [Background technology]
[0002] A typical example of a conventional gaming machine is a pachinko machine. In this pachinko machine, a variable display game is started in which a plurality of identification information (patterns, symbols, etc.) displayed on a variable display device provided in the gaming area is variably displayed based on the winning of a gaming ball into a starting hole provided in the gaming area (start winning), and if the result of the variable display game is a special result, a special variable winning device is opened and a special gaming state is entered, and the player obtains a profit. In such a gaming machine, there is known a performance that presents a certain condition and notifies the player that the special gaming state will be entered depending on whether or not the condition can be achieved (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-181255 A Summary of the Invention [Problem to be solved by the invention]
[0004] Such effects are intended to increase the interest of the player by making the player expect that the conditions will be met, and it is necessary to give the player the impression that the possibility of meeting the conditions is high, thereby increasing the sense of expectation. The object of the present invention is to increase the interest of the player in the game. [Means for solving the problem]
[0005] In order to solve the above problems, the invention described in claim 1 is: A gaming machine that executes a game based on the establishment of a predetermined condition and creates an advantageous state for a player based on the result of the game, A performance control means for controlling the performance; An operation unit that can be operated by a player, The performance control means includes: Present a condition selected from multiple types of conditions as a specific condition, It is possible to suggest or inform the player that, when the specific condition is achieved, there is a higher expectation that a state advantageous to the player will occur than when the specific condition is not achieved, The present invention is characterized in that the probability of selecting one of the plurality of types of conditions as the specific condition can be changed based on the operation of the operation unit. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Diagram 2] 1 is an oblique view of a gaming machine according to one embodiment of the present invention, seen from the front side; [Diagram 3] FIG. [Figure 4] 2 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Diagram 5] 2 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 6] This figure shows an example of the distribution rate of the results of the special chart variable display game, the distribution rate of the big win pattern, the small win pattern, the probability of the regular pattern, and the number of games to reach the ceiling. [Figure 7] 13 is a diagram for explaining the transition of the game state. FIG. [Figure 8] 11 is a flowchart illustrating a main process. [Figure 9] 11 is a flowchart illustrating a main process. [Figure 10]13 is a flowchart illustrating a timer interrupt process. [Figure 11] 13 is a flowchart explaining special chart game processing. [Figure 12] 13 is a flowchart explaining the common processing of the special chart start port switch. [Figure 13] 13 is a flowchart explaining the special chart reservation information determination process. [Figure 14] 13 is a flowchart explaining special chart normal processing. [Figure 15] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 16] 13 is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 17] 13 is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 18] 13 is a flowchart explaining processing during special chart change. [Figure 19] 13 is a flowchart illustrating a time-saving end setting process. [Figure 20] 13 is a flowchart explaining processing during special chart display. [Figure 21] 13 is a flowchart explaining processing during special chart display. [Figure 22] 13 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 23] 13 is a flowchart illustrating a support operation setting process. [Figure 24] This is a flowchart explaining the jackpot end processing. [Diagram 25] This is a flowchart explaining the jackpot end setting process 1 and the jackpot end setting process 2. [Figure 26] 13 is a flowchart illustrating a specific area switch monitoring process. [Figure 27] 13 is a flowchart explaining the processing of remaining balls in a small hit. [Figure 28] This is a flowchart explaining the small hit end processing. [Figure 29]11 is a flowchart illustrating the main processing of the performance control device. [Diagram 30] 13 is a flowchart illustrating a received command check process. [Diagram 31] 13 is a flowchart illustrating a received command analysis process. [Diagram 32] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 33] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 34] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 35] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 36] FIG. 13 is a diagram illustrating selectable patterns and reliability. [Figure 37] FIG. 13 is a diagram illustrating an example of a presentation. [Figure 38] FIG. 13 is a diagram illustrating an example of a presentation. [Figure 39] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 40] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 41] FIG. 13 is a diagram illustrating selectable patterns and reliability. [Diagram 42] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 43] FIG. 13 is a diagram illustrating an example of a presentation. [Diagram 44] FIG. 2 is a diagram illustrating the arrangement of light-emitting bodies. [Diagram 45] FIG. 2 is a diagram illustrating an example of a light emission mode. [Diagram 46] FIG. 2 is a diagram illustrating an example of a display on a display device. [Figure 47] FIG. 2 is a diagram illustrating an example of a light emission mode. [Figure 48] 1A and 1B are diagrams illustrating the arrangement of light-emitting bodies and the light-emitting mode. [Figure 49] FIG. 2 is a diagram illustrating an example of a display on a display device. [Figure 50] 13 is a diagram illustrating an example of a condition presentation presentation. FIG. [Figure 51] 13 is a diagram illustrating an example of a condition presentation presentation. FIG. [Figure 52] 13 is a diagram illustrating an example of a condition presentation presentation pattern. FIG. [Diagram 53] 13 is a diagram illustrating changes to the settings of a gaming machine and changes to the content of a condition presentation presentation. FIG. [Figure 54] 13 is a diagram illustrating changes to the settings of a gaming machine and changes to the content of a condition presentation presentation. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] First Embodiment FIG. 1 is a front view of a gaming machine 10 of the present embodiment, and FIG. 2 is a perspective view of the front side of the gaming machine 10 of the present embodiment. 1 and 2, a gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable to be opened and closed. A gaming board 30 (see FIG. 3) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.
[0009] A display board 350 that covers the front of the game board 30 is provided on the glass frame 15 at a position behind the cover glass 14. The display board 350 allows the game board 30 to be seen through and is capable of displaying a predetermined display. The game machine of this embodiment is configured with a light guide plate that makes an image appear by introducing light from the side edge, but it may also be configured with a transparent liquid crystal display device or EL display device. When the display board 350 is not provided with a predetermined display, it is transparent and does not impede visibility of the game board 30 behind. When the display board 350 is provided with a predetermined display, the visibility of the game board 30 behind is reduced in the area of the predetermined display. In this state, the game board 30 behind may be visible through the predetermined display, or the game board 30 behind may be invisible due to the predetermined display.
[0010] At the top of the glass frame 15, a model name display section 16 for displaying the model name, etc. of the gaming machine 10 is provided. In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs, etc., for decoration and presentation, and for notification when an abnormality occurs (for example, when a dispensing abnormality occurs, the lamps and LEDs are turned on (blinked) in an abnormality notification color (for example, red)), and speakers (upper speaker) 19a that emit sounds (for example, sound effects). Furthermore, speakers (lower speaker) 19b are provided at the bottom of the front frame 12 and the glass frame 15. In addition, when an abnormality occurs, the speaker (upper speaker) 19a and speaker (lower speaker) 19b are configured to notify the content of the abnormality by voice. It is also possible to provide a lamp for notifying a dispensing abnormality at a predetermined position of the glass frame 15. Additionally, air blowers 20 are provided on the upper portion of the glass frame 15 on the left and right sides of the model name display section 16. These air blowers 20 are capable of blowing air toward a player positioned in front of the gaming machine, and are one of the presentation devices that produce the presentation of the game.
[0011] In addition, the lower part of the glass frame 15 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls dispensed from a payout unit provided on the back side of the gaming machine 10 flow out, and the like. Furthermore, an effect button 25 that incorporates an effect button switch 25a (see FIG. 5) for receiving a pressing operation input from a player is provided on the upper edge of the upper tray 21. The effect button 25 also incorporates a drive source that vibrates the effect button 25. That is, the gaming machine 10 of this embodiment is provided with a vibration function that performs a predetermined notification by vibrating the effect button 25. The effect button 25 may be configured to be convertible from a normal state (the state shown in FIG. 1 or FIG. 2) to a protruding state (a state in which the upper surface (pressing surface) of the effect button 25 is higher than in the normal state).
[0012] At the bottom of the front frame 12, there are provided a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, a handle 24 for the ball launching device, etc. Furthermore, at the right bottom of the front frame 12, there is provided a keyhole 26 for inserting a key for opening or locking the front frame 12 and the glass frame 15.
[0013] Also, to the right of the effect button 25, there are provided a loan button (ball loan button) 27a that the player operates when borrowing balls from the adjacent ball lending machine, a return button (discharge button) 27b that is operated to discharge a prepaid card from the card unit of the ball lending machine, a balance indicator (balance display section) 27c that displays the balance of the prepaid card, an upper tray operation lever 27d that is operated to cause the game balls in the upper tray 21 to flow down to the lower tray 23, a mobile terminal placement section 28 for placing a mobile terminal such as a smartphone owned by the player, etc. Also, to the left of the effect button 25, there are provided a volume adjustment button 27e, a cross key 29, etc. The effect button 25, the loan button (ball loan button) 27a, the return button (discharge button) 27b, the volume adjustment button 27e, and the cross key 29 form an operation section that can be operated by the player. In the gaming machine 10 of this embodiment, when the player rotates the handle 24, the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 on the front side of the gaming board 30. In addition, when the player operates the performance button 25 or the cross key 29, a performance in which the player's operation is involved can be performed in the variable display game (decorative special chart variable display game) on the display device 41 (see FIG. 3).
[0014] Next, an example of the game board 30 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 30 of this embodiment. As shown in Fig. 3, the game board 30 has a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and a game area 32 surrounded by resin side cases 33 and an outer wall (guide rail) 31, which are provided at each of the four corners of the game board 30, is provided on the front side of the game board body. The game machine 10 is configured so that a game is played by launching game balls from a ball launching device into the game area 32 surrounded by the outer wall 31. In the game area 32, windmills, obstacle nails, and the like are arranged as members that change the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.
[0015] A center case 40 that forms a window portion that serves as a display area for the variable display game is attached approximately in the center of the game area 32. Behind the window portion formed in the center case 40, a display device 41 is disposed as a performance display device (variable display device) that variably displays multiple pieces of identification information.
[0016] The display device 41 (variable display device) is composed of a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). In the area (display area) where the image of the display screen can be displayed, still images and videos can be displayed as performance images, and information related to the game such as a plurality of identification information (special symbols), characters that perform the special symbol variable display game, and background images that enhance the performance effect are displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are displayed variably (variably displayed), and a decorative special symbol variable display game corresponding to the special symbol variable display game is played. In addition, images for performance based on the progress of the game (for example, a big win display image, a fanfare display image, an ending display image, etc.) are displayed on the display screen.
[0017] The center case 40 is provided with a warp flow path forming member 614 that forms a warp flow path for guiding game balls flowing down the game area 32 to the inside of the center case 40, and a stage section 620 on which game balls that have passed through the warp flow path can roll. Since the stage section 620 of the center case 40 is disposed above the start winning opening 36, game balls that roll on the stage section 620 can easily enter the start winning opening 36. Further, board effect devices 44 that perform game effects by operating are provided on the upper and lower parts of the center case 40. A lower effect device 44a provided on the lower part of the center case 40 is operable between a position below the center case 40 and a position closer to the center of the display device 41 than the lower part. The upper performance device 44b provided on the upper part of the center case 40 is operable between a position at the top of the center case 40 and a position closer to the center of the display device 41 than the upper position. The upper performance device 44b also has a rotating operating member 44c that resembles a propeller, and performances can also be created by the operation of the operating member 44c. In other words, the lower performance device 44a forms a first movable part having a first movable member that can be operated, and the upper performance device 44b forms a second movable part having a second movable member that can be operated.
[0018] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the center case 40. Inside the normal symbol start gate 34, a gate switch 34a (see FIG. 4) is provided for detecting a game ball that has passed through the normal symbol start gate 34. When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0019] Three general winning openings 35 are arranged in the game area 32 on the lower left of the center case 40, and one general winning opening 35 is arranged in the game area 32 on the right side of the center case 40. Winning of game balls into these general winning openings 35 is detected by winning opening switches 35a (see FIG. 4) provided in the general winning openings 35.
[0020] A start winning hole 36 (first start winning area) that provides the start condition of the special chart 1 variable display game (first special chart variable display game) is provided in the game area 32 below the center case 40. The game ball that enters the start winning hole 36 is detected by the start winning hole 1 switch 36a (see FIG. 4).
[0021] A normal variable winning device 37 (second start winning area) that provides the start condition for the special chart 2 variable display game (second special chart variable display game) is provided on the right side of the center case 40. The game ball that wins the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 4). The normal variable winning device 37 is equipped with a movable member 37b, which is normally kept in a closed state (a state disadvantageous to the player) in which game balls cannot flow in. When the result of the normal variable display game is a predetermined result, the movable member 37b is operated in an inverted V shape by a normal power solenoid 37c (see FIG. 4) as a drive device, and the normal variable winning device 37 is changed to an open state (a state advantageous to the player) in which game balls can easily flow in. In addition, the normal variable winning device 37 may be configured to allow a game ball to win even when the movable member 37b is in the closed state, and to make it more difficult for a game ball to win in the closed state than in the open state.
[0022] The game area 32 at the lower right of the center case 40 is provided with a special variable prize winning device (large prize winning port) 38 that can be changed between a state in which game balls are not accepted and a state in which they are accepted easily depending on the result of the special chart variable display game. The special variable prize winning device 38 has an attacca-type opening and closing door 38c that can be opened by rotating the upper end side in a direction that tilts toward the front, and when opened, changes the upper large prize winning port into a state in which game balls can flow in. The special variable prize winning device 38 changes the large prize winning port from a closed state to an open state depending on the result of the special chart variable display game, and makes it easy for game balls to flow into the large prize winning port, thereby granting a predetermined game value (prize balls) to the player. The game balls that have won the special variable prize winning device 38 are detected by a large prize winning port switch (count switch) 38a (see FIG. 4).
[0023] Inside the large prize opening (prize winning area), a specific area into which game balls can flow is provided, and a lever member that operates by a lever solenoid 38f (see FIG. 4) is provided to change the probability of game balls flowing into the specific area. A specific area switch 38d (see FIG. 4) that can detect the flow of game balls is provided in the specific area, and based on the detection of a game ball by the specific area switch 38d, a state that is advantageous to the player is generated (in this embodiment, a special game state is generated). Game balls that flow into the specific area are discharged to the outside of the special variable prize winning device 38.
[0024] Inside the large prize opening, there is provided a remaining ball outlet switch 38e (see FIG. 4) that detects game balls that do not flow into the specific area and are discharged to the outside of the special variable prize opening device 38. When the number of game balls detected by the large prize opening switch 38a provided inside the large prize opening (the number of game balls that flow into the large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball outlet switch 38e (the number of game balls discharged from the large prize opening), it can be confirmed that all game balls in the large prize opening have been discharged, and basically, a new large prize opening will not be opened until this confirmation is completed.
[0025] In the game area 32 below the start winning hole 36, an outlet 30a is provided for collecting game balls that did not win in the winning holes, etc. In addition, outside the game area 32, in the lower right corner of the game board main body 80, a collective display device 50 is provided for executing the special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and the normal chart variable display game.
[0026] The collective display device 50 includes a special chart 1 display device (first special chart change display unit) 51 for the special chart 1 change display game and a special chart 2 display device (second special chart change display unit) 52 for the special chart 2 change display game, a special chart 1 reserve display device 53 for notifying the start memory number of the special chart 1 change display game and a special chart 2 reserve display device 54 for notifying the start memory number of the special chart 2 change display game.
[0027] The collective display device 50 also includes a round display section 55 that displays the number of rounds (the number of times the special variable winning device 38 is opened and closed) at the time of a jackpot, and a game status display section 56 that displays the game status of the gaming machine 10. The game status display section 56 includes a first game status display section 56a that notifies the player of the left hand hit (normal hit) or the right hand hit that is advantageous to the player (the hit corresponding to the game status), a second game status display section 56b that notifies the player of the time-saving state (when the variable time-saving function is activated), and a third game status display section 56c that notifies the player that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on. In the gaming machine of this embodiment, the special chart probability is always constant, so the third game status display section 56c is not used. Furthermore, the collective display device 50 is equipped with a general map display device 57 for the general map change display game, and a general map hold display device 58 for notifying the start memory number of the general map change display game.
[0028] FIG. 4 is a block diagram of the control system of the pachinko gaming machine 10 of the present embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.
[0029] The CPU section 110 includes an amusement microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator and generating a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with a DC voltage of a predetermined level such as DC 32V, DC 12V, or DC 5V generated by the power supply device 400 to be made operational.
[0030] The power supply unit 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of DC 32V from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply unit 420 that supplies power supply voltage to the internal RAM of the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.
[0031] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, as in this embodiment, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board, they can be excluded from the subject of replacement, thereby reducing costs.
[0032] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (particularly the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after the power is cut off. In other words, the gaming control device 100 can store and retain information about the game even if a power outage occurs and the power supply to the gaming machine is stopped, and can resume the game based on the stored information after the power is restored. The control signal generating unit 430 monitors, for example, the voltage of 32V generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0033] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0034] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a random access memory (RAM) 111C that can be read and written at any time.
[0035] The ROM 111B stores unchanging information for game control (programs, fixed data, judgment values of various random numbers, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control and as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM may be used as the ROM 111B or the RAM 111C.
[0036] Also, the ROM 111B stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111A to determine a variation pattern by referring to the variation pattern random numbers 1 to 3 stored as the start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a big win variation pattern table that is selected when the result is a big win, and the like. Furthermore, these pattern tables include tables (such as a latter half variation group table and a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and tables (such as a first half variation group table and a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.
[0037] Here, the term "reach" (reach state) refers to a display state in which the display device has a display state that can be changed, the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result state, the gaming state becomes a gaming state (special gaming state) that is advantageous to the player, and when some of the multiple display results have not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition for becoming a special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for becoming a special result state even when the variable display control of the display device progresses and reaches a stage before the display result is derived and displayed. For example, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state. In addition, the reach state refers to the display state at the point in time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and when at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed meets the conditions to become a special result state.
[0038] Therefore, for example, if the decorative special chart variable display game displayed on the display device in response to the special chart variable display game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for the special result state are met (for example, the same identification information) is the reach state. In addition, when the variable display of all the variable display areas is temporarily stopped, the state in which the conditions for the special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be the reach state, and the remaining one variable display area may be displayed from this reach state.
[0039] This reach state includes a plurality of reach effects, and normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set as reach effects with different possibilities (different expected values) of deriving a special result mode. The expected values are set to be higher in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot is reached). In other words, it may be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss is reached). Therefore, a state in which a reach state has occurred is a state with a higher possibility of deriving a jackpot than when a reach state does not occur.
[0040] The CPU 111A executes the game control program in the ROM 111B, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a win in the special chart variable display game, a special chart pattern random number for determining a jackpot pattern, a variable pattern in the special chart variable display game (including the execution time of the variable display game in various reaches and no reaches), a win random number for determining a win in the normal chart variable display game, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the CPU 111A and a clock for providing an update timing for the random number generating circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.
[0041] Also, in the process related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result (big win, small win, or miss) of the special chart variation display game, the probability state (low probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111A serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B when executing the special chart variation display game.
[0042] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and performs control to drive a payout motor of a payout unit and pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also performs control to drive a payout motor of a payout unit and pay out loaned balls based on a loan ball request signal from the card unit.
[0043] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 which detects the emission of radio waves to the gaming machine, a start port 1 switch 36a in the start winning port 36, a start port 2 switch 37a in the normal variable winning device 37, a winning port switch 35a in the general winning port 35, a large winning port switch 38a in the special variable winning device 38, a gate switch 34a in the general start gate 34, a specific area switch 38d and a remaining ball discharge port switch 38e arranged in the special variable winning device 38, and an out ball detection switch 32a which detects all game balls (safe balls and out balls) which have been fired into the game area 32 and finished playing, and is provided with an interface chip (proximity I / F) 121 which receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 has an input range of 7V-11V and is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when a lead wire is cut and left floating, and to output an abnormality detection signal.
[0044] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, the large winning port switch 38a, and the gate switch 34a are input to the second input port 123. Among the outputs of the proximity I / F 121, the detection signals of the specific area switch 38d, the remaining ball discharge port switch 38e, and the out ball detection switch 32a are input to the fourth input port 126. Among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to the third input port 124.
[0045] In addition, the third input port 124 is also configured to receive detection signals from a magnetic sensor 61 for detecting fraud and provided on the front frame 12 or the like of the gaming machine 10, a detection signal from a vibration sensor 65 for detecting vibrations of the gaming machine 10, a detection signal from a glass frame open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, and a detection signal from a main frame open detection switch 64 provided on the front frame (main frame) 12 or the like of the gaming machine 10.
[0046] Furthermore, a signal from a setting key switch 152 that detects operation of the setting key operation unit is input to the third input port 124. The setting key operation unit has a keyhole into which a setting key is inserted, and is configured so that the setting key can be turned from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor that can detect when it is turned to the second position, and is in the ON state when it is turned to the second position and is in the OFF state when it is not turned to the second position.
[0047] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting from a plurality of probability setting values to which a probability value for a special result in the special chart variation display game is assigned, and by operating these operation units, a probability setting value to which a probability value for a special result in the special chart variation display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values, "Setting 1" to "Setting 6", are prepared.
[0048] When selecting a probability setting value, the game machine is turned on while operating (pressing) the RAM initialization switch 112 with the setting key of the setting key operation unit turned to the second position, thereby entering a probability setting value change mode in which the probability setting value can be changed, and the probability setting value can be changed by operating (pressing) the RAM initialization switch 112 during the probability setting value change mode. The selected probability setting value is displayed on the performance display device 153 for displaying the calculated base value and the role ratio. Specifically, the performance display device 153 displays information on the probability setting value while an operation related to the probability setting value is being performed (while in the probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and role ratio otherwise.
[0049] Furthermore, by turning on the power of the gaming machine with the setting key of the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, and the probability setting value confirmation mode is entered. Note that the RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in the open state. The performance display device 153 is a seven-segment display, and is configured to display the probability setting value with numbers 1 to 6. Of course, the display format is not limited to this, and any display format that allows the probability setting value to be recognized may be used. In addition, other types of display devices such as liquid crystal display devices may be used, and the probability setting value may be indicated by the lighting format or luminous color of one or more LEDs.
[0050] Among the outputs of the proximity I / F 121, the outputs to the second input port 123 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 32a) are also supplied from the main board 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the gaming microcomputer 111 in addition to the second input port 123.
[0051] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, a voltage of 12 V is supplied to the proximity I / F 121 from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.
[0052] The data held in the second input port 123 can be read out by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to the second input port 123. The same applies to the third input port 124, the fourth input port 126, and the first input port 122 described below.
[0053] The input section 120 also has a first input port 122 which takes in a frame radio wave irregular signal (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12) from the payout control device 200, a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it is able to accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that a predetermined amount or more of game balls have been stored in the lower tray 23 (that it has become full)), and a touch switch signal (a signal based on the input of a touch switch provided on the handle 24) and supplies them to the gaming microcomputer 111 via the data bus 140.
