Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-04-21
- Publication Date
- 2026-06-24
AI Technical Summary
Existing gaming machines lack suitable control mechanisms that adapt to various game states and player interactions, leading to inconsistent player experiences.
The gaming machine incorporates an updating mechanism that allows for specific control based on predetermined opportunities, enabling different control actions depending on the outcome of updates, and includes notification modes that vary based on the specific results of these updates.
This approach enables dynamic and suitable control adjustments, enhancing player engagement and experience by adapting to different game states and player interactions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known gaming machines include pachinko gaming machines and slot machines. For example, in a pachinko gaming machine, a gaming ball is shot toward a gaming area in response to a shooting operation by a player, and when the gaming ball enters a ball entry portion provided in the gaming area, a gaming value such as a prize ball is awarded (for example, see Patent Document 1).
[0003] In a slot machine, a lottery process is executed by operating a start lever, and the reels start to spin, and the reels stop spinning when a stop button is operated while the reels are spinning. If the reels stop spinning and the result of the reels stopping corresponds to a winning combination in the lottery process, a game value corresponding to the winning combination is awarded to the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2004-81853 A Summary of the Invention [Problem to be solved by the invention]
[0005] Here, suitable control is desired in gaming machines such as those exemplified above.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine capable of performing suitable control. [Means for solving the problem]
[0007] The present invention relates to An update means capable of updating the predetermined information based on the establishment of a predetermined trigger; A first means capable of executing specific control based on the update result of the update means becoming a specific result; a second means for enabling, when an update result of the update means becomes the specific result in a specific state, to execute the specific control later than when the update result of the update means becomes the specific result in a predetermined state different from the specific state; a predetermined means for enabling a different notification manner after the end of a predetermined situation between a case where the predetermined situation occurs in a first situation in which an update result of the update means is a first result and a case where the predetermined situation occurs in a second situation in which an update result of the update means is a second result different from the first result, when the predetermined situation occurs in the specific state and then ends; The present invention is characterized in that it is provided with: Effect of the Invention
[0008] According to the present invention, it is possible to perform suitable control. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a front view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Diagram 5] FIG. 4A is a schematic diagram of the second operating port when it is in a closed state, and FIG. 4B is a schematic diagram of the second operating port when it is in an open state. [Figure 6] 1A is a cross-sectional view of the variable winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable winning device in an open state. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8]11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 9] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 10] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 11] A diagram showing the configuration of the special chart display unit. [Figure 12] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 13] FIG. 2A is a diagram showing an example of a win / loss table for the low probability mode, and FIG. 2B is a diagram showing an example of a win / loss table for the high probability mode. [Figure 14] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 15] FIG. 1A is a diagram showing an example of a type of special miss result, FIG. 1B is a diagram showing an example of a sudden time-saving game state, and FIG. 1C is a diagram showing an example of a ceiling time-saving game state. [Figure 16] FIG. 13 is a diagram showing an example of a support lottery table. [Figure 17] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 18] A flowchart showing the winning process for an operating port. [Figure 19] 13 is a flowchart showing an information acquisition process. [Figure 20] 13 is a flowchart showing a normal process. [Figure 21] A flowchart showing special chart game play control processing. [Figure 22] 13 is a flowchart showing a data setting process. [Figure 23] 13 is a flowchart showing a fluctuation start process. [Figure 24] A figure showing an example of a stop result table for a jackpot corresponding to the second special chart. [Diagram 25]FIG. 1A is a diagram showing an example of a stop result table for a jackpot corresponding to the first special chart, and FIG. 1B is a diagram showing an example of a stop result table for a special miss. [Figure 26] FIG. 1A is a diagram showing an example of a stop result table for a normal miss corresponding to the second special pattern, and FIG. 1B is a diagram showing an example of a stop result table for a normal miss corresponding to the first special pattern. [Figure 27] 13 is a flowchart showing a game state transition process. [Figure 28] A flowchart showing the process of opening and closing the large prize opening. [Figure 29] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Diagram 30] 13 is a flowchart showing a high frequency support mode update process. [Diagram 31] 13 is a flowchart showing the process for determining a transition to the ceiling time-saving gaming state. [Diagram 32] 13 is a flowchart showing a priority process. [Diagram 33] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state. [Diagram 34] 13 is a flowchart showing a process for setting a variable display time. [Diagram 35] FIG. 13 is a diagram showing an example of a variable display time table. [Diagram 36] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 37] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 38] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 39] 13 is a flowchart showing a process for ending the high frequency support mode. [Diagram 40] 13 is a flowchart showing the process for transitioning to a time-saving gaming state. [Diagram 41] 13 is a flowchart showing the general game play control processing. [Diagram 42] 1A is a flowchart showing the process of starting a normal map change, and FIG. 1B is a diagram showing an example of the normal map change display time. [Diagram 43] FIG. 13 is a diagram showing an example of a device opening and closing game. [Diagram 44] 13 is a flowchart showing a process for electric utility support. [Diagram 45] 13 is a flowchart showing the process of opening and closing the reels. [Diagram 46] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 47] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 48] 13 is a flowchart showing a first transition performance setting process. [Figure 49] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 50] 13 is a flowchart showing a remaining number of times process. [Figure 51] 13 is a flowchart showing processing for displaying special chart changes. [Figure 52] 13 is a flowchart showing processing for starting fluctuations. [Figure 53] 13 is a flowchart showing the first setting process for the presentation for a game play. [Figure 54] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 55] 13 is a flowchart showing a second setting process for the presentation for a game play. [Figure 56] 13 is a flowchart showing the third setting process for the presentation for a game play. [Figure 57] 13 is a flowchart showing the fourth setting process for the presentation for a game play. [Figure 58] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 59] 13 is a flowchart showing a process for updating the display of the number of misses. [Figure 60] 13A is a flowchart showing a second transition performance setting process, and FIG. 13B is a diagram showing a display example of the pattern display device. [Figure 61] 13A is a flowchart showing a third transition performance setting process, and FIG. 13B is a flowchart showing an end performance setting process. [Figure 62] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Figure 63] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Figure 64] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Figure 65] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 66] FIG. 11 is a diagram showing a display example of a pattern display device according to a first modified example of the first embodiment. [Figure 67] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 68] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 69] 13 is a flowchart showing a fluctuation start process according to the second modified example of the first embodiment. [Figure 70] 13 is a flowchart showing a stop result setting process for a special miss. [Figure 71] FIG. 13 illustrates an example of a stop result table. [Figure 72] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 73] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Figure 74] FIG. 13 is a diagram showing another example of a special chart display section. [Figure 75] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 76] 13 is an explanatory diagram for explaining the configuration regarding the discharge of game balls that have flowed down the game area in the second embodiment. FIG. [Figure 77] FIG. [Figure 78] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 79] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 80] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 81]11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 82] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 83] 4 is an explanatory diagram for explaining various tables stored in a main ROM. FIG. [Figure 84] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Figure 85] FIG. 11 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Figure 86] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Figure 87] 4 is a flowchart showing main processing in the MPU of the main control device. [Figure 88] 13 is a flowchart showing a setting value update process. [Figure 89] 13 is a flowchart showing a setting confirmation process. [Figure 90] 13 is a flowchart showing a timer interrupt process. [Figure 91] 13 is a flowchart showing a special chart special electric control process. [Figure 92] 13 is a flowchart showing the special chart change start process. [Figure 93] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Figure 94] 13 is a flowchart showing a ball scoring detection process. [Figure 95] A block diagram to explain the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 96] This is a flowchart showing timer interrupt processing in the MPU of the dispensing control device. [Figure 97] 13 is a flowchart showing base value and ball difference processing. [Figure 98] 13 is a flowchart showing execution processing for base value and ball difference number. [Figure 99] 13 is a flowchart showing a base value calculation process. [Figure 100] FIG. 13 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 101] 13 is a flowchart showing an excess determination process. [Figure 102] FIG. 4A is a flowchart showing a display setting process, and FIG. 4B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 103] 13 is a flowchart showing a notification display process. [Figure 104] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Figure 105] 13 is a flowchart showing a process for determining whether to stop playing a game. [Fig. 106] 13A is a flowchart showing an excess start-up process, and FIG. 13B is a flowchart showing a partial clear process. [Figure 107] 13 is a flowchart showing a partial clearing execution process. [Figure 108] 1A is an explanatory diagram for explaining the processing flow in game restrictions that utilize the difference in ball count, and FIG. 1B is a diagram showing changes in the difference in ball count. [Fig. 109] FIG. 1A is an explanatory diagram for explaining the mode of the game stop state, and FIG. 1B is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 110] A figure showing the change in the number of balls difference in the first modified example of the second embodiment. [Figure 111] FIG. 1A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 1B is an explanatory diagram for explaining a lowest point determination process. [Figure 112] 13 is a flowchart showing an excess determination process. [Figure 113] 13 is a flowchart showing a power outage information storage process according to Modification 2 of the second embodiment. [Fig. 114] 13 is a flowchart showing a process for clearing when power is interrupted. [Figure 115] 13 is a flowchart showing a clearing execution process in the event of power interruption. [Fig. 116] 13 is an explanatory diagram for explaining the contents of various counters used in winning / losing lotteries etc. in the third embodiment. FIG. [Figure 117] FIG. 13 is a diagram showing an example of a win / lose table. [Figure 118] 1A is a diagram showing an example of a jackpot type table for the first special chart, FIG. 1B is a diagram showing an example of a jackpot type table for the second special chart, and FIG. 1C is a diagram showing an example of a sudden time-saving game state. [Figure 119] FIG. 13 is a diagram showing an example of a support lottery table. [Figure 120] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 121] A flowchart showing the winning process for an operating port. [Figure 122] 13 is a flowchart showing an information acquisition process. [Figure 123] 13 is a flowchart showing a normal process. [Figure 124] A flowchart showing special chart game play control processing. [Fig. 125] 13 is a flowchart showing a data setting process. [Fig. 126] 13 is a flowchart showing a fluctuation start process. [Figure 127] 13 is a flowchart showing a game state transition process. [Figure 128] A flowchart showing the process of opening and closing the large prize opening. [Figure 129] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 130] 13 is a flowchart showing a high-probability mode updating process. [Fig. 131] 13 is a flowchart showing a high frequency support mode update process. [Fig. 132](a) is a flowchart showing the process for determining whether or not a transition to a sudden time-saving game state occurs, and (b) is an explanatory diagram for explaining the relationship between the game state when a special miss result occurs and whether or not a transition to a sudden time-saving game state occurs. [Fig. 133] 13 is a flowchart showing a process for setting a variable display time. [Fig. 134] FIG. 13 is an explanatory diagram for explaining the corresponding variable display time table. [Fig. 135] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 136] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 137] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 138] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 139] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 140] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 141] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 142] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 143] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 144] 13 is a flowchart showing a high probability mode ending process. [Fig. 145] 13 is a flowchart showing a process for ending the high frequency support mode. [Fig. 146] 13 is a flowchart showing the process for suddenly transitioning to a time-saving gaming state. [Fig. 147] 13 is a flowchart showing the general game play control processing. [Fig. 148] 1A is a flowchart showing the process of starting normal map fluctuations, and FIG. 1B is a diagram showing an example of the fluctuation display time. [Figure 149] 1A is a flowchart showing the processing for supporting electric roles, and FIG. 1B is a diagram showing an example of the manner in which the reels are opened and closed when playing. [Fig. 150] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 151] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 152] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 153] 13 is a flowchart showing a first transition performance setting process. [Fig. 154] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 155] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 156] 1A is a flowchart showing the process for starting the fluctuation, and FIG. 1B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the performance for each game round. [Fig. 157] 13 is a flowchart showing a second transition performance setting process. [Fig. 158] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 159] 13 is a flowchart showing an ending performance setting process. [Fig. 160] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 161] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 162] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 163] A figure showing an example of a jackpot type table for the second special chart in variant example 1 of the third embodiment. [Fig. 164] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 165] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 166] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state in a modified example 2 of the third embodiment. [Fig. 167] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 168] 13 is a flowchart showing the process for executing guide performance. [Fig. 169]FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 170] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 171] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 172] FIG. 13 is an explanatory diagram for explaining the configuration regarding the discharge of game balls that have flowed down the game area in the fourth embodiment. [Fig. 173] FIG. [Fig. 174] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 175] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 176] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 177] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 178] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Fig. 179] 4 is an explanatory diagram for explaining various tables stored in a main ROM. FIG. [Fig. 180] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 181] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 182] FIG. 11 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Fig. 183] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Fig. 184] 4 is a flowchart showing main processing in the MPU of the main control device. [Fig. 185] 13 is a flowchart showing a setting value update process. [Fig. 186] 13 is a flowchart showing a setting confirmation process. [Fig. 187] 13 is a flowchart showing a timer interrupt process. [Fig. 188] 13 is a flowchart showing a special chart special electric control process. [Fig. 189] 13 is a flowchart showing the special chart change start process. [Fig. 190] 13 is a flowchart showing processing during special chart change. [Fig. 191] 13 is a flowchart showing special call start processing. [Fig. 192] 13 is a flowchart showing special call termination processing. [Fig. 193] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 194] 13 is a flowchart showing a process for updating a high probability mode and a high frequency support mode. [Fig. 195] 13 is a flowchart showing a process for terminating the high probability mode / high frequency support mode. [Fig. 196] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Figure 197] 13 is a flowchart showing a ball scoring detection process. [Figure 198] A block diagram to explain the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 199] This is a flowchart showing timer interrupt processing in the MPU of the dispensing control device. [Figure 200] 13 is a flowchart showing base value and ball difference processing. [Figure 201] 13 is a flowchart showing execution processing for base value and ball difference number. [Fig. 202] 13 is a flowchart showing a base value calculation process. [Fig. 203] FIG. 13 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Fig. 204] 13 is a flowchart showing an excess determination process. [Fig. 205]FIG. 13 is a diagram showing changes in the number of ball differences. [Fig. 206] FIG. 1A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 1B is an explanatory diagram for explaining a lowest point determination process. [Fig. 207] FIG. 4A is a flowchart showing a display setting process, and FIG. 4B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Fig. 208] 13 is a flowchart showing a notification display process. [Fig. 209] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 210] 13 is a flowchart showing a process for determining whether to stop playing a game. [Fig. 211] 13A is a flowchart showing an excess start-up process, and FIG. 13B is a flowchart showing a partial clear process. [Fig. 212] 13 is a flowchart showing a partial clearing execution process. [Fig. 213] 1A is an explanatory diagram for explaining the processing flow in game restrictions that utilize the difference in ball count, and FIG. 1B is a diagram showing changes in the difference in ball count. [Fig. 214] FIG. 1A is an explanatory diagram for explaining the mode of the game stop state, and FIG. 1B is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Fig. 215] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 216] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 217] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 218] 13 is a flowchart showing processing for starting fluctuations. [Fig. 219] 13 is a flowchart showing a command response process. [Fig. 220] 13 is a flowchart showing a first stop notice process. [Fig. 221] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 222] An explanatory diagram for explaining the update contents and update timing of the first stop notice processing. [Fig. 223] 13 is a flowchart showing a second stop notice process. [Fig. 224] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 225] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 226] 13 is an explanatory diagram for explaining whether or not a stop advance notification will start in each game state and the conditions for its start. FIG. [Fig. 227] An explanatory diagram to explain the relationship between each game state and the presence or absence of a stop advance notification. [Fig. 228] FIG. 13 is a diagram showing a display example of a pattern display device according to variant example 1 of the fourth embodiment. [Fig. 229] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 230] 23 is a flowchart showing a command response process according to Modification 2 of the fourth embodiment. [Fig. 231] 13 is a flowchart showing a process for setting effects for an opening / closing execution mode. [Fig. 232] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 233] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 234] An explanatory diagram to explain the relationship between the opening / closing execution mode performance and the second stop notice notification. [Fig. 235] 13 is a flowchart showing a first stop notice process according to the third modification of the fourth embodiment. [Fig. 236] An explanatory diagram to explain the relationship between each game state and the presence or absence of a first stop advance notification. [Fig. 237] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 238] FIG. 13 is a diagram showing another example of a stop advance notification. [Fig. 239] FIG. 13 is a diagram showing another example of a stop advance notification. [Fig. 240] FIG. 13 is a diagram showing another example of a stop advance notification. [Fig. 241] FIG. 13 is a diagram showing another example of a stop advance notification. [Fig. 242] FIG. 13 is a front view of a game board according to a fifth embodiment. [Fig. 243] FIG. 4A is a schematic diagram of the second operating port when it is in a closed state, and FIG. 4B is a schematic diagram of the second operating port when it is in an open state. [Fig. 244] 1A is a cross-sectional view of the first variable winning device when it is in a closed state, and FIG. 1B is a cross-sectional view of the first variable winning device when it is in an open state. [Fig. 245] 1A is a longitudinal cross-sectional view of the second variable winning device as seen from the side, and FIG. 1B is a longitudinal cross-sectional view of the second variable winning device as seen from the rear side. [Fig. 246] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 247] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 248] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 249] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 250] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Fig. 251] FIG. 13 is a diagram showing an example of a win / lose table. [Fig. 252] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 253] 1A is a diagram showing an example of a small win type table for the first special chart, FIG. 1B is a diagram showing an example of a small win type table for the second special chart, and FIG. 1C is a diagram showing an example of a V big win type table. [Fig. 254] FIG. 1(a) is a schematic diagram showing a low distribution mode, and FIG. 1(b) is a schematic diagram showing a high distribution mode. [Figure 255] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Fig. 256]A flowchart showing the winning process for an operating port. [Fig. 257] 13 is a flowchart showing an information acquisition process. [Fig. 258] 13 is a flowchart showing a normal process. [Fig. 259] A flowchart showing special chart game play control processing. [Fig. 260] 13 is a flowchart showing a fluctuation start process. [Fig. 261] 13 is a flowchart showing the transition process to a small win game state. [Fig. 262] A flowchart showing the opening and closing process for small wins. [Fig. 263] 13 is a flowchart showing the process for ending a small win game. [Fig. 264] 13 is a flowchart showing a V distribution setting process. [Fig. 265] A flowchart showing the processing for V winning. [Fig. 266] 13 is a flowchart showing the transition process to a jackpot gaming state. [Fig. 267] 13 is a flowchart showing the transition process at the end of a big win game. [Fig. 268] 13 is a flowchart showing a high support update process. [Fig. 269] 13 is a flowchart showing the process for ending high support according to the number of fluctuations. [Fig. 270] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Fig. 271] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Fig. 272] 13 is a flowchart showing a process for clearing the number of wins. [Fig. 273] 13 is a flowchart showing the process for ending high support in the event of a tire failure. [Fig. 274] 13 is a flowchart showing a process for setting a variable display time. [Fig. 275] FIG. 13 is a diagram showing an example of a fluctuation pattern table. [Fig. 276] FIG. 13 is a diagram showing an example of a fluctuation pattern table. [Fig. 277] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 278] A state transition diagram showing the transition of game states. [Fig. 279] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 280] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 281] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 282] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 283] FIG. 13 is a diagram showing an example of a jackpot type table for the first special chart in the first modified example of the fifth embodiment. [Fig. 284] FIG. 1A is a diagram showing an example of a small win type table for the second special chart, and FIG. 1B is a diagram showing an example of a V big win type table. [Fig. 285] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Fig. 286] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Fig. 287] 13 is a flowchart showing a process for clearing the number of wins. [Fig. 288] 13 is a flowchart showing the process for ending high support in the event of a tire failure. [Fig. 289] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 290] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 291] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 292] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in winning / losing lotteries etc. in the variant example 2 of the fifth embodiment. [Fig. 293] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 294]FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 295] FIG. 1A is a diagram showing an example of a small win type table for the second special chart, and FIG. 1B is a diagram showing an example of a V big win type table. [Fig. 296] 13 is a flowchart showing an information acquisition process. [Fig. 297] 13 is a flowchart showing a data setting process. [Fig. 298] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Figure 299] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Figure 300] 13 is a flowchart showing a reserved read-ahead process. [Fig. 301] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 302] 13 is a flowchart showing a pending command handling process. [Fig. 303] A diagram showing the configuration of a hold memory area. [Fig. 304] An explanatory diagram for explaining the hold notice presentation. [Fig. 305] FIG. 13A is a flowchart showing a shift command response process, and FIG. 13B is a diagram for explaining a shift process of a reserved image. [Fig. 306] 13 is a flowchart showing the setting process for hold notice. [Fig. 307] 13 is a flowchart showing the process of determining whether or not a hold notice is possible. [Fig. 308] This is an explanatory diagram to explain the flow of the hold notice presentation. [Fig. 309] This is an explanatory diagram to explain the flow of the hold notice presentation. [Fig. 310] FIG. 13A is a diagram showing an example of a small win type table for the second special chart according to the modified example 3 of the fifth embodiment, and FIG. 13B is a diagram showing an example of a V big win type table. [Fig. 311] A flowchart showing the processing for V winning. [Fig. 312] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Fig. 313] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Fig. 314] 13 is a flowchart showing a limiter reset process. [Fig. 315] 13 is a flowchart showing the transition process at the end of a big win game. [Fig. 316] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 317] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 318] A flowchart showing special chart game play control processing relating to variant example 4 of the fifth embodiment. [Fig. 319] 13 is a flowchart showing a fluctuation start process. [Fig. 320] A flowchart showing the processing for V winning. [Fig. 321] 13 is a flowchart showing a process for clearing the number of wins. [Fig. 322] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Figure 323] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 324] FIG. 13 is an explanatory diagram for explaining the continuous preview performance. [Fig. 325] FIG. 13 is a diagram showing a modified example of a general-purpose electric device. [Fig. 326] FIG. 13 is a diagram showing a modified example of a general-purpose electric device. [Fig. 327] FIG. 13 is a perspective view showing a pachinko machine in a sixth embodiment. [Fig. 328] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Fig. 329] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Fig. 330] FIG. 2 is a front view showing the configuration of the game board. [Fig. 331]FIG. 4A is a schematic diagram of the second operating port when it is in a closed state, and FIG. 4B is a schematic diagram of the second operating port when it is in an open state. [Fig. 332] 1A is a cross-sectional view of the variable winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable winning device in an open state. [Figure 333] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 334] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 335] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 336] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 337] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Fig. 338] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 339] 13 is a flowchart showing an abnormality monitoring process. [Fig. 340] 13 is a flowchart showing a normal process. [Fig. 341] 13 is a flowchart showing a game play control process. [Fig. 342] 13 is a flowchart showing a game state transition process. [Figure 343] A flowchart showing the process of opening and closing the large prize opening. [Figure 344] 13 is a flowchart showing a dispensing status detection process executed by the dispensing control device. [Figure 345] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 346] FIG. 2 is a block diagram showing a configuration relating to audio output control. [Figure 347] FIG. 2A is a diagram showing an example of sound data, FIG. 2B is a diagram showing an example of a sound data table, and FIG. 2C is a diagram showing an example of a playback sound data storage area. [Fig. 348]4 is a flowchart showing a sound output process in a sound IC. [Figure 349] FIG. 4 is a diagram showing the configuration of a plug section. [Fig. 350] FIG. 4 is a diagram showing the configuration of a jack portion. [Fig. 351] FIG. 4 is a diagram showing the configuration of a cover portion. [Fig. 352] 13 is a flowchart showing mute control processing in an MPU of a performance control device. [Fig. 353] 13 is a flowchart showing a temporary release process. [Fig. 354] FIG. 11 is an explanatory diagram illustrating a flow of a muting process. [Figure 355] FIG. 23 is a block diagram showing a configuration related to audio output control according to a first modified example of the sixth embodiment. [Figure 356] FIG. 23 is a block diagram showing a configuration related to audio output control according to a second modification of the sixth embodiment. [Figure 357] FIG. 2(a) is a plan view showing an input operation unit, and FIG. 2(b) is a plan view showing a first volume switch. [Figure 358] 13 is a flowchart showing a main process. [Figure 359] 13 is a flowchart showing an operation response process. [Figure 360] 13 is a flowchart showing an operation response process while a menu is being displayed. [Fig. 361] 13 is a flowchart showing a process for displaying a volume setting screen. [Fig. 362] 13 is a flowchart showing an operation response process while the volume setting is being displayed. [Figure 363] 13 is a flowchart showing an output switching process. [Figure 364] 13 is a flowchart showing a sound output setting process. [Figure 365] 13 is a flowchart showing an error sound handling process. [Fig. 366] FIG. 11 illustrates an example of an error volume setting table. [Figure 367] 13 is a flowchart showing a temporary release process. [Figure 368] 11 is a flowchart showing a volume setting process at startup. [Fig. 369] FIG. 11 is a diagram showing an example of a menu screen. [Figure 370] FIG. 11 is a diagram showing an example of a menu screen. [Fig. 371] FIG. 13 is a diagram illustrating an example of a volume setting screen. [Fig. 372] FIG. 13 is a diagram illustrating an example of a volume setting screen. [Fig. 373] FIG. 11 is an explanatory diagram for explaining a flow of volume control. [Fig. 374] 23 is a flowchart showing an error sound handling process according to a third modified example of the sixth embodiment. [Figure 375] FIG. 2A is a diagram showing an example of an error volume setting table for headphones, and FIG. 2B is a diagram showing an example of an error volume setting table for speakers. [Figure 376] FIG. 13 is a diagram illustrating an example of a volume setting screen. [Figure 377] 23 is a flowchart showing an operation response process according to a fourth modified example of the sixth embodiment. [Figure 378] 13 is a flowchart showing a display process of the first volume setting screen. [Figure 379] 4 is a diagram showing the relationship between a first volume setting counter and a second volume setting counter. FIG. [Figure 380] 13 is a flowchart showing a display process of a second volume setting screen. [Figure 381] 13 is a flowchart showing an operation response process during display of the first volume setting. [Figure 382] 13 is a flowchart showing an operation response process during display of the second volume setting. [Figure 383] 13 is a flowchart showing an operation response process while a menu is being displayed. [Figure 384] 13 is a flowchart showing a regulation switching process. [Figure 385] FIG. 13 is a diagram showing an example of a first volume setting screen. [Figure 386] FIG. 13 is a diagram showing an example of a second volume setting screen. [Figure 387] FIG. 11 is a diagram showing an example of a menu screen. [Figure 388] FIG. 13 is a diagram showing an example of a second volume setting screen. [Figure 389] FIG. 11 is a diagram showing an example of a volume adjustment display on a display screen. [Figure 390] FIG. 13 is a diagram showing an example of volume settings for headphones. [Figure 391] FIG. 13 is an explanatory diagram for explaining the configuration regarding the discharge of game balls that have flowed down the game area in the seventh embodiment. [Figure 392] FIG. [Figure 393] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 394] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 395] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 396] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 397] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 398] FIG. 13 is a diagram showing an example of a win / lose table. [Figure 399] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 400] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 401] FIG. 11 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Fig. 402] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Fig. 403] 4 is a flowchart showing main processing in the MPU of the main control device. [Fig. 404] 13 is a flowchart showing a timer interrupt process. [Fig. 405] 13 is a flowchart showing a special chart special electric control process. [Fig. 406] 13 is a flowchart showing the special chart change start process. [Fig. 407] 13 is a flowchart showing processing during special chart change. [Fig. 408] 13 is a flowchart showing special call start processing. [Fig. 409] 13 is a flowchart showing special call termination processing. [Fig. 410] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 411] 13 is a flowchart showing a process for updating a high probability mode and a high frequency support mode. [Fig. 412] 13 is a flowchart showing a process for terminating the high probability mode / high frequency support mode. [Fig. 413] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Fig. 414] 13 is a flowchart showing a ball scoring detection process. [Fig. 415] A block diagram to explain the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Fig. 416] This is a flowchart showing timer interrupt processing in the MPU of the dispensing control device. [Fig. 417] 13 is a flowchart showing base value and ball difference processing. [Fig. 418] 13 is a flowchart showing execution processing for base value and ball difference number. [Fig. 419] 13 is a flowchart showing a base value calculation process. [Fig. 420] FIG. 13 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Fig. 421] 13 is a flowchart showing an excess determination process. [Fig. 422] FIG. 13 is a diagram showing changes in the number of ball differences. [Fig. 423]FIG. 1A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 1B is an explanatory diagram for explaining a lowest point determination process. [Fig. 424] FIG. 4A is a flowchart showing a display setting process, and FIG. 4B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Fig. 425] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 426] 13 is a flowchart showing a process for determining whether to stop playing a game. [Fig. 427] 13A is a flowchart showing an excess start-up process, and FIG. 13B is a flowchart showing a first partial clearing process. [Fig. 428] 13 is a flowchart showing a first partial clearing execution process. [Fig. 429] 13 is a flowchart showing a command setting process for when power is restored. [Fig. 430] 1A is an explanatory diagram for explaining the processing flow in game restrictions that utilize the difference in ball count, and FIG. 1B is a diagram showing changes in the difference in ball count. [Fig. 431] FIG. 1A is an explanatory diagram for explaining the mode of the game stop state, and FIG. 1B is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Fig. 432] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 433] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 434] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 435] 13 is a flowchart showing processing for starting fluctuations. [Fig. 436] 13 is a flowchart showing a command response process. [Fig. 437] 13 is a flowchart showing a first stop notice process. [Fig. 438] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 439]An explanatory diagram for explaining the update contents and update timing of the first stop notice processing. [Fig. 440] 13 is a flowchart showing a second stop notice process. [Fig. 441] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 442] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 443] 13 is a flowchart showing a power recovery command response process. [Figure 444] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 445] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 446] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Figure 447] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Figure 448] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Figure 449] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Fig. 450] 23 is a flowchart showing a power outage information storage process according to a first modified example of the seventh embodiment. [Fig. 451] 13 is a flowchart showing a process for clearing when power is interrupted. [Fig. 452] 13 is a flowchart showing a clearing execution process in the event of power interruption. [Fig. 453] 23 is a flowchart showing a command setting process for when power is restored according to a second modification of the seventh embodiment. [Fig. 454] 13 is a flowchart showing a power recovery command response process. [Fig. 455] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Fig. 456] 13A is a front view showing the configuration of a game board according to a third modified example of the seventh embodiment, and FIG. 13B is a front view showing the configuration of a ball difference notifying unit. [Fig. 457] 13 is a diagram showing an example of the light emission mode of the ball difference indicator. FIG. [Fig. 458] 13 is a diagram showing an example of the light emission mode of the ball difference indicator. FIG. [Fig. 459] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Fig. 460] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Fig. 461] FIG. 11 is an explanatory diagram for explaining a flow when power is restored after a power outage. [Fig. 462] FIG. 13 is a diagram showing another example of a reset notification. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <First embodiment> A first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of a pachinko machine 10 seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components inside the play area PE of the pachinko machine 10 for the sake of convenience.
[0011] As shown in FIG. 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to this outer frame 11.
[0012] The outer frame 11 is a rectangular frame made of plate materials connected on all four sides. The pachinko machine 10 is installed in the game hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not a required component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the game hall.
[0013] The gaming machine body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support metal fitting 17 is fixed to the connecting portion between the upper frame portion and the left frame portion of the outer frame 11, and a lower support metal fitting 18 is provided at the connecting portion between the lower frame portion and the left frame portion of the outer frame 11. The upper support metal fitting 17 and the lower support metal fitting 18 form a support mechanism, which allows the gaming machine body 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).
[0014] 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.
[0015] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side as the base end and the right side as the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side as the base end and the right side as the tip end when viewed from the front (see FIG. 3).
[0016] Next, the front door frame 14 will be described. As shown in Fig. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 having an outer shape substantially identical to that of the outer frame 11, and covers substantially the entire front area of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that substantially the entire area of a play area PE, which will be described later, can be viewed from the front, and the window section 21 is closed by a glass unit 22 from the rear side of the front door frame 14.
[0017] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of the glass panels 23 into front and rear, and the two glass panels 23 face each other from the front and rear with the partition between them. In other words, by ensuring a predetermined gap between the two glass panels 23, the glass panels 23 are prevented from interfering with each other, and the playing area PE is doubly covered from the front side of the pachinko machine 10 by the glass panels 23.
[0018] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached to the frame body 20 individually. Furthermore, the number of glass panels is arbitrary, and may be one, or three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to employ a plurality of glass panels and arrange the respective glass panels facing each other at the front and rear with a predetermined gap therebetween. Incidentally, it is also possible to employ a panel member made of a transparent synthetic resin instead of the glass panels.
[0019] As shown in FIG. 1, various light emitting means such as lamps are provided around the glass unit 22 (specifically, the window section 21). For example, a lamp section (annular illumination section) 26 incorporating a light emitting means such as an LED is provided along the periphery of the window section 21. The lamp section 26 lights up or blinks in response to changes in the game state, such as when a big win occurs or when a predetermined reach occurs. In addition, an error display lamp section 27 that lights up in the event of a predetermined error is provided at the center of the lamp section 26 and at the top of the pachinko machine 10, and further, prize ball lamp sections 28 that light up during prize ball payout are provided on the left and right sides of the error display lamp section 27. In addition, speaker sections 29 that output sound effects according to the game state are provided in positions close to the left and right prize ball lamp sections 28.
[0020] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33 that opens upward is provided inside the upper bulge 31, and a lower tray 34 that also opens upward is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls paid out from a payout device described later, and guiding them to a game ball launching mechanism described later while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.
[0021] In addition, a performance operation unit 36 (more specifically, a push button) that is manually operated by the player is provided on the upper surface of the upper bulge 31. For example, when the performance operation unit 36 is manually operated in accordance with a suggestion or the like displayed on the display screen G of the symbol display device 75 described later, the performance content on the display screen G or the like becomes a predetermined performance content corresponding to the operation.
[0022] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.
[0023] As shown in Fig. 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and the receiving portion is divided into left and right by a partition wall to define an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0024] Protruding shafts are provided at the upper and lower ends of the pivot base end on the rear surface of the front door frame 14. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, at the pivot tip end on the rear surface of the front door frame 14, as shown in Figure 2, a plurality of hook fittings 49 extending rearward are arranged in parallel in the vertical direction. These hook fittings 49 constitute a locking mechanism for the inner frame 13.
[0025] Next, the inner frame 13 will be described in detail with reference to Fig. 2 and Fig. 3. The inner frame 13 is mainly composed of a resin base 50 having an outer shape of a substantially rectangular shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. The resin base 50 is disposed close to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A fascia is attached to the outer frame 11 so as to close this gap. The fascia is disposed below the resin base 50 (specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the fascia.
[0026] Support fittings 51, 52 are attached to the upper and lower ends of the rotation base end side on the front surface of the resin base 50. Axle holes are formed in the support fittings 51, 52, and the protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.
[0027] The front end of the resin base 50 is provided with insertion holes for inserting the hooks 49 provided on the back of the front door frame 14. As shown in FIG. 3, the pachinko machine 10 has a configuration in which a locking device 55 for locking the inner frame 13 and the front door frame 14 is hidden and arranged on the back side of the inner frame 13. Therefore, the hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 55 also has a plurality of inner frame hook members 57 extending rearward from the inner frame 13. The inner frame hook members 57 are hooked on the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine body 12 in a closed state to the outer frame 11.
[0028] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned to the right, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the inner frame 13 is unlocked from the outer frame 11.
[0029] A substantially elliptical window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of a wooden plywood and a sheet material covering the front plate surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE where game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.
[0030] Hereinafter, the game board 60 (particularly the various components arranged in the play area PE) will be described with reference to Fig. 4. Fig. 4 is a front view of the game board 60.
[0031] A plurality of openings of various sizes are formed in the game board 60, penetrating in the thickness direction (front-rear direction) of the game board 60. Each opening is provided with a general winning opening 61, a first operating opening 62, a second operating opening 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc.
[0032] When balls enter the general winning opening 61, the variable winning device 65, the first operating opening 62, and the second operating opening 63, the entry is detected by a winning sensor (detection sensor), and a bonus such as a payout of a predetermined number of prize balls is given to the player based on the detection result. In this case, when a ball enters the general winning opening 61, 10 game balls are paid out, and when a ball enters the variable winning device 65, 15 game balls are paid out. When a ball enters the first operating opening 62, 3 game balls are paid out, and when a ball enters the second operating opening 63, 1 game ball is paid out. Incidentally, even if a ball enters the through gate 64, no game balls are paid out.
[0033] The number of prize balls is arbitrary, and for example, the number of prize balls associated with the first operating port 62 may be the same as the number of prize balls associated with the second operating port 63, or the number of prize balls associated with the second operating port 63 may be greater than the number of prize balls associated with the first operating port 62. Also, the number of prize balls associated with the variable winning device 65 may be the same as or less than the number of prize balls associated with other operating ports. Also, a predetermined number of game balls may be paid out when a ball enters the through gate 64.
[0034] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various ball entry sections are discharged from the game area PE through the outlet 68. Here, "entering" means that the game ball passes through a predetermined opening position, and includes not only a state in which the game ball is discharged from the game area PE after passing through the opening position, but also a state in which the game ball is not discharged from the game area PE after passing through the opening position. However, in the following description, in order to clearly distinguish from the entry of the game ball into the outlet 68, the entry into the general winning port 61, the operating port 62, 63, the variable winning device 65, or the through gate 64 is also expressed as winning.
[0035] In addition, numerous nails 69 are planted on the game board 60 to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The flow of the game balls is diversified by the various configurations of these nails 69 and windmills, and adjustments are made so that the above-mentioned general winning hole 61 and the like will win with a reasonable probability.
[0036] The variable display unit 67 is disposed in the center of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (FIG. 3), and the display screen G can be viewed through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front of the game board 60 in correspondence with the periphery of the opening.
[0037] The center frame 76 protrudes forward from the front surface of the game board 60, and the gap dimension between the front surface of the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from flowing into the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow path of the game ball when it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.
[0038] Whether the game ball flows down (passes through) the left route or the right route is determined by the amount of rotation of the game ball launching handle 41, i.e., the launching force of the game ball. The launched game ball enters the game area PE from the upper left side of the game board 60, so the stronger the launching force of the game ball, the more likely the game ball will flow down the right route.
[0039] In detail, when the player rotates the game ball launching handle 41 as the first launching operation with a rotation operation amount in a first range that is equal to or larger than the predetermined rotation amount but smaller than the reference rotation amount, the launched game ball flows down the left route, and when the player rotates the game ball launching handle 41 as the second launching operation with a rotation operation amount in a second range that is equal to or larger than the reference rotation amount, the launched game ball flows down the right route. Note that the predetermined rotation amount is the rotation operation amount that allows the launched game ball to pass through the guide rail 100 described later and enter the game area PE, and the reference rotation amount is the rotation operation amount that launches the game ball with a launch force that can reach the top of the center frame 76.
[0040] A first operating port 62 that opens upward is disposed below the center frame 76 (variable display unit 67). The first operating port 62 is located in the left-right center of the game board 60, but game components such as nails 69 are disposed so that game balls flowing down the right route do not enter the first operating port 62. In other words, only game balls flowing down the left route can enter the first operating port 62. Therefore, when a player aims to enter the first operating port 62, the player plays by shooting the game ball so that the game ball flows down the left route. A first operating port entry sensor 62a (FIG. 7) is provided in the first operating port 62, and the entry sensor 62a detects a game ball that has entered the first operating port 62.
[0041] The second actuation port 63 is disposed to the right of the center frame 76 (variable display unit 67). The configuration of the second actuation port 63 will be described with reference to FIG.
[0042] A normal power attachment 63a (variable receiving means) as a guide piece (support piece) consisting of a pair of left and right movable pieces is provided in the second operating port 63. Specifically, the pair of movable pieces supported so as to be rotatable in the left and right direction are arranged so as to sandwich the opening as the second operating port 63 from both the left and right sides.
[0043] By rotating each of the movable pieces, the second operating port 63 can be switched between a closed state (non-support state or non-guide state) shown in FIG. 5(a) and an open state (support state or guide state) shown in FIG. 5(b). In detail, a protrusion 63d is provided at the top of the second operating port 63 so as to protrude forward, and when the movable pieces are in an upright position as shown in FIG. 5(a), the gap between each of the movable pieces and the protrusion 63d becomes smaller than the diameter of the game ball, and the game ball is prevented from flowing into the second operating port 63. On the other hand, when the movable pieces are rotated so as to incline outward as shown in FIG. 5(b), an opening large enough for the game ball to pass through is formed between the protrusion 63d and the movable pieces, and the game ball is allowed to flow into the second operating port 63. A winning sensor 63c for the second operating port is provided at the second operating port 63, and the winning sensor 63c detects a game ball that has won the second operating port 63.
[0044] In addition, the normal power supply mechanism 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is switched between an open state (inclined posture) and a closed state (standing posture) by being driven by the drive unit 63b through a link mechanism (not shown). Incidentally, the first operating port 62 is not provided with a normal power supply mechanism (opening and closing structure).
[0045] In the above configuration, it is impossible to win through the second operating port 63 when it is in the closed state, but it may be configured so that it is possible to win. In other words, it may be configured so that it is possible to win through the second operating port 63 when it is in the closed state, but it is more difficult to win (it is more difficult to win) than when it is in the open state. In short, it is sufficient that the ease of winning through the second operating port 63 differs between the open state and the closed state, and the degree of closing or opening is arbitrary. In addition, the configuration of the normal power device 63a is not limited to the above, and for example, the second operating port 63 may be opened and closed by a movable piece rotating back and forth or sliding back and forth or left and right.
[0046] As shown in Fig. 4, a through gate 64 is disposed above (upstream of) the second operating port 63 on the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and a game ball that enters the through gate 64 passes through the through gate 64 and flows down the game area PE again. Therefore, a game ball that enters the through gate 64 can also enter the second operating port 63. A through entry sensor 64a (Fig. 7) is provided on the through gate 64, and the game ball that enters the through gate 64 is detected by the entry sensor 64a.
[0047] The through gate 64 is a trigger for opening the normal power role 63a provided in the second operating port 63. Specifically, an internal lottery is held when a prize is won at the through gate 64, and when the result of the internal lottery is an opening result (support winning), the normal power role 63a is opened from the closed state, and then a role opening / closing game (support execution mode) is executed to return it to the closed state.
[0048] In the right route, a variable winning device 65 is disposed below (downstream) the second operating port 63. The configuration of the variable winning device 65 will be described with reference to FIG.
[0049] The variable winning device 65 includes a large winning opening 65a that opens forward, and an opening / closing door 65b that opens and closes the large winning opening 65a. The large winning opening 65a is a horizontally long rectangle when viewed from the front, and is large enough to allow multiple game balls to win at the same time. The large winning opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that win the large winning opening 65a are guided to the guide passage 65e. A winning sensor 65c for the large winning opening is provided in the guide passage 65e, and the winning sensor 65c detects the game balls that win the large winning opening 65a.
[0050] The variable winning device 65 is also provided with a drive unit 65d that drives the opening and closing door 65b. The opening and closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) to switch between a closed state (FIG. 6(a)) in which a game ball cannot enter the big winning opening 65a and an open state (FIG. 6(b)) in which a game ball can enter the big winning opening 65a. Specifically, the opening and closing door 65b is normally in a closed state, and is switched to an open state when a transition to an opening and closing execution mode (big winning game) is selected in an internal lottery.