[0054] The input unit 120 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches described above. This is because there is a restriction on the number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside.
[0055] On the other hand, the reset signal RESET from which noise has been removed by the Schmitt buffer 125 is directly input to a reset terminal provided in the gaming microcomputer 111 and is supplied to each port of the output unit 130. The reset signal RESET is configured to turn off the test firing signal held in a port (not shown) of the relay board 70 in order to output it to the test firing test device by outputting it directly to the relay board 70 without going through the output unit 130. The reset signal RESET may also be configured to be output to the test firing test device via the relay board 70. The reset signal RESET is not supplied to each port 122, 123, 124, 126 of the input unit 120. The data set in each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RESET is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.
[0056] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the performance control device 300 and a communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the performance control device 300 and the payout control device 200 by serial communication. Note that this is a one-way communication that does not allow signals to be input from the performance control device 300 to the gaming control device 100.
[0057] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the special pattern information of the variable display game and a signal indicating the probability state of a jackpot to a test firing test device of a certification agency (not shown) via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced product) installed in a game arcade. Note that the detection signal of a switch that does not require processing, such as a start port switch, output from the proximity I / F 121 is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.
[0058] On the other hand, detection signals that cannot be supplied to the test firing device as they are, such as the magnetic sensor 61, the board radio wave sensor 62, and the vibration sensor 65, are once taken into the gaming microcomputer 111 and processed into other signals or information, and are then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, and a connector that relays and transmits the signal line of the detection signal of the switch that does not go through the buffer. The chip enable signal CE output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.
[0059] The output unit 130 is also provided with a second output port 134 connected to the data bus 140. The second output port 134 is a port for outputting operation data of the large prize opening solenoid (large prize opening solenoid 1) 38b that opens the special prize opening device 38, the lever solenoid 38f that operates the lever member in the special prize opening device 38, and the normal solenoid 37c that opens the normal prize opening device 37, as well as outputting display data of the performance display device 153 that displays the currently selected probability setting value. The output unit 130 also has a third output port 135 for outputting on / off data for a segment line to which the anode terminal of the LED is connected depending on the content to be displayed on the collective display device 50, and a fourth output port 136 for outputting on / off data for a digit line to which the cathode terminal of the LED of the collective display device 50 is connected.
[0060] The output unit 130 is also provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for an amusement facility (hall computer)) installed in the gaming facility, so that information related to the gaming machine 10 can be supplied to the external device. A launch permission signal is also output from the fifth output port 137 to the payout control device 200 via the Schmitt buffer 132.
[0061] Further, the output section 130 includes a first driver (drive circuit) 138a that receives the operation data signals of the large prize opening solenoid 38b, the lever solenoid 38f, and the normal power solenoid 37c output from the second output port 134, generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal of the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c that outputs an on / off drive signal of the digit line on the current draw side of the collective display device 50 output from the fourth output port 136, a fourth driver 138d that outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 137 to the external information terminal board 71, and a fifth driver 138e that receives the display data signal of the performance display device 153 output from the second output port 134, and generates and outputs a drive signal. Data is transmitted from the second output port 134 to the fifth driver 138e by serial communication.
[0062] The first driver 138a is supplied with a power supply voltage of DC 32 V from the power supply device 400 so as to drive a solenoid that operates at 32 V. The fifth driver 138e is supplied with a power supply voltage of DC 5 V from the power supply device 400 so as to drive a performance display device 153 that operates at 5 V. A DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is for drawing current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.
[0063] The second driver 138b, which outputs 12 V, injects current into the anode terminal of the LED via the segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via the segment line, so that the power supply voltage flows through the LEDs selected in sequence by the dynamic drive method, causing them to light up. The fourth driver 138d, which outputs the external information signal to the external information terminal board 71, is supplied with DC 12V in order to give the external information signal a level of 12V. The buffer 133, the second output port 134, the first driver 138a, and the like may be provided on the output section 130 of the game control device 100, that is, on the relay board 70 side, rather than on the main board.
[0064] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data with the inspection device 500 by serial communication. Note that, since such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111 like an ordinary general-purpose microprocessor, ports such as the input ports 122, 123, 124, and 126 are not provided.
[0065] Although not limited thereto, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable winning device 37, the winning port switch 35a, the large winning port switch 38a, and the gate switch 34a use non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that are equipped with a magnetic detection coil and detect game balls by utilizing the phenomenon in which the magnetic field changes when metal approaches the coil. Also, a microswitch having a mechanical contact can be used for the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10 and the main frame opening detection switch 64 provided on the front frame (main frame) 12.
[0066] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the output of sound to play various melodies, sound effects, etc. from the speakers 19a, 19b.
[0067] The main control microcomputer 311 is connected to a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, an FeRAM 323 that can hold memory contents even if power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). A RAM that provides a working area is also provided inside the main control microcomputer 311. A WDT (watchdog timer) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the gaming microcomputer 111, determines the content of the performance, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.
[0068] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.
[0069] Although not limited thereto, a parallel data transmission system is configured to be used between main control microcomputer 311 and VDP 312. By transmitting and receiving data in a parallel system, commands and data can be transmitted in a shorter time than in a serial system.
[0070] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing of data transmission are input from the VDP 312 to the main control microcomputer 311. In addition, interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311 are also input from the VDP 312 to the main control microcomputer 311.
[0071] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 by LVDS (low amplitude signal transmission) method. Video data, a horizontal sync signal HSYNC, and a vertical sync signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0072] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0073] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of reserved decorative special symbols command, decorative special symbol command, fluctuation command, and stop information command sent from the game control device 100 to the performance control device 300 as performance control command signals (performance commands). The game microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a function of signal level conversion.
[0074] The performance control device 300 is also provided with a board decoration LED control circuit 332 that drives and controls a board decoration device 46 having LEDs (light emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (such as a frame decoration device 18 including a display board 350) having LEDs (light emitting diodes) provided on the glass frame 15, and a board performance movable body control circuit 334 that drives and controls a board performance device 44 (such as a movable role that enhances the performance effect in cooperation with the performance display on the display device 41) provided on the game board 30 (including the center case 40). These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Although not shown in the figure, the glass frame 15 also has a frame performance movable body control circuit that drives and controls the frame performance device, which has a driving source such as a blower 20, and is connected to the main control microcomputer 311 via an address / data bus 340 so that the performance control device 300 can control it.
[0075] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15, the cross key 29 provided in the glass frame 15, and the performance prop switch 47 (performance motor switch) which detects the initial position of the motor in the board performance device 44, and inputting a detection signal to the main control microcomputer 311, as well as the function of detecting the state of a volume adjustment switch 335 provided in the performance control device 300 and inputting a detection signal to the main control microcomputer 311.
[0076] In order to supply a desired level of DC voltage to the performance control device 300 having the above-mentioned configuration and the electronic components controlled by it, the normal power supply unit 410 of the power supply device 400 is configured to generate a voltage of DC 32V for driving the motors and solenoids, DC 12V for driving the display device 41 consisting of a liquid crystal panel, the motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V for driving the motors, LEDs, and speakers. Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.
[0077] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling FAN 45 is driven when the power of the performance control device 300 is turned on.
[0078] In the following description, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, it will be simply referred to as the special chart variable display game. Also, when there is no distinction between the decorative special chart 1 variable display game and the decorative special chart 2 variable display game, it will be simply referred to as the decorative special chart variable display game. Also, when there is no distinction between a big win (first special result) and a small win (second special result), it will be simply referred to as a win (special result). Also, when there is no distinction between the first special game state, which is a special game state based on a big win, and the second special game state, which is a special game state based on a small win, it will be simply referred to as a special game state.
[0079] A big win is a special result (first special result) that accompanies the operation of a condition device, and a small win is a special result (second special result) that does not accompany the operation of a condition device. The condition device is operated when a big win occurs in a special pattern variable display game (stop display of a big win pattern). The operation of the condition device means, for example, that a big win state occurs and a specific flag is set (the device continuous operation device is operated) for continuously operating the special variable winning device 38 as a special electric role. The non-operation of the condition device means, for example, that the aforementioned flag is not set, such as when a small win lottery is won. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically. The "condition device" is a term that is generally used in the field of pachinko game machines as a device whose operation is a necessary condition for the continuous operation of an electric role, and is used in this specification as a term having the same meaning.
[0080] In the gaming machine 10 of this embodiment, a game is played by shooting game balls (pachinko balls) from a ball shooting device toward a game area 32. The shot game balls flow down the game area 32 while changing the rolling direction by obstacle nails, windmills, and other direction-changing members arranged in various places in the game area 32, and win a prize in the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, or flow into the outlet 30a provided at the bottom of the game area 32 and are discharged from the game area 32. Then, when a game ball wins in the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, a number of prize balls according to the type of winning port are discharged from a payout unit controlled by a payout control device 200 (see FIG. 4) to the upper tray 21 or the lower tray 23 of the glass frame 15.
[0081] In the gaming machine 10 of this embodiment, the player can adjust the launch force to launch the gaming ball into the left side gaming area (so-called left hit) in order to aim for a win in the start winning hole 36 or the general winning hole 35 located to the left of the start winning hole 36, and can aim for a win in the normal start gate 34, the normal variable winning device 37, the special variable winning device 38, or the general winning hole 35 by launching the gaming ball into the right side gaming area (so-called right hit).
[0082] In the normal map start gate 34, a gate switch 34a consisting of a non-contact type switch for detecting a game ball that has passed through the normal map start gate 34 is provided, and when a game ball that has been shot into the game area 32 passes through the normal map start gate 34, it is detected by the gate switch 34a. In the CPU 111A of the gaming microcomputer 111 of the game control device 100, if the number of normal map start memories is less than the upper limit number (for example, 4) based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, the number of normal map start memories is increased (+1) and one normal map start memory is stored in the RAM 111C. The number of memories of this normal map start winning is displayed on the normal map reserve display 58 of the collective display device 50. In addition, the normal map start memory is configured to store a winning judgment random number value (winning random number value) for determining the result of the normal map variable display game extracted based on the input of the game ball detection signal from the gate switch 34a.
[0083] Then, when there is a normal map start memory and the normal map variation display game can be started, that is, when the normal map variation display game is not being executed and the normal map variation display game is not in a winning state to convert the normal variation winning device 37 to an open state, the random number value for winning judgment stored in the first stored normal map start memory is compared with the judgment value stored in ROM111B, the winning or losing of the normal map variation display game is judged, and the process of starting the normal map variation display game is performed. When this random number value for winning judgment matches the judgment value, the normal map variation display game is a winning game and a specific result mode (normal map specific result) is derived.
[0084] In addition, the game control device 100 performs a process for executing a normal map variation display game by performing a normal map variation display on the normal map display device 57 provided in the collective display device 50, which displays a predetermined number of lighting patterns repeatedly in a predetermined order over a predetermined variation time, and then performs a process for displaying a normal map variation display game in which a lighting pattern (result state) according to the result is stopped and displayed. Note that the normal map display device 57 may be configured as the display device 41, and may be configured to use numbers, symbols, character patterns, etc. as normal identification information, which are displayed in a variable manner for a predetermined time, and then stopped and displayed to display the result.
[0085] If the result of the normal map variation display game is a win, the normal map display 57 displays a stopped lighting pattern that is a special result mode, and the normal power solenoid 37c is operated to control the movable member of the normal variation winning device 37 to be open for a predetermined time (for example, 1648 ms). In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member). Note that if the result of the normal map variation display game is a loss, control is performed to display the normal map display 57 with a lighting pattern that is a loss result mode.
[0086] In addition, the winning balls in the start winning hole 36 and the winning balls in the normal variable winning device 37 are detected by the start winning hole 1 switch 36a and the start winning hole 2 switch 37a provided inside, respectively. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 stores a first start memory that forms a start memory (special pattern start memory) based on the winning in the start winning hole 36 up to a predetermined upper limit number (for example, 4), and stores a second start memory that forms a start memory (special pattern start memory) based on the winning in the normal variable winning device 37 up to a predetermined upper limit number (for example, 1). Based on the winning in the start winning hole 36 and the normal variable winning device 37, the jackpot random number value, the special pattern random number value, and each variable pattern random number value are extracted as start memory information, and the extracted random number value is stored in the RAM 111C as the first start memory and the second start memory. The number of start memories stored is displayed on the special chart 1 reserve display 53 and special chart 2 reserve display 54, which are used to notify the number of start winnings, of the collective display device 50, and is also displayed on the display device 41 of the center case 40 as a decorative special chart start memory display.
[0087] The game control device 100 performs a special chart 1 variable display game on the special chart 1 display device 51 (first variable display device) based on the first start memory, and performs a special chart 2 variable display game on the special chart 2 display device 52 (second variable display device) based on the second start memory. When both the first start memory and the second start memory are stored, the special chart 2 variable display game is executed in priority to the special chart 1 variable display game.
[0088] That is, the game control device (game control means) 100 controls the execution of the special chart 1 variable display game (first special chart variable display game) based on the first start memory stored in response to the entry of a game ball into the start winning port 36 (first start winning area), and controls the execution of the special chart 2 variable display game (second special chart variable display game) based on the second start memory stored in response to the entry of a game ball into the normal variable winning device 37 (second start winning area).The execution control means is configured to execute the special chart 2 variable display game based on the second start memory in preference to the special chart 1 variable display game based on the first start memory when the first start memory and the second start memory are stored.
[0089] After performing the variable display, the special chart 1 display 51 and the special chart 2 display 52 stop displaying a predetermined result mode. Then, if the result of the special chart variable display game is a big win, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (big win result mode) corresponding to the first special result, resulting in a big win, and the first special game state (so-called big win state) is entered. Also, if the result of the special chart variable display game is a small win, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (small win result mode) corresponding to the second special result, resulting in a small win, and the second special game state (so-called small win state) is entered. That is, the special chart 1 display 51 constitutes a first variable display means capable of displaying the first variable display game (special chart 1 variable display game) based on the winning of the game ball into the start winning hole 36. In addition, the special chart 2 display device 52 constitutes a second variable display means capable of displaying a second variable display game (special chart 2 variable display game) based on the winning of a game ball into the normal variable winning device 37.
[0090] In addition, the game control device (game control means) 100 can perform control to generate a game state (specific game state) in which the game can proceed in a situation (high probability of winning or normal power support) that is more advantageous to the player than the normal game state after the big win game state (first special game state) ends. In other words, the game control device (game control means) 100 serves as a specific game state generating means.
[0091] In addition, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, a decorative special chart variable display game is executed on the display device 41, which variably displays multiple types of decorative identification information (numbers, symbols, character patterns, etc.). The decorative special chart variable display game on the display device 41 includes a decorative special chart 1 variable display game corresponding to the special chart 1 variable display game, and a decorative special chart 2 variable display game corresponding to the special chart 2 variable display game. Then, a variable display is performed according to the variation of the corresponding special chart variable display game, and a display corresponding to the result is performed according to the derivation of the result mode in the corresponding special chart variable display game.
[0092] That is, the display device 41 constitutes a decoration change display means capable of displaying a decoration change display game (decoration special chart change display game) that changes and displays decoration identification information in response to the first change display game (special chart 1 change display game) and the second change display game (special chart 2 change display game). Separate display devices may be used for the decoration special chart 1 change display game and the decoration special chart 2 change display game, or only one of the decoration special chart change display games may be displayed. In addition, the game machine 10 may not be provided with the special chart 1 display device 51 and the special chart 2 display device 52, and the special chart change display game may be executed only by the display device 41.
[0093] FIG. 6 shows an example of the allocation rate in this embodiment. FIG. 6(a) is an example of the distribution rate of the result of the special chart variable display game. As shown in FIG. 6(a), there are four types of results of the special chart variable display game: big win, small win, support win, and miss. In this embodiment, the distribution rate of the big win is common to the special chart 1 and the special chart 2, but it may be different between the special chart 1 and the special chart 2. Also, in FIG. 6(a), the distribution rate of the big win is the same when the probability setting value is "setting 1", when it is "setting 2", and when it is "setting 3", but it may be different. Also, in FIG. 6(a), the distribution rate of the big win is the same when the probability setting value is "setting 4", when it is "setting 5", and when it is "setting 6", but it may be different.
[0094] In addition, in Fig. 6(a), the distribution rate of the small hit and the support hit is the same regardless of the probability setting value, but it may be different. That is, in this embodiment, only the winning probability of the big hit is changed by changing the probability setting value, and the probability of the small hit and the support hit is not changed. In addition, for small wins, the allocation rate is higher for Special Chart 2 than for Special Chart 1. As a result, the probability of a small win is higher for Special Chart 2, and if a small win occurs, there is a high probability that the first special game state (big win) will occur due to flow into a specific area, making Special Chart 2 a more advantageous special chart variable display game for players.
[0095] Figure 6(b) is an example of the distribution rate of the jackpot type. For example, as shown in Figure 6(b), there are two types of jackpot patterns (jackpot result patterns): 10R jackpot A, in which the 10R jackpot A pattern is stopped and displayed, and 10R jackpot B, in which the 10R jackpot B pattern is stopped and displayed. 10R jackpot A is a special game state with 10 rounds, and after the special game state ends, the normal power support state will be activated with a maximum of 250 games. 10R jackpot B is a special game state with 10 rounds, and after the special game state ends, there is no normal power support. In FIG. 6(b), the distribution rate of the jackpot type is different between special chart 1 and special chart 2. The distribution rate may be different depending on whether the game state in which the special chart variable display game is executed is a normal game state or a specific game state.
[0096] FIG. 6(c) shows the distribution rate of the small hit type. For a big hit that occurs when a game ball flows into a specific area of the special variable winning device 38 in the second special game state based on a small hit, the big hit type is selected based on the type of small hit. If a game ball flows into a specific area in the second special game state based on small hit A (V winning), a normal power support state with a maximum of 250 games will be entered after the end of the first special game state. If a game ball flows into a specific area in the second special game state based on small hit B, there will be no normal power support after the end of the first special game state. The distribution rate may be the same for special chart 1 and special chart 2. In other words, a 10R big hit A or small hit A results in a specific special result in a state where normal power support is provided (second state) after the special game state ends, and a 10R big hit B or small hit B results in a non-specific special result in a state where normal power support is not provided (first state) after the special game state ends.
[0097] Figure 6(d) shows the probability of winning the normal map variation display game. If the normal power support state is not in effect, the probability is low, and if the normal power support state is in effect, the probability is high. In addition, it is sufficient that it is easier to win in the normal variable winning device 37 in a state with normal power support (second state) than in a state without normal power support (first state), and it is also possible to change one or more of the probability, variable time, opening time, or maximum normal power count number.
[0098] In addition, the gaming machine of this embodiment is equipped with a so-called ceiling function as shown in FIG. 6(e). That is, when the number of times the game is executed reaches the ceiling number (here, 959), the normal power support state is set to an upper limit of 250 games without generating a special game state. The number of times the game is executed is always counted regardless of the presence or absence of normal power support in a low probability state, and counting is suspended in a high probability state. In the gaming machine of this embodiment, the special chart probability is always constant, so it is always counted. Also, the number of times the game is executed is the sum of the number of times the special chart 1 variable display game and the number of times the special chart 2 variable display game are executed.
[0099] The timing for clearing the count of the number of times the game is executed is when the normal power support state is entered due to reaching the ceiling number of times, or when the condition device is activated (first special game state). The timing for clearing the count of the number of times the game is executed can be changed as appropriate, and for example, it may be when the RAM initialization switch 112 is operated and the clearing of the number of times the game is executed is selected, or when the power is turned on instead of when the RAM is cleared.
[0100] Also, when the RAM is cleared without a change in settings, the count of the number of times the game is executed may be cleared, and when the RAM is cleared with a change in settings, the count of the number of times the game is executed may not be cleared. An example of a RAM clear that does not involve a change in settings would be when the power is turned on while the RAM initialization switch 112 is on and the setting key switch 152 is not on. In this way, by not clearing the count of the number of times the game is executed when the RAM is cleared with a change in settings, it becomes difficult to determine that a change in settings has been made.
[0101] [Game state transition diagram (game flow)] First, a description will be given of a transition (shift) of a game state by game control of the game control device 100. Fig. 7 is a diagram illustrating a game state transition diagram (game flow) showing the transition of a game state in this embodiment. The game states include a normal game state ST1, a first special game state ST2 based on a first special result (big win), a second special game state ST3 based on a second special result (small win), a specific game state ST4, and a remaining reserved consumption state ST5. In each game state, a presentation mode that is controlled by the presentation control device 300 and determines the presentation style of the game, a main start area that is the start area that should be primarily targeted in that game state, a main variable special chart that is the type of special chart variation display game that should primarily be executed, and a launch direction of the game ball are determined.
[0102] In the gaming machine 10 of this embodiment, a player can aim to win in the start winning hole 36 by hitting from the left, and can aim to win in the normal variable winning device 37 by hitting from the right. That is, the player can select the starting area to be aimed at by his / her will. In addition, each game state is designed on the assumption that the game will be mainly played in either the special chart 1 variable display game or the special chart 2 variable display game, and the game is configured so that the player can play according to this design and it is advantageous for the player to play mainly in the one special chart variable display game determined to be the main one in the design. In this specification, the one special chart variable display game determined to be the main one in each game state may be referred to as the main variation, and the other special chart variable display game may be referred to as the irregular variation.
[0103] The normal game state ST1 is a state in which there is no normal power support that improves the opening time per unit time of the normal variable winning device 37 to make winning easier, and there is no time reduction that shortens the variable time of the special chart variable display game or the normal chart variable display game. The main variable special chart is the special chart 1 variable display game, the main starting area is the starting winning hole 36, and the firing direction is set to left shot to aim at this starting winning hole 36. In addition, the presentation mode that specifies the presentation mode is set to the normal stage.
[0104] The first special game state ST2 is a state in which there is no normal power support and no time reduction. The presentation mode that specifies the presentation mode is the big win mode. In this first special game state ST2, the special variable winning device 38 is opened, so the launch direction is set to right hit. In the second special game state ST3, the normal power support and time reduction may or may not be present depending on the situation when the small win is derived. Basically, the state at the time of the small win is inherited, but when the special game state ST4 termination condition is met and a small win is derived, the normal power support and time reduction end with the end of the special chart variable display game that results in a small win, so in this case there is no normal power support or time reduction. Also, the presentation mode that specifies the presentation mode is the small win mode. In this second special game state ST3, the special variable winning device 38 is opened, so the launch direction is set to right hit.
[0105] The specific gaming state ST4 is a state in which the player remains in the specific gaming state ST4 for a specified number of games after the first special gaming state ST2, and is a state in which normal power support is provided to make it easier to win by improving the opening time per unit time of the normal variable winning device 37. If there is normal power support, there is also a time reduction to shorten the variation time of the special chart variation display game. In addition, the main variation special chart is the special chart 2 variation display game, and the main starting area is the normal variation winning device 37, and the launch direction is set to right-hand hit to aim at this normal variation winning device 37. The specific game state ST4 is a more advantageous state for the player than the normal game state ST1 because there is normal power support and the special chart 2 variation display game in which small hits occur frequently is mainly executed.
[0106] The remaining reserved consumption state ST5 is a state in which the special chart 2 variable display game can be executed based on the second start memory remaining when the specific game state ST4 ends. In this remaining reserved consumption state ST5, there is no normal power support, but there is a time reduction to shorten the fluctuation time of the special chart fluctuation display game. Since there is no normal power support, the firing direction is set to left hit to aim at the starting winning hole 36, but since it is a short period following the specific game state ST4, it is not necessary to clearly instruct the left hit. The remaining reserved consumption state ST5 mainly executes a special chart 2 variable display game based on the second start memory that mainly occurs in the specific game state ST4, and is therefore a more advantageous state for the player than the normal game state ST1.
[0107] A transition in game state occurs when the first special result (jackpot) is derived, the second special result (small hit) is derived, a support hit is derived, the first special game state ends, the second special game state ends, a specified number of games are played, or the ceiling is reached. When a jackpot is hit in the normal game state ST1, the game moves to the first special game state ST2. After the first special game state ST2 ends, if the first special result is a 10R jackpot A with normal power support, the game will be in a state with normal power support and time reduction until the end condition of the normal power support state is met, and the game will move to the specific game state ST4. Also, if the first special result is a 10R jackpot B without normal power support, the game will move to the normal game state ST1 if there is no second start memory, and move to the remaining reserved consumption state ST5 if there is a second start memory. If a jackpot occurs in the specific game state ST4 or the remaining reserved consumption state ST5, the state transitions to the first special game state ST2, and then to the specific game state ST4. In addition, if a support hit occurs or the ceiling is reached, the game state changes to a specific game state ST4 without passing through the first special game state ST2.
[0108] In the specific game state ST4, the normal power support makes it easier for the game ball to enter the normal variable winning device 37, which can generate a second start memory, and the special chart 2 variable display game can be executed. If the end condition of the normal power support state is met in this specific game state ST4, the normal power support ends, and if there is a remaining reservation, which is the second start memory generated in the specific game state ST4, the state transitions to the remaining reservation consumption state ST5, and if there is no remaining reservation, the state transitions to the normal game state ST1.
[0109] In the remaining reserved consumption state ST5, the player can stay until the special chart 2 variable display game based on the remaining reserved second start memory ends. In this remaining reserved consumption state ST5, a series of performances that are continuous with the specific game state ST4 are performed. After the remaining reserved consumption state ST5 ends, the player transitions to the normal game state ST1.
[0110] If a small win occurs in the normal game state ST1, the specific game state ST4 or the remaining reserved consumption state ST5, the game state transitions to the second special game state ST3. If a game ball flows into the specific area in the second special game state ST3 (V winning), the game state transitions to the first special game state ST2. If a game ball flows into the special variable winning device 38, there is a possibility that the game ball will flow into the specific area, and it is advantageous for the player to play many special chart 2 variable display games with a high probability of small wins. The likelihood of the game ball flowing into the specific area is controlled by switching between a state in which the game ball is permitted to flow into the specific area and a state in which the game ball is not permitted to flow into the specific area by operating a lever member provided inside the special variable winning device 38 and capable of controlling the flow of the game ball into the specific area by a lever solenoid 38f.
[0111] In addition, if no game ball flows into the specific area in the second special game state ST3, the game state transitions to a specific game state ST4, a remaining reserved consumption state ST5, or a normal game state ST1. If the termination condition of the specific game state ST4 is not satisfied, the game state transitions to the specific game state ST4. If the termination condition of the specific game state ST4 is satisfied and there is a remaining reservation, which is a second start memory generated in the specific game state ST4, the game state transitions to the remaining reservation consumption state ST5. If the termination condition of the specific game state ST4 is satisfied and there is no remaining reservation, the game state transitions to the normal game state ST1.
[0112] The control of the gaming machine for performing such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of the main process shown in Fig. 8 and Fig. 9, and the timer interrupt process shown in Fig. 10, which is performed at a predetermined time interval (for example, 4 ms).
[0113] [Main processing] First, the main process will be described. The main process is started by turning on the power. In this main process, as shown in FIG. 8 and FIG. 9, first, a process for prohibiting interrupts (step X1) is performed, and then a stack pointer setting process (step X2) is performed to set a stack pointer, which is the top address of an area to which values of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step X3), and the upper address of the RAM top address is set in a predetermined register (e.g., D register) (step X4). In the case of this embodiment, the range of RAM addresses is 0000h to 01FFh, with 00h or 01h taken as the upper address, and the top address 00h is set in step X4. Next, a launch stop signal is output, and the launch permission signal is set to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.
[0114] Then, the state of the RAM initialization switch 112 and the setting key switch 152 is read (step X6), and a process for setting a power-on delay timer is performed (step X7). In the process of step X7, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set for waiting for the programs of the slave control means (e.g., the payout control device 200 and the performance control device 300) that perform various controls according to instructions from the game control device 100 that constitutes the master control means to start normally. This makes it possible to avoid the slave control device missing the command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control device before the slave control device (e.g., the payout control device 200 and the performance control device 300) starts up. In other words, the game control device 100 serves as a waiting means for delaying the start of the master control means (game control device 100) at the time of power-on, and setting a predetermined waiting time for waiting for the start of the slave control device (the payout control device 200, the performance control device 300, etc.).
[0115] In addition, the power-on delay timer is timed using a memory area (such as a RAM area or register not subject to validity check) that is not subject to the RAM validity check (checksum calculation). This makes it possible to prevent the control at power-on from becoming complicated because it is not necessary to exclude a portion of the RAM area when calculating check data such as the checksum of the RAM area.
[0116] After performing the process of setting the power-on delay timer (step X7), it is determined whether a power outage has occurred (step X8), and if a power outage has occurred (step X8; Y), the game machine waits for the power to be cut off. Specifically, in step X8, for example, the number of times (for example, 2 times) to read and check the power failure monitoring signal input from the power supply device 400 via the port and the data bus is set, and it is determined whether the power failure monitoring signal is on. If the power failure monitoring signal is on, it is determined whether the on state of the power failure monitoring signal continues for the set number of checks. If the on state of the power failure monitoring signal does not continue for the number of checks, the process returns to determining whether the power failure monitoring signal is on. If the on state of the power failure monitoring signal continues for the number of checks, it is determined that a power failure has occurred. The same applies to steps X34 and X54 described later. In this way, by determining that a power failure has occurred when the power failure monitoring signal has been received continuously for a predetermined period of time, it is possible to prevent erroneous detection of a power failure due to noise, etc., and to appropriately deal with malfunctions at the time of power-on.
[0117] That is, the game control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. This makes it possible to respond to a power failure that occurs during the period in which the start-up of the game control device 100, which serves as the main control means, is delayed, and makes it possible to appropriately deal with problems that occur when the power is turned on. Note that access to the RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power cut are retained, so that there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to back up the RAM, and the burden on control can be reduced.
[0118] On the other hand, if no power outage has occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not ended, the process returns to the process of determining whether a power outage has occurred (step X8). If the timer value is 0 (step X10; Y), that is, if the waiting time has ended, access is permitted to readable and writable RWM (read-write memory) such as RAM and EEPROM (step X11), and off data is output to all output ports (set to a state with no output) (step X12).
[0119] Next, a serial port (a port pre-installed in the gaming microcomputer 111, which in this embodiment is used for communication with the presentation control device 300 and the payout control device 200) is set (step X13), and a process is performed (step X14) to start a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator). The CTC circuit is provided in the clock generator in the gaming microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111A based on the frequency-divided signal, and a signal CTC that provides a trigger for random number update to be supplied to the random number generation circuit. Next, a RAM abnormality flag is set (step X15). Here, regardless of whether or not there is an abnormality in the RAM, the RAM abnormality flag is temporarily set in a predetermined register on the assumption that there is an abnormality in the RAM.
[0120] Next, it is determined whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (for example, 5Ah) (step X16), and if it is normal (step X16; Y), it is determined whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (for example, A5h) (step X17). Then, if the value of the power failure inspection area 2 is normal (step X17; Y), a checksum calculation process (step X18) is performed to calculate the checksum of a predetermined area in the RWM, and it is determined whether the calculated checksum matches the checksum at the time of power failure (step X19). If the checksums match (step X19; Y), there is no abnormality in the RAM, so the RAM abnormality flag is cleared (step X20) and the process proceeds to step X21.
[0121] Also, if it is determined that the check data in the power failure inspection area is not normal (step X16; N or step X17; N), or if it is determined that the checksums do not match (step X19; N), it is determined whether both the setting key switch 152 and the RAM initialization switch 112 are in the on state based on the state read in step X6 (step X21). Then, if at least one of the setting key switch 152 and the RAM initialization switch 112 is in the off state (step X21; N), it is determined whether the RAM abnormality flag is set (step X22). If the RAM abnormality flag is set (step X22; Y), since there is an abnormality in the RAM, a main abnormality error notification command that notifies that the game control device 100 is abnormal is sent to the performance control board (performance control device 300) (step X24).
[0122] On the other hand, if the RAM abnormality flag is not set (step X22; N), it is determined whether the probability setting change flag is set (step X23). Then, if the probability setting change flag is set (step X23; Y), a main abnormality error notification command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag that was set before the power outage occurred. In other words, if the power supply to the gaming machine is cut off and restarted while the probability setting value is being changed, the operation of the gaming control device 100 will stop, so the processing of step X24 will be performed. Next, the 7-segment display data at the time of game stop is output to the fifth driver 138e via the second output port 134 (step X25). After that, the on data of the security signal is output, and the off data of the signals other than the security signal is output (step X26), and the process returns to step X25.
[0123] Also, if both the setting key switch 152 and the RAM initialization switch 112 are in the on state (step X21; Y), it is determined whether the RAM abnormality flag is set (step X27). Then, if the RAM abnormality flag is not set (step X27; N), the probability setting change flag is set (step X29). This transitions to the probability setting value change mode. After that, a command indicating that the probability setting is being changed is sent to the performance control board (performance control device 300) (step X30), and transitions to step X31. Based on receiving the command indicating that the probability setting is being changed, the performance control device 300 notifies the user that the probability setting value is being changed by displaying the display device 41, lighting the LEDs of the frame decoration device 18 and the board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc. On the other hand, if the RAM abnormality flag is set (step X27; Y), a process of clearing the probability setting value (step X28) is performed. This sets 0 to the area for the probability setting value in the RWM, and the probability setting value becomes "setting 1". After that, the process of steps X29 and X30 is performed, and the process proceeds to step X31.
[0124] Also, if at least one of the setting key switch 152 and the RAM initialization switch 112 is in the OFF state (step X21; N), and neither the RAM abnormality flag nor the probability setting change flag is set (step X22; N and step X23; N), it is determined whether the setting key switch 152 is in the ON state based on the state read in step X6 (step X35). Then, if the setting key switch 152 is not in the ON state (step X35; N), it is determined whether the RAM initialization switch 112 is in the ON state based on the state read in step X6 (step X43).
[0125] If it is determined that the RAM initialization switch 112 is not on (step X43; N), that is, if both the setting key switch 152 and the RAM initialization switch 112 are off, the process proceeds to step X41 and processing is performed in the case where the system has recovered normally from a power outage. On the other hand, when it is determined that the RAM initialization switch 112 is in the ON state (step X43; Y), the process proceeds to step X44 to perform the initialization process. That is, the RAM initialization switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 serves as an initialization means that initializes the data stored in the RAM based on the operation of the initialization operation unit.
[0126] Also, if the setting key switch 152 is in the on state (step X35; Y), the probability setting confirmation flag is set (step X36). This transitions to probability setting value confirmation mode. After that, a command for probability setting confirmation is sent to the performance control board (performance control device 300) (step X37). Based on receiving the command for probability setting confirmation, the performance control device 300 notifies the user that the probability setting value is being confirmed by displaying the display device 41, lighting the LEDs of the frame decoration device 18 and board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc.
[0127] Then, in order to guarantee the output of a security signal for 50 ms or more, a value corresponding to 128 ms is saved in the security signal control timer area (step X31). The security signal is output in the probability setting change / confirmation process (step X122) of the timer interruption process when in the probability setting value change mode or the probability setting value confirmation mode, and is output in the external information editing process (step X120) of the timer interruption process in other cases. Therefore, if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal is continuously output by the external information editing process (step X120) of the timer interruption process. That is, even if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal is output for 128 ms after transitioning to the probability setting value change mode or the probability setting value confirmation mode. Note that the value saved in the security signal control timer area in step X31 is not limited to the value corresponding to 128 ms. However, since a security signal must be output for at least 50 ms after switching to probability setting value change mode or probability setting value confirmation mode, a value corresponding to 50 ms or more must be saved.
[0128] Then, the interrupt is permitted (step X32), and it is determined whether the setting key switch 152 is in the OFF state (step X33). In step X33, the determination is not based on the state read in step X6 (the state when the power is turned on), but on the state read in the input process (step X103) of the timer interrupt process (FIG. 10) (the current state). If it is determined in step X33 that the setting key switch 152 is in the OFF state, the probability setting value is confirmed. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34), and if a power outage has not occurred (step X34; N), the process returns to step X33, and if a power outage has occurred (step X34; Y), the process proceeds to step X55. If it is determined that a power outage has occurred in step X34 while the probability setting change flag is set, it is determined that the probability setting change flag is set in step X23 of the main processing (FIGS. 8 and 9) after recovery from the power outage.
[0129] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), a process for prohibiting interrupts (step X38) is performed. Between the process for permitting interrupts (step X32) and the process for prohibiting interrupts (steps X38, X55), a timer interrupt process (FIG. 10) is performed at a predetermined time period (e.g., 4 ms). In the timer interrupt process, a probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process waits until the probability setting value change or confirmation is completed (or until a power outage occurs). Next, a command to end the notification is sent to the performance control board (performance control device 300) (step X39). In the performance control device 300, based on receiving the command to end the notification, the notification being executed (the notification indicating that the probability setting value is being changed or the notification indicating that the probability setting value is being confirmed) is ended.
[0130] Next, it is determined whether the probability setting change flag is set (step X40), and if the probability setting change flag is not set (step X40; N), that is, if the probability setting confirmation flag is set, a power outage recovery process (step X41) is performed to save the initial values at the time of power outage recovery in the areas to be initialized (for example, the power outage inspection area, the checksum area, and the area related to error fraud monitoring). The probability setting confirmation flag is cleared in this step X41. Then, a power failure recovery command corresponding to the special game processing number is sent to the performance control board (performance control device 300) (step X42), and the process proceeds to step X47. In the case of this embodiment, in step X42, multiple commands such as a machine type designation command, a probability setting information command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a performance count information command, and a screen designation command are sent. As a screen designation command, when both the special game 1 and the special game 2 are in normal processing as described below, that is, when the special game 1 and the special game 2 are not in a special game state and are waiting for customers, a customer waiting demo screen command is sent, and otherwise a recovery screen command is sent. In addition to these commands, depending on the machine type, a high probability count information command and the like are also sent.
[0131] On the other hand, if the probability setting change flag is set (step X40; Y), the RAM areas other than the probability setting value are cleared to 0 (step X44). In step X44, the RAM area for the probability setting value (work area (1 byte area for the probability setting value)) and the RAM area for performance display (display of base value and role ratio) (work area and stack area) are not cleared, but the RAM area for game control (work area and stack area) is cleared to 0. Therefore, the probability setting change flag is cleared in this step X44. Note that in step X44, the stack area and unused area may or may not be cleared.
[0132] Then, the initial value at the time of RAM initialization is saved in the area to be initialized (step X45). The area to be initialized here is the area related to the setting of the customer waiting demo area and the performance mode. Then, the command at the time of RAM initialization is sent to the performance control board (performance control device 300) (step X46). In the case of this embodiment, in step X46, multiple commands such as a model designation command, a probability setting information command, a special chart 1 reserved number command, a special chart 2 reserved number command, a probability information command, a performance count information command, and a command for RAM initialization (a command for displaying the customer waiting demo screen and announcing RAM initialization with light and sound for a predetermined time (for example, 30 seconds)) are sent. In addition to these commands, depending on the model, a performance count information command and a support count information command, which is information on the number of times a special chart variable display game with normal power support is executed, are also sent.
[0133] Next, a process for starting and setting the random number generation circuit is performed (step X47). Specifically, the CPU 111A sets a code (specified value) for starting the random number generation circuit in a predetermined register (CTC update permission register) in the random number generation circuit. Also, a bit permutation pattern of a hard random number (a jackpot random number in this case) generated by the hardware of the random number generation circuit is set. The bit permutation pattern is a pattern that determines how to permute the bit arrangement (the arrangement before the bit permutation in the upper row) of an extracted random number in a predetermined order and store it as a different bit arrangement (the arrangement after the bit permutation in the lower row). By permuting the bits of the random number according to this bit permutation pattern, the regularity of the random number can be broken and the secrecy of the random number can be increased. The bit permutation pattern may be a fixed single pattern, or may be selected from a plurality of patterns prepared in advance. Also, the user may be able to set it arbitrarily.
[0134] Thereafter, the values of predetermined registers (soft random number registers 1 to n) in the random number generation circuit at the time of power-on are extracted, and the corresponding initial values (start values) of various initial value random numbers (in this embodiment, the special pattern random number that determines the winning pattern of the special pattern, and the random number (winning random number) that determines the winning of the normal pattern) are saved in a predetermined area of the RWM (step X48), and then an interrupt is permitted (step X49). Since the random number generation circuit in the CPU 111A used in this embodiment is configured so that the initial value of the soft random number register changes each time the power is turned on, by setting this value as the initial value (start value) of various initial value random numbers, the regularity of the random numbers generated by the software can be broken, making it difficult for players to obtain illegal random numbers.
[0135] Next, an initial value random number update process (step X50) is performed to update the values of various initial value random numbers and break the regularity of the random numbers. Although not particularly limited, in this embodiment, the jackpot random number, special pattern random number, and winning random number are configured to be generated using random numbers generated in a random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the CPU's operating clock, and the special pattern random number and winning random number are "low-speed counters" that are updated based on a CTC output (CTC (CTC2) different from the CTC (CTC0) of the timer interrupt process) that has the same period as the timer interrupt process, which is the processing unit of the program. In addition, for the special pattern random number and winning random number, a so-called "initial value change method" is adopted in which the start value is changed using each initial value random number (generated by software) every time the random number goes around. The random numbers may be updated by a counter type of +1 or -1, or may be updated by a random type in which all values within the range appear separately without overlap until a round is reached. In other words, the jackpot random number is a random number that is updated only by hardware, while the special pattern random number and winning random number are random numbers that are updated by hardware and software. In this embodiment, a random number (winning pattern random number) is not provided to determine the winning pattern of the regular map, so there is only one type of winning pattern for the regular map, but it is also possible to provide a winning pattern random number and select the winning pattern for the regular map from multiple types.
[0136] After the initial value random number update process of step X50, a process for prohibiting interrupts (step X51) is performed, and then a performance display editing process (step X52) is performed. Then, after the process for permitting interrupts (step X53), it is determined whether a power outage has occurred (step X54), and if a power outage has not occurred (step X54; N), the process returns to the initial value random number update process (step X50). In other words, if a power outage has not occurred, the initial value random number update process, the performance display editing process, and the power outage monitoring are repeatedly performed. By permitting interrupts (step X49) before the initial value random number update process (step X50), if a timer interrupt occurs during the initial value random number update process, the interrupt process is executed with priority, and it is possible to avoid the interrupt process being overwhelmed by the timer interrupt being made to wait by the initial value random number update process.
[0137] In addition, there is a method in which the initial value random number update processing in step X50 is performed not only within the main processing but also within the timer interrupt processing.If such a method is adopted, in order to avoid the initial value random number update processing being executed in both, when performing the initial value random number update processing in the main processing, it is necessary to disable interrupts before updating and then canceling the interrupt.However, if the initial value random number update processing is not performed within the timer interrupt processing as in this embodiment, but only within the main processing, there is no problem in canceling the interrupt before the initial value random number update processing, which has the advantage of simplifying the main processing.
[0138] On the other hand, if a power outage has occurred (step X54; Y), a process of temporarily prohibiting interrupts (step X55) and a process of outputting off data to all output ports (step X56) are performed. Then, the power failure inspection area check data 1 is saved in the power failure inspection area 1 (step X57), and the power failure inspection area check data 2 is saved in the power failure inspection area 2 (step X58). Furthermore, after performing a checksum calculation process (step X59) to calculate a checksum at the time of power failure of the RWM and a process to save the calculated checksum (step X60), a process to prohibit access to the RWM (step X61) is performed, and then the power of the gaming machine is waited for to be cut off. In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power failure, it is possible to determine whether the information stored in the RWM before the power failure has been correctly backed up when the power is turned on again.
[0139] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the overall game, and slave control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on, and sets a predetermined standby time for waiting for the start-up of the slave control devices, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time. The system also includes a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when it detects the occurrence of a power outage. The power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.
[0140] In addition, the main control means (game control device 100) is equipped with a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and is adapted to read the operation state of the initialization means before the start of the standby time. Moreover, the main control means (the game control device 100) is configured to permit access to the RAM 111C after the waiting time has elapsed.
[0141] [Timer interrupt processing] Next, the timer interrupt process will be described. The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled, and the timer interrupt process of FIG. 10 is started.
[0142] When the timer interrupt process is started, first, register bank 1 is specified (step X101). By switching to register bank 1, it is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step X102). In step X102, the same process as step X4 in the main process is performed, but the register bank is different. Next, inputs from various sensors and switches and signal capture, that is, input process (step X103) is performed to read the status of each input port.
[0143] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set (step X104), and if the probability setting change flag or the probability setting confirmation flag is set (step X104; Y), a probability setting change / confirmation process (step X122) is performed and the timer interrupt process is terminated. On the other hand, when both the probability setting change flag and the probability setting confirmation flag are not set (step X104; N), output processing (step X105) is performed to perform drive control of actuators such as solenoids (big prize opening solenoid 38b, lever solenoid 38f, normal power solenoid 37c) based on the output data set in various processes. When a launch stop signal is output in step X5 in the main process, a launch permission signal is output by performing this output processing, and the launch permission signal is set to a state in which it can be set to an allowed state. This launch permission signal is output to the launch control device via the payout control device. At that time, no processing of the signal is performed. In addition, the launch permission signal is a first signal indicating the launch permission state as seen from the game control device, and a second signal (launch permission signal) indicating the launch permission state as seen from the payout control device is also generated in the payout control device and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are launch permission, the game ball is configured to be in a state in which it can be launched.