[0051] The open / close execution mode is a mode to which the mode is shifted when a big win is won. The open / close execution mode will be described in detail later. In the case of a big win, the variable winning device 65 may be repeatedly opened up to a maximum of multiple rounds (for example, 10 rounds), with one round being the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).
[0052] In the above configuration, it is not possible to win a prize in the large prize opening 65a when it is in the closed state, but it may be possible to win a prize. In other words, it may be possible to win a prize in the large prize opening 65a when it is in the closed state, but it may be more difficult to win a prize (to win a prize) than when it is in the open state. In short, it is sufficient that the ease of winning a prize in the large prize opening 65a differs between the open state and the closed state, and the degree of closing or opening is arbitrary.
[0053] Here, only game balls flowing down the right route can win the second operating port 63, the through gate 64, and the variable winning device 65. Therefore, when a player aims to win the second operating port 63, the through gate 64, and the variable winning device 65, the player plays by shooting the game ball so that it flows down the right route.
[0054] As shown in FIG. 4, a main display unit 81 is provided below the variable winning device 65. The main display unit 81 is arranged along the outer edge of the lower side of the game area PE, and protrudes forward from the front of the game board 60. The front of the main display unit 81 is provided with a special display section 43 and a normal display section 44 on which predetermined pictures and the like are displayed. These display sections 43, 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap dimension between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball from passing in front of the main display unit 81, and ensures the visibility of the various display sections 43, 44.
[0055] The special chart display section 43 is provided with a first special chart display section AS which displays the results of a lottery conducted based on a winning entry into the first operating port 62, and a second special chart display section BS which displays the results of a lottery conducted based on a winning entry into the second operating port 63.
[0056] In the first special chart display unit AS, the winning of the first operating port 62 is used as a trigger to display a varying pattern, and the result of stopping the varying display is indicated as the result of the internal lottery performed based on the winning of the first operating port 62. If the result of the internal lottery based on the winning of the first operating port 62 is a winning result corresponding to a jackpot, the varying display is stopped in the first special chart display unit AS, a predetermined pattern is displayed as the stopping result, and then the above-mentioned opening / closing execution mode is entered.
[0057] In the second special chart display section BS, the winning of the second operating port 63 is used as a trigger to display a varying pattern, and the result of the varying display is displayed as a result of the internal lottery based on the winning of the second operating port 63. If the result of the internal lottery based on the winning of the second operating port 63 is a winning result corresponding to a jackpot, the varying display is stopped in the second special chart display section BS, a predetermined pattern is displayed as a result of the stop, and then the above-mentioned opening and closing execution mode is entered.
[0058] In the following, in order to distinguish between the pattern that is variably displayed upon winning the first operating port 62 and the pattern that is variably displayed upon winning the second operating port 63, the former will be referred to as the first special pattern or first special design, and the latter will be referred to as the second special pattern or second special design.
[0059] Here, based on a winning entry into any of the operating ports 62, 63, a variable display is started in the corresponding special chart display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game round in the special chart display unit AS, BS. However, one game round is not limited to the above content, and for example, in a configuration in which a single display area is provided and the variable display is performed in that single display area regardless of whether a winning entry into any of the operating ports 62, 63 occurs, a variable display is started in that single display area, and one game round is considered to be a period until the variable display is stopped with the predetermined stop result displayed.
[0060] In addition, the main display unit 81 is provided with a special symbol reserved number display unit AM. The number of times that the game ball enters the first actuation port 62 or the second actuation port 63 can be reserved up to four times, and the special symbol reserved number display unit AM can display the reserved number of the first special symbol (first actuation port 62) and the reserved number of the second special symbol (second actuation port 63) separately.
[0061] The normal map display unit 44 is a display unit for displaying the result of the internal lottery performed based on winning the through gate 64. In this case, the normal map display unit 44 displays the variation of the image triggered by winning the through gate 64, and as a result of the stop of the variation display, the result of the internal lottery performed based on winning the through gate 64 is displayed. If the result of the internal lottery based on winning the through gate 64 is a winning result corresponding to the transition to the support state in which the normal power role 63a is opened, the normal map display unit 44 displays a predetermined stop result, the variation display is stopped, and then the state transitions to the support state. The image that is displayed in a variable manner in response to winning the through gate 64 is sometimes called a normal pattern or a normal map.
[0062] Here, based on the winning of the through gate 64, the variable display starts in the normal map display section 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game round in the normal map display section 44. In the following, in order to distinguish between a game round in the normal map display section 44 and a game round in the special map display sections AS and BS, the former may be referred to as a normal map game round, and the latter as a special map game round.
[0063] In addition, the normal map display unit 44 is provided with a normal map reservation number display unit FM. The number of times that the game ball enters the through gate 64 can be reserved up to four times, and the normal map reservation number display unit FM can display the number of reserved normal maps (through gates 64).
[0064] The special map display unit 43 and the general map display unit 44 are composed of a segment display device having a plurality of segments, but are not limited to this and may be composed of other display devices such as a liquid crystal display device.
[0065] In addition, although not shown, the main display unit 81 is provided with a round display section for indicating the number of rounds in the opening and closing execution mode. The round display section starts displaying the number of rounds when the opening and closing execution mode is started or has been started. This display continues without changing the display content while the opening and closing execution mode is being executed, and ends when the opening and closing execution mode is ended or has been ended.
[0066] Next, a description will be given of the variable display unit 67. The variable display unit 67 is provided with a pattern display device 75 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.
[0067] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 75 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0068] The pattern display device 75 displays patterns arranged, for example, at the top, middle, and bottom, and these patterns are scrolled left and right to display them in a variable manner. In this case, the variable display on the pattern display device 75 is started based on the winning of the first operation port 62 or the second operation port 63. That is, when a variable display is performed on the special pattern display unit 43, a variable display is also performed on the pattern display device 75 accordingly. Then, when the variable winning device 65 is shifted to a big win game state (open / close execution mode) in which it is in an open state, a predetermined pattern combination is displayed on a preset effective line on the pattern display device 75.
[0069] In addition, the pattern display device 75 displays a reserved number corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this reserved number display, a predetermined reserved image is displayed, and the number of reserved numbers in each operating port 63, 64 is indicated by the number of images displayed. The reserved number is not limited to the reserved number indicated by the reserved image, and may be indicated by a numerical display. In addition, the number may be indicated by a display unit (a display unit separate from the reserved number display units AM, FM of the main display unit 81) or a light-emitting unit (reserved lamp unit) provided on the game board 60 separately from the pattern display device 75, for example.
[0070] The configuration of the inner frame 13 will be described with reference to FIG. 2 again. Below the mounting area of the game board 60 in the resin base 50, a game ball launching mechanism 110 is provided that launches game balls toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls arranged at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball sending device 113 that supplies game balls to the launch waiting position, and a base plate 114 on which the various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50, and the game ball launching mechanism 110 is integrated with the resin base 50.
[0071] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the game board 60. A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is provided at a position further downstream of the ball stopper. The above-mentioned solenoid 111 is disposed at a position further downstream of the ball stopper.
[0072] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. The output shaft of the solenoid 111 reciprocates in the extension / contraction direction based on the output of an electrical signal from the power source and the launch control device, so that the game ball placed in the launch standby position is launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.
[0073] As shown in FIG. 4, the guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 that are arranged to face each other with a gap slightly larger than the diameter of the game ball, and a guide passage 103 is defined by both rails 101 and 102. The guide passage 103 has an entrance portion that opens at the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → the guide rail 100 (entrance portion → exit portion).
[0074] In addition, a backflow prevention member 106 is attached to the end of the exit portion of the game board 60, more specifically, near the tip of the inner rail 101, to prevent the game ball that has reached the game area PE from going back into the guide passage 103, thereby preventing the game ball that has already reached the game area PE from interfering with the launch of subsequent game balls.
[0075] 2, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are shifted left and right near the lower edge of the game board 60. This allows the rails 100, 112 to approach the lower edge of the game board 60, while forming a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0076] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 46 through the above-mentioned gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged to the lower tray 34. This suppresses interference between the foul ball and the next game ball to be launched, and the game ball that has become a foul ball is returned to the player.
[0077] A through hole is formed in the resin base 50 on the left side of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-rear direction, and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50, and has a main body side upper plate passage and a main body side lower plate passage. The upstream sides of the main body side upper plate passage and the main body side lower plate passage are connected to a game ball distribution section described later. In addition, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted below the passage forming member 121, and the front door side upper plate passage is disposed below the main body side upper plate passage, and the front door side upper plate passage is disposed below the main body side lower plate passage.
[0078] An opening / closing member 124 for opening and closing the upper plate passage on the main body side and the lower plate passage on the main body side is attached below the passage forming member 121 in the resin base 50. The opening / closing member 124 is supported by a support shaft provided at its lower end so as to be rotatable in the front-rear direction, and a biasing member is provided to bias the opening / closing member 124 to a forward position where the upper plate passage on the main body side and the lower plate passage on the main body side are closed. Therefore, when the front door frame 14 is opened relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, and closes the upper plate passage on the main body side and the lower plate passage on the main body side. This prevents the stored balls from spilling out when the front door frame 14 is opened while game balls are stored in the upper plate passage on the main body side or the lower plate passage on the main body side. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by the receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side is connected to the upper tray passage on the front door side, and the lower tray passage on the main body side is connected to the lower tray passage on the front door side.
[0079] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.
[0080] Bearing fittings 132 are arranged vertically side by side on the rotation base end side on the back surface of the resin base 50. The bearing fittings 132 are formed with bearing portions spaced apart from each other on the top and bottom, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.
[0081] A plurality of locking fittings are provided on the rear surface of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking fittings. Here, the configuration of the rear surface of the game board 60 will be described.
[0082] A display control device is attached to the variable display unit 67 arranged in the center of the game board 60 so as to cover the variable display unit 67 from behind (not shown). A performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The performance control device unit 142 is configured to include a performance control device 143 and a mounting base 144, and the performance control device 143 is mounted on the mounting base 144.
[0083] The performance control device 143 is equipped with a performance control board that controls audio, lamp displays, and the display control device in accordance with instructions from the main control device described below, and the performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0084] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered various winning holes, a detection mechanism that detects the entry of game balls into various winning holes, etc.
[0085] Regarding the game ball recovery mechanism, the collecting board 150 is provided with recovery passages corresponding to the various winning holes such as the general winning hole 61. These recovery passages run down from the winning holes along the back of the game board 60, and define the path along which the game balls fall. The recovery passages join together near the bottom end of the game board 60, and all game balls that pass through the winning holes such as the general winning hole 61 are collected at the bottom of the game board 60 via the recovery passages. The outlet of each recovery passage is open downward, and a discharge passage is provided at the end of the outlet (more specifically, below the game board 60). The game balls that have been collected below the game board 60 by the recovery passages are led out to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that have not won any of the winning holes are also led out to the discharge passage via the outlet 68.
[0086] Regarding the detection mechanism, the collecting board 150 is provided with winning sensors (detection sensors) that correspond to the various ball entry sections such as the general winning opening 61. These winning sensors are arranged at intermediate positions of each recovery passage connected to the ball entry section such as the general winning opening 61, and detect the passage of the game ball when the falling path of the game ball is specified in the recovery passage. In other words, the game ball passing through a detection area provided at an intermediate position of each recovery passage detects the entry of the game ball into the ball entry section such as the general winning opening 61. The winning sensor is composed of, for example, a magnetic sensor that grasps the change in the magnetic field that occurs when the game ball passes through the detection area.
[0087] These various winning sensors are electrically connected to a main control device unit 160 (more specifically, the main control device) provided on the rear side of the game board 60, and detection signals from these winning sensors are output to the main control device. The main control device unit 160 and its associated configuration will be described below.
[0088] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function (main control circuit) for mainly controlling the game, and the main control board is housed in a board box 163 made of a transparent resin material or the like.
[0089] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and the box cover are connected to each other by a sealing part as a sealing means so that they cannot be opened, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.
[0090] The sealing part can be of any configuration as long as it can connect the box base and the box cover in an unopenable manner, but the box base and the box cover are connected in an unopenable manner by inserting a locking claw into the long hole that constitutes the sealing part. The sealing process using the sealing part prevents unauthorized opening after the sealing, and even if unauthorized opening occurs, makes it possible to detect such a situation early and easily, and it is possible to perform the sealing process again even after it has been opened once. That is, the sealing process is performed by inserting a locking claw into at least one long hole of the multiple sealing parts. Then, when the board box 163 is opened, such as when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the sealing part into which the locking claw is inserted and the other sealing parts is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be taken out. After that, when the sealing process is performed again, a locking claw is inserted into the long hole of the other sealing part. If a record indicating that the board box 163 has been opened is left in the board box 163, it is possible to easily discover that unauthorized opening has occurred by looking at the board box 163.
[0091] A plurality of connecting pieces are provided so as to protrude laterally from one short side of the board box 163. These connecting pieces correspond one-to-one to a plurality of connectable pieces formed on the mounting base 161, and a sealing process is performed between the board box 163 and the mounting base 161 by the connecting pieces and the connectable pieces.
[0092] Next, the back pack unit 15 will be described with reference to FIGS.
[0093] As shown in Fig. 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel 203 and a control device assembly unit 204 are attached.
[0094] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 having a substantially rectangular parallelepiped shape that protrudes to the rear of the pachinko machine 10, as shown in Fig. 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0095] The base portion 211 is provided with an external output terminal 213 at its upper right side. The external output terminal 213 is provided with various output terminals, and various signals are output to a hall computer HC (management control device) on the gaming hall side through these output terminals. In addition, the base portion 211 is provided with a pair of upper and lower latch pins at its right end when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is supported rotatably relative to the inner frame 13 by inserting the latch pins into a bearing metal fitting 132 (more specifically, a bearing portion) provided on the inner frame 13. In addition, a fastener for fastening to a fastening hole provided on the inner frame 13 is provided at the pivot tip of the base portion 211, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0096] The payout mechanism 202 is disposed in the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed at the top of the back pack 201 and opens upward, and game balls supplied from the island equipment of the game hall are successively replenished to the tank 221. A tank rail that gently slopes toward the downstream side is connected to the bottom of the tank 221, and a case rail that extends in the vertical direction is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. The game balls paid out from the payout device 222 are supplied to a game ball distribution section provided in the base 211 of the back pack 201 through a payout passage provided downstream of the payout device 222.
[0097] The game ball distribution section has the function of distributing game balls paid out from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage and front door side lower tray passage.
[0098] 3, a discharge passage panel 203 and a control device assembly unit 204 are attached to the lower end of the base portion 211 so as to sandwich the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to an island facility or the like of the game hall, and the game balls led to the discharge passage from the above-mentioned collection passage or the like are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0099] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply and launch control device 191 are mounted. The payout control device 181 and the power supply and launch control device 191 are stacked in front and behind each other so that the payout control device 181 is located at the rear of the pachinko machine 10.
[0100] In the payout control device 181, a payout control board that controls the payout device 222 is housed in a board box, and a state return switch provided on the payout control board protrudes outside the board box. For example, when a payout error occurs such as a ball jam in the payout device 222, if the state return switch is pressed, the ball jam is cleared.
[0101] The power supply and launch control device 191 has a power supply and launch control board housed in a board box, which generates and outputs the specified power required by various control devices, etc., and also controls the launch of the game ball in response to the player's operation of the game ball launch handle 41.
[0102] The power supply and launch control device 191 is provided with a power outage monitoring section (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage or other power interruption. This pachinko machine 10 has a function for storing and holding various data, so that in the unlikely event of a power outage, the state at the time of the power outage is stored and the machine can return to the state at the time of the power outage when the power is restored. For example, when the power supply is cut off in the normal manner, such as when an amusement hall closes, the state before the power outage is stored and held. The power supply and launch control device 191 is also provided with a RAM erase switch. When the power supply is turned on while pressing the RAM erase switch, the RAM data is initialized.
[0103] <Electrical configuration of the pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.
[0104] An MPU 312 is mounted on a main control board 311 of the main control device 162. The MPU 312 includes a ROM 313 that stores various control programs and fixed value data executed by the MPU 312, a RAM 314 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 313 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.
[0105] The RAM 314 is configured to be able to retain (back up) data using a backup voltage from the power supply and launch control device 191 even after a power outage occurs, and the RAM 314 is provided with a backup area in addition to an area for temporarily storing various data, etc. The backup area is an area for storing values of the stack pointer, each register, I / O, etc. at the time of power interruption when a power outage occurs. When recovering from the power outage (when power is restored), the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.
[0106] 7, the ROM 313 and the RAM 314 are integrated into a single chip for the MPU 312, but this is not limiting and each may be integrated into a separate chip. This also applies to the MPUs of the control devices other than the main control device 162.
[0107] The MPU 312 is provided with an input port and an output port. The payout control device 181 and the power supply and launch control device 191 are connected to the input side of the MPU 312. In addition, various sensors are connected to the input side of the MPU 312. The various sensors include a general winning port winning sensor 61a, a first operating port winning sensor 62a, a second operating port winning sensor 63c, a through winning sensor 64a, and a large winning port winning sensor 65c, which detect winnings in the general winning port 61, the first operating port 62, the second operating port 63, the through gate 64, and the variable winning device 65. The MPU 312 performs winning judgments (ball winning judgments) for each winning section based on the detection results of these various sensors 61a, 62a, 63c, 364a, and 65c. In addition, the MPU 312 executes various lotteries based on the winnings at the first operating port 62, the second operating port 63, and the through gate 64.
[0108] The output side of the MPU 312 is connected to the payout control device 181 and the performance control device 143. For example, a prize ball command is output to the payout control device 181 based on the winning judgment result to the prize ball corresponding to the payout of the prize ball.
[0109] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output to the performance control device 143. In this case, when outputting these various commands, the command information storage area 313e of the ROM 313 is referenced. Details of these various commands will be explained later. Each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.
[0110] In addition, the output side of the MPU 312 is connected with various drive units, such as the drive unit 63b for the normal power role 63a and the drive unit 65d for the variable winning device 65. The main control board 311 is provided with various driver circuits, and the MPU 312 executes drive control of various drive units through the driver circuits. Specifically, when a transition to the open / close execution mode occurs, the drive control of the drive unit 65d is executed in the MPU 312 so that the opening / closing door 65b of the variable winning device 65 is driven. In addition, when a transition to the support state occurs, the drive control of the drive unit 63b is executed in the MPU 312 so that each movable piece of the normal power role 63a is driven. In addition, during each special game, display control of the first special game display unit AS or the second special game display unit BS in the special game display unit 43 is executed. In addition, during a normal game, display control of the normal game display unit 44 is executed.
[0111] Furthermore, the output side of the MPU 312 is connected to the above-mentioned external output terminal 213, and information on balls entering various entry areas and lottery results such as big wins are output to the hall computer HC through this external output terminal 213. This makes it possible for the hall computer HC to grasp the state of the pachinko machine 10, etc.
[0112] The power supply and launch control device 191 is connected to, for example, a commercial power supply (external power supply) in an amusement facility, etc. Based on the external power supplied from the commercial power supply, the power supply and launch control device 191 generates the operating power required for each of the main control board 311, the payout control device 181, etc., and supplies the generated operating power.
[0113] The power supply and launch control device 191 is provided with a power failure monitoring unit 315, which monitors the stable 24-volt DC voltage output from the power supply and launch control device 191. When the output voltage from the power supply and launch control device 191 falls below 22 volts, the power failure monitoring unit 315 determines that a power failure (power cutoff) has occurred, and outputs a power failure signal to an NMI terminal (non-maskable interrupt terminal) provided in the MPU 312 of the main control device 162. As a result, the main control device 162 recognizes the occurrence of a power failure and immediately executes an NMI interrupt process, and further executes a power failure process based on this. Incidentally, the power supply and launch control device 191 is provided with a power failure power supply unit such as a backup capacitor, and when a power failure occurs or when the power supply of the pachinko machine 10 is OFF, power for memory retention is supplied from the power failure power supply unit to the RAM 314 of the main control device 162. In addition, the power supply and launch control device 191 is responsible for controlling the launch of the game ball launch mechanism 110, and the game ball launch mechanism 110 is driven when certain launch conditions are met.
[0114] The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.
[0115] The performance control device 143 drives and controls the lamp units 26-28 and the speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. The display control device 350 executes display control of the pattern display device 75, based on commands input from the performance control device 143. In this case, the performance control device 143 determines the variable display time of the patterns on the pattern display device 75 and the type of combination of patterns to be finally stopped and displayed, based on various commands input from the main control device 162, and also determines whether or not a reach will occur and the content of the reach performance.
[0116] Here, the display contents of the pattern display device 75 will be described with reference to Figs.
[0117] As shown in Figures 8(a) to (j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs, such as an octopus, each numbered "1" to "9."
[0118] As shown in FIG. 9(a), the display screen G of the symbol display device 75 has three symbol rows Z1, Z2, and Z3, which are upper, middle, and lower rows. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are configured by 18 symbols. In contrast, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, and a main symbol "4" is additionally arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. In other words, only in the middle symbol column Z2, ten main symbols are arranged, making up a total of twenty symbols. Then, in the display screen G, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 9(b), the display screen G is configured so that three symbols are stopped and displayed for each symbol column, resulting in a total of nine symbols of 3×3 being stopped and displayed.