[0144] Next, a payout command transmission process (step X106) is performed to output the commands set in the transmission buffer to the payout control device 200, and a random number update process 1 (step X107) and a random number update process 2 (step X108) are performed. In the random number update process 1 (step X107), the initial values (start values) of the special pattern random number and the winning random number that are the subject of the initial value random number update process are updated. After that, a win port switch / status monitoring process (step X109) is performed to monitor whether or not there is a normal signal input from the start port 1 switch 36a, the start port 2 switch 37a, the win port switch 35a, and the large win port switch 38a, and to monitor errors such as setting the prize ball, opening the front frame and the glass frame, and illegal winning into the normal variable win device 37 and the special variable win device 38.
[0145] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is when the number of game balls discharged from the special variable winning device 38 (the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e) exceeds the number of game balls flowing into the special variable winning device 38 (the number of game balls detected by the large winning port switch 38a). If an abnormal discharge is occurring, an abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), the process proceeds to step X116. In other words, the game is prevented from progressing.
[0146] On the other hand, if an abnormal ejection is not occurring (step X110; N), a special chart game process (step X112) is performed to process the special chart change display game, and a regular chart game process (step X114) is performed to process the regular chart change display game, and a segment LED editing process (step X115) is performed to drive the segment LED, which is provided in the gaming machine 10 and displays the special chart change display game and various information related to the game, to display the desired content.
[0147] Next, a magnet irregularity monitoring process (step X116) is performed to check the detection signal from the magnetic sensor 61 and determine whether there is an abnormality, a panel radio wave irregularity monitoring process (step X117) is performed to check the detection signal from the panel radio wave sensor 62 and determine whether there is an abnormality, a vibration irregularity monitoring process (step X118) is performed to check the detection signal from the vibration sensor 65 and determine whether there is an abnormality, and an abnormal discharge monitoring process (step X119) is performed to determine whether an abnormal discharge has occurred. Furthermore, an external information editing process (step X120) is performed to set signals to be output to various external devices in an output buffer, and a performance display monitor control process (step X121) is performed to control the performance display device 153, and then the timer interrupt process is terminated.
[0148] In this embodiment, the process of restoring the interrupt inhibited state (i.e., the process of permitting an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require an instruction to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.
[0149] [Special game processing] Next, the details of the special game process (step X112) in the above timer interrupt process will be described. In the special game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the whole process related to the special game variable display game is controlled, and the display of the special game is set.
[0150] As shown in Fig. 11, in the special chart game process, first, a start port switch monitoring process (step A1) is performed to monitor the winning of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that constitutes the start winning port 36 and the second start winning port, various random numbers (such as a big win random number) are extracted, and a game result advance judgment is performed to determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the winning.
[0151] Next, a special prize opening switch monitoring process (step A2) is performed. In this special prize opening switch monitoring process, a process is performed to monitor the detection of a game ball at the special prize opening switch 38a provided in the special variable prize winning device 38. Then, a specific area switch monitoring process is performed to monitor the detection of a game ball in the specific area 38h (step A3).
[0152] Next, if the special game processing timer is not "0", it is updated by -1 (step A4). The minimum value of the special game processing timer is set to "0". Then, it is determined whether the value of the special game processing timer is "0" (step A5). If the value of the special game processing timer is "0" (step A5; Y), that is, if the timer is up or has already been up, a special game sequence branch table to be referenced for branching to a process corresponding to the special game processing number is set in a register (step A6), and the branch destination address of the process corresponding to the special game processing number is obtained using the table (step A7). Then, a subroutine call is made according to the special game processing number (step A8).
[0153] In step A8, if the special chart game processing number is "0", the start of the special chart change display game change is monitored, and special chart normal processing (step A9) is performed to set the start of the change in the special chart change display game, set the performance, and set information necessary for performing processing during the special chart change. In step A8, if the special chart game processing number is "1", special chart change processing (step A10) is performed to set the stop display time of the special chart and to set information necessary for performing processing during the special chart display.
[0154] In step A8, if the special chart game processing number is "2", if the result of the special chart variable display game is a jackpot, special chart display processing (step A11) is performed to set a fanfare command according to the type of jackpot, set a fanfare time according to the large prize opening pattern of each jackpot, and set information necessary for fanfare / interval processing.
[0155] In step A8, if the special game processing number is "3", fanfare / interval processing (step A12) is performed to set the opening time of the large prize opening, update the number of times it is opened, and set information necessary for processing while the large prize opening is open. In step A8, if the special game processing number is "4", if the jackpot round is not the final round, an interval command is set, and if it is the final round, an ending command is set, and processing during opening of the large prize opening (step A13) is performed to set information necessary for processing the remaining balls in the large prize opening, etc.
[0156] In step A8, if the special game processing number is "5", if the jackpot round is the final round, a process for setting the time for the remaining balls in the jackpot opening to be discharged and a process for setting information required for performing jackpot end processing are performed (step A14). In step A8, if the special game processing number is "6", a jackpot end process (step A15) is performed to set information necessary for performing special game normal processing.
[0157] In step A8, if the special game processing number is "7", small win fanfare processing (step A16) is performed, which sets the opening time and opening pattern of the large prize opening when a small win occurs, sets the fanfare command, and sets information necessary for small win processing. In step A8, if the special game processing number is "8", small win processing (step A17) is performed to set an ending command and information required for small win remaining ball processing. In step A8, if the special game processing number is "9", small win remaining ball processing (step A18) is performed, which includes processing to set the time for the remaining balls that entered the large prize opening during small win processing to be discharged, and setting information necessary for small win end processing. In step A8, if the special game processing number is "10", a small win end process (step A19) is performed to set information necessary for performing special game normal processing.
[0158] Then, after preparing a table for controlling the variation of the special symbol 1 display 51 (step A20), a pattern variation control process (step A21) for controlling the variation of the special symbol by the special symbol 1 display 51 is performed. Then, after preparing a table for controlling the variation of the special symbol 2 display 52 (step A22), a pattern variation control process (step A23) for controlling the variation of the special symbol by the special symbol 2 display 52 is performed. Then, a lever solenoid control process (step A24) for controlling the operation of the lever solenoid 38f is performed, and the special symbol game process is terminated. On the other hand, in step A5, if the value of the special symbol game process timer is not "0" (step A5; N), that is, if the timer has not timed out, the process proceeds to step A20 and the subsequent processes are performed.
[0159] [Special diagram start switch common processing] Next, the details of the special drawing start port switch common processing performed in the above-mentioned start port switch monitoring processing will be described. The special drawing start port switch common processing is a process that is commonly performed for each input when there is an input of the start port 1 switch 36a or the start port 2 switch 37a.
[0160] As shown in FIG. 12, in the special start port switch common processing, first, the start port signal output count, which is the number of times information on the number of winnings to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is output to the external management device of the gaming machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count will overflow (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the start port signal output count area of the RWM (step A134), and the process proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to step A135. In this embodiment, values from "0" to "255" can be stored in the start port signal output count area. Then, if the loaded value is "255", the updated value becomes "0" by updating by +1, and it is determined that the output count will overflow.
[0161] Next, among the start port 1 switch 36a and the start port 2 switch 37a, it is determined whether the number of special drawings reserved (start memory) to be updated corresponding to the start port switch to be monitored is less than the upper limit value (step A135). If the number of special drawings reserved to be updated is not less than the upper limit value (step A135; N), the special drawing start port switch common processing is terminated.
[0162] Also, if the number of reserved special charts to be updated is less than the upper limit (step A135; Y), the number of reserved special charts to be updated (number of reserved special charts 1 or number of reserved special charts 2) is updated by +1 (step A136), and the target start port winning flag is saved (step A137). Next, the address of the random number storage area corresponding to the start port switch and the reserved special chart number to be monitored is calculated (step A138), and the jackpot random number prepared by the hardware random number acquisition process is saved in the jackpot random number storage area of the RWM (step A139).
[0163] Next, the special pattern random number of the start port switch to be monitored is extracted and prepared (step A140), and saved in the special pattern random number storage area of the RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are saved in the fluctuation pattern random number storage area of the corresponding RWM (step A145), and a special chart reservation information determination process (step A146) is performed. Next, a decorative special chart reservation number command corresponding to the start port switch and special chart reservation number to be monitored is prepared (step A147), a performance command setting process (step A148) is performed, and the special chart start port switch common process is terminated.
[0164] Here, the game control device 100 (RAM111C) constitutes a start storage means for extracting a predetermined random number based on the detection of a game ball in the start area of the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that becomes the right to execute the variable display game, up to an upper limit. Also, the start storage means (game control device 100) stores various random number values extracted based on the winning of a game ball in the first start winning port (start winning port 36) as a first start memory up to an upper limit of a predetermined number, and stores various random number values extracted based on the winning of a game ball in the second start winning port (normal variable winning device 37) as a second start memory up to an upper limit of a predetermined number.
[0165] [Special chart reservation information determination process] Next, the details of the special chart reserved information determination process (step A146) in the above-mentioned start port switch common process will be described. The special chart reserved information determination process is a pre-reading process that determines the result-related information corresponding to the start memory before the start timing of the special chart variable display game based on the corresponding start memory.
[0166] As shown in Fig. 13, first, a jackpot determination process (step A154) is performed to determine whether or not a jackpot random number value matches a jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special pattern random number check table corresponding to the target start port switch is set (step A156), and stop pattern information corresponding to the special pattern random number prepared in step A140 of the special pattern start port switch common process is obtained (step A157), and the process proceeds to step A168.
[0167] On the other hand, if the judgment result is not a big win (step A155; N), a small win judgment process (step A159) is performed to judge whether or not it is a small win depending on whether the big win random number value matches the small win judgment value. If the judgment result is a small win (step A160; Y), a special pattern random number check table for small wins is set (step A161), and the stop pattern information corresponding to the special pattern random number prepared in step A140 of the special pattern start port switch common processing is obtained (step A162), and the process proceeds to step A168.
[0168] On the other hand, if the judgment result is not a small win (step A160; N), a support win judgment process (step A163) is performed to judge whether or not the support win is determined based on whether the big win random number value matches the support win judgment value. If the judgment result is not a support win (step A164; N), the stop pattern information of a miss is set (step A167), and the process proceeds to step A168. Also, if the judgment result is a support hit (step A164; Y), a special chart pattern random number check table for a support hit is set (step A165), and stop pattern information corresponding to the special chart pattern random number prepared in step A140 of the special chart start port switch common processing is obtained (step A166), and processing proceeds to step A168.
[0169] Then, a pre-reading stop symbol command corresponding to the target start switch and stop symbol information is prepared (step A168), and a performance command setting process is performed (step A169). Next, a special symbol information setting process (step A170) is performed to set special symbol information, which is a parameter for setting a variation pattern, and a variation pattern setting process is performed to set the variation mode of the special symbol variation display game (step A171). Then, a pre-reading variation pattern command corresponding to the first half variation number indicating the first half variation pattern and the second half variation number indicating the second half variation pattern in the variation mode of the special chart variation display game is prepared (step A172), a performance command setting process is performed (step A173), and the special chart reserved information judgment process is terminated. Note that the special chart information setting process in step A170 and the variation pattern setting process in step A171 are the same as the process executed at the start of the special chart variation display game in the special chart normal process.
[0170] By the above processing, a look-ahead pattern command including the result of the special chart variation display game based on the start memory to be looked-ahead and a look-ahead variation pattern command including information on the variation pattern in the special chart variation display game based on the start memory are prepared and transmitted to the performance control device 300. This makes it possible to inform the performance control device 300 of the judgment result (look-ahead result) of the result-related information (whether or not it is a jackpot and the type of variation pattern) corresponding to the start memory before the start timing of the special chart variation display game based on the corresponding start memory, and in particular, by changing the decorative special chart start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special chart variation display game.
[0171] That is, the game control device 100 serves as a pre-determination means for determining (for example, determining whether or not a special result will be obtained) the random number stored as a start memory in the start memory means (game control device 100) before the variable display game based on the start memory is executed. Note that the time for pre-determining the random number value stored in correspondence with the start memory may be any time before the variable display game based on the start memory is executed, not just at the time of the start winning when the start memory occurs.
[0172] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing described above will be explained. As shown in FIG. 14, in the special chart normal processing, first, it is determined whether the special chart 2 reserved number (second start memory number) is "0" (step A301). If it is determined that the special chart 2 reserved number is "0" (step A301; Y), it is determined whether the special chart 1 reserved number (first start memory number) is "0" (step A305). Then, if it is determined that the special chart 1 reserved number is "0" (step A305; Y), it is determined whether the customer waiting demo has started (step A309), and if the customer waiting demo has not started (step A309; N), a customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).
[0173] Next, a customer waiting demo command is prepared (step A311), and a performance command setting process (step A312) is performed. Next, the processing number is set to "0" for the special chart normal processing (step A313), and the processing number is saved in the special chart game processing number area (step A314). Then, the variable symbol discrimination flag area is cleared (step A315), and a fraud monitoring period flag is saved in the large prize opening fraud monitoring period flag area (step A316), and the special chart normal processing is terminated. In other words, when the special chart variable display game is in a state where it can be started but the starting condition is not established, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. On the other hand, if it is determined in step A309 that the customer waiting demo has already started (step A309; Y), the process proceeds to step A313 without carrying out the processes of steps A310 to A312.
[0174] In addition, in step A301, if the number of reserved special figures 2 is not "0" (step A301; N), prepare a decorative reserved special figure number command corresponding to the reserved special figure 2 number (step A302). Next, perform a performance command setting process (step A303), perform a special figure 2 variable start process (step A304), and end the normal special figure process. Also, in step A305, if the number of reserved special figures 1 is not "0" (step A305; N), prepare a decorative reserved special figure number command corresponding to the reserved number of special figures 1 (step A306). Next, perform a performance command setting process (step A307), perform a special figure 1 change start process (step A308), and end the normal special figure process.
[0175] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start process (step A308) in the above-mentioned special chart normal process will be described. The special chart 1 variation start process is a process performed at the start of the first special chart variation display game. As shown in FIG. 15(a), first, the special chart 1 variation flag indicating the type of the special chart variation display game to be executed (here, special chart 1) is saved in the variation pattern discrimination flag area (step A321). Next, a jackpot flag 1 setting process (step A322) is performed in which miss information or jackpot information is set in the jackpot flag 1 for determining whether the first special chart variation display game is a jackpot by judging the jackpot random number, and miss information or small hit information is set in the small hit flag for determining whether the first special chart variation display game is a small hit, and miss information or support hit information is set in the support hit flag for determining whether the first special chart variation display game is a support hit.
[0176] Next, a special chart 1 stop pattern setting process (step A323) for setting the special chart 1 stop pattern (pattern information) is performed, followed by a special chart information setting process (step A324) for setting the special chart information, which is a parameter for setting the variation pattern. The parameters used include the game state, the number of reserved games, the stop pattern number, and the remaining number of normal power support times. Next, a special chart 1 variation pattern setting information table, which is a table in which information for referencing various information regarding the setting of the variation pattern of the first special chart variation display game is set, is prepared (step A325). After that, a variation pattern setting process (step A326) for setting the variation pattern, which is the variation mode in the first special chart variation display game, is performed, and a variation start information setting process (step A327) for setting the variation start information of the first special chart variation display game is performed.
[0177] Next, the processing number is set to "1" for processing during special chart change (step A328), and the processing number is saved in the special chart game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and a signal related to the start of the variation of the special pattern 1 (for example, the special pattern 1 variation signal is ON) is saved in the test signal output data area (step A331). After that, the variation flag is saved in the special pattern 1 variation control flag area (step A332), and the initial value (here, 100 ms) of the blinking control timer (timer for the blinking period of the special pattern 1 display 51) is set in the special pattern 1 blinking control timer area (step A333). Next, the initial value (here, "0") is saved in the special pattern 1 variation pattern number area (step A334), and the special pattern 1 variation start process is terminated.
[0178] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start process (step A304) in the above-mentioned special chart normal process will be explained. The special chart 2 variation start process is a process performed at the start of the second special chart variation display game, and is a process similar to the process in the special chart 1 variation start process shown in Figure 15 (a) for the second start memory.
[0179] As shown in Fig. 15(b), first, the special chart 2 variation flag indicating the type of the special chart variation display game to be executed (here, special chart 2) is saved in the variation pattern discrimination flag area (step A341). Next, a jackpot random number is judged to determine whether the second special chart variation display game is a jackpot, and miss information or jackpot information is set in the jackpot flag 2 for determining whether the second special chart variation display game is a jackpot, and a jackpot flag 2 setting process (step A342) is performed to set miss information or small hit information in the small hit flag for determining whether the second special chart variation display game is a small hit, and to set miss information or support hit information in the support hit flag for determining whether the second special chart variation display game is a support hit.
[0180] Next, a special chart 2 stop pattern setting process (step A343) for setting the special chart 2 stop pattern (pattern information) is performed, followed by a special chart information setting process (step A344) for setting the special chart information, which is a parameter for setting the variation pattern. The parameters used include the game state, the number of reserved games, the stop pattern number, and the remaining number of normal power support times. Next, a special chart 2 variation pattern setting information table, which is a table in which information for referencing various information regarding the setting of the variation pattern of the second special chart variation display game is set, is prepared (step A345). After that, a variation pattern setting process (step A346) for setting the variation pattern, which is the variation mode in the second special chart variation display game, is performed, followed by a variation start information setting process (step A347) for setting information on the start of variation in the second special chart variation display game.
[0181] Next, the processing number is set to "1" for processing during special chart change (step A348), and the processing number is saved in the special chart game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and a signal related to the start of the variation of the special pattern 2 (for example, the special pattern 2 variation signal is ON) is saved in the test signal output data area (step A351). After that, the variation flag is saved in the special pattern 2 variation control flag area (step A352), and the initial value (here, 100 ms) of the blinking control timer (timer for the blinking period of the special pattern 2 display 52) is set in the special pattern 2 blinking control timer area (step A353). Next, the initial value (here, "0") is saved in the special pattern 2 variation pattern number area (step A354), and the special pattern 2 variation start processing is terminated.
[0182] That is, the game control device 100 serves as a special chart change display game execution control means for executing a special chart change display game based on the start memory stored in the start memory means. Also, the special chart change display game execution control means executes a first special chart change display game as a special chart change display game based on the first start memory, and executes a second special chart change display game as a special chart change display game based on the second start memory.
[0183] [Special chart 1 stop pattern setting process] FIG. 16 shows the special chart 1 stop pattern setting process (step A323) in the special chart 1 change start process of this embodiment. In this special chart 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431), and if it is a jackpot (step A431; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A432). Next, a special chart 1 jackpot pattern table is set (step A433), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A434). This process selects the type of jackpot.
[0184] Then, the special chart 1 big win stop pattern information table is set (step A435), and the stop pattern corresponding to the stop pattern number is acquired and saved in the stop pattern pattern area (step A436). The stop pattern pattern is for setting the stop pattern on the special chart display (here, the special chart 1 display 51) and the stop pattern on the display device 41. Next, the round number upper limit value information corresponding to the stop pattern number is acquired and saved in the round number upper limit value information area (step A437), the time reduction judgment data corresponding to the stop pattern number is acquired and saved in the time reduction judgment data area (step A438), and the performance mode transition information corresponding to the stop pattern pattern and the probability state is saved (step A439). These pieces of information are for setting a variation pattern scenario, which is information regarding the execution mode of the special game state, the performance mode after the end of the special game state, and the transition of the variation selection table group after the end of the special game state. Then, a decorative special chart command corresponding to the stop pattern is prepared (step A455).
[0185] On the other hand, if the big win 1 flag is not a big win (step A431; N), it is determined whether the small win flag 1 is a small win (step A440), and if it is a small win (step A440; Y), a special pattern random number is loaded from the special pattern 1 special pattern random number storage area (for reserved number 1) (step A441). Next, a special pattern 1 small win table is set (step A442), and the stop pattern number corresponding to the loaded special pattern random number is obtained and saved in the special pattern 1 stop pattern number area (step A443). This process selects the small win type. After that, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A444), the performance mode transition information corresponding to the stop pattern pattern is saved (step A445), and a decorative special pattern command corresponding to the stop pattern pattern is prepared (step A455).
[0186] Also, if the small win flag 1 is not a small win (step A440; N), it is determined whether the support win flag 1 is a support win (step A446), and if it is a support win (step A446; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A447). Next, a special chart 1 support win pattern table is set (step A448), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A449). This process selects the type of support win.
[0187] Then, a stopping pattern pattern corresponding to the stopping pattern number is obtained and saved in a stopping pattern pattern area (step A450), time reduction judgment data corresponding to the stopping pattern number is obtained and saved in a time reduction judgment data area (step A451), performance mode transition information corresponding to the stopping pattern is saved (step A452), and a decorative special pattern command corresponding to the stopping pattern is prepared (step A455). Also, if the support hit flag 1 is not a support hit (step A446; N), the stop pattern number at the time of loss is saved in the special chart 1 stop pattern number area (step A453), the loss stop pattern is saved in the stop pattern pattern area (step A454), and a decorative special chart command corresponding to the stop pattern is prepared (step A455). By the above processing, the stop pattern corresponding to the result of the special chart variable display game is set.
[0188] After that, the decorative special symbol command is saved in the decorative special symbol command area (step A456), and the performance command setting process (step A457) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the pattern data corresponding to the stop symbol number is saved in the test signal output data area (step A458), the special symbol 1 special symbol pattern random number storage area (for reserved number 1) is cleared to 0 (step A459), and the special symbol 1 stop symbol setting process is terminated.
[0189] [Special chart 2 stop pattern setting process] 17 shows the special chart 2 stop pattern setting process (step A343) in the special chart 2 variable start process of this embodiment. Note that the special chart 2 stop pattern setting process is the same process as the special chart 1 stop pattern setting process, but for the special chart 2. In this special chart 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471), and if it is a jackpot (step A471; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A472). Next, a special chart 2 jackpot pattern table is set (step A473), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A474). This process selects the type of jackpot.
[0190] Then, the special chart 2 big win stop pattern information table is set (step A475), and the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A476). The stop pattern pattern is for setting the stop pattern on the special chart display (here, the special chart 2 display 52) and the stop pattern on the display device 41. Next, the round number upper limit value information corresponding to the stop pattern number is obtained and saved in the round number upper limit value information area (step A477), the time reduction judgment data corresponding to the stop pattern number is obtained and saved in the time reduction judgment data area (step A478), and the performance mode transition information corresponding to the stop pattern pattern and the probability state is saved (step A479). These pieces of information are for setting a variation pattern scenario, which is information regarding the execution mode of the special game state, the performance mode after the end of the special game state, and the transition of the variation selection table group after the end of the special game state. Then, a decorative special chart command corresponding to the stop pattern is prepared (step A495).
[0191] On the other hand, if the big win flag 2 is not a big win (step A471; N), it is determined whether the small win flag 2 is a small win (step A480), and if it is a small win (step A480; Y), a special pattern random number is loaded from the special pattern 2 special pattern random number storage area (for reserved number 1) (step A481). Next, a special pattern 2 small win table is set (step A482), and the stop pattern number corresponding to the loaded special pattern random number is obtained and saved in the special pattern 2 stop pattern number area (step A483). This process selects the small win type. After that, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A484), the performance mode transition information corresponding to the stop pattern pattern is saved (step A485), and a decorative special pattern command corresponding to the stop pattern pattern is prepared (step A495).
[0192] Also, if the small hit flag 2 is not a small hit (step A480; N), it is determined whether the support hit flag 2 is a support hit (step A486), and if it is a support hit (step A486; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A487). Next, a special chart 2 support hit pattern table is set (step A488), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A489). This process selects the type of support hit.
[0193] Then, a stopping pattern pattern corresponding to the stopping pattern number is obtained and saved in a stopping pattern pattern area (step A490), time reduction judgment data corresponding to the stopping pattern number is obtained and saved in a time reduction judgment data area (step A491), performance mode transition information corresponding to the stopping pattern is saved (step A492), and a decorative special pattern command corresponding to the stopping pattern is prepared (step A495). Also, if the support hit flag 2 is not a support hit (step A486; N), the stop pattern number at the time of loss is saved in the special chart 2 stop pattern number area (step A493), the loss stop pattern is saved in the stop pattern pattern area (step A494), and a decorative special chart command corresponding to the stop pattern is prepared (step A495). By the above processing, the stop pattern corresponding to the result of the special chart variable display game is set.
[0194] After that, the decorative special symbol command is saved in the decorative special symbol command area (step A496), and the performance command setting process (step A497) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the pattern data corresponding to the stop symbol number is saved in the test signal output data area (step A498), the special symbol 2 special symbol pattern random number storage area (for reserved number 1) is cleared to 0 (step A499), and the special symbol 2 stop symbol setting process is terminated. In this way, when setting the stopping pattern for each result, by using a common special pattern random number regardless of the result, the number of types of random numbers required can be reduced, simplifying the specifications and programs of the gaming machine and reducing the burden on control.
[0195] [Special chart change processing] FIG. 18 shows the special chart change process (step A10) in the special chart game process of this embodiment. In this special pattern change process, first, a pattern stop command corresponding to the change pattern discrimination flag is prepared (step A601), and a performance command setting process (step A602) is performed. Next, a display time corresponding to the stop pattern is set (step A603), and the set display time is saved in the special pattern game processing timer area (step A604). In other words, the game control device 100 serves as a stop display time setting means for setting the stop display time that displays the stop result state of the change display game.
[0196] Next, it is determined whether normal power support is in progress (step A605), and if normal power support is not in progress (step A605; N), the process proceeds to step A612. If normal power support is in progress (step A605; Y), the time reduction change count in the time reduction change count area is updated by -1 (step A609), and it is determined whether the time reduction change count has become 0 (step A610). If the time-saving variation count is 0 (step A610; Y), a time-saving end setting process is performed to end the normal power support (step A611), and the process proceeds to step A612. If the time-saving variation count is not 0 (step A610; N), the process proceeds to step A612.
[0197] After performing the performance mode information check process (step A612), it is determined whether the remaining reserved consumption state has ended (step A613). The remaining reserved consumption state here ends when the end condition of the remaining reserved consumption state ST5 is satisfied, and also includes the case where there is no remaining reserved at the end of the specific game state ST4. If the remaining reserved consumption state has not ended (step A613; N), proceed to step A616. If the remaining reserved consumption state has ended (step A613; Y), determine whether the result is a loss (step A614). If the result is not a loss (step A614; N), the process proceeds to step A616. If the result is a miss (step A614; Y), a signal regarding the end of the time-saving feature (for example, turning OFF the jackpot 2 signal) is saved in the external information output data area (step A615), and the process proceeds to step A616.
[0198] In step A616, the process number is set to "2" for the special pattern display process (step A616), and the process number is saved in the special pattern game process number area (step A617). Furthermore, a signal related to the end of the special pattern 1 change (for example, the special pattern 1 change signal is turned OFF) is saved in the test signal output data area (step A618), a signal related to the end of the special pattern 2 change (for example, the special pattern 2 change signal is turned OFF) is saved in the test signal output data area (step A619), and a control timer initial value (for example, 256 ms) is saved in the pattern determination count signal control timer area related to the number of times the special pattern change display game is executed for output to the external information terminal (step A620). Then, as information for controlling the special chart 1 change display game in the special chart 1 display 51, a stop flag related to the stop of the change in the special chart 1 display 51 is saved in the special chart 1 change control flag area (step A621), and as information for controlling the special chart 2 change display game in the special chart 2 display 52, a stop flag related to the stop of the change in the special chart 2 display 52 is saved in the special chart 2 change control flag area (step A622), and the special chart change processing is terminated.
[0199] [Time-saving end setting process] 19 shows the time-saving end setting process (step A611) during special pattern variation processing. In this time-saving end setting process, first, a signal related to the end of the time-saving (for example, the special pattern 1 variation time reduction state signal is OFF, the special pattern 2 variation time reduction state signal is OFF, the normal pattern 1 high probability state signal is OFF, the normal pattern 1 variation time reduction state signal is OFF, and the normal electric role 1 open extension state signal is OFF) is saved in the test signal output data area (step A632).
[0200] Next, a number without time reduction is saved in the game status display number area (step A633), a normal game mode flag with low probability and no time reduction is saved in the normal game mode flag area (step A634), and a special game mode flag with low probability and no time reduction is saved in the special game mode flag area (step A635). Then, the time-shortening variation count area is cleared (step A636), a signal relating to a left-hit instruction (e.g., turning OFF launch position designation signal 1) is saved in the test signal output data area (step A638), the number in the left-hit state is saved in the game state display number 2 area (step A639) in order to turn off the display LED during right-hit (e.g., first game state display unit 56a), and normal base state information is saved in the normal base state judgment area (step A640), and the time-shortening variation count update process is terminated.
[0201] [Processing during special chart display] 20 and 21 show the special chart display process (step A11) in the special chart game process of this embodiment. In this processing during the display of the special chart, first, the support hit flag 1 set in the jackpot flag 1 setting processing and the support hit flag 2 set in the jackpot flag 2 setting processing are loaded (step A701), and the support hit flag 1 area and the support hit flag 2 area of the RWM are cleared (step A702). Next, the small hit flag 1 set in the big hit flag 1 setting process and the small hit flag 2 set in the big hit flag 2 setting process are loaded (step A703), and the small hit flag 1 area and small hit flag 2 area of the RWM are cleared (step A704).
[0202] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 set in the jackpot flag 2 setting process are loaded (step A705), and the jackpot flag 1 area and the jackpot flag 2 area of the RWM are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot (step A707; Y), a test signal (for example, a condition device operation signal ON, a role continuous operation device operation signal ON, a special pattern 2 hit signal ON) related to the start of the jackpot of the second special pattern variable display game (a special pattern 2 jackpot) is saved in the test signal output data area of the RWM (step A710), and the round number upper limit value table is set (step A711).
[0203] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), it is determined whether the loaded jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step A708; Y), a test signal regarding the start of a jackpot in the first special chart variable display game (special chart 1 jackpot) (for example, the condition device operation signal is ON, the role continuous operation device operation signal is ON, and the special pattern 1 hit signal is ON) is saved in the test signal output data area of the RWM (step A709), and the round number upper limit value table is set (step A711).
[0204] Next, the round number upper limit value corresponding to the round number upper limit value information is obtained and saved in the round number upper limit value area of the RWM (step A712). Next, the round LED pointer corresponding to the round number upper limit value information is obtained and saved in the round LED pointer area of the RWM (step A713).
[0205] Next, the special decorative symbol command is loaded from the special decorative symbol command area of the RWM, and prepared (step A714), and a performance command setting process (step A715) is performed. After that, a probability information command related to information that sets the probability of a winning result in the normal symbol variation display game and the special symbol variation display game to a normal probability state (low probability state) is prepared (step A716), and a performance command setting process (step A717) is performed. Next, a fanfare command corresponding to the symbol information (stop symbol number or stop symbol pattern) set in the special symbol 1 or special symbol 2 stop symbol setting process is prepared (step A718), and a performance command setting process (step A719) is performed. This fanfare command forms the special game state start information transmitted to the performance control device 300 at the start of the special game state.
[0206] Next, the signal corresponding to the large prize opening information and the state of the probability of winning in the normal chart variation display game and the special chart variation display game is saved in the external information output data area of the RWM (step A720). In this embodiment, in step A720, the large prize opening information and the signal corresponding to the state of the probability are saved as the large prize opening information and the large prize opening 2 signal and the large prize opening 3 signal. Note that the ON / OFF of each is determined by the large prize opening information and the state of the probability. For example, the large prize opening 2 signal is ON when it is a large prize opening with balls (large prize opening information other than large prize opening information 1), and when it is a large prize opening without balls (such as a so-called sudden jackpot. The large prize opening information is large prize opening information 1), it is ON if it is a large prize during the time-saving state, and OFF otherwise. In addition, the jackpot 3 signal is ON when the jackpot is a jackpot with balls, and is OFF when the jackpot is a jackpot without balls. In the gaming machine of this embodiment, all jackpots are jackpots with balls.
[0207] Then, the jackpot fanfare time corresponding to the jackpot opening information and the probability state of the winning result in the normal chart variable display game and the special chart variable display game is set (step A721), and the set jackpot fanfare time is saved in the special chart game processing timer area (step A722). Then, the special chart game mode flag is loaded, and the loaded flag is saved in the special chart game mode flag save area (step A723). This stores information on the probability state and time-saving state of the special chart when the special result occurs. Then, the presentation mode after the end of the special game state is determined based on the stored information later.
[0208] Then, the large prize opening illegal winning number area of the large prize opening corresponding to the large prize opening opening information is cleared (step A724), and the illegal monitoring period out flag is saved in the large prize opening illegal monitoring period flag area of the large prize opening corresponding to the large prize opening opening information (step A725). After that, the fanfare / interval processing transition setting process 1 (step A726) for transitioning to the fanfare / interval processing is performed, and the special chart display processing is terminated. That is, the game control device 100 constitutes a special game state generating means for generating a special game state that converts the special variable winning device 38 to an open state based on the result of either the first special chart variable display game or the second special chart variable display game being a special result.
[0209] On the other hand, if the jackpot flag 1 is not a jackpot (step A708; N), it is determined whether the probability state of the special chart variable display game is in a high probability state (step A727). In the gaming machine of this embodiment, since the special chart probability is always constant, it is determined that the high probability state is not always in place (step A727; N), and it is determined whether the ceiling reached flag is present (step A728). If there is a ceiling reached flag (step A728; Y), the process proceeds to step A732 without processing the start of normal power support based on reaching the ceiling. The ceiling reached flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This makes it possible to prevent normal power support based on reaching a new ceiling from starting until after the jackpot has passed, when normal power support has started based on reaching the ceiling.
[0210] If there is no ceiling reached flag (step A728; N), the value of the ceiling counter area is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process proceeds to step A732. If the ceiling has been reached (step A730; Y), the ceiling time-saving activation flag and the ceiling reached flag are set (step A731), and the process proceeds to step A732.
[0211] In step A732, it is determined whether the loaded small hit flag 2 is a small hit (step A732), and if it is a small hit (step A732; Y), a test signal regarding the start of the small hit (special symbol 2 small hit) of the second special symbol variable display game (for example, turning the special symbol 2 small hit signal ON) is saved in the test signal output data area of the RWM (step A735), and processing proceeds to step A736. Also, if the small hit flag 2 is not a small hit (step A732; N), it is determined whether the loaded small hit flag 1 is a small hit (step A733), and if it is a small hit (step A733; Y), a test signal regarding the start of the small hit (special hit 1 small hit) of the first special symbol variable display game (for example, turning the special symbol 1 small hit signal ON) is saved in the test signal output data area of the RWM (step A734), and processing proceeds to step A736.
[0212] Next, it is determined whether the probability state of the special chart variable display game is in a high probability state (step A736). In the gaming machine of this embodiment, since the special chart probability is always constant, it is determined that the high probability state is not always in place (step A736; N), and a decorative special chart command is loaded from the decorative special chart command area, prepared (step A737), and a performance command setting process (step A738) is performed. Next, a small win fanfare command is prepared (step A739), and a performance command setting process (step A740) is performed. This small win fanfare command also constitutes special game state start information that is sent to the performance control device 300 at the start of the special game state. Then, a small hit fanfare processing transition setting process (step A741) is performed to transition to small hit fanfare processing, and the special chart display processing is terminated.
[0213] On the other hand, if the small hit flag 1 is not a small hit (step A733; N), it is determined whether the ceiling time-saving activation flag is present (step A751). If the ceiling time-saving activation flag is present (step A751; Y), the initial value of the ceiling time-saving count is saved in the time-saving fluctuation count area (step A752), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-shortening variation count area as the termination condition based on the total number of times the special chart 1 variation display game and the special chart 2 variation display game are executed.
[0214] Also, if there is no ceiling time-saving activation flag (step A751; N), it is determined whether the loaded support hit flag 2 is a support hit (step A753). If it is not a support hit (step A753; N), it is determined whether the loaded support hit flag 1 is a support hit (step A754). If it is not a support hit (step A754; N), a special chart normal processing transition setting process (step A757) is performed to transition to special chart normal processing, and the special chart display process is terminated.
[0215] On the other hand, if the support hit flag 2 is a support hit (step A753; Y) or if the support hit flag 1 is a support hit (step A754; Y), an initial value corresponding to the time reduction judgment data is saved in the time reduction variation count area (step A755), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-shortening variation count area as the termination condition based on the total number of times the special chart 1 variation display game and the special chart 2 variation display game are executed. After the support activation setting process (step A756), a special chart normal processing transition setting process (step A757) is performed to transition to special chart normal processing, and the processing during special chart display is terminated.
[0216] In the above processing, the determination of whether the ceiling has been reached is made at the end of the special chart change display game (steps A727 to A731), and if a support hit and reaching the ceiling occur in the same special chart change display game, the end condition of the specific game state ST4 based on reaching the ceiling is set (steps A751 to A756).
[0217] It is rare that the ceiling is reached and the support hit is won in the same special chart variable display game, and it is a waste of control to always check this at the start of the special chart variable display game. Therefore, by doing as in this embodiment, such a wasteful process is unnecessary, and the control at the start of the special chart variable display game can be simplified.
[0218] In addition, when a specific fluctuation pattern or result mode is set based on a support hit or reaching the ceiling, if a support hit and reaching the ceiling occur in the same special chart fluctuation display game, the fluctuation pattern or result mode based on the support hit is selected at the start of the special chart fluctuation display game, but the end condition of the specific game state ST4 granted at the end of the special chart fluctuation display game is set to an end condition based on reaching the ceiling, not an end condition based on a support hit. Although a contradiction occurs in that the fluctuation pattern and result mode are selected in accordance with the support hit, while the end condition of the specific game state ST4 is based on reaching the ceiling, the player will not be dissatisfied because the specific game state ST4 will still be entered. In particular, if the end condition based on reaching the ceiling is set to be more advantageous for the player, the player will not be dissatisfied.
[0219] If there is a margin of error in the control at the start of the special chart variation display game, it may be determined whether the reaching of the ceiling and the winning of the support hit occur in the same special chart variation display game at the start of the special chart variation display game. If the reaching of the ceiling and the winning of the support hit occur in the same special chart variation display game, the variation pattern or result mode of the special chart variation display game can be set to correspond to a miss result or to correspond to the reaching of the ceiling, so that no contradiction occurs. In the gaming machine of this embodiment, a specific variation pattern or result mode is not set based on the support hit or the reaching of the ceiling, so that no such contradiction occurs.
[0220] [Fanfare / Interval Processing Transition Setting Process 1] 22 shows the fanfare / interval processing transition setting process 1 (step A726) in the special chart display processing described above. In this fanfare / interval processing transition setting process 1, first, the processing number for the fanfare / interval processing is set to "3" (step A791), and the processing number is saved in the special chart game processing number area (step A792).
[0221] Next, a signal related to the start of a jackpot (special game state) (for example, the jackpot 1 signal is turned ON (output for a jackpot + small jackpot), and the jackpot 4 signal is turned ON (output for a jackpot)) is saved in the external information output data area (step A793), and a signal related to the end of high probability & time reduction (for example, the special pattern 1 high probability state signal is turned OFF, the special pattern 2 high probability state signal is turned OFF, the special pattern 1 fluctuation time reduction state signal is turned OFF, the special pattern 2 fluctuation time reduction state signal is turned OFF, the normal pattern 1 high probability state signal is turned OFF, the normal pattern 1 fluctuation time reduction state signal is turned OFF, and the normal electric role 1 opening extension state signal is turned OFF) is saved in the test signal output data area (step A794). After that, the round number area for managing the number of rounds performed in the special game state is cleared (step A795), a number without time reduction is saved in the game state display number area (step A796), and a normal game mode flag area is saved with a normal low probability & no time reduction flag (step A797).
[0222] Then, the variable symbol discrimination flag area is cleared (step A798), the high probability notification flag area is cleared to turn off the game state display LED (for example, the third game state display unit 56c) provided on the game board 30 related to the display of the high probability state (step A799), and the special symbol low probability & no time reduction flag is saved in the special symbol game mode flag area (step A800). Next, a probability information command (low probability) is saved in the power outage recovery time transmission command area that saves the command output to the performance control device 300 when the power outage is recovered (step A801), and the time reduction variation number area for managing the number of times of the special symbol variable display game that can be executed in the time reduction state is cleared (step A803). This ends the normal power support and time reduction state. Furthermore, the ceiling counter area is cleared (step A804), the ceiling time reduction activation flag area is cleared (step A805), and the ceiling reached flag area is cleared (step A806).
[0223] After that, the number of the presentation mode 1 is saved in the presentation mode number area (step A807), the number of remaining presentation rotations area is cleared (step A808), and a no-update code is saved in the next mode transition information area (step A809). Then, a signal related to a right-hit instruction (e.g., launch position designation signal 1 is turned ON) is saved in the test signal output data area (step A810), and the number in the right-hit state is saved in the game state display number 2 area (step A811) in order to light up the display LED during right-hit (e.g., first game state display unit 56a), and the fanfare / interval processing transition setting process 1 is terminated.
[0224] [Support operation processing] FIG. 23 shows the support activation processing (step A756) during the processing during the special chart display described above. In this support operation setting process, first, a signal related to the start of time-saving (for example, the jackpot 2 signal and the jackpot 3 signal are turned ON) is saved in the external information output data area (step A821). Next, a timer initial value is saved in the time-saving signal control timer area (step A822). Here, 128 ms is saved as the timer initial value. As a result, of the signals related to the start of time-saving, the jackpot 3 signal is output for only a short time.
[0225] Next, signals related to the start of time reduction (for example, special pattern 1 change time reduction state signal ON, special pattern 2 change time reduction state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 change time reduction state signal ON, normal electric device 1 open extension state signal ON) are saved in the test signal output data area (step A823).
[0226] Furthermore, a number indicating time reduction is saved in the game status display number area (step A824), a normal high probability & time reduction flag is saved in the normal gate mode flag area (step A825), and in order to maintain the probability status flag and set time reduction, a special time reduction flag is combined with the special game mode flag area (step A826). Next, a signal related to a right-hit instruction (e.g., launch position designation signal 1 is turned ON) is saved in the test signal output data area (step A827), and the number during right-hit state is saved in the game state display number 2 area (step A828) to light up the display LED during right-hit (e.g., first game state display unit 56a). Then, a presentation mode information address table is set (step A829), and the address of the table corresponding to the presentation mode transition information set at the start of the variation (when the stop pattern is set) is obtained (step A830). By obtaining the address of the corresponding table based on the presentation mode transition information, a variation pattern scenario, which is information regarding the transition of the variation selection table group, is also obtained.
[0227] Next, as a process for saving information required for managing the presentation mode in the game control device 100, first, the presentation mode number of the presentation mode set after the end of the special chart variable display game with the support hit is obtained and saved in the presentation mode number area (step A831). Furthermore, the number of remaining rotations of the presentation mode set after the end of the special chart variable display game with the support hit is obtained and saved in the number of remaining rotations of the presentation mode (step A832), and next mode transition information of the presentation mode set after the end of the special chart variable display game with the support hit is obtained and saved in the next mode transition information area (step A833). Based on the information saved here, the presentation mode and the variable selection table group will be transitioned based on the execution of a predetermined number of special chart variable display games after the end of the special chart variable display game with the support hit.
[0228] After that, a probability information command corresponding to the performance mode number is prepared (step A834), the command is saved in the power recovery transmission command area (step A835), and a performance command setting process (step A836) is performed. Next, a performance rotation count command corresponding to the newly set performance remaining rotation count is prepared (step A837), a performance command setting process (step A838) is performed, a time reduction change count command corresponding to the time reduction change count is prepared (step A839), and a performance command setting process (step A840) is performed. Then, the time reduction determination data area is cleared (step A841), the performance mode transition information area is cleared (step A842), and the support operation setting process is terminated.
[0229] [Jackpot end processing] FIG. 24 shows the big win end process (step A15) in the special chart game process of this embodiment. In this jackpot end processing, first, it is determined whether the time-shortening determination data, which is set based on the type of special result that triggered the execution of the current special game state, is time-shortening data, which is set when the time-shortening state (state with normal power support) is reached after the special game state ends (step A901). If the data does not include time-saving (step A901; N), the jackpot end setting process 1 is performed (step A902), and if the data includes time-saving (step A901; Y), the jackpot end setting process 2 is performed (step A903). Then, the presentation mode information address table is set (step A904), and the address of the table corresponding to the presentation mode transition information set at the start of the transition (when the stop pattern is set) is obtained (step A905). The presentation mode transition information also includes a transition pattern scenario, which is information regarding the transition of the transition selection table group.
[0230] Next, as a process for saving information required for managing the presentation mode and the variable selection table group in the game control device 100, first, the presentation mode number of the presentation mode set after the special game state ends is obtained and saved in the presentation mode number area (step A906). Furthermore, the number of remaining rotations of the presentation mode set after the special game state ends is obtained and saved in the number of remaining rotations of the presentation mode (step A907), and next mode transition information of the presentation mode set after the special game state ends is obtained and saved in the next mode transition information area (step A908). Based on the information saved here, the presentation mode and the variable selection table group will transition based on the execution of a predetermined number of special chart variable display games after the special game state ends.