[0119] Five effective lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5, are set on the display screen G. Then, the variable display stops in the order of the upper pattern column Z1 → the lower pattern column Z3 → the middle pattern column Z2, and when the variable display of all the pattern columns Z1 to Z3 ends in a state where a combination of patterns with the same numbers is formed on any of the effective lines, a jackpot video is displayed as the occurrence of a normal 4R jackpot result or a 10R variable jackpot result, which will be described later.
[0120] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols", and when a 10R special jackpot result occurs, the same combination of specific symbols is stopped and displayed. Also, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols", and when a normal 4R jackpot result occurs, the same combination of non-specific symbols is stopped and displayed.
[0121] Here, the variable display of each symbol row will be explained with reference to FIG. 10. When a game round is started, first, high-speed variable display is started for all symbol rows Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol row is being displayed. After that, as shown in FIG. 10(a), the variable display mode of the upper symbol row Z1 is switched from high-speed variable display to low-speed variable display in which the player can recognize the variable displayed symbol. Then, as shown in FIG. 10(b), the variable display mode of the lower symbol row Z3 is switched from high-speed variable display to low-speed variable display as the variable display of the upper symbol row Z1 ends. Then, as shown in FIG. 10(c), the variable display of the lower symbol row Z3 ends. After the variable display of all symbol rows Z1 to Z3 ends, a stop display period is provided in which the stop display is maintained and the player waits for a predetermined period.
[0122] Incidentally, in a gaming machine, when the symbols are stopped and displayed on the symbol display device 75, the symbols in the final stop row (the middle symbol row Z2 in this embodiment) are generally not suddenly stopped, but are stopped gradually while slowing down the variable display speed. In this case, if the symbols in the middle symbol row Z2 (the final stop row) are configured to start stopping in synchronization with the start of the stop display on the special symbol display unit 43, the time during which the symbols are stopped is shortened by the time required for the symbols to decelerate to stop on the symbol display device 75, resulting in a reduction in the effective stop display time.
[0123] Therefore, the symbol strings Z1 to Z3, including the final stop string, are stopped (temporarily stopped) before the special symbol display section 43 starts to display the symbols, and then the temporarily stopped symbols are permanently stopped (determined display) in accordance with the start timing of the special symbol display section 43. The display mode of the symbol strings Z1 to Z3 in the temporary stop is different from that in the definitive display. For example, at least one of the symbol strings Z1 to Z3 moves gently back and forth, or at least a part of the characters (FIG. 8) such as an octopus that constitute the main symbol and the sub-symbol is moving. In other words, the temporary stop is performed so that the symbols appear to be stopped at first glance, but remain in an incompletely stopped state (stationary display). In contrast, the definitive display is performed so that the symbols are not moved back and forth or the characters do not move, and the symbols are completely stopped.
[0124] In addition, the provisional stop display of the pattern strings Z1 to Z3 may start with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transition directly to a final display. In addition, the provisional stop display may be temporarily stopped with a stop result that does not correspond to the result of the win / lose lottery or the type of jackpot, and then the pattern strings Z1 to Z3 may undergo a re-changing display, changing to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitioning to a final display.
[0125] Incidentally, in the special pattern game performed by the special pattern display unit 43, the pattern is not temporarily stopped, but the variably displayed pattern is suddenly stopped according to the lapse of the variably displayed time, and the state (the state in which the pattern is stopped) is maintained until the fixed display time has elapsed. In other words, the stopped display of the pattern in the special pattern display unit 43 remains the fixed display. This is also the case in the normal pattern game performed by the normal pattern display unit 44.
[0126] In addition, the manner in which the pattern display device 75 displays the changing patterns is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the changing pattern display in the pattern rows, the number of patterns in each pattern row, and the combination of patterns corresponding to a jackpot or a miss can be changed as appropriate.
[0127] As shown in Fig. 9(b), a reserve display section 200 for displaying a number of reserve images corresponding to the number of reserved plays before execution is provided at the bottom of the display screen G, and the player can recognize the number of reserved plays by visually checking the reserve display section 200. The reserve display section 200 has a first reserve display area Ga corresponding to the first special chart and a second reserve display area Gb corresponding to the second special chart.
[0128] In the first reserve display area Ga, unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the first operating port 62, are displayed side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the first operating port 62 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.
[0129] For example, when the number of reserved balls when a game ball enters the first operating port 62 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and when the number of reserved balls when a game ball enters the first operating port 62 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.
[0130] In addition, in the second reserve display area Gb, the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when the game ball enters the second operating port 63 are displayed side by side in the left-right direction. Specifically, the maximum number of reserved balls when the game ball enters the second operating port 63 is four, and corresponding to this, the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4 are set in the second reserve display area Gb.
[0131] For example, if the number of reserved balls when a game ball enters the second operating port 63 is one, a predetermined reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 63 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.
[0132] Also, an execution display area D is set so as to be sandwiched between the first reserve display area Ga and the second reserve display area Gb. In the execution display area D, a reserve image corresponding to the game round to be executed (being executed) is displayed. For example, when a game round ends and the next game round starts, the reserve image displayed in the first unit reserve display area Ga1 of the first reserve display area Ga or the first unit reserve display area Gb1 of the second reserve display area Gb is moved and displayed in the execution display area D. This enables the player to recognize that the reserved game round will be executed.
[0133] <Configuration of special chart display unit 43> Here, the configuration of the special chart display unit 43 will be described with reference to Fig. 11. Fig. 11(a) is a front view of the special chart display unit 43, and (b) is a vertical cross-sectional view of the area including the special chart display unit 43 and its front side. The special chart display unit 43 is provided with a first special chart display unit AS and a second special chart display unit BS, which have the same configuration, so the configuration will be described using the first special chart display unit AS as an example.
[0134] As shown in Fig. 11(a), the first special display unit AS is provided with a segment display device 801. A display area 805 is formed on the display surface of the segment display device 801, and seven display segments SG1 to SG7 are provided in the display area 805. Each of the display segments SG1 to SG7 has an individual light source made of an LED, and by controlling the individual light sources to be on and off, it is possible to light up only one display segment or light up a plurality of display segments in any combination. Note that since the individual light sources all emit light of the same color, the display by the display segments SG1 to SG7 is performed in a single color.
[0135] Each of the display segments SG1 to SG7 forms a straight line when viewed from the front of the pachinko machine 10, and in the display area 805, each of the display segments SG1 to SG7 is arranged in the shape of the number "8." By controlling which of the display segments SG1 to SG7 are lit and which are turned off, it is possible to display multiple types of pictures with different display modes (appearances).
[0136] In the display area 805, the lighting and extinguishing of the display segments SG1 to SG7 is repeated in response to a winning entry into the first actuation port 62, and a variable display (variable display or switching display) of the patterns is performed. After the variable display is performed, the display segments SG1 to SG7 set as the lighting targets are continuously lit for the stationary display period, and the patterns as the stopped results are displayed stationary. This notifies the result of the internal lottery performed based on the winning entry into the first actuation port 62.
[0137] In addition, in the display area 805 of the second special chart display section BS, when a winning jackpot is won in the second operating port 63, the display segments SG1 to SG7 are lit and extinguished to display a changing pattern, and then the pattern that results from the stopping is displayed as a stopped pattern.
[0138] In this way, the display area 805 of each special symbol display unit AS, BS displays the stopped symbols, and this display area 805 is formed to have a smaller surface area than the display screen G of the symbol display device 75 (or the area of the display screen G that is visible when viewed from the front of the pachinko machine 10). In other words, the symbols in the display area 805 are displayed in a smaller display size than the symbols displayed on the symbol display device 75, and are displayed in a manner that is less noticeable than the symbols in each symbol row Z1 to Z3.
[0139] As shown in Fig. 11(b), the segment display 801 is mounted on a display board 802. The display board 802 is electrically connected to the main control device 162 through electrical wiring, and the display segments SG1 to SG7 are lit up when a drive signal is output from the main control device 162 to the display board 802. The display board 802 is positioned relative to the decorative member 39 and fixed from the back side of the decorative member 39 so that the entire display area 805 of the segment display 801 is exposed from an opening 39a provided in the decorative member 39 on the game board 60.
[0140] A cover panel 803 is provided in front of the segment display 801 so as to face the display area 805. The cover panel 803 is disposed so as to cover the opening 39a of the decorative member 39 from the rear, and is formed semi-transparently so that the display in the display area 805 can be seen from the front of the pachinko machine 10 through the glass panel 23 and the cover panel 803. Specifically, the cover panel 803 is formed of a black semi-transparent synthetic resin.
[0141] By making the cover panel 803 semi-transparent in this way, the display on the first special symbol display section AS can be made less noticeable than when the cover panel 803 is colorless and transparent, while still allowing the display on the first special symbol display section AS to be visible. This makes it possible to attract the player's attention to the display of the pattern display device 75 rather than the display on the first special symbol display section AS. However, this is not limited to this, and the cover panel 803 may be formed colorless and transparent, or a configuration without the cover panel 803 may be used.
[0142] <Electrical configuration for performing various lotteries using the MPU 312 of the main control device 162> The electrical configuration for performing various lotteries in the MPU 312 of the main control device 162 will be described with reference to FIG.
[0143] The MPU 312 uses various counter information during play to perform a lottery for the occurrence of a jackpot, settings for the display of the special chart display section 43, and settings for the display of the normal chart display section 44. Specifically, as shown in Fig. 12, a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used for determining the type of jackpot such as a guaranteed jackpot result or a normal jackpot result, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS for determining the variable display time in each special chart display section AS, BS in the special chart display section 43. Furthermore, a normal chart random number counter C3 used for the lottery for whether or not the normal power role 63a of the second operating port 63 is in a support state (open state) is used.
[0144] Each counter C1-C4, CINI, and CS is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 314a set in a predetermined area of the RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS is stored in a reserved ball storage area 314b, which serves as an acquired information storage means, when a winning occurs in the first actuation port 62 or the second actuation port 63.
[0145] The reserved ball storage area 314b includes a reserved area RE consisting of a reserved area Ra for the first special symbol and a reserved area Rb for the second special symbol, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS stored in the lottery counter buffer 314a according to the winning history of the first actuation port 62 or the second actuation port 63 is stored in one of the areas as reserved information (special information).
[0146] In this case, when winning occurs multiple times consecutively in the first actuation port 62 or the second actuation port 63, the numerical information is stored in the first to fourth areas in the order of the first area → the second area → the third area → the fourth area in chronological order. By providing four areas in this way, up to four winning histories of game balls in the first actuation port 62 or the second actuation port 63 are reserved and stored. In addition, the reserved ball storage area 314b is provided with a total reserved number storage area, and information for specifying the number of winning histories in the first actuation port 62 or the second actuation port 63 that are reserved and stored is stored in the total reserved number storage area.
[0147] The execution area AE is an area for moving each value stored in the first area of the reserve area RE when the variable display of the special chart display section 43 begins, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0148] Regarding each counter in detail, the jackpot random number counter C1 is configured to increment by 1 within the range of 0 to 2999, and return to 0 after reaching the maximum value (i.e., 2999). In particular, when the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 2999).
[0149] The jackpot random number counter C1 is periodically updated, and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, it is stored in the reserved area Ra for the first special symbol of the RAM 314 at the timing when the gaming ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the timing when the gaming ball enters the second actuation port 63.
[0150] The jackpot random number counter C1 is used for a winning / losing lottery to determine whether or not there is a jackpot, and the value of the random number that results in a winning jackpot is set in a winning / losing table stored in the winning / losing table storage area 313a of the ROM 313. As shown in FIG. 13, a winning / losing table for a low probability mode (FIG. 13(a)) and a winning / losing table for a high probability mode (FIG. 13(b)) are set as winning / losing tables. In this pachinko machine 10, as the lottery mode for the winning / losing lottery, a low probability mode (low probability state) in which the probability of winning a jackpot is relatively low and a high probability mode (high probability state) in which the probability of winning a jackpot is relatively high are provided. When the lottery mode is the low probability mode during the winning / losing lottery, the winning / losing table for the low probability mode is referenced, and when the lottery mode is the high probability mode, the winning / losing table for the high probability mode is referenced.
[0151] As shown in Fig. 13(a), in the win / lose table for the low probability mode, a total of 10 random numbers from "0" to "9" are set as the jackpot random number values. In other words, the jackpot probability in the low probability mode is set to 1 / 300.
[0152] The lottery results will be a losing result except for the random number value that results in a jackpot win, but in this embodiment, the losing results include special losing results and normal losing results. In the winning / losing table for the low probability mode, a total of 20 random number values from "10" to "29" are set as special losing results, and the probability of getting a special losing result is 1 / 150.
[0153] As shown in FIG. 13(b), in the hit / miss table for the high probability mode, a total of 50 random numbers from "0" to "49" are set as the random number values that result in a jackpot. In other words, the probability of winning a jackpot in the high probability mode is set to 1 / 60. There are no special miss results set in the hit / miss table for the high probability mode, and all values other than the random number values that result in a jackpot are normal miss results.
[0154] The probability of winning the jackpot in each probability mode is not limited to the above, and can be set arbitrarily. In other words, as long as the probability of winning the jackpot is higher in the high probability mode than in the low probability mode, the number and value of the random numbers corresponding to the jackpot are arbitrary. Furthermore, the probability of the special failure result in the win / lose table for the low probability mode is also not limited to the above, and can be set arbitrarily. In this case, the probability of the special failure result does not necessarily have to be higher than the probability of winning the jackpot, and may be the same as the probability of winning the jackpot. Furthermore, the probability of the special failure result may be lower than the probability of winning the jackpot.
[0155] The jackpot type counter C2 is for allocating the type of jackpot when a jackpot occurs, and is configured to be incremented by one within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is periodically updated, and is stored in the reserved ball storage area 314b of the RAM 314 when the game ball enters the first actuation port 62 or the second actuation port 63. More specifically, it is stored in the reserved area Ra for the first special symbol of the RAM 314 when the game ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 when the game ball enters the second actuation port 63.
[0156] The allocation destination of the game result for the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. As shown in Fig. 14, a jackpot type table for the first special symbol (Fig. 14(a)) and a jackpot type table for the second special symbol (Fig. 14(b)) are set as the jackpot type table. When a jackpot is obtained based on winning the first operation port 62, the jackpot type table for the first special symbol is referenced, and when a jackpot is obtained based on winning the second operation port 63, the jackpot type table for the second special symbol is referenced.
[0157] As shown in FIG. 14(a), in the jackpot type table for the first special chart, the following jackpot types are set as selectable jackpot types: 10R variable probability jackpot result, 7R variable probability jackpot result, 3R variable probability jackpot result, 7R normal jackpot result, and 3R normal jackpot result. These jackpot results are 10 times, 7 times, 3 times, 7 times, and 3 times of round play, respectively. Here, a round play is at least one execution of variable winning control, which changes the variable winning device 65 from a closed state to an open state and then to a closed state. In this embodiment, the variable winning control is configured to be executed once for one round play.
[0158] The 10R, 7R, and 3R probability variable jackpot results are jackpot results in which the lottery mode is set to the high probability mode after the opening and closing execution mode ends, and the support mode in the normal power role 63a of the second operating port 63 is set to the high frequency support mode. In other words, when a probability variable jackpot result occurs, the game state after the opening and closing execution mode ends is the high probability mode and the high frequency support mode (high probability game state, probability variable game state). In this case, the high probability game state continues until the next jackpot occurs (until the next opening and closing execution mode starts). Incidentally, during the opening and closing execution mode, the lottery mode is set to the low probability mode, and the support mode is set to the low frequency support mode.
[0159] In the high-frequency support mode and the low-frequency support mode, the driving mode of the normal power device 63a is controlled so that the frequency of winning into the second operating port 63 is relatively high or low when compared in a situation in which the launch of game balls continues in the same manner into the game area PE. Specifically, in the high-frequency support mode, the frequency with which the normal power device 63a is opened is higher than in the low-frequency support mode, and the opening period for one opening is also longer than in the low-frequency support mode.
[0160] For this reason, in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the low frequency support mode. In other words, in the low frequency support mode, the probability of a winning entry into the first actuation port 62 is higher than in the second actuation port 63, but in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the first actuation port 62. When a winning entry into the second actuation port 63 occurs, a predetermined number of game balls are paid out, so that in the high frequency support mode, the player can play while minimizing the loss of balls in his or her possession.
[0161] In this embodiment, the first high-frequency support mode and the second high-frequency support mode are provided as the high-frequency support mode. Of these, the first high-frequency support mode is the one that is shifted to when a special big win result occurs. The difference between the first high-frequency support mode and the second high-frequency support mode will be explained later.
[0162] The 7R normal jackpot result and the 3R normal jackpot result are jackpot results in which the lottery mode is set to the low probability mode after the opening and closing execution mode ends, and the support mode in the normal power accessory 63a of the second operating port 63 is set to the first high frequency support mode. In other words, when these normal jackpot results are obtained, the game state after the opening and closing execution mode ends is the low probability mode and high frequency support mode state (time-saving game state).
[0163] The time-saving game state in the case of a 7R normal jackpot result or a 3R normal jackpot result continues until the number of times of special game play (missing game play) of the miss result reaches, for example, 100 times. In this case, the number of miss games is counted as the number of special game play times after the opening and closing execution mode ends. When the number of miss games reaches the upper limit number (100 times), the time-saving game state ends and transitions to the normal game state (low probability mode and low frequency support mode). Note that if a jackpot result is obtained before the upper limit number is reached, the time-saving game state ends with a transition to the opening and closing execution mode based on the jackpot result.
[0164] In the jackpot type table for the first special chart, "0" to "4" of the jackpot type counter C2 correspond to a 10R variable probability jackpot result, "5" to "14" correspond to a 7R variable probability jackpot result, "15" to "60" correspond to a 3R variable probability jackpot result, "61" to "80" correspond to a 7R normal jackpot result, and "81" to "99" correspond to a 3R jackpot result. That is, when a jackpot is awarded by a winning / losing lottery based on the winning / losing of the first operating port 62, the probability of being assigned to a 10R variable probability jackpot result is set to 5%, the probability of being assigned to a 7R variable probability jackpot result is set to 10%, the probability of being assigned to a 3R variable probability jackpot result is set to 36%, the probability of being assigned to a 7R normal jackpot result is set to 20%, and the probability of being assigned to a 3R normal jackpot result is set to 19%.
[0165] As shown in Fig. 14(b), in the jackpot type table for the second special chart, the selectable jackpot types are set as 10R variable probability jackpot result, 7R variable probability jackpot result, 3R variable probability jackpot result, 10R normal jackpot result A to D, 7R normal jackpot result A to D, and 3R normal jackpot result A to D. The 10R variable probability jackpot result, 7R variable probability jackpot result, and 3R variable probability jackpot result are the same as the 10R variable probability jackpot result, 7R variable probability jackpot result, and 3R variable probability jackpot result in the jackpot type table for the first special chart, so the explanation will be omitted.
[0166] The normal jackpot results of 10R A to D, 7R A to D, and 3R A to D are jackpot results in which the lottery mode is set to the low probability mode and the support mode of the normal power accessory 63a of the second operating port 63 is set to the first high frequency support mode after the opening and closing execution mode ends. In other words, when these normal jackpot results are obtained, the game state after the opening and closing execution mode ends is the low probability mode and the high frequency support mode state (time-saving game state).
[0167] The 10R normal jackpot results A to D are those in which the number of rounds played is 10. The time-saving game state in the case of the 10R normal jackpot result A continues until the number of misses reaches, for example, 3000, and the time-saving game state in the case of the 10R normal jackpot result B continues until the number of misses reaches, for example, 300. The time-saving game state in the case of the 10R normal jackpot result C continues until the number of misses reaches, for example, 200, and the time-saving game state in the case of the 10R normal jackpot result D continues until the number of misses reaches, for example, 100.
[0168] The 7R normal jackpot results A to D are those in which the number of rounds of play to be executed is 7. The time-saving game state in the case of the 7R normal jackpot result A continues until the number of misses reaches, for example, 3000, and the time-saving game state in the case of the 7R normal jackpot result B continues until the number of misses reaches, for example, 300. The time-saving game state in the case of the 7R normal jackpot result C continues until the number of misses reaches, for example, 200, and the time-saving game state in the case of the 7R normal jackpot result D continues until the number of misses reaches, for example, 100.
[0169] The 3R normal jackpot results A to D are such that the number of rounds played is three. The time-saving game state in the case of the 3R normal jackpot result A continues until the number of misses reaches, for example, 3000, and the time-saving game state in the case of the 3R normal jackpot result B continues until the number of misses reaches, for example, 300. The time-saving game state in the case of the 3R normal jackpot result C continues until the number of misses reaches, for example, 200, and the time-saving game state in the case of the 3R normal jackpot result D continues until the number of misses reaches, for example, 100.
[0170] In the jackpot type table for the second special chart, "0" to "50" on the jackpot type counter C2 correspond to a 10R special jackpot result, "51" to "55" correspond to a 7R special jackpot result, "56" to "60" correspond to a 3R special jackpot result, "61" corresponds to a 10R normal jackpot result A, and "62" to "65", "66" to "69", and "70" to "73" correspond to a 10R normal jackpot result B, a 10R normal jackpot result C, and a 10R normal jackpot result D, respectively. In addition, "74" on the jackpot type counter C2 corresponds to a 7R normal jackpot result, "75" to "78", "79" to "82", and "83" to "86" correspond to a 7R normal jackpot result B, a 7R normal jackpot result C, and a 7R normal jackpot result D, respectively, "87" corresponds to a 3R normal jackpot result, and "88" to "91", "92" to "95", and "96" to "99" correspond to a 3R normal jackpot result B, a 3R normal jackpot result C, and a 3R normal jackpot result D, respectively. In other words, when a jackpot is awarded in a winning / losing lottery based on the entry into the second operating port 63, the probability of being assigned to a 10R variable jackpot result is 51%, and the probability of being assigned to a 7R variable jackpot result and a 3R variable jackpot result are both 5%. In addition, the probability of being assigned to a 10R normal jackpot result A, a 7R normal jackpot result A, or a 3R normal jackpot result A is all 1%, and the probability of being assigned to any other normal jackpot result is all 4%.