[0231] Then, a probability information command corresponding to the presentation mode number is prepared (step A909), the command is saved in the power recovery transmission command area (step A910), and a presentation command setting process (step A911) is performed. Here, as the probability information command, there are multiple commands that include either "time reduction" or "no time reduction" and further information on the presentation mode. Next, a performance rotation count command corresponding to the newly set remaining performance rotation count is prepared (step A912), and a performance command setting process (step A913) is performed. Next, a time reduction change count command corresponding to the time reduction change count is prepared (step A914), and a performance command setting process is performed (step A915).
[0232] Next, the processing number for the special chart normal processing is set to "0" (step A916), and the processing number is saved in the special chart game processing number area (step A917). After that, the signal regarding the end of the jackpot (for example, the jackpot 1 signal is OFF, the jackpot 3 signal is OFF, and the jackpot 4 signal is OFF) is saved in the external information output data area (step A918), and the signal regarding the end of the jackpot (for example, the condition device operation signal is OFF, the role continuous operation device operation signal is OFF, the special pattern 1 hit signal is OFF, and the special pattern 2 hit signal is OFF) is saved in the test signal output data area (step A919). Next, the information in the time reduction judgment data area is cleared (step A920), the information in the round LED pointer area indicating the number of rounds of the jackpot is cleared (step A921), and the information in the performance mode transition information area is cleared (step A922). Then, the information in the special game mode flag save area is cleared (step A923), and the illegal monitoring period flag is saved in the large prize entrance illegal monitoring period flag area (step A924), and the jackpot end process is terminated.
[0233] [Jackpot end setting process 1] FIG. 25(a) shows the jackpot end setting process 1 (step A902) in the jackpot end process described above. In this jackpot end setting process 1, first, a signal related to the end of the time reduction (for example, the jackpot 2 signal is OFF) is saved in the external information output data area (step A931). Next, a signal related to the end of the time reduction (for example, the special symbol 1 variable time shortening state signal is OFF, the special symbol 2 variable time shortening state signal is OFF, the normal symbol 1 high probability state signal is OFF, the normal symbol 1 variable time shortening state signal is OFF, and the normal electric role 1 open extension state signal is OFF) is saved in the test signal output data area (step A932).
[0234] Next, a no-time-saving number is saved in the game status display number area (step A933), a normal low probability & no-time-saving flag is saved in the normal game mode flag area (step A934), and a no-time-saving flag is saved in the special game mode flag area (step A935). After that, the time-saving fluctuation count area is cleared (step A936), and the jackpot end setting process 1 is terminated. By the above processing, after the special game state ends, the state will be one without time reduction (no normal power support).
[0235] [Jackpot end setting process 2] FIG. 25(b) shows the jackpot end setting process 2 (step A903) in the jackpot end process described above. In this jackpot end setting process 2, first, a signal related to the start of time reduction (for example, the jackpot 2 signal ON) is saved in the external information output data area (step A941). The signal related to the start of high probability is saved in the external information output data area in a continuous form since it has been output during the jackpot. Next, a signal related to the start of time reduction (for example, the special pattern 1 variable time reduction state signal ON, the special pattern 2 variable time reduction state signal ON, the normal pattern 1 high probability state signal ON, the normal pattern 1 variable time reduction state signal ON, the normal electric role 1 open extension state signal ON) is saved in the test signal output data area (step A942).
[0236] Next, the number with time reduction is saved in the game status display number area (step A943), the flag with normal high probability & time reduction is saved in the normal game mode flag area (step A944), and the flag with time reduction is saved in the special game mode flag area (step A945). After that, the initial value of the time reduction variation count (here, 250) is saved in the time reduction variation count area (step A946), and the jackpot end setting process 2 is ended.
[0237] By the above process, the time-saving state (with normal power support) will be established after the special game state ends. In addition, by setting the time-saving fluctuation count initial value (here, 250) in the time-saving fluctuation count area, the time-saving state will end when the special game fluctuation display game is executed a predetermined number of times (here, 250 times). In other words, the game control device 100 constitutes a specific game state generation control means that can generate a specific game state (time-saving state, normal power support state) that makes it easier for the normal variable winning device 37 to win a prize for a predetermined period of time after the special game state ends.
[0238] [Specific area switch monitoring process] FIG. 26 shows the specific area switch monitoring process (step A3) in the special chart game process. In this specific area switch monitoring process, first, it is determined whether or not a small win is occurring (step A41). In this case, a small win is occurring during the period in which the small win process and the small win remaining ball process are being performed. If this small win is not occurring (step A41; N), the specific area switch monitoring process is terminated. In other words, the specific area switch 38d is only valid during the period in which the small win process and the small win remaining ball process are being performed. Also, if a small win is occurring (step A41; Y), it is determined whether or not the condition device is operating (step A42).
[0239] If the condition device is in operation (step A42; Y), the specific area switch monitoring process is terminated. If the condition device is not in operation (step A42; N), it is determined whether there is an input to the specific area switch (step A43). Then, if there is no input to the specific area switch (step A43; N), the specific area switch monitoring process is terminated. If there is an input to the specific area switch (step A43; Y), a specific area passage flag is set (step A44), and the specific area switch monitoring process is terminated. Later, a process is performed to generate a first special game state based on the presence of this specific area passage flag.
[0240] [Handling small remaining balls] FIG. 27 shows the small hit remaining ball processing (step A18) in the special chart game processing. In this small hit remaining ball processing, first, it is determined whether a remaining ball error is occurring (step A861). If a remaining ball error is occurring (step A861; Y), the process proceeds to step A863. If a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 (step A862; N), the small hit remaining ball processing is terminated. If the remaining ball counter is 0 (step A862; Y), the process is performed to terminate the small hit from step A863 onwards.
[0241] That is, the process for ending the small win is performed after all remaining balls in the special variable winning device 38 are discharged. However, in the case of a remaining ball error, in which discharge cannot be confirmed even after a predetermined time has passed since the last game ball flowed into the special variable winning device 38, the process proceeds to end the small win, assuming that the time required for discharge has sufficiently passed. Of course, in the case of a remaining ball error, it is also possible not to proceed to the process for ending the small win. Therefore, the process of step A861 may not be performed.
[0242] In the process for ending the small win, first, it is determined whether or not a specific area has been passed (step A863). When the game ball flows into and passes through the specific area 38h, it is detected by the specific area switch 38d and a specific area passing flag is set. Here, whether or not a specific area has been passed is determined based on the presence or absence of this specific area passing flag. If a specific area has been passed (step A863; Y), the process proceeds to step A870 and a process for generating a special game state is performed. Also, if a specific area has not been passed (step A863; N), the process proceeds to step A864 and a process for ending the second special game state and making it possible to execute a special chart variation display game is performed.
[0243] In the process for ending the second special game state after step A864 and making the special chart variable display game executable, the process number is set to 10 for the small win end process (step A864), and the process number is saved in the special chart game process number area (step A865). Next, the small win ending time is saved in the special chart game process timer area (step A866), and the fraudulent monitoring period flag is saved in the upper large winning port fraudulent monitoring period flag area (step A867). Then, the large winning port count number area is cleared (step A868), the small winning control pointer area is cleared (step A869), and the small winning remaining ball process is ended.
[0244] On the other hand, if a specific area is passed (step A863; Y) and a process for generating the first special game state after step A870 is performed, a command is loaded and prepared from the special decoration command area (step A870), and a performance command setting process is performed (step A871). Next, a V big win fanfare command is prepared (step A872), and a performance command setting process is performed (step A873).
[0245] Then, a signal regarding the start of the jackpot (V jackpot) is saved in the external information output data area (step A874), and a test signal regarding the start of the jackpot (V jackpot) (for example, the condition device operation signal is ON, the role continuous operation device operation signal is ON, and the special pattern 2 hit signal is ON) is saved in the test signal output data area (step A875).
[0246] Then, the number during the big win is saved in the game state display number area (step A876), a round number upper limit table is set (step A877), and the round number upper limit corresponding to the round number upper limit information is obtained and saved in the round number upper limit area (step A878). Furthermore, a round LED pointer corresponding to the round number upper limit information is obtained and saved in the round LED pointer area (step A879), and an initial value (here, 1) is saved in the round number area (step A880). Although 10 rounds are set as the upper limit of the round number, since the small win operation corresponds to the first round, 9 rounds are opened in the special game state by setting 1 as the round number initial value.
[0247] After that, the processing number is set to 3 for the fanfare / interval processing (step A881), and saved in the special game processing number area (step A882). Furthermore, the V jackpot fanfare time is saved in the special game processing timer area (step A883), and the fanfare / interval processing transition setting process (step A884) is performed, and the process proceeds to step A868.
[0248] [Small hit end processing] FIG. 28 shows the small win end process (step A19) in the special chart game process of this embodiment. In this small win end process, first, it is determined whether normal power support is in progress (step A931). If normal power support is in progress (step A931; Y), the process proceeds to step A937. If normal power support is not in progress (step A931; N), a signal related to a left hit instruction (e.g., turning off launch position designation signal 1) is saved in the test signal output data area (step A932), and the number in the left hit state is saved in the game state display number 2 area (step A933) in order to turn off the display LED during right hit (e.g., first game state display unit 56a), and the process proceeds to step A937.
[0249] Next, it is determined whether there is a ceiling time-saving activation flag (step A937). If there is no ceiling time-saving activation flag (step A937; N), the process proceeds to step A940. If there is a ceiling time-saving activation flag (step A937; Y), the initial value of the ceiling time-saving count is saved in the time-saving fluctuation count 1 area and the time-saving fluctuation count 2 area (step A938). Here, 250 is set in the time-saving fluctuation count area. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940.
[0250] After that, the processing number for the special chart normal processing is set to "0" (step A940), and the processing number is saved in the special chart game processing number area (step A941). Furthermore, a signal regarding the end of the small win (for example, turning the big win 1 signal OFF) is saved in the external information output data area (step A942), and a signal regarding the end of the small win (for example, turning the special pattern 1 small win signal OFF, and the special pattern 2 small win signal OFF) is saved in the test signal output data area (step A943). Next, the variable pattern discrimination flag area is cleared (step A944), the presentation mode transition information area is cleared (step A945), the fraud monitoring period flag is saved in the large prize port fraud monitoring period flag area (step A946), and the small prize end processing is terminated.
[0251] Next, there will be explained the control in the performance control device 300. The main control microcomputer (CPU) 311 of the performance control device 300 performs the main processing shown in Fig. 29 and timer interrupt processing (not shown).
[0252] [Main processing] As shown in Fig. 29, the main process first performs the process at the start of the program. In this process at the start of the program, interrupts are first prohibited (step C1) and the CPU is initialized (step C2). Next, the VDP 312 is initialized (step C3) and interrupts are permitted (step C4). Next, the generation of display data is permitted (step C5), a random number seed is set (step C6), and the initial value at the time of power-on is saved in the area to be initialized (step C7). This clears the power outage detection flag and the like.
[0253] After the program start processing of steps C1 to C7, loop processing is performed as main loop processing. In this loop processing, first, the WDT (watchdog timer) is cleared (step C8). Next, a performance button input process (step C9) is performed to create input information from an input signal (rising edge) based on the operation of the performance button 25 or the cross key 29. Input from the performance button 25 or the cross key 29 is read within the timer interrupt process, and in this performance button input process, when there is an input from the performance button 25 or the cross key 29, processing to change the performance content is performed.
[0254] Then, a hall / player setting mode process is performed (step C10) to set the changeable range of the brightness and sound volume of the LED and liquid crystal, and to accept the player's operation to change the brightness and sound volume of the LED and liquid crystal. Next, a random number update process (step C11) is performed to update the random number that determines the details of the variation mode of the decoration special chart variation display game.
[0255] Next, a received command check process (step C12) is performed to analyze and respond to commands from the game control device 100, a display edit process (step C13) is performed to set and edit drawing commands to control the progress of the presentation, and the preparation of the drawing command is set to end (step C14). These processes update various data according to the contents to be drawn, and finally the drawing data is set in the frame buffer. If the drawing data for the screen to be drawn is prepared within 1 / 30 seconds (approximately 33.3 milliseconds), the image can be updated without any problems.
[0256] Then, it is determined whether it is frame switching timing (step C15). In this embodiment, in order to create a system cycle (1 frame 1 / 30 seconds), it is determined that it is frame switching timing when a V blank interrupt (1 / 60 seconds) occurs twice. The frame switching timing can be changed arbitrarily as appropriate, and for example, image updating (frame switching) may be performed at 1 / 60 seconds, or image updating (frame switching) may be performed at a timing slower than 1 / 60 seconds. If it is determined in step C15 that it is not frame switching timing (step C15; N), the process of step C15 is repeated. On the other hand, if it is determined in step C15 that it is frame switching timing (step C15; Y), screen drawing is instructed (step C16).
[0257] After that, a sound control process (step C17) is performed to control the sound output from the speakers (upper speaker 19a, lower speaker 19b), a decoration control process (step C18) is performed to control LEDs such as the board decoration device 46 and the frame decoration device 18 including the display board 350, and a movable body control process (step C19) is performed to control the motors and solenoids of the board performance device 44, and a board performance setting process (step C20) is performed to control the performance, before returning to the process of clearing the WDT (step C8).
[0258] [Received command check process] 30 shows the received command check process in the main process described above. In this received command check process, first, the value of a command reception counter that counts how many commands are received during one frame (1 / 30 seconds) is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not 0 (step C202). If it is determined that the number of received commands is 0 (step C202; N), the received command check process is terminated. If it is determined that the number of received commands is not 0 (step C202; Y), the content of the command reception counter area is decremented by the number of received commands (step C203).
[0259] Next, the contents of the received command buffer are copied to the command area (step C204), the command read index is updated by +1 within the range of 0 to 31 (step C205), and it is determined whether or not copying of the commands for the number of received commands is completed (step C206). In this way, in this embodiment, the analysis of the commands is not performed directly in the received command buffer, but the contents of the received command buffer are copied to the command area (RAM area for analysis), and the command analysis work is performed in the command area. This makes it possible to move the command (data) to create space in preparation for the case where a command is sent from the game control device 100 during the analysis of the command. Also, the analysis of the commands can be performed collectively in units of one main processing round.
[0260] In step C206, if it is determined that copying of the commands corresponding to the number of received commands has not been completed (step C206; N), the process returns to step C204. If it is determined that copying of the commands corresponding to the number of received commands has been completed (step C206; Y), the contents of the command area are loaded (step C207) and the received command analysis process (step C208) is performed.
[0261] Next, the address of the command area is updated (step C209), and it is determined whether or not analysis of the received number of commands has been completed (step C210). If it is determined that analysis of the received number of commands has not been completed (step C210; N), the process returns to step C207. If it is determined that analysis of the received number of commands has been completed (step C210; Y), the received command check process ends. In this manner, in the received command check process, commands received during one frame (1 / 30 seconds) are analyzed together. Note that in this embodiment, the configuration is such that up to 32 commands can be saved.
[0262] [Received command analysis process] 31 shows the received command analysis process in the above-mentioned received command check process. In this received command analysis process, first, the command upper byte is separated into MODE and the lower byte into ACT (ACTION) (step C231), and it is judged whether MODE and ACT are within the normal range (step C232, step C233). If it is judged that MODE and ACT are within the normal range (step C232; Y, step C233; Y), it is judged whether ACT is a correct combination with respect to MODE (step C234).
[0263] Furthermore, if it is determined in step C232 or step C233 that MODE or ACT is not within the normal range (step C232; N, step C233; N), or if it is determined in step C234 that ACT and MODE are not a correct combination (step C234; N), the received command analysis process is terminated.
[0264] In step C234, if it is determined that the ACT for MODE is a correct combination (step C234; Y), it is determined whether or not MODE is within the range of the variable command (step C235). The variable command is a command that instructs the variable pattern of the special chart. Then, if it is determined that MODE is within the range of the variable command (step C235; Y), the variable command process (step C236) is performed, and the received command analysis process is terminated.
[0265] Also, in step C235, if it is determined that MODE is not within the range of the variable command (step C235; N), it is determined whether or not MODE is within the range of the big win command (step C237). Big win commands are commands that command operations related to the performance during a big win (such as displaying a fanfare screen or a round screen) and commands that command operations related to the performance during a small win (such as displaying a fanfare screen or an end screen). Then, if it is determined that MODE is within the range of the big win command (step C237; Y), big win command processing (step C238) is performed, and the received command analysis processing is terminated.
[0266] Also, in step C237, if it is determined that MODE is not within the range of the big win command (step C237; N), it is determined whether or not MODE is within the range of the symbol command (step C239). The symbol command is a command that instructs information about the symbol of the special symbol (for example, what the stopping symbol of the special symbol should be). Then, if it is determined that MODE is within the range of the symbol command (step C239; Y), the symbol command process (step C240) is performed, and the received command analysis process is terminated.
[0267] Also, in step C239, if it is determined that MODE is not within the range of the symbol commands (step C239; N), it is determined whether or not MODE is within the range of one-shot commands such as reserved number commands and error commands (step C241). One-shot commands are commands that stand alone, unlike commands that make sense in combination, such as symbol commands and variable command commands. These one-shot commands include customer waiting demo commands, reserved number commands, symbol stop commands, probability information commands, error / incorrect commands, and model designation commands. Then, if it is determined that MODE is within the range of the one-shot commands (step C241; Y), one-shot command processing (step C242) is performed, and the received command analysis processing is terminated.
[0268] Also, in step C241, if it is determined that the MODE is not within the range of the single-shot command (step C241; N), it is determined whether the MODE is within the range of the pre-reading symbol command (step C243). If it is determined that the MODE is within the range of the pre-reading symbol command (step C243; Y), it performs the pre-reading symbol command process (step C244) and ends the received command analysis process.
[0269] Also, in step C243, if it is determined that MODE is not within the range of the pre-reading pattern command (step C243; N), it is determined whether or not MODE is within the range of the pre-reading variation command (step C245). Then, if it is determined that MODE is within the range of the pre-reading variation command (step C245; Y), it performs pre-reading variation command processing (step C246) and ends the received command analysis processing. Also, in step C245, if it is determined that MODE is not within the range of the pre-reading variation command (step C245; N), it ends the received command analysis processing.
[0270] The pre-reading variation command and the pre-reading pattern command are commands that include information necessary to execute the pre-reading performance. The pre-reading performance (also called pre-reading notice or pre-reading notice performance) is a performance in which the display device 41 displays the decorative special pattern start memory in a different manner from the normal one, or displays a performance on the display device 41, in order to notify the player in advance with a predetermined degree of reliability whether or not the special pattern change display game corresponding to the unexecuted start memory (reserved) will be a jackpot (or what kind of change pattern will be) when the special pattern change display game is subsequently executed. The pre-reading system commands (pre-reading variation command and pre-reading pattern command) are commands that notify the player in advance of the change pattern or the stop pattern corresponding to the start memory that is the target of the pre-reading performance, and are transmitted from the game control device 100 to the performance control device 300 at the time of the start winning. The normal change system command and pattern command that are not pre-reading are transmitted from the game control device 100 to the performance control device 300 at the start of the special pattern change display game.
[0271] Next, the game presentation and the like will be described. An example of the presentation in the normal stage in the normal game state ST1 is shown in Fig. 32. Note that the same display contents are basically used in other game states, but it is also possible to not display some of the display contents depending on the game state.
[0272] As shown in Fig. 32(a), a first decoration game display unit 81 that displays a first decoration game among the decoration special chart variable display games is provided in the center of the display area of the display device 41. In the first decoration game display unit 81, the identification information is displayed variably in each of the variable display areas of the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c, and then the display is stopped to display the decoration special chart variable display game.
[0273] A second decoration game display section 82 is provided at the upper right part of the display area of the display device 41 to display the second decoration game of the decoration special symbol variable display game. The second decoration game displayed on the second decoration game display section 82, like the first decoration game displayed on the first decoration game display section 81, displays the identification information in the left, middle, and right regions in a variable manner and then stops to display the result. The second decoration game display section 82 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed on the first decoration game display section 81.
[0274] A first display section 91a, a second display section 91b, a third display section 91c, and a fourth display section 91d, which are areas for displaying effects, are arranged side by side at the lower left of the display area of the display device 41. Furthermore, a fifth display section 92, which is an area for displaying effects, is provided at the lower right of the display area of the display device 41.
[0275] In addition, a standby memory display section 83 is provided in the lower right corner of the display area of the display device 41, which displays the decorative special chart start memory display corresponding to the start memory. The standby memory display unit 83 displays a decorative special symbol start memory display corresponding to the first start memory or the second start memory. In the normal game state ST1, the game progresses mainly with the special symbol variable display game based on the first start memory, so the standby memory display unit 83 displays a decorative special symbol start memory display corresponding to the first start memory. The decorative special start memory display displayed on the standby memory display unit 83 corresponds one-to-one with the start memory, and is displayed in order of storage so that the decorative special start memory display on the left end corresponds to the first stored start memory, and moves to the left each time it is consumed. In addition, the standby memory display unit 83 may display both the decorative special start memory display corresponding to the start memory (first start memory) that is the execution right of the special chart 1 variable display game and the decorative special start memory display corresponding to the start memory (second start memory) that is the execution right of the special chart 2 variable display game. Furthermore, in the standby memory display unit 83, it is possible to suggest the results of the special chart change display game based on the start memory, the change pattern, and other predictive results by the display mode of the decorative special chart start memory display corresponding to the start memory.
[0276] An in-progress memory display section 84 is provided to the left of the standby memory display section 83, which displays information about the start memory corresponding to the currently running special chart change display game. The decorative special chart start memory display on the left end of the standby memory display section 83 is shifted to the in-progress memory display section 84 when the special chart change display game starts. Furthermore, in the in-progress memory display section 84, it is possible to suggest the results and change patterns of the currently running special chart change display game by the display mode of the in-progress memory display displayed on the in-progress memory display section 84. The upper left corner of the display area of the display device 41 is provided with a first start memory number display section 85a which displays the first start memory number (special chart 1 reserved number), and a second start memory number display section 85b which displays the second start memory number (special chart 2 reserved number). Moreover, at the upper center of the display area of the display device 41, a game status display 86 showing the game status is displayed, and here, it is shown that the game status is the normal game status ST1.
[0277] When a new special symbol variation display game is started, as shown in Fig. 32(b), the decorative special symbol start memory display at the left end of the standby memory display unit 83 is shifted to the running memory display unit 84, and the decorative special symbol start memory display at any other than the left end of the standby memory display unit 83 is shifted to the left within the standby memory display unit 83. Furthermore, the value of the first start memory number display unit 85a changes. Also, the first decorative game display unit 81 and the second decorative game display unit 82 start to display the variation of the identification information.
[0278] Depending on the selected variation pattern, as the special chart variation display game progresses, the same identification information may temporarily stop in the left variation display area 81a and the right variation display area 81c as shown in Figure 32 (c), resulting in a reach state. The performance may further develop into an SP reach.