[0171] Here, the probability of being allocated to the variable probability jackpot result is set to 61% regardless of whether the type table of the first special chart display section or the type table of the second special chart display section is the same. However, when the variable probability jackpot result is selected, the probability of the 10R jackpot result is set to 51% in the type table of the second special chart display section, which is higher than 5% in the type table of the first special chart display section. In other words, when the variable probability jackpot result is based on winning the second operation port 63, the number of rounds in the open / close execution mode is greater than when the variable probability jackpot result is based on winning the first operation port 62, and it is possible to expect the payout of more game balls. In other words, a game in which a game ball is won in the second operation port 63 is more advantageous for the player than a game in which a game ball is won in the first operation port 62.
[0172] In this way, a clear difference is provided in the advantages to the player between the first actuation port 62 and the second actuation port 63. Therefore, the player plays the game in the hope that a win will occur in the second actuation port 63 out of the first actuation port 62 and the second actuation port 63, and as a result, the player's attention is focused more on the high frequency support mode in which the frequency of wins in the second actuation port 63 is high.
[0173] In this embodiment, the probability of being allocated to the variable jackpot result is the same in the type table of the first special chart display section and the type table of the second special chart display section, but the probability may be different. Specifically, the type table of the second special chart display section may be configured to have a higher probability of being allocated to the variable jackpot result than the type table of the first special chart display section. Even with such a configuration, it is possible to make it more advantageous for the player to win the second operation port 63 than to win the first operation port 62. In this case, it is not necessarily necessary to configure the second operation port 63 to be more favorable than the first operation port 62 in both the number of rounds in the opening and closing execution mode and the allocation probability to the variable jackpot result, and it may be configured to only be more favorable in the allocation probability to the variable jackpot result.
[0174] The jackpot type counter C2 is also used to determine the stop result of the pattern stopped and displayed on each special chart display unit AS, BS when the result of the winning / losing lottery based on the winning of the operation port 62, 63 is a jackpot. The stop result is determined by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. In the stop result table, multiple data of the stop result (the jackpot pattern stopped and displayed on each special chart display unit AS, BS) in the case of a jackpot is set in correspondence with the value of the jackpot type counter C2, and when determining the stop result, the data of the multiple stop results corresponding to the acquired jackpot type counter C2 is read out. The same jackpot type counter C2 is used to determine the stop result and the jackpot type, so the jackpot pattern stopped and displayed on each special chart display unit AS, BS corresponds to the jackpot type determined at the time of the jackpot.
[0175] Here, in this embodiment, in addition to the time-saving game state which is triggered by a normal jackpot result, a time-saving game state which is triggered by a special miss result of the win / lose lottery using the jackpot random number counter C1 is provided. In this case, the time-saving game state is a state in which the lottery mode is a low probability mode and the support mode is a second high frequency support mode.
[0176] In addition, since a special miss is a type of miss, the game state does not transition to the time-saving game state. In other words, when a special miss occurs, the game state transitions to the time-saving game state as the special game round ends. In the following, when distinguishing between a time-saving game state triggered by a normal jackpot result and a time-saving game state triggered by a special miss, the former is sometimes called the "normal time-saving game state" and the latter is sometimes called the "sudden time-saving game state."
[0177] As shown in FIG. 15(a), there are multiple types of special failure results. Specifically, there are three types of special failure results, namely, special failure result A to special failure result C. Each of these special failure results is associated with a value of the jackpot random number counter C1. Specifically, among the values of the jackpot random number counter C1 that are special failure results, "10" to "29," "10" to "13" correspond to the special failure result A, "14" to "19" correspond to the special failure result B, and "20" to "29" correspond to the special failure result C. That is, in the case of a special failure result, the probability of the special failure result A being obtained is set to 20%, the probability of the special failure result B being obtained to 30%, and the probability of the special failure result C being obtained to 50%.
[0178] Note that the number and values of the random numbers corresponding to the various special losing results are merely examples, and the probability of the various special losing results and the corresponding random numbers, etc. can be set arbitrarily.
[0179] As shown in FIG. 15(b), the special failure result A is a special failure result that triggers a transition to the sudden time-saving game state A (low probability mode and second high frequency support mode). The sudden time-saving game state A continues until the number of failures after the transition to the sudden time-saving game state A reaches, for example, 200 times.
[0180] The special failure result B is a special failure result that triggers a transition to the sudden time-saving game state B (low probability mode and second high frequency support mode). The sudden time-saving game state B continues until the number of failures after the transition to the sudden time-saving game state B reaches, for example, 100 times.
[0181] The special failure result C is a special failure result that triggers a transition to the sudden time-saving game state C (low probability mode and second high frequency support mode). The sudden time-saving game state C continues until the number of failures after the transition to the sudden time-saving game state C reaches, for example, 50 times.
[0182] When the number of misses reaches the upper limit in each of the sudden time-saving game states A to C, the sudden time-saving game state ends and the game transitions to the normal game state (low probability mode and low frequency support mode). If a jackpot result occurs before the upper limit is reached, the sudden time-saving game state ends with a transition to the opening / closing execution mode based on the jackpot result.
[0183] Furthermore, in this embodiment, as shown in Fig. 15(c), in addition to the normal time-saving game state and the sudden time-saving game state, a time-saving game state is provided to which the player is shifted when the cumulative number of times (so-called "stuck number of times") of the special game times (loss game times) in which the winning / losing lottery result is a loss reaches a predetermined ceiling number of times (for example, 990 times). In the following, this time-saving game state may be referred to as a "ceiling time-saving game state" in order to distinguish it from other time-saving game states.
[0184] In counting the number of misses, if a jackpot result occurs before the ceiling number of times is reached, the number of times remaining until the ceiling number of times is reset to the initial value (for example, 990 times), and the number of misses up to that point is discarded. Also, misses during a high probability game state are not counted. Therefore, in order to transition to a ceiling time-saving game state, it is necessary for the number of misses since the end of the open / close execution mode to reach the ceiling number, and when transitioning to a high probability game state after the open / close execution mode, it is necessary for the number of misses since the end of the high probability game state to reach the ceiling number.
[0185] The ceiling time-saving game state is a state in which the lottery mode becomes the low probability mode and the support mode becomes the second high frequency support mode, similar to the sudden time-saving game state. The trigger for transition to the ceiling time-saving game state is a miss result, so the game state transitions to the ceiling time-saving game state without going through the open / close execution mode. In other words, when the number of miss games reaches the ceiling number, the game state transitions to the ceiling time-saving game state as the special game round ends. The ceiling time-saving game state continues until the number of special game rounds executed after transitioning to the ceiling time-saving game state reaches, for example, 1100 times. In addition, if a jackpot result occurs before the upper limit number (1100 times) is reached, the ceiling time-saving game state ends with a transition to the open / close execution mode based on the jackpot result. When the ceiling time-saving game state ends, the game state transitions to the normal game state.
[0186] Returning to the explanation of FIG. 12, the variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The variation type counter CS is used in determining the variation display time in the first special chart display section AS and the second special chart display section BS of the special chart display section 43 in the MPU 312.
[0187] The fluctuation type counter CS is updated once each time the normal processing described below is executed once, and is repeatedly updated during the remaining time in the normal processing. The fluctuation type counter CS is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, the fluctuation type counter CS is stored in the reserved area Ra for the first special symbol of the RAM 314 at the timing when the gaming ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the timing when the gaming ball enters the second actuation port 63.
[0188] The allocation destination of the variable display time for the variable type counter CS is stored as a variable display time table in the variable display time table storage area 313c of the ROM 313. The variable display time table will be described later in detail.
[0189] The random number counter C3 for winning the regular game is configured to be incremented by 1 within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The random number counter C3 for winning the regular game is updated periodically, and is stored in the regular game reserve area 314c of the RAM 314 when the game ball enters the through gate 64.
[0190] The normal winning random number counter C3 is used for the normal winning / losing lottery (support lottery) to determine whether or not there is a normal winning (support winning), and if the result is a support winning, a role opening / closing game is executed in which the normal power role 63a is changed from a closed state to an open state, and then the opening / closing control to return it to the closed state is performed at least once.
[0191] The value of the random number that results in a support win is set in a support lottery table stored in the win / lose table storage area 313a of the ROM 313. As shown in FIG. 16, a support lottery table for the low-frequency support mode (FIG. 16(a)), a support lottery table for the first high-frequency support mode (FIG. 16(b)), and a support lottery table for the second high-frequency support mode (FIG. 16(c)) are set as the support lottery tables. When the support mode is the low-frequency support mode, the support lottery table for the low-frequency support mode is referenced in the support lottery, when the support mode is the first high-frequency support mode, the support lottery table for the first high-frequency support mode is referenced, and when the support mode is the second high-frequency support mode, the support lottery table for the second high-frequency support mode is referenced.
[0192] As shown in Figure 16(a), in the support lottery table for the low frequency support mode, a total of 50 random number values ranging from "0" to "49" are set as support winning values, and the probability of winning support is 1 / 2.
[0193] As shown in Fig. 16(b), in the support selection table for the first high frequency support mode, a total of 90 numbers from "0" to "89" are set, and the probability of winning the support is 9 / 10. That is, in the first high frequency support mode, the selection mode in the support selection is a high probability mode, and it is easier to win the support than in the low frequency support mode.
[0194] As shown in Fig. 16(c), in the support lottery table for the second high frequency support mode, a total of 50 random numbers from "0" to "49" are set as the values for winning the support, and the probability of winning the support is 1 / 2. That is, in the second high frequency support mode, the lottery mode for the support lottery is set to a low probability mode, and the support lottery is held under a condition where the probability of winning the support is lower than in the first high frequency support mode.
[0195] In each support mode, the lottery result will be a normal miss unless the random number value is a support win. In this case, the opening and closing of the role is not performed.
[0196] The probability of winning the support in each support mode is not limited to the above, and can be set arbitrarily. For example, as long as the probability of winning the support in the first high-frequency support mode is higher than that in the low-frequency support mode, the number and value of the random numbers that result in winning the support are arbitrary. In addition, in the above configuration, the probability of winning the support in the second high-frequency support mode is the same as that in the low-frequency support mode, but the configuration may be such that the probability of winning the support in the second high-frequency support mode is higher than that in the low-frequency support mode. In that case, the probability of winning the support in the second high-frequency support mode may be the same as that in the first high-frequency support mode, or may be lower than that in the first high-frequency support mode, or may be higher than that in the first high-frequency support mode. In addition, the configuration may be such that the probability of winning the support in the low-frequency support mode, the first high-frequency support mode, and the second high-frequency support mode are equal.
[0197] Incidentally, in the case of this embodiment where the probability of winning support is set to be equal between the low frequency support mode and the second high frequency support mode, that is, where there is no variation in the probability of winning support between these modes, the support lottery table for each of these modes may be made common, and a configuration may be provided with a single lottery table.
[0198] <Various processes executed by the main control device 162> Next, a description will be given of timer interrupt processing and normal processing executed to progress the game by the MPU 312 in the main control device 162. In addition to timer interrupt processing and normal processing, the MPU 312 also executes main processing that is started when the power is turned on and NMI interrupt processing that is started by inputting a power failure signal to the NMI terminal (non-maskable terminal), but a description of these processes will be omitted.
[0199] <Timer interrupt processing> The timer interrupt process will be described with reference to the flowchart of Fig. 17. This process is started by the MPU 312 periodically (for example, every 2 msec).
[0200] In step Se101, a process of reading various winning sensors is executed. That is, the state of various winning sensors connected to the main control device 162 is read, and the state of the winning sensor (detection information from the winning sensor) is judged to store the detection information (winning detection information). For example, when it is judged that a winning has occurred in the first operating port 62, a winning detection flag for the first special symbol is stored in the various flag storage area 314e of the RAM 314, and when it is judged that a winning has occurred in the second operating port 63, a winning detection flag for the second special symbol is stored in the various flag storage area 314e. Also, when it is judged that the game ball has passed through the through gate 64, a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.
[0201] In step Se102, the random-number initial-value counter CINI is updated. Specifically, the random-number initial-value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random-number initial-value counter CINI is stored in the corresponding buffer area of the RAM 314.
[0202] In step Se103, the jackpot random number counter C1, the jackpot type counter C2, and the normal random number counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the normal random number counter C3 are each incremented by 1, and when the counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1 to C3 are stored in the corresponding buffer area of the RAM 314.
[0203] In step Se104, a winning process for through is executed in association with winning the through gate 64. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314, and if the flag is stored, the value of the normal winning random number counter C3 updated in step Se103 is stored in the normal reserve area 314c on the condition that the number of reserved roles stored in the normal reserve area 314c is less than 4. In addition, if a winning detection flag for the through gate is stored in the various flag storage area 314e, the winning detection flag is erased and the winning process for the through gate is terminated.
[0204] In step Se105, a winning process for the operating port associated with a winning at the operating port 62, 63 is executed, and then the timer interrupt process is terminated.
[0205] <Winning process for the operating port> The winning process for the operating port in step Se105 will be described with reference to the flow chart of FIG.
[0206] First, in step Se201, it is determined whether or not a gaming ball has entered the first operating port 62 (initial entry) based on the detection state of the first operating port entry sensor 62a. If it is determined that a gaming ball has entered the first operating port 62, in step Se202, a prize ball command is set in the payout control device 181 to pay out three gaming balls.
[0207] In step Se203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the first operating port 62. In step Se204, the value stored in the reserved number storage area of the first special symbol reserved area Ra is read, and the start reserved memory number RaN reserved and stored in the first special symbol reserved area Ra is set (hereinafter, also referred to as the first start reserved memory number RaN). After that, in step Se205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS, and this winning process is terminated.
[0208] If a negative judgment is made in step Se201 (if no winning has occurred in the first actuation port 62), the process proceeds to step Se206, where it is judged whether or not a gaming ball has won (initial winning) in the second actuation port 63 based on the detection state of the winning sensor 63c for the second actuation port. If it is judged that a gaming ball has won in the second actuation port 63, a winning ball command is set in the payout control device 181 in step Se207 to pay out one gaming ball.
[0209] In step Se208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second actuation port 63. In step Se209, the value stored in the reserved number storage area of the second special symbol reserved area Rb is read, and the start reserved memory number RbN reserved and stored in the second special symbol reserved area Rb is set (hereinafter, also referred to as the second start reserved memory number RbN). After that, in step Se205, information acquisition process is performed, and this winning process is terminated.
[0210] Moreover, if a negative determination is made in step Se206 (if no winning has occurred in the second operating port 63), this winning process ends as is.
[0211] The prize ball command set in step Se202 or step Se207 is transmitted to the payout control device 181 by the external output processing of the normal processing described later.
[0212] Here, the information acquisition process in step Se205 will be described with reference to the flowchart in FIG.
[0213] First, in step Se301, it is determined whether the start pending memory count N (RaN or RbN) set in step Se204 or step Se209 described above is less than the upper limit (4 in this embodiment). If the start pending memory count N is the upper limit, this information acquisition process is terminated, and if it is less than the upper limit, in step Se302, the start pending memory count N of the corresponding special chart reserve area Ra, Rb is incremented by 1. In step Se303, the value stored in the total reserve count storage area (hereinafter referred to as the common reserve count CRN) is incremented by 1.
[0214] In step Se304, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS are stored in the first memory area among the free memory areas of the corresponding special chart display section reserve area, i.e., the memory area corresponding to the reserved memory number added by 1 in step Se302 above.
[0215] In other words, when the start pending memory number RaN for the first special chart is set, the values of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first memory area among the empty memory areas in the reserve area Ra for the first special chart, i.e., the reserve area Ra corresponding to the start pending memory number RaN for the first special chart added by 1 in the above step Se302.
[0216] In addition, when the start pending memory number RbN for the second special chart is set, the values of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first free memory area of the reserve area Rb for the second special chart, i.e., the reserve area Rb corresponding to the start pending memory number RbN for the second special chart added by 1 in the above step Se302.
[0217] In step Se305, a display update process is executed for the special chart reserved number display section AM of the main display unit 81. In the special chart reserved number display section AM, it is possible to display the reserved number for the first special chart and the reserved number for the second special chart separately. In the display update process of step Se305, if the current ball entry destination (winning destination) is the first operating port 62, the display of the reserved number for the first special chart is updated, and if the current ball entry destination (winning destination) is the second operating port 63, the display of the reserved number for the second special chart is updated.
[0218] In step Se306, a hold command is set as a transmission target to the performance control device 143. The hold command includes information indicating whether the first or second special pattern is the start winning, information indicating the number of holds, etc. After step Se306 is executed, this information acquisition process is terminated.
[0219] <Normal processing> Next, the flow of normal processing will be described with reference to the flowchart in Fig. 20. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps Se401 to Se408 is executed as periodic processing with a cycle of 4 msec, and the counter update processing of steps Se409 to Se411 is executed in the remaining time.
[0220] In normal processing, first, external signal output processing is executed in step Se401. In the external signal output processing in step Se401, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 181. In addition, if a performance command such as a fluctuation start command, a type command, or a fluctuation end command is set, it is sent to the performance control device 143.
[0221] In step Se402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 314.
[0222] In step Se403, a special symbol game count control process is executed to control the game in each special symbol game count. In the special symbol game count control process, a jackpot determination and display control of the special symbol display unit 43 are performed. In step Se404, a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, or the like. The special symbol game count control process in step Se403 and the game state transition process in step Se404 will be described in detail later.
[0223] In step Se405, a normal game play control process is executed to control the game during a normal game play. In the normal game play control process, a support lottery (a normal game win / lose lottery) and display control of the normal game display unit 44 are performed. In step Se406, an electric role support process is executed to drive and control the normal electric role device 63a provided in the second operating port 63. The normal game play control process in step Se405 and the electric role support process in step Se406 will be described in detail later.
[0224] In step Se407, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 110 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply and launch control device 191. This causes the game ball to be launched toward the play area PE.
[0225] In step Se408, it is determined whether or not a power outage flag is stored in the backup area of the RAM 314. The power outage flag is set by an NMI interrupt process executed when a power outage occurs, and is used by the MPU 312 to grasp the occurrence of the power outage.
[0226] If the power outage flag is not stored (if a power outage has not occurred), in step Se409, it is determined whether or not it is time to execute the next normal processing, i.e., whether or not a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. If the predetermined time has not elapsed since the start of the current normal processing, in step Se410, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of RAM 314.
[0227] In step Se411, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding area of the RAM 314.
[0228] If the determination in step Se409 is affirmative (if a predetermined time has elapsed since the start of the current normal process), the process returns to step Se401, and the processes from step Se401 onwards are executed.
[0229] In this way, after executing the process of step Se408, the remaining period until the execution timing of the next normal process arrives is used to repeatedly update the random number initial value counter CINI and the fluctuation type counter CS. Here, since the execution time of each process of steps Se401 to Se408 changes depending on the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, it is possible to randomly update the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1), and similarly, the fluctuation type counter CS can also be randomly updated.
[0230] If the determination in step Se408 is affirmative (if the power outage flag is stored), the process proceeds to step Se412, where the occurrence of each interrupt process is prohibited. In step Se413, the value of the stack pointer of MPU312 is stored in the backup area of RAM314, and in step Se414, a power outage command is set as a target for transmission to performance control device 143. By transmitting the power outage command, the occurrence of a power outage state is notified to performance control device 143.
[0231] In step Se415, a RAM judgment value is calculated and stored in a backup area. The RAM judgment value is, for example, a checksum value at a working area address of RAM 314. In step Se416, access to RAM 314 is prohibited, and thereafter, an infinite loop continues until the power is completely cut off and processing can no longer be executed. Note that even after the power is completely cut off, power for retaining data stored in RAM 314 is supplied from the power supply and launch control device 191, so the information stored in RAM 314 before the power was cut off is retained in the same state for a predetermined period of time (for example, one or two days).
[0232] <Special chart game play control processing> The special chart play count control processing in step Se403 will be explained with reference to the flowchart in FIG.
[0233] First, in step Se501, it is determined whether or not the opening and closing execution mode using the variable winning device 65 is in progress. Specifically, it is determined whether or not the opening and closing execution mode flag is set in the various flag storage area 314e of the RAM 314. The opening and closing execution mode flag is for the MPU 312 to grasp that the opening and closing execution mode is in progress.
[0234] If the opening / closing execution mode is not in progress, in step Se502, it is determined whether the special picture display unit 43 is displaying a finalized picture. Specifically, it is determined whether a finalized picture display flag is set in the various flag storage area 314e. The finalized picture display flag is for the MPU312 to grasp that the first special picture display unit AS or the second special picture display unit BS is displaying a finalized picture.
[0235] If the special chart display unit 43 is not displaying a fixed image, in step Se503, it is determined whether the special chart display unit 43 is displaying a variable image. Specifically, it is determined whether a variable display flag is set in the various flag storage area 314e. The variable display flag is for the MPU312 to grasp that the first special chart display unit AS or the second special chart display unit BS is displaying a variable image.
[0236] If the special chart display unit 43 is not displaying a variable, in step Se504, it is determined whether the common reserve number CRN is "0". If the common reserve number CRN is "0", it means that the start reserve memory numbers RaN, RbN are "0" for both the first operating port 62 and the second operating port 63. Therefore, if the common reserve number CRN is "0", there is no reserve information to be executed, so the special chart play count control process is terminated.
[0237] If the common reserve number CRN is not "0", a data setting process is executed in step Se505 to set the data stored in the reserve area Ra for the first special chart or the reserve area Rb for the second special chart for variable display, and then a variable start process is executed in step Se506 to start the variable display in the special chart display unit 43, after which the game round control process is terminated.
[0238] The data setting process in step Se505 and the fluctuation start process in step Se506 will now be described in detail.
[0239] First, the data setting process will be described with reference to the flowchart in FIG.
[0240] First, in step Se601, it is determined whether the second start pending memory number RbN reserved and stored in the second special symbol reservation area Rb is "0". If the second start pending memory number RbN is "0", data setting processing for the first special symbol (first actuation port 62) is executed in steps Se602 to Se608, and if the second start pending memory number RbN is not "0", data setting processing for the second special symbol (second actuation port 63) is executed in steps Se609 to Se615.
[0241] As already explained, when the common reserved number CRN is 1 or more, the data setting process is performed, and the situation in which the data setting process is performed means that at least one of the first start reserved memory number RaN and the second start reserved memory number RbN is 1 or more. In this case, the data setting process is configured to first determine whether the second start reserved memory number RbN is "0" or not, and to execute the process related to the reserved information for the first special symbol on the condition that the second start reserved memory number RbN is "0", that is, there is no reserved information for the second special symbol. Therefore, when reserved information is stored in both the reserved area Ra for the first special symbol and the reserved area Rb for the second special symbol, the reserved information for the second special symbol (second operating port 63) stored in the reserved area Rb for the second special symbol is preferentially processed.
[0242] In the data setting process for the first special symbol, first in step Se602, the first start reserved memory number RaN of the reserved area Ra for the first special symbol is subtracted by 1. In step Se603, the common reserved number CRN is subtracted by 1. In step Se604, the data stored in the first area of the reserved area Ra for the first special symbol is moved to the execution area AE.
[0243] In step Se605, the process of shifting the data (reserved information such as the jackpot random number counter C1) stored in the memory area of the reserved area Ra for the first special chart is executed. In this process, the data in the first area is cleared, and the data in the second area to the fourth area are sequentially moved to the lower area.
[0244] In step Se606, it is determined whether or not a second special symbol flag is stored in the various flag storage area 314e of the RAM 314. The second special symbol flag is for the MPU 312 to grasp that there is reserved information of the second operating port 63. If the second special symbol flag is stored, the second special symbol flag is erased in step Se607.
[0245] After execution of step Se607 or when a negative judgment is made in step Se606 (when the second special symbol flag is not stored), the process proceeds to step Se608, and a shift command (shift occurrence information) for notifying the performance control device 143 that the data of the reserved area has been shifted is set. In this case, a shift command including information that the reserved area that is the target of the data shift this time corresponds to the reserved area Ra for the first special symbol, that is, information that corresponds to the first operating port 62, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0246] The shift command set in step Se608 is sent to the performance control device 143 in step Se401 in the normal processing (FIG. 20). The performance control device 143 executes a process to change the display in the first reserved display area Ga of the pattern display device 75 in response to the reduction in the number of reserved items based on the received shift command.
[0247] In the data setting process for the second special chart, first, in step Se609, the second start reserved memory number RbN of the reserved area Rb for the second special chart is subtracted by 1. In step Se610, the common reserved number CRN is subtracted by 1. In step Se611, the data stored in the first area of the reserved area Rb for the second special chart is moved to the execution area AE.
[0248] In step Se612, the process of shifting the data (reserved information such as the jackpot random number counter C1) stored in the storage area of the second special symbol reserved area Rb is executed. In step Se613, it is determined whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, the second special symbol flag is set in step Se614.
[0249] After execution of step Se614 or if the affirmative decision is made in step Se613 (if the second special chart flag is stored), the process proceeds to step Se615, where a shift command (shift occurrence information) is set, which is information for making the performance control device 143, which is the sub-side control device, recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the reserved area Rb for the second special chart, i.e., corresponds to the second operation port 63, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0250] The shift command set in step Se615 is sent to the performance control device 143 in step Se401 in the normal processing (FIG. 20). The performance control device 143 executes a process to change the display in the second reserved display area Gb of the pattern display device 75 in response to the reduction in the number of reserved items based on the received shift command.
[0251] Next, the fluctuation start process will be described with reference to the flowchart of FIG.
[0252] First, in step Se701, a win / loss judgment is made by referring to a win / loss table corresponding to the current game state. Specifically, if the current lottery mode is a low probability mode, a win / loss judgment is made by referring to a win / loss table for the low probability mode (FIG. 13(a)), and if the current lottery mode is a high probability mode, a win / loss judgment is made by referring to a win / loss table for the high probability mode (FIG. 13(b)). In this step, it is judged whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a random number for the jackpot in the win / loss table to be referenced.
[0253] In step Se702, it is determined whether the result of the hit / miss determination in step Se701 is a jackpot win or not. If the result is a jackpot win, in step Se703, the corresponding jackpot type table is referred to for jackpot type determination (lottery for jackpot type). Specifically, if the current jackpot result is a jackpot result based on the hit / miss lottery for the first special chart, the type determination is performed by referring to the jackpot type table for the first special chart (FIG. 14(a)), and if the current jackpot result is a jackpot result based on the hit / miss lottery for the second special chart, the type determination is performed by referring to the jackpot type table for the second special chart (FIG. 14(b)). For example, in the case of type determination based on the jackpot type table for the first special chart, it is determined which of the numerical ranges of the 10R variable jackpot result, 7R variable jackpot result, 3R variable jackpot result, 7R normal jackpot result, and 3R normal jackpot result the value of the jackpot type counter C2 stored in the execution area AE belongs to.
[0254] In step Se704, a jackpot type flag corresponding to the jackpot type selected by the type determination in step Se703 is set in the various flag storage area 314e of the RAM 314. For example, if the selected jackpot type is a 10R variable probability jackpot result, a 10R variable probability jackpot flag is set.
[0255] In step Se705, a stop result (a big win symbol) for a big win is set by referring to a stop result table for a big win stored in the stop result table storage area 313d of the ROM 313. Here, the stop result table for a big win will be described with reference to Figs. 24 and 25(a).
[0256] As the stop result table for a jackpot, a first special chart stop result table for a jackpot (Fig. 25(a)) and a second special chart stop result table for a jackpot (Fig. 24) are set. The first special chart stop result table for a jackpot is referenced when a jackpot is determined by a win / lose lottery based on winning the first operating port 62, and corresponds to the first special chart. On the other hand, the second special chart stop result table for a jackpot is referenced when a jackpot is determined by a win / lose lottery based on winning the second operating port 63, and corresponds to the second special chart.
[0257] First, the second special symbol stop result table for the big win will be explained. As shown in Fig. 24, the second special symbol stop result table for the big win stores a plurality of stop result data as the stop result of the second special symbol for the big win result, specifically, 15 types of stop result data consisting of stop results SD0 to SD14 are stored. Each of these stop results SD0 to SD14 is associated with the value of the big win type counter C2, and for example, the stop result SD0 is assigned with "0" to "50" of the big win type counter C2.
[0258] Here, in the jackpot type table for the second special chart used for the lottery of the jackpot type (FIG. 14(b)), the 10R variable probability jackpot result is assigned to "0" to "50" of the jackpot type counter C2. The same jackpot type counter C2 (obtained random number) obtained at the same time is used for the lottery of the jackpot pattern with reference to the stop result table and the lottery of the jackpot type with reference to the jackpot type table, so when the 10R variable probability jackpot result is selected as the jackpot type, the stop result SD0 is selected as the jackpot pattern. Therefore, the stop result SD0 can function as a stop result corresponding to the 10R variable probability jackpot result.
[0259] As shown in FIG. 24, in the second special chart stop result table for jackpots, the values of the jackpot type counter C2 are associated with stop results SD1 to SD14 other than stop result SD0 so that the stop results correspond to a 7R special jackpot result, a 3R special jackpot result, a 10R normal jackpot result A to D, a 7R normal jackpot result A to D, and a 3R normal jackpot result A to D, respectively.
[0260] As already mentioned, the second special chart display section BS is provided with a plurality of display segments SG1 to SG7 as means for displaying the stop results, and the stop result data is information indicating which display segments of the display segments SG1 to SG7 are to be turned on and which are to be turned off. Each picture shown in the "Result Display" column in Fig. 24 indicates a picture displayed by each stop result data.
[0261] For example, when the value of the big win type counter C2 is "0", the stop result data corresponding to the stop result SD0 lights up the display segments SG1, SG6, and SG7, while turning off the display segments SG2 to SG5. Therefore, when the stop result SD0 is set as the stop result, a picture similar to the number "7" is displayed in the second special chart display section BS.
[0262] The stop result data corresponding to each of the stop results SD0 to SD14 has a different combination of the display segments to be lit and the display segments to be turned off, and this causes a unique pattern to be displayed for each of the stop results. Each of the big win stop results SD0 to SD14 is set so that two or more of the seven display segments SG1 to SG7 arranged on the segment display 801 are lit to display a pattern (big win pattern).
[0263] In Figure 24, the items "Result Display" and "Jackpot Type" are listed to make it easier to understand what kind of image is displayed for each stop result and which jackpot type each stop result (each jackpot pattern) is paired with, but these are not stored in the stop result table.
[0264] As shown in Fig. 25(a), the first special symbol stop result table for the jackpot stores a plurality of stop result data as the stop result of the first special symbol for the jackpot result, specifically, five types of stop result data consisting of stop results SD0 to SD2, SD10, and SD14 are stored. In these, too, the values of the jackpot type counter C2 are assigned so as to correspond to the 10R variable probability jackpot result, 7R variable probability jackpot result, 3R variable probability jackpot result, 7R normal jackpot result, and 3R normal jackpot result set in the jackpot type table for the first special symbol (Fig. 14(a)).
[0265] In this embodiment, the stop result data is shared between the jackpot pattern for the first special chart and the jackpot pattern for the second special chart, and for example, when a 10R variable jackpot result is selected as the jackpot type, the stop result SD0 is selected in both the first special chart and the second special chart, and a picture similar to the number "7" is displayed. Note that this is not limited to this, and for example, when a 10R variable jackpot result is selected as the jackpot type, different stop results may be set, such as different pictures displayed in the first special chart and the second special chart.
[0266] Returning to the explanation of the variation start process (FIG. 23), in step Se705, it is determined whether the current big win is due to a lottery of the first special design or the second special design, and the stop result table corresponding to the determination result is referenced. Then, in the referenced stop result table, the stop result corresponding to the big win type counter C2 stored in the execution area AE is read out and set as the stop result of the current game.
[0267] If the result of the judgment in step Se702 is negative (if the jackpot is not won), the process proceeds to step Se706, where it is judged whether the result of the judgment in step Se701 is a special failure result. If the result is a special failure result, a special failure type flag corresponding to the type of the special failure result is set in the various flags storage area 314e in step Se707. For example, if the type of the special failure result is special failure result A, a special failure A flag is set.
[0268] In step Se708, the stop result for special miss (special miss pattern) is set by referring to the stop result table for special miss stored in the stop result table storage area 313d. Here, the stop result table for special miss will be described with reference to FIG. 25(b).
[0269] In the stop result table for special misses, multiple stop result data are stored as stop results for special misses, specifically, three types of stop result data consisting of stop results SD15 to SD17 are stored. Each of these stop results SD15 to SD17 is associated with a value of the jackpot random number counter C1, and for example, the stop result SD15 is assigned with "10" to "13" of the jackpot random number counter C1.
[0270] Here, in the special loss type table (FIG. 15(a)) used for the lottery of the special loss type, the special loss result A is assigned to the jackpot random numbers C1 "10" to "13". Therefore, if the result of the win / loss lottery is a special loss result and the special loss result A is obtained, the stop result SD15 will be selected as the special loss pattern, and the stop result SD15 can function as the stop result corresponding to the special loss result A.
[0271] As shown in Figure 25 (b), in the stop result table for special misses, the values of the jackpot random number counter C1 are associated with the other stop results SD16 and SD17 so that they result in stop results corresponding to special miss results B and special miss results C, respectively.
[0272] The stop result data corresponding to the stop results SD15 to SD17 not only have different combinations of the display segments to be lit and the display segments to be turned off among those stop results, but also have different combinations for each of the big win stop results SD0 to SD14. Therefore, the stop results SD15 to SD17 have different appearances (patterns) when displayed, and are also designed not to overlap with the big win stop results SD0 to SD14. Each of the special miss stop results SD15 to SD17 is set so that two or more of the seven display segments SG1 to SG7 arranged on the segment display 801 are lit up to display a pattern (special miss pattern).
[0273] In this embodiment, a special miss result can occur in both the first special drawing and the second special drawing, but the same stop result table is used for the special miss result in the former drawing and the special miss result in the latter drawing. That is, the same special miss pattern is displayed when the special miss result occurs due to winning the first operating port 62 and when the special miss result occurs due to winning the second operating port 63.
[0274] However, it is not limited to this, and a stop result table for a special losing result corresponding to the first special symbol and a stop result table for a special losing result corresponding to the second special symbol may be separately provided, and different stop result tables may be referred to when the special losing result is caused by winning the first actuation port 62 and when the special losing result is caused by winning the second actuation port 63. In this case, the same special losing symbol may be displayed in both cases, or different special losing symbols may be displayed.
[0275] Returning to the explanation of the fluctuation start process (Figure 23), in step Se708, the stop result corresponding to the jackpot random number counter C1 stored in the execution area AE is read from the stop result table for special misses and set as the stop result for the current game round.
[0276] If the result of the negative judgment in step Se706 (if the result is not a special miss) means that the result of the hit / miss judgment this time is a normal miss result. In this case, proceed to step Se709, and set a stop result for a normal miss (normal miss pattern) by referring to the stop result table for a normal miss stored in the stop result table storage area 313d. Here, the stop result table for a normal miss will be explained with reference to FIG. 26.
[0277] As the stop result table for normal misses, the first special chart stop result table for normal misses (FIG. 26(b)) and the second special chart stop result table for normal misses (FIG. 26(a)) are set. The first special chart stop result table for normal misses is referenced when the winning / losing lottery based on the winning of the first operating port 62 results in a normal miss, and the second special chart stop result table for normal misses is referenced when the winning / losing lottery based on the winning of the second operating port 63 results in a normal miss.
[0278] First, the second special symbol stop result table for normal miss will be explained. As shown in Fig. 26(a), the second special symbol stop result table for normal miss stores a plurality of stop result data as stop results for normal miss, specifically, two types of stop result data consisting of stop results SD18 and SD19 are stored.
[0279] The stop result data corresponding to the stop results SD18 and SD19 not only have different combinations of lit display segments and unlit display segments between those stop results, but also have different combinations for the stop results SD0 to SD17 for big wins and special misses. For this reason, the stop results SD18 and SD19 have different appearances (pictures) when displayed, and the pictures do not overlap with the other stop results SD0 to SD17.
[0280] The stop result SD18 is a result in which only the central display segment SG3 among the multiple display segments SG1 to SG7 is lit. In other words, the pattern is displayed by lighting one display segment, and the appearance is simple. This makes it easy to distinguish from the stop results SD0 to SD14 for big wins, which have two or more display segments lit, and the stop results SD15 to SD17 for special losses, which have a complex appearance. On the other hand, the stop result SD19 is a result in which two or more display segments are lit to display a pattern, and it is difficult to distinguish from the above stop results. In other words, the stop result SD18 is easy to identify as a normal loss result, while the stop result SD19 is difficult to identify as a normal loss result.
[0281] Here, the stop result SD19 is set so that at least one of the lighted display segments overlaps with the stop result SD17, which has the highest selection probability among the stop results SD15 to SD17 corresponding to the special miss result. That is, in the stop result SD17, the display segments SG2, SG3, and SG4 are lighted and the other display segments are turned off (FIG. 25(b)), whereas in the stop result SD19, the stop result data is set so that the display segments SG1, SG2, and SG4 are lighted and the other display segments are turned off.
[0282] In other words, the stop result SD19 corresponding to the normal miss result and the stop result SD17 corresponding to the special miss result share the same display segments SG2 and SG4. Therefore, the image of the stop result SD19 resembles the image that is most likely to be displayed among the three types of images corresponding to the special miss result.
[0283] In the second special chart stop result table for normal misses, the values of the jackpot random number counter C1 correspond to the stop results SD18 and SD19, respectively. Specifically, "30" to "2977" of the jackpot random number counter C1 correspond to the stop result SD18, and "2978" to "2999" of the jackpot random number counter C1 correspond to the stop result SD19. In other words, the range of the jackpot random number counter C1 corresponding to the stop result SD19 is narrower than the range of the jackpot random number counter C1 corresponding to the stop result SD18, and the selection probability of the stop result SD19 is suppressed to be lower than the selection probability of the stop result SD18.
[0284] As shown in Fig. 26(b), the first special symbol stop result table for normal misses stores one type of stop result data consisting of the stop result SD18 as a stop result for normal misses. In other words, when the first special symbol win / loss lottery results in a normal miss, the stop result SD18 is set to be selected regardless of the value of the jackpot random number counter C1 at that time.
[0285] Returning to the explanation of the variation start process (FIG. 23), in step Se709, it is determined whether the normal miss result this time is due to the lottery of the first special design or the second special design, and the stop result table corresponding to the determination result is referred to. Then, in the referred stop result table, the stop result corresponding to the jackpot random number counter C1 stored in the execution area AE is read out and set as the stop result of the current game.
[0286] After step Se705, step Se708 or step Se709 is executed, in step Se710, a high frequency support mode update process is executed to update the number of times the special chart is played in the high frequency support mode. In step Se711, a ceiling time-shortened game state transition determination process is executed to determine whether or not a transition trigger to the ceiling time-shortened game state has occurred. In step Se712, a sudden time-shortened game state transition determination process is executed to determine whether or not a transition trigger to the sudden time-shortened game state has occurred. In step Se713, a variable display time setting process is executed to set the variable display time by drawing a variation pattern. Details of steps Se710 to Se713 will be described later.
[0287] In step Se714, a variable display flag is set in the various flag storage area 314e. The variable display flag is for the MPU 312 to grasp that the variable display of the special game number is being performed.
[0288] In step Se715, a variation start command and a type command are set as targets for transmission to the performance control device 143. The variation start command includes information on the variation pattern, and a different variation pattern is set for each game state, and also a different variation pattern is set depending on whether it is a jackpot or a miss. Therefore, by analyzing the variation pattern from the variation start command, the performance control device 143 can grasp not only the variation display time information, but also the presence or absence of a jackpot and the current game state. In addition, the type command includes information on the jackpot type and special miss type. The type command is set when the result of the win / loss judgment is a jackpot or a special miss.
[0289] In step Se716, the variable display of the special symbol display section 43 is started. At that time, if the current special symbol game is based on winning the first operation port 62, the image of the first special symbol display section AS is variably displayed, and if it is based on winning the second operation port 63, the image of the second special symbol display section BS is variably displayed. After execution of step Se716, the variable start process is terminated.
[0290] Returning to the explanation of the special chart game count control process (FIG. 21), after step Se506 is executed, the special chart game count control process is terminated. Also, if a positive judgment is made in step Se501 (during the opening and closing execution mode), the special chart game count control process is terminated without executing the processes in steps Se502 and after. In other words, if the opening and closing execution mode is in effect, the special chart display unit 43 will not display any changes even if reserved information exists.
[0291] If a positive judgment is made in step Se503 (if the special chart display unit 43 is displaying a change), the process proceeds to step Se507, where it is judged whether or not the change display time for the current special chart play round has elapsed. If the change display time has not elapsed, a change display process is executed in step Se508. In the change display process, the display of the special chart display unit related to the current play round is controlled (each display segment is controlled to emit light) so that each display segment is turned on and off in a predetermined order. After step Se508 is executed, the special chart play round control process is terminated.
[0292] If a positive judgment is made in step Se507 (if the variable display time has elapsed), the process proceeds to step Se509, where the variable display flag set in the various flag storage area 314e is cleared. In the following step Se510, a high frequency support mode termination process is executed to terminate the high frequency support mode. In step Se511, a transition process to the time-shortened game state is executed. The transition process to the time-shortened game state is intended to suddenly transition the game state to a time-shortened game state or a ceiling time-shortened game state. Details of step Se510 and step Se511 will be described later.
[0293] In step Se512, the process for starting the fixed display is executed, and then the special symbol game number control process is terminated. In the process for starting the fixed display, the special symbol display unit 43 is controlled so as to perform the stop display of the image with the stop result set in step Se705, step Se708, or step Se709. In addition, in step Se512, the fixed display time for continuing the above-mentioned stop display is also set.
[0294] If a positive judgment is made in step Se502 (if the special symbol display unit 43 is displaying a fixed symbol), the process proceeds to step Se513, where a process for ending the fixed symbol display is executed. In the process for ending the fixed symbol display, it is judged whether or not the fixed symbol display time set in step Se512 has elapsed, and if so, the special symbol display unit 43 is controlled to end the stopped symbol display. If there is no next pending information when the fixed symbol display time has elapsed, the process controls so that the stopped symbol display continues until a winning entry occurs in the operation port 62, 63. After step Se513 is completed, the special symbol play count control process is terminated.
[0295] <Game state transition processing> The game state transition process in step Se404 (FIG. 20) will be described with reference to the flowchart in FIG.