[0279] When the specified variable time ends, the result mode is stopped and displayed as shown in Fig. 32(d). Here, the result is a miss, and the miss result mode is displayed as the result mode. If the result is a big win or a small win, the corresponding result modes are displayed respectively. Also, when the result is a support win, the miss result mode is displayed, but it may be possible to display the result mode corresponding to the support win. When the predetermined stop display time for displaying the result mode has elapsed, the special figure variable display game ends, and the in-execution memory display displayed on the in-execution memory display unit 84 during execution is erased.
[0280] Also, from the state where variable display is being performed as shown in Fig. 32(e), the identification information is temporarily stopped as shown in Fig. 32(f), and it is also possible to execute a pseudo chain in which re-variable display is performed one or more times, where re-variable display is performed again as shown in Fig. 32(g), and the result is derived as shown in Fig. 32(h).
[0281] Next, the specific effect will be described. The specific effect is an effect that includes a plurality of effects, and as shown in Fig. 33, it includes an effect of displaying the character "ultra" on the first display unit 91a, an effect of displaying the character "exceed" on the second display unit 91b, an effect of displaying the character "all" on the third display unit 91c, and an effect of displaying the character "open" on the fourth display unit 91d. The effects of displaying characters on each display unit form a ranking effect in which a rank is determined for each. The first-rank effect of displaying the character "ultra" on the first display unit 91a has the highest rank, and the second-rank effect of displaying the character "exceed" on the second display unit 91b has the second-highest rank. Also, the third-rank effect of displaying the character "all" on the third display unit 91c has the third-highest rank, and the fourth-rank effect of displaying the character "open" on the fourth display unit 91d has the lowest rank. That is, the ranks are in the order of the first-rank effect, the second-rank effect, the third-rank effect, and the fourth-rank effect.
[0282] And the arrangement order of the corresponding display units follows the rank. When all the rank effects are executed, the character string "ultra exceed all open" is formed. This character string is one of the catchphrases used in the story that is the theme of the gaming machine and forms a unique character string.
[0283] In a specific performance, the higher the ranking performance is executed, the more likely it is to result in a special outcome, or the more likely it is that a performance with a high probability of resulting in a special outcome will be executed. It is designed to suggest or inform the player that favorable events for the player are likely to occur, such as this. Also, when a ranking performance of a certain rank is executed, all ranking performances lower in rank than that ranking performance are executed. Therefore, it can also be said that the more ranking performances are executed, the more likely it is to result in a special outcome, or the more likely it is that a performance with a high probability of resulting in a special outcome will be executed.
[0284] In a state where variable display is being performed as shown in FIG. 33(a), a notification display 87, which is an effect for notifying that a ranking performance as shown in FIG. 33(b) is being executed, is displayed. Here, the notification display 87 notifies that the fourth-rank performance is being executed, and the character "open", which is the character corresponding to the fourth-rank performance, is displayed together with an effect image. Then, as shown in FIG. 33(c), the fourth-rank performance is executed and the character "open" is displayed on the fourth display section 91d. After that, as the notification display 87 for notifying that the third-rank performance is being executed, as shown in FIG. 33(d), the character "all", which is the character corresponding to the third-rank performance, is displayed together with an effect image, and as shown in FIG. 33(e), the third-rank performance is executed and the character "all" is displayed on the third display section 91c.
[0285] Next, as the notification display 87 for notifying that the second-rank performance is being executed, as shown in FIG. 33(f), the character "extract", which is the character corresponding to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 33(g), the second-rank performance is executed and the character "extract" is displayed on the second display section 91b. Then, as shown in Figure 33(h), the character "SUPER", which corresponds to the first place performance, is displayed together with an effect image as a notification display 87 to notify that the first place performance will be executed, and as shown in Figure 33(i), the first place performance is executed and the character "SUPER" is displayed on the first display section 91a.
[0286] In addition, when all of the first through fourth ranking effects have been executed, an additional effect as shown in Fig. 33(j) is executed. When only some ranking effects have been executed, the additional effect is not executed, and the execution of this additional effect clearly notifies the user that all of the first through fourth ranking effects have been executed.
[0287] In the example shown in Figure 33, the performances are executed in order from the lowest ranking performance, but the first to third ranking performances can be executed even if the performances with a lower ranking than the player themselves have not yet been executed. In the state where the variable display is performed as shown in Fig. 34(a), a notification display 87 is displayed as a performance notifying that the ranking performance will be performed as shown in Fig. 34(b). The notification display 87 here notifies that the third ranking performance will be performed, and the character "ALL", which corresponds to the third ranking performance, is displayed together with an effect image. Then, as shown in Fig. 34(c), the third ranking performance is performed and the character "ALL" is displayed on the third display section 91c.
[0288] At this time, the fourth rank performance, which is lower in rank than the third rank performance, has not yet been executed, and the fourth display unit 91d corresponding to the fourth rank performance displays an image 88 indicating that the fourth rank performance will be executed. Since the first to fourth display sections 91a to 91d are arranged according to the ranking of the ranking presentation, it is possible to see at a glance that the ranking presentation has been carried out from an intermediate position, which gives the player a strong sense of discomfort that is different from normal, thereby increasing the player's interest in the game.
[0289] After that, as shown in FIG. 34(d), as a notification display 87 for notifying that the fourth-rank performance is executed, the character "open", which is a character corresponding to the fourth-rank performance, is displayed together with an effect image, and as shown in FIG. 34(e), the fourth-rank performance is executed and the character "open" is displayed on the fourth display unit 91d. Furthermore, in this example, as shown in FIG. 34(f), as a notification display 87 for notifying that the second-rank performance is executed, the character "extract", which is a character corresponding to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 34(g), the second-rank performance is executed and the character "extract" is displayed on the second display unit 91b. Also, as shown in FIGS. 34(h) and (i), there may be a case where a plurality of rank performances are executed at once.
[0290] Note that it is also possible to execute the first-rank performance or the second-rank performance from a state where no rank performance is executed. Also in this case, an image 88 for notifying that the rank performance is executed is displayed on the display unit corresponding to the rank performance having a lower rank than the executed rank performance, and these rank performances are executed later. Also, when the second-rank performance or the third-rank performance is executed from a state where no rank performance is executed, after executing all of the rank performances having a lower rank than the executed rank performance or together with all of the rank performances having a lower rank than the executed rank performance, a rank performance having a higher rank than the executed rank performance is executed.
[0291] Also, although the image 88 for notifying that the rank performance as shown in FIG. 34(c) is executed is displayed, it may not be displayed. Also, for the lower-rank performance executed after the upper-rank performance is executed as shown in FIG. 34(d), a notification display 87, which is an effect for notifying that the rank performance is executed, is performed, but only the rank performance may be performed without performing this notification display 87. Also, after performing the notification display 87 for the upper-rank performance as shown in FIG. 34(b), for the rank performance, in addition to the upper-rank performance, the lower-rank performance may also be executed simultaneously.
[0292] FIG. 35 shows another example of how the ranking presentation is executed. As shown in Figure 35(a), a reel spinning effect is displayed on the fifth display unit 92, and when the "Stock" display is displayed frozen to indicate that the ranking effect will be executed as shown in Figure 35(b), the ranking effect is executed as shown in Figure 35(c). Here, the fourth-place performance is executed, and the word "open" is displayed in fourth display portion 91d. Of course, the first to third-place performances may also be executed. In addition, the execution mode shown in Figure 35 may be combined with the execution modes shown in Figures 33 and 34, and in a series of specific performances, a time when a ranking performance is executed after a notification display 87 is displayed to notify players that a ranking performance as shown in Figures 33 and 34 will be executed, and a time when a ranking performance is executed after a frozen display of ``Stock'' in the fifth display unit 92 as shown in Figure 35, may be mixed.
[0293] In addition, there are various displays other than the "stock" display that notifies the execution of the ranking performance in the results that are stopped and displayed in the fifth display unit 92. For example, by stopping and displaying the "change" display, a pre-reading performance that suggests or notifies the pre-reading result by changing the display mode of the decorative special chart start memory display of the standby memory display unit 83, or a performance that suggests or notifies the running special chart change display game by changing the running memory display of the running memory display unit 84 may be executed. In addition, multiple types of fonts or colors may be provided for the display of "stock" or "change" to suggest or notify the number of ranking effects to be executed or the stage of change in the start memory display, etc. For example, three types of "stock" may be provided: black, red, and gold, and black may suggest that one ranking effect will be executed, red may suggest that two or more ranking effects will be executed, and gold may notify that four ranking effects will be executed.
[0294] FIG. 36(a) shows the execution pattern of the ranking presentation. Pattern 1 is a pattern in which the lowest ranking 4th place performance is executed in the order of 3rd place performance, 2nd place performance, and 1st place performance. This pattern 1 includes 4 patterns that progress to any of the 1st to 4th times and end. Pattern 2 is a pattern that starts from the third place performance. In this pattern 2, the execution of the fourth place performance, which is lower than the third place performance, is confirmed at the time of the first execution, so it includes three patterns that proceed to any of the second to fourth times and end.
[0295] Pattern 3 is a pattern that starts from the second-place performance. In this pattern 3, the execution of the third-place performance and the fourth-place performance, which are lower than the second-place performance, is confirmed at the time of the first execution, so it includes two patterns that proceed to either the third or fourth execution and end. Pattern 4 is a pattern that starts from the first-place performance. In this pattern 4, the execution of the second-place performance, third-place performance, and fourth-place performance, which are lower in rank than the first-place performance, is confirmed at the time of the first round, so it includes only patterns that proceed to the fourth round and end.
[0296] Patterns 1 to 4 are patterns in which one ranking performance is executed each time, but there are also patterns in which multiple ranking performances are executed at once, as shown in patterns 5 to 20. In these patterns 5 to 20, the ranking performances executed each time are determined based on the execution order shown in patterns 1 to 4. In this embodiment, the more the number of ranking effects executed, the higher the reliability of the special result. However, even if the number of executions is the same, a pattern in which many ranking effects are executed simultaneously may have a higher reliability of the special result.
[0297] FIG. 36(b) shows an example of the content suggested or notified depending on the number of times the ranking effects are executed. There are four types of reach: N reach, which has the lowest reliability and is the most likely to result in a special result; SP1 reach, which is more reliable than N reach; SP2 reach, which is more reliable than SP1 reach; SP3 reach, which is more reliable than SP2 reach; and premier reach, which is more reliable than SP3 reach. The minimum type of reach that will be executed is indicated by the number of times the ranking performance has been executed. The more times the ranking effects are executed, the more reliable the reach that will be executed, and the higher the reliability of the special result.
[0298] Basically, the content of the subsequent reach performance will be different if all of the 1st to 4th ranking performances are executed compared to if only some of the ranking performances are executed (the type of reach performance and the allocation rate will differ depending on the number of executions), but there are cases where the same reach performance will be executed. Even when the same reach performance is developed, if all of the first to fourth ranking performances are executed, the additional performance is performed before the reach performance, but if only some ranking performances are executed, the reach performance is developed without the additional performance. Therefore, even when the same reach performance is developed, the variation time of the special chart variation display game is also different. As a result, even when the same reach performance is performed, the player's impression is different, and the player can feel a high degree of reliability, which increases the interest of the game.
[0299] For each pattern shown in Fig. 36(a), the additional effect may be executed or not executed. For example, as shown in Fig. 36(c), the reliability may be higher when the additional effect is executed even if the number of executions of the ranking effect is the same. Also, the more ranking effects that are executed, the higher the possibility of executing additional effects may be. In addition, when the additional effect is executed, it may be set to a reach effect with a higher reliability than a predetermined reliability (for example, SP2 reach or higher). In addition, when the number of executions is 4, which is when all of the first to fourth ranking effects are executed, the additional effects are always executed, and when only some of the ranking effects are executed, the additional effects can be executed at a predetermined rate. In addition, an additional effect may be made executable when the execution count is equal to or greater than a predetermined number (eg, 3 or more).
[0300] In addition, the execution of the ranking performance may be performed at any time during the execution of the special chart change display game, for example, at the start of the change, during the period until the N reach, during the N reach, during the SP1 reach, during the SP2 reach, etc. In addition, in the case of pseudo consecutive, the ranking performance may be performed at each re-change performance.
[0301] According to the above-mentioned specific presentation, the ranking presentation is not simply executed from the lowest ranking to the highest ranking, but is also executed from an intermediate stage, making for a highly interesting presentation. If the ranking presentation were simply executed from the lowest to the highest, the player would not feel any sense of anticipation in the early stages of the presentation when the ranking is low and the reliability is not very high, and would simply wait for the presentation to progress to a higher stage. However, by providing a case in which the presentation can be executed from an intermediate stage, as in this embodiment, the player can feel a sense of anticipation for each ranking presentation, thereby increasing the enjoyment of the game.
[0302] It is possible to set patterns other than the pattern shown in Fig. 36(a). For example, a pattern in which the third-place performance, the fourth-place performance, the first-place performance, and the second-place performance are executed in this order may be included. In this pattern, the execution of the fourth-place performance is confirmed when the third-place performance is executed, and then the execution of the second-place performance is confirmed when the first-place performance is executed.
[0303] In addition, although the specific performance is performed in one special chart change display game, the specific performance may be performed across multiple special chart change display games. For example, the special chart change display game to be the subject of the notice may be set based on the pre-reading result, and the specific performance may be started from the special chart change display game prior to the special chart change display game.
[0304] In addition, the characters displayed on the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d may be displayed in a light color, and the characters may be displayed clearly when the corresponding ranking performance is executed. Furthermore, the ranking effect is not limited to an effect in which characters are displayed, but may be any effect that provides multiple types of effects with determined rankings.
[0305] In addition, although it has been stated that it is possible to execute a ranking performance corresponding to a higher rank than the predetermined rank after executing all of the ranking performances corresponding to a lower rank than the executed predetermined rank or together with all of the ranking performances lower than the predetermined rank, it is also possible to execute a ranking performance corresponding to a higher rank than the predetermined rank before executing all of the ranking performances lower than the predetermined rank. As for a ranking effect that is lower in rank than the executed ranking effect and has not yet been executed, it is sufficient to execute it before the end of the specific effect currently being executed.
[0306] In the above example, only the first character string "chou buu zenkai" is displayed, but a second character string of four characters may also be displayed in addition to this character string. Also, it may be suggested or notified that the possibility of a special result is higher when the second character string is displayed than when the first character string is displayed. In addition, the special effect may be performed in the special game state, and information regarding the special result may be suggested or notified. For example, the more the ranking effect is performed, the more likely it is that the special game state ST4 will occur after the special game state ends.
[0307] In addition, although a unique string is formed by arranging all the characters of the corresponding ranking effects in order of their ranking, a unique string can also be formed by arranging only some of the characters of the ranking effects, and further unique strings can also be formed by arranging further characters. For example, in the above example, the character string "zenkai" is a unique character string, and "choubuki zenkai" forms another unique character string. In addition, all ranking effects are effects that display characters, but it is also possible to have ranking effects that display characters and ranking effects that do something other than displaying characters.
[0308] In addition, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are arranged in the left-right direction, with the first display unit 91a on the far left corresponding to the first ranking performance which has the highest ranking, and the ranking performances corresponding to the second display unit 91b, the third display unit 91c, and the fourth display unit 91d have decreasing rankings, in that order, but this is not limited to this. For example, the fourth display section 91d on the far right may correspond to the first-ranked performance having the highest ranking, and the third display section 91c, the second display section 91b, and the first display section 91a may correspond to the third display section 91c, the second display section 91b, and the first display section 91a, in that order, have decreasing rankings. The direction of arrangement is not limited to the left-right direction, but may be up-down or other directions. Also, instead of lining up in a straight line, they may be lining up along a curve or a circle. Moreover, the display units may be arranged in a non-aligned manner, for example, by arranging one display unit at each of the four corners of the display area.
[0309] In addition, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d, which are the areas displayed on the display means for all of the ranking performances, are set to be arranged according to rank, but the areas displayed on the display means for some of the ranking performances may also be set to be arranged according to rank. For example, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d corresponding to the second to fourth ranking performances are arranged according to ranking, but the first display unit 91a corresponding to the first ranking performance may be displayed in a position that is unrelated to the arrangement of the second display unit 91b, the third display unit 91c, and the fourth display unit 91d.
[0310] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are not limited to being arranged at fixed display positions in the display area, and may be ones whose display positions or sizes are variable. For example, the display position may be varied depending on the progress of a particular effect or other effects. Also, they may be moved while a specific performance is being executed, in which case they may be moved in a line while remaining lined up according to the order of the corresponding ranking performance, or they may be moved randomly regardless of the order of the corresponding ranking performance. The path of movement when moving in a single line while maintaining the state of being lined up according to the order of the corresponding ranking performance may be a predetermined path (for example, a circular path) or a random path.
[0311] Moreover, the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d are not limited to displaying characters, and may display any information as long as it can indicate that the corresponding ranking performance has been performed. Furthermore, instead of providing the first display section 91a, the second display section 91b, the third display section 91c, and the fourth display section 91d in the display device 41, these display sections may be configured by display means separate from the display device 41. They may also be configured by lamps or LEDs.
[0312] In view of the above, a gaming machine capable of executing a game based on the fulfillment of predetermined conditions and generating a state advantageous to the player is provided with a presentation control means (presentation control device 300) for controlling the presentation of the game, and the presentation control means is capable of executing specific presentations including multiple types of ranking presentations, each of which has a set ranking, and each ranking presentation can be executed even when a ranking presentation of a lower ranking than the ranking presentation in question has not yet been executed, and if there are ranking presentations of a lower ranking than the ranking presentation that has been executed but have not yet been executed, all of the ranking presentations that have not yet been executed are executed by the end of the specific presentation being executed. Therefore, unlike a presentation that is simply given in order from the lowest ranking, the specific presentation is varied, which can increase the interest in the game.
[0313] In addition, the performance control means is adapted to execute a ranking performance corresponding to a higher rank than the predetermined rank after executing all ranking performances corresponding to a lower rank than the executed predetermined rank or together with all ranking performances lower than the predetermined rank. Therefore, the performance of a higher ranking is performed after the performance of a lower ranking that is promised to be performed is performed, which gives a sense of security to the player and makes it easy to understand up to what ranking the performance has been performed, thereby improving the interest of the game.
[0314] The display device 41 is also provided with a display means (display device 41) that is controlled by the presentation control means and is capable of displaying the game presentation, and the presentation control means sets the areas (first display unit 91a, second display unit 91b, third display unit 91c, fourth display unit 91d) displayed on the display means for some or all of the ranking presentation so that they are arranged according to ranking. Therefore, it is possible to easily understand which rank of the performance is being executed, and the interest in the game can be improved.
[0315] In addition, the presentation control means can execute a presentation in which characters are displayed on the display means as a ranking presentation, and a unique string is formed by arranging the characters of the corresponding ranking presentation according to the ranking. Therefore, it is easy to know up to what rank the effects have been executed. Also, if all the characters of the rank effects are arranged to form a unique string, it is easy to know that the rank effects for all ranks have been executed, which increases the interest in the game.
[0316] In addition, if there is a ranking performance that has a lower rank than the executed ranking performance and has not yet been executed, the performance control means can suggest or notify that the ranking performance that has not yet been executed will be executed. Therefore, it becomes easier to understand that execution is promised, which can increase the enjoyment of the game.
[0317] In addition, the performance control means makes it possible to execute an additional performance when a predetermined number of ranking performances have been performed. Therefore, the player will come to expect that the ranking presentation will be executed a predetermined number of times or more, which can increase the player's interest in the game.
[0318] Next, we will explain the result-deriving display that finally derives either the first result or the second result. The result-deriving display suggests or informs the player that the first result is more advantageous to the player than the second result. In the gaming machine of this embodiment, in a first special game state ST2, character X, which is an ally character, and characters A to D, which are enemy characters, race against each other, and a result in which character X wins is announced as a first result indicating that the specific game state ST4 will be entered after the end of the first special game state ST2, and a result in which character X loses is announced as a second result indicating that the specific game state ST4 will not be entered after the end of the first specific game state ST2.
[0319] In addition, in the result-derived display, a selection performance is executed in which character X, an ally character, competes with one of characters A to D, an enemy character, for first and second place to show the result of the race. Selection performances corresponding to each enemy character are prepared, and one of these is selected and executed. Each selection performance is set with a reliability that is the likelihood that the first result will be derived. That is, each selection performance is set with a first reliability that is an inherent reliability. The first reliability is determined by the rate at which the first result will be derived in each selection performance. This first reliability is set to be the lowest in the selection performance corresponding to character A, and becomes higher in the order of character B, character C, and character D. That is, in the selection performance corresponding to character A, character X is most likely to lose, and character X is most likely to win in the order of character B, character C, and character D.
[0320] Figure 37 shows an example of a result derivation output. In this example, the special chart 1 variable display game is executed in the normal game state ST1 as shown in FIG. 37(a), and the first special result (jackpot) is derived as shown in FIG. 37(b), after which the first special game state ST2 is started. A result-deriving display is started with the start of the first specific game state ST2, and first, a suggestion display is executed for some or all of the multiple types of selection displays, suggesting a second reliability, which is the likelihood that a first result will be derived if selected in the result-deriving display.
[0321] In this suggestion effect, the characters participating in the race are shown in a race entry list as shown in FIG. 37(c), and it is indicated that the selection effect corresponding to the enemy character shown here can be selected. Note that, although it is shown here that all of the enemy characters are participating in the race and all of the selection effects are selectable, it may also be shown that only some of the selection effects are selectable and only some of the enemy characters are participating in the race.
[0322] The order of the characters in the race entry list indicates a second reliability, which is the likelihood that a first result in which the ally character, character X, wins, will be derived when a corresponding selection is made in a race in the ongoing result derivation entry. In the race entry list, the second reliability is shown as the result of a fictitious vote to predict which character will win the race, suggesting that character C has the most votes and is the most popular, and therefore has the highest probability of winning the race, followed by character A, character X, character B, and character D, in that order of decreasing probability of winning the race. In other words, when the selection effect corresponding to character C is selected, it is suggested that the possibility of the first result in which character X wins being derived is the lowest, and the second reliability is the lowest. Conversely, when the selection effects corresponding to character A, character B, and character D are selected in that order, it is suggested that the possibility of the first result in which character X wins being derived is higher, and the second reliability is higher in this order.
[0323] The second reliability is set by determining the rate at which the first result is derived in each selection presentation for each pattern of the entry table selectable in the suggestion presentation as shown in Fig. 41, and arranging them in order of popularity. When the selection rate of each pattern of the entry table and the rate at which the first result is derived in each selection presentation in each pattern of the entry table are combined, the reliability of each selection presentation becomes the first reliability specific to the selection presentation.
[0324] In addition, by displaying the ally character, character X, in the race entry list, the popularity order of character X becomes the standard, making it easier to grasp the second reliability. In other words, the more popular an enemy character is than character X, the higher the possibility that character X will lose in the corresponding selection performance, suggesting that the lower the possibility that the first result will be derived. Also, the less popular an enemy character is than character X, the higher the possibility that character X will win in the corresponding selection performance, suggesting that the higher the possibility that the first result will be derived. Furthermore, if character X is ranked higher in popularity, then character X is more likely to win, suggesting that the first result is more likely to be derived.
[0325] Furthermore, when a selection effect corresponding to a character that is less popular than the popularity ranking of character X, which is the reference, is executed, a notification effect can be executed to notify that fact. Examples of notification effects include an effect that vibrates the effect button 25, an effect that outputs a specific sound, an effect that displays a specific image, an effect that makes an LED emit light in a specific manner, an effect that operates the board effect device 44, and the like. In addition, when a selection effect is executed for a character that is more popular than the reference character X in popularity order, a notification effect may be executed to notify the user of this. In addition, when the selected selection effect is displayed, the popularity ranking in the race list may be displayed to suggest or notify the high level of the second reliability.
[0326] In this way, by setting a first reliability specific to a character and a second reliability in the result derivation appearance during execution, a gameplay is provided in which the likelihood of the first result being derived in the race is estimated by taking both reliability into account. In the result derivation display of this embodiment, the selection display corresponding to the most popular character is executed most frequently, and the possibility of the first result being derived can be inferred based on the first reliability of the most popular character. Furthermore, if a character that is second most popular or lower is selected, the second reliability increases, so it can be inferred that there is a high possibility that the first result will be derived, and further, the strength of that possibility can be inferred based on the first reliability of the selected character.
[0327] After the suggestion performance is performed, the race starts as shown in Fig. 37(d), and as the race progresses as shown in Fig. 37(e), the selection performance starts as shown in Fig. 37(f). Here, the selection performance corresponding to character C is selected, and a notification is displayed indicating that the selection performance corresponding to character C has been selected, and a first reliability specific to the selection performance corresponding to character C is displayed. In this case, since character C is more popular than the reference character X in the race entry list shown in Figure 37 (c), no notification display is performed. However, if a selection display corresponding to a character less popular than the reference character X is selected, a notification display is executed to notify that fact. Then, as shown in Fig. 37(g), an effect is performed in which character X, an ally character, and character C, an enemy character, compete against each other, and as shown in Fig. 37(h), an effect is performed in which the result is announced. Here, it is shown that character X has won by reaching the goal first, and as shown in Fig. 37(i), it is announced that the first result in which character X has won has been derived. When the first special gaming state ST2 ends after the result-derived appearance in which the first result is derived, the gaming state changes to a specific gaming state ST4 as shown in FIG. 37(j).
[0328] Also, when the second result is derived, it is shown that the enemy character has been defeated by reaching the goal first at the stage of Fig. 37(h), and it is announced that the second result in which the character X has been defeated has been derived at the stage of Fig. 37(i). After that, it transitions to the normal game state ST1 or the remaining reserved consumption state ST5.
[0329] In addition, although the suggestive performance entry table is described as displaying character X, which is an ally character, as a reference, it is also possible to display only enemy characters and not indicate a reference. Also, although the standard is set to character X, which is an ally character, it may be another character, or a character with a specific ranking (for example, third most popular) may be set to the standard.
[0330] Examples of result derivation output are also shown in Figures 38 and 39. In this example, as shown in FIG. 38(a), a second special result (small win) is derived in the special chart variable display game executed in the specific game state ST4. In the gaming machine of this embodiment, the reach state is not generated in the special chart variable display game in the specific game state ST4. This allows the game in the specific game state ST4 to have a sense of speed, and the first special game state ST2 occurs continuously in a short period of time, realizing a rapid increase in the number of balls held, and improving the interest of the game.
[0331] In this example, a second start memory exists during the execution of a special chart change display game resulting in a second special result, and at this point, based on the pre-read result for the second start memory, the presentation control device 300 knows that the result of the special chart change display game based on the second start memory is a specific special result which is the first special result or the second special result and which results in a specific game state ST4 after the special game state ends.
[0332] Upon derivation of the second special result, a second special game state ST3 is initiated, and an announcement display 93 is displayed encouraging the player to hit the ball to the right to cause the game ball to flow into a specific area of the special variable winning device 38 (V winning), as shown in Figure 38 (b). Furthermore, when the game ball flows into a specific area of the special variable winning device 38, a notification effect 94 is performed to notify the player of this.
[0333] When the first special game state ST2 starts based on the game ball flowing into a specific area of the special variable winning device 38 in the second special game state ST3, a result-derived output is started. When selecting the content of this result-derived output, it is possible to select the content taking into consideration the existence of the second start memory that results in a specific special result. The progress of the result-derived display is the same as that shown in FIG. 37, and a suggestion display showing the race list is performed as shown in FIG. 38(c), and the race starts as shown in FIG. 38(d). When the race progresses as shown in Fig. 38(e), the selection effect starts as shown in Fig. 38(f). Here, the selection effect corresponding to character A is selected, and a notification is given that the selection effect corresponding to character A has been selected, along with a first reliability level specific to the selection effect corresponding to character A.
[0334] Furthermore, since the selection effect corresponding to character A has the lowest first reliability, "Warning!!" is displayed as effect display 97, indicating that the second result is likely to be derived. In the gaming machine of this embodiment, if the game state transitions to the specific game state ST4 after the first special game state ST2 ends, there is a high probability that a small win will occur and the game state will return to the first special game state ST2. The more this cycle is repeated, the more game value can be acquired. If the first special game state ST2 does not transition to the specific game state ST4 after the end of the first special game state ST2, if there is a second start memory that is a remaining reservation, the game will transition to the remaining reservation consumption state ST5, and if a small win or a big win can be won in the special chart 2 variable display game based on the second start memory, the game will return to the above cycle, and if it cannot be won, the game will transition to the normal game state ST1 and the above cycle will be interrupted. If there is no remaining reservation, the game will transition to the normal game state ST1 without going through the remaining reservation consumption state ST5. Since only one second start memory can be stored, the remaining reservation consumption state ST5 will be a one-shot game, which is an unfavorable situation for the player. Due to this type of gameplay, whether or not the game will transition to a specific game state ST4 after the first special game state ST2 ends is an issue of great interest to the player, and the player has a strong expectation that the first result will be derived in the result derivation display. However, the selection effect corresponding to character A has the lowest first reliability, and the cycle is likely to be interrupted. Therefore, by displaying effect 97, which suggests that the second result is likely to be derived, the player's sense of fear is aroused, and the interest of the game is increased.
[0335] In addition, if the selection presentation corresponding to character A results in a specific derivation mode in which the first result in which character X wins is derived, it is determined that the next result derivation appearance will also be the first result in which character X wins. Conversely, the presentation display 97, which suggests that the second result is highly likely to be derived, also indicates that if the first result is derived, it is a specific derivation mode. When the existence of a second starting memory that will result in a specific special result is known when selecting the contents of the result-derived appearance, it is possible to set a result-derived appearance that will result in this specific derivation mode. In other words, the specific derivation mode indicates the result of a look-ahead regarding the start memory, and notifies that in the special chart change display game executed after the end of the first special game state ST2 currently being executed, a specific special result which is the first special result or the second special result and which results in a specific game state ST4 after the special game state ends will be derived.
[0336] By doing this, the selection presentation corresponding to character A, which has the lowest first reliability, becomes a branching point that determines whether the above cycle ends, resulting in an extremely unfavorable situation for the player, or whether the above cycle continues and the execution of the first special game state ST2 two more times is almost certain, resulting in an extremely favorable situation. This makes it possible to attract the player's attention and create a sense of expectation even when a selection presentation with a low first reliability is selected, thereby increasing the player's interest in the game.
[0337] In the selection presentation, as shown in Fig. 38(g), a presentation is performed in which ally character X and enemy character A compete against each other. Here, too, the presentation display 97 "Warning!!" indicating that the second result is likely to be derived continues to be displayed, and if the first result is obtained, it is indicated that the specific derivation mode is obtained. In this example, as shown in FIG. 38(h), it is indicated that character X has won by reaching the goal first, and as shown in FIG. 38(i), it is announced that the first result in which character X has won has been derived. Furthermore, it is notified that a "victory stock" has been acquired, which means that the first result will be derived in the next result derivation appearance.
[0338] When the first result is derived and the first special game state ST2 ends, the specific game state ST4 is entered as shown in FIG. 38(j), and the special chart 2 variable display game based on the existing second start memory is executed. During the execution of this special chart 2 variable display game, a stock display 95 is displayed to indicate that the "winning stock" has been acquired. In other words, the stock display 95 notifies the player that the specific derivation mode has been entered. 39(a), the second special result (small win) is derived in the special chart 2 variable display game. The stock display 95 continues even in the display of this result mode. In other words, the stock display 95 can be displayed for the period during which the results of the special chart change display game based on the start memory that has been pre-read by the advance judgment means are displayed in a stopped state. Also, since there is only one second start memory here, the special chart change display game that displays the stock display 95 is one game, but if multiple second start memories can be stored, the special chart change display game based on the start memory that has been pre-read by the advance judgment means can be continuously displayed over multiple special chart change display games over the period in which the results are stopped and displayed.
[0339] As shown in FIG. 39(b), the stock display 95 continues even during the execution of the second special game state ST3 accompanying the derivation of the second special result. Furthermore, as shown in FIG. 39(c), the stock display 95 continues even in the suggestive presentation in the result-derived appearance in the first special game state ST2 that is started based on the game ball flowing into a specific area of the special variable winning device 38. In other words, the stock display 95 can be displayed throughout the special game state based on the special result derived in the special chart change display game based on the start memory that has been pre-read by the advance judgment means.
[0340] During the races of Figures 39(d) to (h), a "Likely to win!?" display 96 is displayed, suggesting that the first result will be that character X wins the race, and the first result will be that character X wins. Thereafter, it is announced that a first result in which character X wins has been derived, as shown in FIG. 39(i), and when the first special game state ST2 ends, the game state changes to a specific game state ST4, as shown in FIG. 39(j).
[0341] The stock display 95 may be continued during the execution of the race shown in Figures 39(d) to (h) and during the display of the race result shown in Figure 39(i). In other words, the stock display 95 may be continued throughout the entire period of the first special game state ST2. Furthermore, in the special chart variation display game shown in Fig. 39(j), it may be displayed that the specific game state ST4 has been entered through the acquisition of "victory stock", and in the first special game state ST2 or the second special game state ST3 entered by the occurrence of a small win or a big win in this specific game state ST4, it may be displayed that the first special game state ST2 or the second special game state ST3 has been entered through the acquisition of "victory stock". These displays also notify that a specific derivation mode has been entered, and may be the same display as the stock display 95 or may be different from the stock display 95.
[0342] In the gaming machine of this embodiment, when the specific game state ST4 is entered, small wins occur with high frequency, and the second special game state ST3 is controlled so that the game ball can easily flow into the specific area, so that it is almost certain that the game will pass through the second special game state ST3 and enter the first special game state ST2. Therefore, if a winning stock is acquired in the first first special game state ST2 due to the existence of the second start memory which results in a specific special result, two more first special game states ST2 are almost guaranteed. In this way, the total of three first special game states ST2 and the specific game state ST4 between them constitute a very advantageous state for one set of players, and a specific effect may be continuously performed over the period of this one set. This specific effect also notifies the player that a specific derivation mode has been entered, and may be the same display as the stock display 95 or a display different from the stock display 95. Furthermore, the notification that the specific lead-out mode has been reached may be continued even after one set of time has elapsed. In this case, it indicates that there is a history of the specific lead-out mode being reached, and this notification may be continued until the game state ST1 is returned to, or may be continued even after the game state ST1 is returned to. The display in this case may be the same as the stock display 95, or may be a different display from the stock display 95.
[0343] Here, if the pre-read result for the second start memory stored at the time of Figure 39(a) reveals that the result of the special chart change display game based on the second start memory is the first special result or the second special result, and is also a specific special result which results in a specific game state ST4 after the special game state ends, it is possible to again perform a selection presentation corresponding to character A and derive the first result. The selection effect shown in Figure 39 notifies the user that the first result has been determined, and if the selection effect corresponding to character A is selected here, it is further guaranteed that the first result will be determined in the next result determination effect, thereby confirming a winning streak, making this a highly exciting effect.
[0344] In addition, in the first special game state ST2 that is executed based on the so-called first hit in which a special result is derived in the normal game state ST1, the selection presentation corresponding to character A, which has the lowest first reliability, may not be selected. In the normal game state ST1, since the second start memory does not exist, it is clear that the specific derivation mode based on the pre-read result for the second start memory will not be selected. Therefore, if the selection performance corresponding to character A is performed, it becomes clear that the first result will not be obtained, and there is a risk that the interest in the game will decrease. For this reason, in this case, it is acceptable not to select the selection performance corresponding to character A. Of course, the selection effect corresponding to character A may be selectable even in the first special game state ST2 based on the first hit. In this case, the effect may be such that the second result is determined to be derived, or the first result can be derived but is not treated as a specific derivation mode, and the specific game state ST4 is notified, but the first result is not guaranteed to be derived in the next result derivation appearance, and the "winning stock" cannot be acquired.
[0345] In addition, when a specific derivation pattern occurs, it is confirmed that the next result derivation appearance will also be the first result in which character X wins. However, when a specific derivation pattern occurs, it may be suggested that the next result derivation appearance is more likely to be the first result in which character X wins than when a specific derivation pattern does not occur. In addition, the specific derivation mode notifies that a specific special result which is the first or second special result and which results in a specific game state ST4 after the special game state ends will be derived in the special chart change display game executed after the currently running first special game state ST2 ends, but it may also be configured to only suggest or notify that the first or second special result will be derived in the special chart change display game executed after the currently running first special game state ST2 ends.
[0346] Further, in the specific derivation mode, the first result is derived in a selection presentation corresponding to the character having the lowest first reliability, but the present invention is not limited to this. A specific derivation mode may be one in which the first result is derived by a selection presentation corresponding to a specific character regardless of the first reliability. Moreover, a specific derivation mode may be one in which the first result is derived with a specific presentation regardless of the type of selection type.
[0347] In addition, if the second result in which character X is defeated is derived in the selection presentation corresponding to character A having the lowest first reliability, a notification is provided that there will be no transition to the specific game state ST4 after the end of the first special game state ST2, but it may also be possible to transition to the specific game state ST4 as a suggestion that there will be no transition to the specific game state ST4. In addition, if the selection presentation corresponding to character A having the lowest first reliability results in a second result in which character X is defeated, the specific game state ST4 is entered after the end of the first special game state ST2, and it may be suggested or notified that there is a second start memory that will result in a non-specific special result as a pre-reading result for the second start memory. In other words, after the first special game state ST2 ends, a transition to a specific game state ST4 occurs and a small hit or a big hit occurs, but it may be suggested or notified that a transition to the specific game state ST4 will not occur after the end of the first special game state ST2 based on the small hit or big hit.
[0348] Figure 40 also shows an example of a result derivation output. In this example, a second special result (small win) is derived in the specific game state ST4 as shown in Figure 40(a), and a second special game state ST3 is executed in conjunction with the derivation of the second special result as shown in Figure 40(b), and game balls flow into a specific area of the special variable winning device 38. Then, as shown in FIG. 40(c), a first special game state ST2 is started based on the game ball flowing into a specific area of the special variable winning device 38, and a result-derived payout is executed.
[0349] The progress of the result-derived display is the same as that shown in FIG. 37, and a suggestion display showing the race list is performed as shown in FIG. 40(c), and the race starts as shown in FIG. 40(d). As the race progresses, the selection effect begins as shown in Figure 40(e). Here, the selection effect corresponding to character B is selected. After that, while a scene is playing in which character X and character B compete against each other as shown in FIG. 40(f), another enemy character, character D, interrupts as shown in FIG. 40(g), and the scene is changed to a selection scene in which character X and character D compete against each other as shown in FIG. 40(h). Then, as shown in FIG. 40(i), it is shown that character X has won by reaching the goal first, and as shown in FIG. 40(j), it is announced that a first result in which character X has won has been derived.
[0350] In this way, it is possible to change to another selection performance during the execution of the selection performance. In this embodiment, the second reliability of the selection performance after the change is set to be higher than the second reliability of the selection performance before the change. Furthermore, the first reliability of the selection performance after the change is set to be higher than the first reliability of the selection performance before the change. In the example shown in Figure 40, in the suggestion performance shown in Figure 40 (c), it is shown that character D is lower in popularity ranking and has a higher second reliability than character B. Furthermore, character D has a higher first reliability than character B. This makes it possible to give the player the impression that the possibility of the first result being derived is increasing due to the change in the selection presentation. Also, even when a selection presentation corresponding to a character with a low first reliability is being executed, the player can have the expectation that the selection presentation will be changed to a selection presentation corresponding to a character with a high first reliability, thereby increasing the player's interest in the game.
[0351] When the selection presentation is changed, the first result may always be derived, or the second result may be derived in some cases. In addition, the second reliability of the selection presentation after the change may be lower than the second reliability of the selection presentation before the change. In addition, there may be cases where the first reliability of the selection presentation after the change is lower than the first reliability of the selection presentation before the change.
[0352] Figure 41 shows the race list patterns that can be selected in the suggestion presentation. Patterns 1 to 6 are patterns in which character X, the reference ally character, is the third most popular. The third reliability, which is the possibility that the first result will be derived as a result of these patterns being selected, is 10% for patterns 1 and 2, 15% for patterns 3 and 4, and 20% for patterns 5 and 6. Since the selection performance corresponding to the most popular character is executed most frequently, the third reliability depends on the first reliability of the selection performance corresponding to the most popular character. Patterns 7 to 12 are patterns in which Character X, the reference ally character, is the second most popular, which suggests that the first result is more likely to be derived than patterns 1 to 6. The third reliability suggested by the selection of patterns 7 to 12 is 30% for patterns 7 and 8, 35% for patterns 9 and 10, and 40% for patterns 11 and 12. Since the selection performance corresponding to the most popular character is executed most frequently, the third reliability depends on the first reliability of the selection performance corresponding to the most popular character.
[0353] Pattern 13 is a pattern in which character X, a reference ally character, is the second most popular, and character D, which has the highest first reliability specific to the selection performance, is the most popular. Pattern 14 is a pattern in which character X, an ally character, is the most popular. The third reliability suggested by the selection of this pattern is 100%. In other words, when this pattern is selected, the first result, in which character X wins, is always obtained. In pattern 15, character X, the reference ally character, is the fifth most popular. This pattern is a pattern that looks strange at first glance compared to other patterns, and is easily recognizable by the player, and the third reliability suggested by the selection of this pattern is 100%. Furthermore, when pattern 15 is displayed, as shown in FIG. 38, a specific derivation mode is set in which character X wins in the selection performance corresponding to character A, and character X is determined to win in the next result derivation performance as well. In this way, it is possible to change the reference position shown in the suggestion presentation, and depending on the reference position, it is possible to suggest or notify the possibility that the first result will be derived in the result derivation presentation.
[0354] In addition, by providing the first reliability, second reliability, and third reliability as reliability indicating the likelihood that the first result will be derived, it becomes possible to estimate the likelihood that the first result will be derived from various perspectives, thereby increasing the interest in the game. The first reliability is a reliability specific to each selection direction, which is defined by the rate at which the first result is derived in each selection direction. As shown in Fig. 37(f), when the selection effect is executed, the first reliability is shown by a display showing the relative level for each selection effect, but a specific numerical value may be displayed. Also, the first reliability may be made known in advance as information of the gaming machine.
[0355] The second reliability is the degree of likelihood that the first result will be derived for each of the selection effects when each selection effect is executed in the result-derived performance for which the race table is shown by displaying the race table. The race table shows the order of the second reliability according to the order of popularity, but the race table may also show a specific numerical value. Also, as shown in FIG. 37(f), when the selection presentation is executed, the second reliability may be displayed together with the first reliability or instead of the first reliability. When the second reliability is indicated in addition to the first reliability, for example, when pattern 6 is selected as the entry list, comparing the display when the selection display corresponding to character C is selected with the display when the selection display corresponding to character A is selected, the display of the first reliability will indicate that character C is higher than character A, but the display of the second reliability will indicate that character A is higher than character C.
[0356] The third reliability is the degree of possibility that the first result will be derived in the result-derived appearance for which the race table is shown by displaying the race table. The player can grasp this from the pattern of the race table, but a specific numerical value may also be displayed. In other words, the race entry list is a reliability indication that suggests or notifies the reliability, which is the degree of possibility that the first result will be derived.
[0357] It should be noted that the result derivation output described above is performed during the execution of the first special game state ST2, and notifies the player that a specific game state ST4 will be entered by deriving a first result, and notifies the player that a specific game state ST4 will not be entered by deriving a second result, but this is not limited to this. The derivation of the first result may suggest that the specific game state ST4 will be reached, and may also include cases in which the specific game state ST4 is not reached even when the first result is derived. In addition, the derivation of the second result may suggest that the specific game state ST4 will not be reached, and may include cases in which the specific game state ST4 is reached even when the second result is derived.
[0358] Also, a special result having a different number of executable rounds in the first special game state ST2 may be provided, and the number of executable rounds may not be clearly announced when the special result is derived, but may be suggested or announced based on the result of the result derivation appearance in the first special game state ST2 or the second special game state ST3. In this case, when the first result is derived, it is suggested or announced that there are more executable rounds or more obtainable game balls than when the second result is derived.
[0359] Also, a probability setting means is provided for setting the probability state that the result of the special chart variable display game after the end of the first special game state ST2 will be the first special result to either a normal probability state or a high probability state higher than the normal probability state based on the type of special result, and the probability state to be set is not clearly notified when the special result is derived, but the probability state to be set by the result in the result derivation appearance in the first special game state ST2 or the second special game state ST3 may be suggested or notifi...
Claims
[Claim 1] A gaming machine that executes a variable display game in which identification information is displayed on a display device, and in which a special result is given to the player, During the execution of the aforementioned variable display game, it is possible to generate a special performance zone that indicates a special performance state different from the normal performance state. During the occurrence of the aforementioned performance zone, Character images related to the performance zone, A performance zone display that shows information about the performance zone using first text information, A visual text display that shows information different from the first text information using second text information, The display of changes in the aforementioned identification information, The above can be displayed on the display device, The character image is a three-dimensional image having light and dark areas along a first direction of the character image. The aforementioned display of the performance zone is a display in which multiple characters are arranged along the second direction. The aforementioned display of characters is a display in which multiple characters are arranged along the third direction. The first direction, the second direction, and the third direction are all different directions. The display of the changes in the identification information during the occurrence of the aforementioned performance zone is displayed superimposed on the display of the performance zone. Gaming machine.