[0296] First, in step Se901, it is determined whether or not the opening and closing execution mode is in progress. If it is not in the opening and closing execution mode, it proceeds to step Se902, and it is determined whether or not the timing of the special game round has ended (whether or not the timing of the final display on the special game display unit 43 has ended). If it is not the timing of the end of the special game round, this game state transition process is terminated as it is.
[0297] If it is the end timing of the special game round, in step Se903, it is determined whether the game result of this special game round corresponds to the transition to the open / close execution mode, that is, whether the result of the win / loss judgment is a jackpot. In this step, it is determined whether or not it is a jackpot by referring to whether or not the jackpot type flag (step Se704) is stored in the various flag storage area 314e of RAM 314. If the game result of this special game round does not correspond to the transition to the open / close execution mode, this game state transition process is terminated as it is.
[0298] If the determination in step Se903 is affirmative (if the game result of the current special game corresponds to the transition to the open / close execution mode), the process proceeds to step Se904, and the start process of the open / close execution mode is executed. In the start process, the open / close execution mode flag is set in the various flag storage area 314e. In addition, an opening period is set for waiting for the start of the first round while keeping the variable winning device 65 in the closed state. Furthermore, if the high probability flag and various support flags described later are set in the various flag storage area 314e, these flags are cleared.
[0299] In step Se905, a process for starting a round display for notifying the number of rounds in the open / close execution mode is executed. In this step, the current big win type is grasped based on the type flag stored in the various flag storage area 314e, and the round display unit is controlled so that the number of rounds corresponding to the big win type is displayed. The display of the number of rounds in the round display unit continues until the open / close execution mode ends.
[0300] In step Se906, the corresponding number of rounds is set. Specifically, the number of rounds corresponding to the jackpot type grasped in step Se905 is specified, and a value corresponding to the number of rounds is set in the round counter area RC1 provided in the various counter areas 314d of the RAM 314. For example, if the jackpot type this time is a 10R variable jackpot result, "10" is set in the round counter area RC1, and if it is a 7R variable jackpot result, "7" is set in the round counter area RC1.
[0301] In step Se907, an opening command is set for notifying the start of the opening and the opening period to the performance control device 143. This set opening command is transmitted to the performance control device 143 in step Se401 in the normal processing (FIG. 20).
[0302] In step Se908, the external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, the output terminal for the jackpot signal provided in the external output terminal 213 is set to an output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can grasp that a jackpot has occurred in the pachinko machine 10.
[0303] If the determination in step Se901 is affirmative (if the game is in the open / close execution mode), the process proceeds to step Se909, where it is determined whether the opening period has elapsed. If the opening period has not elapsed, the game state transition process is terminated. If the opening period has elapsed, the big prize opening open / close process is executed in step Se910.
[0304] Here, the process of opening and closing the big prize opening will be explained with reference to the flow chart of FIG.
[0305] First, in step Se1001, it is determined whether the large prize opening 65a is open or not. This determination is made based on the drive state of the drive unit 65d. If the large prize opening 65a is not open, it is determined in step Se1002 whether the value of the round counter area RC1 is "0". If the value of the round counter area RC1 is not "0", that is, if there is a round game to be played, it is determined in step Se1003 whether the value of the timer area T1 provided in the various counter areas 344b of the RAM 314 is "0". This process is to determine whether the waiting period between rounds (round interval period) has elapsed.
[0306] If the value of the timer area T1 is "0", the process proceeds to step Se1004, and "15000" is set in the timer area T1 as a value corresponding to the upper limit opening time (30 sec) of the variable winning device 65 in one round of play. The value set here is decremented by 1 each time the timer interrupt process (FIG. 17) is started. In step Se1005, "10" is set in the winning counter area PC1 provided in the various counter areas 344b as a value corresponding to the upper limit number of winnings (10) in the variable winning device 65 in one round of play.
[0307] In step Se1006, the drive unit 65d is driven to open the large prize opening 65a. In step Se1007, an opening command is set to notify the performance control device 143 that the opening of the large prize opening 65a (variable prize opening device 65) has started, and then the large prize opening opening process is terminated. This set opening command is sent to the performance control device 143 in step Se401 in the normal process (FIG. 20).
[0308] If a positive judgment is made in step Se1002 (if the value of the round counter area RC1 is "0") or if a negative judgment is made in step Se1003 (if the value of the timer area T1 is not "0"), the large prize opening opening process is terminated.
[0309] If the answer is YES in step Se1001 (the large prize opening 65a is open), the process proceeds to step Se1008, where it is determined whether the value of the timer area T1 is "0." This process is for determining whether the upper limit opening time of the variable prize device 65 set in step Se1004 has elapsed.
[0310] If the value of the timer area T1 is not "0", the process proceeds to step Se1009, where it is determined whether or not a win has occurred in the large prize opening 65a based on the detection state of the large prize opening winning sensor 65c. If no win has occurred, the large prize opening opening opening process is terminated. On the other hand, if a win has occurred, the value of the winning counter area PC1 is decremented by 1 in step Se1010, and then it is determined in step Se1011 whether or not the value of the winning counter area PC1 is "0". If the value of the winning counter area PC1 is not "0", the large prize opening opening opening process is terminated.
[0311] If the judgment in step Se1008 is positive (if the value in the timer area T1 is "0") or if the judgment in step Se1011 is positive (if the value in the prize counter area PC1 is "0"), the process proceeds to step Se1012, where the drive unit 65d is switched to a non-driven state to close the large prize opening 65a. In step Se1013, the value in the round counter area RC1 is decremented by 1, and in step Se1014, it is judged whether the value in the round counter area RC1 is "0" or not.
[0312] If the value of the round counter area RC1 is not "0", i.e., if there are remaining rounds of play, proceed to step Se1015 and set "1000" in the timer area T1 as a value corresponding to the period (2 seconds) during which the variable winning device 65 will remain closed and wait for the start of the next round of play.
[0313] In step Se1016, a close command is set to notify the performance control device 143 that the variable winning device 65 has been closed (the round of play has ended), and then the large winning opening opening and closing process is terminated. The set close command is transmitted to the performance control device 143 in step Se401 in the normal process (FIG. 20).
[0314] If the answer is yes in step Se1014 (if the value of the round counter area RC1 is "0"), that is, if the final round of the open / close execution mode has ended, the process proceeds to step Se1017, where the ending start process is executed. In this start process, an ending period is set during which the variable winning device 65 is kept in the closed state and awaits the start of the next game round (the first game round after the open / close execution mode has ended). In step Se1018, an ending command is set to notify the performance control device 143 of the start of the ending and the ending period, and then the large winning port open / close process is terminated. The set ending command is sent to the performance control device 143 in step Se401 in the normal process (FIG. 20).
[0315] Returning to the explanation of the game state transition process (FIG. 27), after executing the large prize opening / closing process of step Se910, it is determined in step Se911 whether the value of the round counter area RC1 is "0." If the value of the round counter area RC1 is not "0," this game state transition process is terminated as it is to continue the opening / closing execution mode.
[0316] If the value of the round counter area RC1 is "0", the process proceeds to step Se912 to determine whether the ending has ended (whether the ending period has elapsed). If the ending has not ended, the game state transition process is terminated to continue the ending. On the other hand, if the ending has ended, the process proceeds to step Se913 to execute the transition process at the end of the opening / closing execution mode.
[0317] Here, the transition process at the end of the opening and closing execution mode will be described with reference to the flowchart of FIG.
[0318] First, in step Se1101, the jackpot type flag set in the various flag storage area 314e of the RAM 314 is referenced to determine whether the current jackpot is a highly probable jackpot result. If the jackpot is a highly probable jackpot result, in step Se1102, the high probability flag is set in the various flag storage area 314e. This causes the lottery mode to transition to the high probability mode.
[0319] In step Se1103, the support A flag is set in the various flag storage area 314e. The support A flag corresponds to the first high frequency support mode. By setting the support A flag, the internal state corresponds to the first high frequency support mode.
[0320] In step Se1104, a high probability start command is set as the target for transmission to the performance control device 143, and then the transition process at the end of the open / close execution mode is terminated. The high probability start command set in step Se1104 is transmitted to the performance control device 143 in step Se401 in the normal processing (FIG. 20). By transmitting the high probability start command, the performance control device 143 is notified of the transition to a high probability game state (high probability mode and first high frequency support mode).
[0321] If the negative judgment is made in step Se1101 (if the current big win result is a normal big win result), the process proceeds to step Se1105, where the support A flag is set in the various flag storage area 314e. This causes the game to transition to a normal time-saving game state.
[0322] In addition, the Support A flag is set to 17 types of flags, Support A1 flag to Support A17 flag, in response to the fact that a total of 17 types are set as normal jackpot results, including 2 types corresponding to the 7R normal jackpot result and 3R normal jackpot result corresponding to the 1st special chart, and 15 types of 10R normal jackpot result A to 3R normal jackpot result D corresponding to the 2nd special chart. For example, if the normal jackpot result this time is the 7R normal jackpot result of the 1st special chart, the Support A1 flag is set as the Support A flag.
[0323] In step Se1106, the upper limit number of times corresponding to the current jackpot result is set. For example, if the current jackpot result is 10R normal jackpot result A, the support counter area SC provided in the various counter areas 314d of the RAM314 is set to, for example, "3000", if the current jackpot result is 10R normal jackpot result B, the support counter area SC is set to, for example, "300", if the current jackpot result is 10R normal jackpot result C, the support counter area SC is set to, for example, "200", if the current jackpot result is 10R normal jackpot result D, the support counter area SC is set to, for example, "100". The support counter area SC is for the MPU312 to grasp the remaining number of times in the high frequency support mode (the remaining number of times that the special chart can be played in the high frequency support mode), and is decremented by one each time a special chart is played in the high frequency support mode.
[0324] In step Se1107, a normal time-saving start command is set as the target for transmission to the performance control device 143, and then the transition process at the end of the open / close execution mode is terminated. The normal time-saving start command set in step Se1107 is transmitted to the performance control device 143 in step Se401 in the normal process (FIG. 20). By transmitting the normal time-saving start command, the performance control device 143 is notified of a transition to a normal time-saving gaming state (low probability mode and first high frequency support mode). The normal time-saving start command includes information indicating the type of normal time-saving gaming state to be transitioned to, as well as information indicating the upper limit number of times.
[0325] Returning to the explanation of the game state transition process (FIG. 27), after the transition process at the end of the open / close execution mode in step Se913 is completed, the end process of the round display is executed in step Se914. In this process, the round display section in the special chart display section 43 is controlled so that the round display section is turned off.
[0326] In step Se915, the end process of the opening and closing execution mode is executed, and then, the game state transition process is terminated. In the end process of the opening and closing execution mode, the type flag and the opening and closing execution mode flag stored in the various flag storage area 314e are deleted.
[0327] Next, the high frequency support mode update process in step Se710, the ceiling time-saving game state transition judgment process in step Se711, and the sudden time-saving game state transition judgment process in step Se712 will be described. These processes are executed in the fluctuation start process (FIG. 23), in other words, they are executed when the fluctuation display in the special chart game round starts.
[0328] <Processing for updating high frequency support mode> The frequently supported mode update process in step Se710 will be described with reference to the flowchart in FIG.
[0329] First, in step Se1201, it is determined whether any of the support flags is set in the various flag storage area 314e of the RAM 314. Specifically, it is determined whether any of the support A flag, the support B flag, and the support C flag is set. The support A flag corresponds to the normal time-saving gaming state, the support B flag corresponds to the ceiling time-saving gaming state, and the support C flag corresponds to the sudden time-saving gaming state.
[0330] If any of the support flags is set, that is, if the game is in the high frequency support mode, the program proceeds to step Se1202, where it is determined whether or not the result of the current special drawing is a jackpot result. If the result is not a jackpot result, the program updates the value of the support counter area SC in the various counter areas 314d of the RAM 314 in step Se1203. Specifically, the value of the support counter area SC is decremented by 1. This decrements the remaining number of times in the time-saving game state (the remaining number of times the game can be played in the time-saving game state).
[0331] In step Se1204, it is determined whether the value of the support counter area SC is "0". If the value of the support counter area SC is "0", that is, if the number of times the game is played in the time-saving game state has reached the upper limit, the process proceeds to step Se1205, and a time-saving end flag is set in the various flag storage area 314e. The time-saving end flag is used by the MPU 312 to know that each time-saving game state should be ended.
[0332] Also, if the determination in step Se1202 is affirmative (if the result of the current special drawing is a jackpot), the processing in steps Se1203 and Se1204 is skipped and the processing in step Se1205 is executed. In other words, if a jackpot result occurs during the time-saving game state, the time-saving game state is ended regardless of the number of remaining plays.
[0333] After step Se1205 is executed, the high-frequency support mode update process is terminated. If a negative judgment is made in step Se1201 (if none of the support flags are set), the remaining number of times in the time-saving gaming state is not updated, and the high-frequency support mode update process is terminated without executing the processes in steps Se1202 and onward. Also, if a negative judgment is made in step Se1204 (if the value of the support counter area SC is not "0"), it is determined that the time-saving gaming state should not be ended, and the high-frequency support mode update process is terminated without executing the process in step Se1205.
[0334] <Processing for determining transition to ceiling time-saving gaming state> The process for determining whether to transition to the ceiling time-shortened gaming state in step Se711 will be described with reference to the flowchart in FIG.
[0335] First, in step Se1301, it is determined whether the result of the current special drawing is a jackpot result. If it is not a jackpot result, it proceeds to step Se1302, and it is determined whether the reached flag is set in the various flag storage area 314e of the RAM 314. The reached flag is for the MPU 312 to know that the number of times of losing games has reached the ceiling number of times.
[0336] If the reached flag is not set, in step Se1303, it is determined whether or not the high probability flag is set in the various flag storage area 314e. If the high probability flag is not set, that is, if the current lottery mode is the low probability mode, the process proceeds to step Se1304, where the value of the miss count counter area HC provided in the various counter area 314d of the RAM 314 is updated. Specifically, the value of the miss count counter area HC is decremented by 1. The miss count counter area HC is used by the MPU 312 to grasp the remaining number of times up to the ceiling number of times.
[0337] In step Se1305, it is determined whether the value of the loss counter area HC is "0". If the value of the loss counter area HC is "0", that is, if the number of loss games has reached the ceiling number, the process proceeds to step Se1306, and the reached flag is set in the various flag storage area 314e.
[0338] In step Se1307, it is determined whether any of the support flags is set in the various flag storage area 314e. In other words, it is determined whether the game is currently in either the normal time-shortened game state or the sudden time-shortened game state.
[0339] If none of the support flags are set and the current game state is not the time-saving game state, it means that the number of misses has reached the ceiling number in the normal game state. In this case, proceed to step Se1308 and set the ceiling time-saving start flag in the various flag storage area 314e. The ceiling time-saving start flag is for the MPU312 to know that it should transition to the ceiling time-saving game state.
[0340] If the negative judgment is made in step Se1307 (if any of the support flags is set), it means that the number of misses has reached the ceiling number of times while remaining in the time-saving game state. In this case, the process proceeds to step Se1309, and a priority process is executed to select whether to prioritize the time-saving game state in which the player is currently staying or the ceiling time-saving game state. Details of step Se1309 will be described later.
[0341] After step Se1308 or step Se1309 is executed, the process for determining whether to transition to the ceiling time-shortened game state is terminated. If a positive judgment is made in step Se1302 (if the reached flag is set) or if a positive judgment is made in step Se1303 (if the high probability flag is set), the process for determining whether to transition to the ceiling time-shortened game state is terminated without executing the processes in step Se1304 and onward. If a negative judgment is made in step Se1305 (if the value of the miss counter area HC is not "0"), the process for determining whether to transition to the ceiling time-shortened game state is terminated without executing the processes in step Se1306 and onward.
[0342] If the result of the judgment in step Se1301 is affirmative (in the case of a big win result), the process proceeds to step Se1310, where a value corresponding to the ceiling number of times (for example, 990) is set in the counter area HC. In step Se1311, it is judged whether or not the reached flag is set in the various flag storage area 314e.
[0343] If the reached flag is set, the process of clearing the reached flag is executed in step Se1312. After execution of step Se1312 or if a negative judgment is made in step Se1311 (if the reached flag is not set), the process for determining whether to transition to the ceiling time-saving gaming state is terminated.
[0344] <Priority Processing> The priority process in step Se1309 will be described with reference to the flow chart in FIG.
[0345] First, in step Se1401, it is determined whether or not a time-saving end flag is set in the various flag storage area 314e of the RAM 314. In other words, it is determined whether or not the current special game is the final game in the time-saving game state (stay time-saving) during the stay.
[0346] If the time-saving end flag is not set, it means that the number of times of loss play in the special game before the final game has reached the ceiling number of times while staying in the time-saving play state. In this case, proceed to step Se1402 and grasp the remaining number of times of staying in the time-saving play (the remaining number of times of special game that can stay in the time-saving play state). This grasping is performed by referring to the value of the loss counter area HC in the various counter areas 314d of RAM314.
[0347] In step Se1403, the upper limit number of times of the ceiling time-saving gaming state (the current upper limit number of times) is grasped. In this step, 990 times is grasped as the upper limit number of times.
[0348] In step Se1404, the remaining number of times of the stay time reduction grasped in step Se1402 is compared with the current upper limit number of times grasped in step Se1403, and it is determined whether the latter is greater than the former. If the current upper limit number (upper limit number of times of the ceiling time reduction game state) is greater than the remaining number of times of the stay time reduction, that is, if the remaining number of times of the time reduction game state will increase by shifting to the ceiling time reduction game state, it is recognized that shifting to the ceiling time reduction game state should be prioritized over continuing the stay time reduction.
[0349] In this case, in step Se1405, in order to end the time-saving game state, a time-saving end flag is set in the various flag storage area 314e. In the following step Se1406, in order to transition to the ceiling time-saving game state (the current time-saving game state), a ceiling time-saving start flag is set in the various flag storage area 314e, and then the priority process is terminated.
[0350] If the negative judgment is made in step Se1404 (if the current upper limit number is equal to or less than the remaining number of times for the stay time reduction), it is recognized that the continuation of the stay time reduction should be prioritized over the transition to the ceiling time reduction game state. In this case, the priority processing is terminated without executing the processing of steps Se1405 and Se1406.
[0351] Also, if the positive judgment is made in step Se1401 (if the time-saving end flag is set), it means that the current special game is the final game of the stay time-saving and the stay time-saving ends with the end of the current special game. In this case, steps Se1402 to Se1405 are skipped and the process proceeds to step Se1406, where the ceiling time-saving start flag is set in the various flag storage area 314e to transition to the ceiling time-saving game state.
[0352] <Processing for determining sudden transition to time-saving game state> The process for determining whether or not the game suddenly transitions to the time-saving game state in step Se712 will be described with reference to the flowchart in FIG.
[0353] First, in step Se1501, it is determined whether the result of the current special drawing is a special losing result. Specifically, it is determined whether the special losing type flag is set in the various flag storage area 314e of the RAM 314. The special losing type flag is set when the winning / losing result is determined to be a special losing result in the winning / losing determination in step Se701 (FIG. 23) (step Se707).
[0354] If the result of the special drawing lottery is not a special miss (if the special miss type flag is not set), the process for determining whether to transition to the time-saving game state is terminated. On the other hand, if the result of the special drawing lottery is a special miss, the process proceeds to step Se1502, and it is determined whether the ceiling time-saving start flag is set in the various flag storage area 314e.
[0355] If the ceiling time-saving start flag is set, it means that the current special game is the one that reaches the ceiling number of times, in other words, it means that the number of miss games reaches the ceiling number of times and the special miss result is won in the same special game. In this case, in order to prioritize the transition to the ceiling time-saving game state, the transition to the sudden time-saving game state is not made, and the transition judgment process for the sudden time-saving game state is terminated as it is.
[0356] In addition, when there is a conflict between a transition to a ceiling time-shortened game state and a transition to a sudden time-shortened game state, the former is given priority for the following reasons.
[0357] The ceiling time-saving game state transitions based on the cumulative number of misses, so the player can predict the transition to the ceiling time-saving game state before the number of misses reaches the ceiling (before the transition trigger is established). On the other hand, the sudden time-saving game state transitions based on the winning of a special miss result and the condition that is established within one game, so the player cannot predict the transition to the sudden time-saving game state before the transition trigger is established. For these reasons, in cases where the transition trigger to the ceiling time-saving game state and the transition trigger to the sudden time-saving game state are established at the same time and one of the time-saving game states must be selected, the transition to the sudden time-saving game state is restricted and the transition to the ceiling time-saving game state is prioritized, so that the time-saving game state to be transitioned to can be adjusted while suppressing the player's awareness.
[0358] If a negative judgment is made in step Se1502 (the ceiling time-saving start flag is not set), in step Se1503, it is judged whether or not any support flag is set in the various flag storage area 314e. If none of the support flags are set, that is, if the current gaming state is the normal gaming state, in step Se1504, a sudden time-saving start flag is set in the various flag storage area 314e. The sudden time-saving start flag is for the MPU 312 to grasp that a sudden transition to the time-saving gaming state should be made. After execution of step Se1504, the process for determining the transition to the sudden time-saving gaming state is terminated.
[0359] If the determination is affirmative in step Se1503 (if any of the support flags is set), it means that the current game state is a time-saving game state, and a special miss result has occurred while the player is in the time-saving game state. In this case, in step Se1505, a priority process is executed to select whether the current time-saving game state or the sudden time-saving game state is to be prioritized, and then the process for determining whether the player is in the sudden time-saving game state is terminated.
[0360] The priority process of step Se1505 is basically the same as the priority process (FIG. 32) of step Se1309 (FIG. 31). Explaining with reference to FIG. 32, in step Se1401, it is determined whether or not a time-saving end flag is set in the various flag storage area 314e of the RAM 314. If the time-saving end flag is not set, that is, if a special miss occurs in the special pattern play before the final play while staying in the time-saving play state, the process proceeds to step Se1402, and the remaining number of times of the stay time-saving (the remaining number of times of the special pattern play during which the player can stay in the time-saving play state) is grasped.
[0361] In step Se1403, the upper limit number of times of the sudden time-saving game state corresponding to the type of the current special failure result (the current upper limit number of times) is grasped. This is done by identifying the type of the current special failure result by referring to the special failure type flag set in the various flag storage area 314e, and deriving the type of the current sudden time-saving game state based on the identification. For example, if the set special failure type flag is a flag corresponding to the special failure result A, the upper limit number of times of the sudden time-saving game state A (for example, 200 times) is grasped as the current upper limit number of times.
[0362] In step Se1404, the remaining number of times for the time-saving state grasped in step Se1402 is compared with the current upper limit number of times grasped in step Se1403, and it is determined whether the latter is greater than the former. If the current upper limit number (the upper limit number of times for the sudden time-saving game state corresponding to the special miss result) is greater than the remaining number of times for the time-saving state, that is, if the remaining number of times for the time-saving game state will increase by shifting to the sudden time-saving game state, it is recognized that shifting to the sudden time-saving game state should be prioritized over continuing the time-saving state.
[0363] In this case, in step Se1405, a time-saving end flag is set in the various flag storage area 314e to end the time-saving game state that is in progress. In the following step Se1406, a time-saving start flag is set in the various flag storage area 314e to suddenly transition to a time-saving game state (the current time-saving game state).
[0364] If the negative judgment is made in step Se1404 (if the current upper limit number is equal to or less than the remaining number of times for the time-saving mode), it is recognized that the continuation of the time-saving mode should be prioritized over the sudden transition to the time-saving mode. In this case, the priority processing is terminated without executing the processing in steps Se1405 and Se1406.
[0365] <Setting the variable display time> The variable display time setting process in step Se713 will be described with reference to the flow chart in FIG.
[0366] First, in step Se1601, the current game state is grasped. Specifically, it is grasped whether the high probability flag or the various support flags are set in the various flag storage area 314e of the RAM 314, and based on the result, it is determined whether the current game state is a normal game state, a high probability game state, a normal time-saving game state, a sudden time-saving game state, or a ceiling time-saving game state. In this step, if the high probability flag and the support A flag are set, it is determined to be a high probability game state, if only the support A flag is set, it is determined to be a normal time-saving game state, if the support B flag is set, it is determined to be a ceiling time-saving game state, and if the support C flag is set, it is determined to be a sudden time-saving game state.
[0367] In step Se1602, it is determined whether the game state grasped in step Se1601 is a normal game state. If it is a normal game state, the process proceeds to step Se1603, and a variable display time table for the normal game state is obtained. The variable display time table is used to select a variable display time (variation pattern) based on the value of the variation type counter CS.
[0368] Here, the variable display time table for the normal game state will be explained with reference to Fig. 35. As the variable display time table for the normal game state, a variable display time table for a big win (Fig. 35(a)), a variable display time table for a special miss (Fig. 35(b)), and a variable display time table for a normal miss (Fig. 35(c)) are set. In each variable display time table, the numerical range of the fluctuation type counter CS and the information on the fluctuation pattern are set in correspondence with each other.
[0369] The variable display time table for the big win corresponding to the normal game state is referred to when a big win occurs in the special game play in the normal game state. As shown in FIG. 35(a), in this variable display time table, variable pattern 1A (15 sec), variable pattern 2A (60 sec), and variable pattern 3A (120 sec) are set as selectable variable patterns. When a variable pattern is selected using the variable type counter CS, the variable display time corresponding to the selected variable pattern is set as the variable display time of the picture in the first special pattern display section AS or the second special pattern display section BS.
[0370] Also, when a variation pattern is selected, information indicating the variation pattern is transmitted to the performance control device 143 as a variation start command. The performance control device 143 grasps the variation pattern selected by the main control device 162 based on the received variation start command. Then, the display control device 350 is controlled so that the variation display of each of the symbol rows Z1 to Z3 is performed at the variation display time corresponding to the grasped variation pattern. As a result, each of the symbol rows Z1 to Z3 is variably displayed on the symbol display device 75 in synchronization with the variation display of the pattern on the first special symbol display unit AS or the second special symbol display unit BS.
[0371] In addition, each variation pattern also corresponds to a game round performance such as a reach performance performed by the symbol display device 75. Specifically, variation pattern 1A corresponds to a normal reach winning performance, variation pattern 2A corresponds to an SP reach (super reach) winning performance, and variation pattern 3A corresponds to an SPSP reach winning performance. In other words, when the performance control device 143 grasps a variation pattern from the received variation start command, it controls the display control device 350 so that a game round performance corresponding to the variation pattern is performed by the symbol display device 75.
[0372] In each of the above-mentioned reach-winning effects, after the reach display is performed, each of the symbols in the symbol rows Z1 to Z3 is stopped and displayed in a jackpot symbol combination. Here, the reach display (reach state) refers to a display state for making a player think that the game state is a variable display state that is likely to result in the special display result (opening / closing execution mode) that is advantageous to the player in a gaming machine that is equipped with a symbol display device 75 that can perform a variable display (or a variable display) of symbols (pictures) and in which, when the stopped display result after the variable display becomes a special display result (jackpot result), the game state becomes a special game state (opening / closing execution mode) that is advantageous to the player.
[0373] In other words, it is a display state in which some of the multiple symbol rows displayed on the display screen G of the symbol display device 75 are stopped to display a combination of symbols that may result in a jackpot symbol combination corresponding to the occurrence of a jackpot state, and in this state, the remaining symbol rows are displayed in a variable manner. More specifically, as a preliminary step before the variable display of symbols is terminated, the symbols of the symbol rows other than the final stop row are stopped and displayed in a manner that constitutes a jackpot symbol combination on the pay line in the display screen G in a state in which the symbols of the final stop row are displayed in a variable manner, thereby forming a reach line.
[0374] In the normal reach hit performance, the symbols are displayed in a stopped state in a jackpot symbol combination after the reach display. The SP reach performance is a higher-level reach performance than the normal reach performance, in which a predetermined performance in which a character or the like appears is performed after the formation of a reach line, and symbols are displayed in a jackpot symbol combination after the predetermined performance. The SPSP reach performance is a higher-level reach performance than the SP reach performance, in which symbols are displayed in a stopped state in a jackpot symbol combination after a development performance that develops from the SP reach performance. Note that the items in the "Notes (Performance Mode)" column in FIG. 35(a) are added for convenience and are not set in the variable display time table.
[0375] The variable display time table for special misses corresponding to the normal game state is referenced when a special miss occurs during a special game in the normal game state. As shown in FIG. 35(b), in this variable display time table for special misses, the variable pattern Z1 (15 sec) is set as a selectable variable pattern. In other words, regardless of the value of the variable type counter CS, the variable pattern Z1 is always selected. As already explained, a special miss results in a sudden transition to the time-saving game state.
[0376] The fluctuation pattern Z1 corresponds to the special reach miss A performance, and when a fluctuation start command corresponding to the fluctuation pattern Z1 is sent to the performance control device 143, the special reach miss A performance is executed as a game round performance in the symbol display device 75. Here, the special reach miss A performance will be explained with reference to FIG.
[0377] In the special reach-miss A performance, first, as shown in FIG. 36(a), the upper symbol row Z1 and the lower symbol row Z3 are stopped and displayed in a reach combination on one of the pay lines L1 to L5 on the display screen G, and the reach display is executed. After that, the middle symbol row Z2 (the symbol row of the final stop column) is switched from the high-speed variable display to the low-speed variable display, and at that time, as shown in FIG. 36(b), the low-speed variable display is performed in a state where a special symbol 811 with a character such as "LUCKY" is arranged at a position of a symbol different from the symbol that is a big win combination. In this way, the variable display is performed so that the player can understand the existence of the special symbol 811. Note that FIG. 36(b) shows an example where the special symbol 811 is arranged at the position of the "4" symbol that is the next symbol to the "3" symbol that is a big win combination.
[0378] Next, as shown in Fig. 36(c), the special symbol 811, which is displayed at a low speed, is stopped and displayed on the reach line. In this embodiment, after the reach line is formed by the upper symbol row Z1 and the lower symbol row Z3, the symbol combination in which the special symbol 811 of the middle symbol row Z2 is stopped and displayed on the reach line is a symbol combination corresponding to the special miss result, and thus, the fact that the special miss result has occurred is notified.
[0379] The variable display time table for normal miss corresponding to the normal game state is referred to when a normal miss occurs in a special pattern game during the normal game state. As shown in FIG. 35(c), in this variable display time table, variable pattern 1H, variable pattern 2H (15 sec), variable pattern 3H (60 sec), and variable pattern 4H (120 sec) are set as selectable variable patterns. The variable display time is set corresponding to each variable pattern in the same way as in the variable display time table for the big win, but the variable display time corresponding to the variable display pattern 1H varies depending on the number of reserved first or second special patterns at that time. Specifically, when the variable display pattern 1H is selected in a situation where the number of reserved patterns is two or less, the variable display time is set to 8 sec, and when the variable display pattern 1H is selected in a situation where the number of reserved patterns is three or more, the variable display time is set to 4 sec, which is shorter than 8 sec.
[0380] Variation pattern 1H corresponds to a complete miss performance on the pattern display device 75, variation pattern 2H corresponds to a normal reach miss performance, variation pattern 3H corresponds to an SP reach miss performance, and variation pattern 4H corresponds to an SPSP reach miss performance.
[0381] In the complete miss effect, the symbols are stopped and displayed in a miss symbol combination without a reach display. In addition, in each of the reach miss effects, after the reach display is performed, the symbols in the symbol rows Z1 to Z3 are stopped and displayed in a reach miss symbol combination (the symbols in the final stop row stopped and displayed on the reach line are symbols other than the symbols that form a jackpot in combination with the reach symbols). In addition, the SP reach miss effect corresponds to the SP reach hit effect, and after a predetermined effect of the same type as the SP reach hit effect is performed, a conclusion video corresponding to a miss is displayed, and the symbols are stopped and displayed in a reach miss symbol combination. In addition, the SPSP reach miss effect also corresponds to the SPSP reach hit effect.
[0382] In the variable display time table for big wins, "0" of the variation type counter CS corresponds to variation pattern 1A, "1" to "29" correspond to variation pattern 2A, and "30" to "99" correspond to variation pattern 3A. On the other hand, in the variable display time table for normal misses, "0" to "64" of the variation type counter CS correspond to variation pattern 1H, "65" to "84" correspond to variation pattern 2H, "85" to "94" correspond to variation pattern 3H, and "95" to "98" correspond to variation pattern 4H.
[0383] When the result of the win / loss lottery based on winning at the operating ports 62 and 63 is a big win result, variation pattern 3A corresponding to the SPSP reach effect is most likely to be selected. When the result of the above win / loss lottery is a normal miss result, variation pattern 4H corresponding to the SPSP reach effect is least likely to be selected. That is, the SPSP reach effect is the reach effect that is most likely to be executed when it is a big win and least likely to be executed when it is a normal miss, so it functions as the top-level reach effect with the highest expectation of a big win.
[0384] Regarding variation patterns other than variation pattern 3A and variation pattern 4H, the variation patterns corresponding to the top-level reach effects are more likely to be selected when it is a big win and less likely to be selected when it is a normal miss. That is, the expectation of a big win increases in the order of normal reach effect < SP reach effect < SPSP reach effect.
[0385] Also, as shown in Fig. 35(c), in the variable display time table for normal misses corresponding to the normal game state, variation pattern Z2 is set as the selectable variation pattern. Variation pattern Z2 is selected when the value of the variation type counter is "99".
[0386] The fluctuation pattern Z2 corresponds to the special reach miss B performance, and when a fluctuation start command corresponding to the fluctuation pattern Z2 is sent to the performance control device 143, the performance control device 143 controls the special reach miss B performance to be executed on the symbol display device 75. The special reach miss B performance is a so-called false performance that is paired with the special reach miss A performance, and it is a performance that stirs up the expectation of a special miss and then stops and displays the symbol rows Z1 to Z3 with a different symbol combination.
[0387] In the special reach-miss B performance, as shown in Fig. 36(a) and (b), after the reach display by the upper pattern row Z1 and the lower pattern row Z3 is executed, the middle pattern row Z2 is displayed with the special pattern 711 included, varying at a low speed. That is, the pattern variation performance is executed up to the middle in the same manner as the special reach-miss A performance. After that, for example, the special pattern 711 passes the reach line, and a pattern different from the special pattern 711 is stopped and displayed on the reach line in the middle pattern row Z2, as shown in Fig. 36(d). That is, while it seems as if the pattern combination corresponding to the special miss result is established, the pattern rows Z1 to Z3 are stopped and displayed so that the combination is not established in the end.
[0388] Returning to the explanation of the variable display time setting process (Fig. 34), in step Se1603, from among various variable display time tables for normal game state, one corresponding to the result of the current special chart hit / miss judgment (step Se702) is acquired. Specifically, if the result of the current special chart hit / miss judgment is a big win result, a variable display time table for big win is acquired, if the result of the current special chart hit / miss judgment is a special miss result, a variable display time table for special miss is acquired, and if the result of the current special chart hit / miss judgment is a normal miss result, a variable display time table for normal miss is acquired.
[0389] If the negative judgment is made in step Se1602 (if the game is not in a normal game state), the process proceeds to step Se1604, where it is judged whether the current game state grasped in step Se1601 is a high probability game state or not. If the current game state is a high probability game state, a variable display time table for the high probability game state is acquired in step Se1605.
[0390] The variable display time table for the high probability game state will be described with reference to Fig. 37. As the variable display time table for the high probability game state, a variable display time table for a big win (Fig. 37(a)) and a variable display time table for a normal miss (Fig. 37(b)) are set.
[0391] The variable display time table for the big win corresponding to the high probability game state is referred to when the big win is obtained in the special game during the high probability game state. As shown in Fig. 37(a), in this variable display time table, the variable pattern 11A (60 sec) corresponding to the SP reach hit and the variable pattern 12A (120 sec) corresponding to the SPSP reach hit are set as selectable variable patterns.
[0392] The variable display time table for normal misses corresponding to the high probability game state is referenced when a normal miss occurs in a special game during the high probability game state. As shown in FIG. 37(b), in this variable display time table, the selectable variable patterns are set as a variable pattern 11H corresponding to a complete miss, a variable pattern 12H (60 sec) corresponding to an SP reach miss, and a variable pattern 13H (120 sec) corresponding to an SPSP reach miss. In the variable display time table for normal misses in the high probability game state, the range of the variable type counter CS corresponding to a complete miss is wider than that of the variable display time table for normal misses in the normal game state. In other words, the reach miss performance is less likely to occur, and the game can be played quickly.
[0393] In addition, the variable display time of the variable pattern 11H corresponding to a complete miss is shortened earlier than the variable display time table for normal misses in normal game mode. Specifically, it is configured so that the variable display time shortening function is activated when the number of reserved balls is 1 or less, and 4 seconds when the number of reserved balls is 2 or more.
[0394] In step Se1605, the one corresponding to the result of the current special chart hit / miss judgment is obtained from various variable display time tables for the high probability game state. Note that, since the hit / miss table for the high probability game state does not have a special miss result set (FIG. 13(b)), the variable display time table for the high probability game state does not have a setting corresponding to the special miss result set.
[0395] If the negative judgment is made in step Se1604 (if the game is not in a high probability game state), it means that the current game state is a time-saving game state (normal time-saving game state, ceiling time-saving game state, or sudden time-saving game state). In this case, in step Se1606, a variable display time table for the time-saving game state is obtained.
[0396] The variable display time table for the time-saving game state will be described with reference to Fig. 38. As the variable display time table for the time-saving game state, a variable display time table for a big win (Fig. 38(a)), a variable display time table for a special miss (Fig. 38(b)), a variable display time table A for a normal miss (Fig. 38(c)), and a variable display time table B for a normal miss (Fig. 38(d)) are set.
[0397] The variable display time table for the big win corresponding to the time-saving game state is referred to when the big win is obtained in the special game during the time-saving game state. As shown in Fig. 38(a), in this variable display time table, the variable pattern 21A (15 sec) corresponding to the normal reach hit, the variable pattern 22A (60 sec) corresponding to the SP reach hit, and the variable pattern 23A (120 sec) corresponding to the SPSP reach hit are set as selectable variable patterns.
[0398] The variable display time table for special misses corresponding to the time-saving game state is referenced when a special miss occurs during a special game in the time-saving game state. As shown in FIG. 38(b), this variable display time table is configured so that the selection of the variable pattern differs depending on whether or not there is a sudden transition to the time-saving game state. Specifically, if there is a sudden transition to the time-saving game state, the variable pattern W1 (15 sec) is selected, and if there is no sudden transition to the time-saving game state, the variable pattern W2 (15 sec) is selected.
[0399] The fluctuation pattern W1 corresponds to the special reach miss A performance, and the fluctuation pattern W2 corresponds to the special reach miss A performance and the special reach miss B performance. When a fluctuation start command corresponding to the fluctuation pattern W2 is transmitted, the performance control device 143 selects and executes either the special reach miss A performance or the special reach miss B performance. The configuration for selecting and executing the special reach miss A performance or the special reach miss B performance will be described in detail later.
[0400] The variable display time table A for normal misses corresponding to the time-saving game state is referenced when a normal miss occurs in a special game turn during the time-saving game state, and the stop result SD18 (FIG. 26(a)) is selected as the stop result in the special game display section 43. As shown in FIG. 38(c), in this variable display time table A, the selectable variable patterns are set as a variable pattern 21H corresponding to a complete miss, a variable pattern 22H (15 sec) corresponding to a normal reach miss, a variable pattern 23H (60 sec) corresponding to a SP reach miss, and a variable pattern 24H (120 sec) corresponding to a SPSP reach miss.
[0401] In the variable display time table A for normal miss in the time-saving game state, the rate of complete misses is lower than that in the variable display time table for normal miss in the normal game state, but this is to prevent the time-saving game state from ending without the occurrence of a reach effect by increasing the frequency of the reach effect. Note that the variable display time of the variable display pattern 21H corresponding to a complete miss is configured to be 8 seconds when the reserved number is 1 or less, and 4 seconds when the reserved number is 2 or more, like the variable display time table for normal miss in the high probability game state.
[0402] The variable display time table B for normal miss corresponding to the time-saving game state is referenced when the normal miss occurs in the special game play during the time-saving game state, and the stop result SD19 (FIG. 26(a)) is selected as the stop result on the special game display unit 43. As shown in FIG. 38(d), a variable pattern W3 (15 sec) corresponding to the special reach miss A performance, the special reach miss B performance, and the normal reach miss is set as a selectable variable pattern. The variable pattern W3 corresponds to three types of reach miss performances, the special reach miss A performance, the special reach miss B performance, and the normal reach miss, and when the variable pattern W3 is transmitted, the performance control device 143 selects and executes one of the special reach miss A performance, the special reach miss B performance, and the normal reach miss. The configuration for selecting and executing each of these reach miss performances will be described in detail later.
[0403] In this embodiment, a common variable display time table is set for the normal time-saving game state, the ceiling time-saving game state, and the sudden time-saving game state, but a variable display time table may be set separately for each of these time-saving game states. Also, the variable display time tables shown in Figures 35, 37, and 38 are merely examples, and the number of types of variable patterns and the numerical range of the variable type counter CS corresponding to each variable pattern can be set arbitrarily.
[0404] Returning to the explanation of the variable display time setting process (FIG. 34), in step Se1606, the table that corresponds to the situation at that time is acquired from various variable display time tables for the time-saving game state. Specifically, the result of the current special chart hit / miss judgment and the presence or absence of a sudden transition to the time-saving game state based on the result are referred to, and a table that corresponds to them is acquired.
[0405] After step Se1603, step Se1605, or step Se1606 is executed, in step Se1607, the lottery process for the fluctuation display time (fluctuation pattern) is executed using the fluctuation display time table acquired in each step. Specifically, from the group of fluctuation patterns set in the fluctuation display time table, one fluctuation pattern corresponding to the fluctuation type counter CS stored in the execution area AE is specified.
[0406] In step Se1608, the variable display time corresponding to the variable pattern specified in step Se1607 is set as the variable display time for the current special game. In this step, the value of the variable display time corresponding to the specified variable pattern is set in the variable display time counter area provided in the various counter areas 314d of the RAM 314. For example, if the variable display time is 15 seconds, 7500 is set in the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (FIG. 17) is started.
[0407] In step Se1609, it is determined whether or not a special miss flag is set in the various flag storage area 314e of the RAM 314. If the special miss flag is set, the process proceeds to step Se1610, where a process for clearing the flag is executed. After execution of step Se1610 or if a negative determination is made in step Se1609 (if the special miss flag is not set), the process for setting the variable display time is terminated.
[0408] Next, the high frequency support mode termination process in step Se510 (FIG. 21) and the transition process to the time-saving game state in step Se511 will be described. These processes are executed when the variable display time has elapsed in the special game round, in other words, when the fixed display in the special game round starts.
[0409] <Processing for ending high frequency support mode> The high frequency support mode ending process in step Se510 will be described with reference to the flowchart in FIG.
[0410] First, in step Se1701, it is determined whether any of the support flags is set in the various flag storage area 314e of the RAM 314. If any of the support flags is set, that is, if the player is in the normal time-saving game state, the ceiling time-saving game state, or the sudden time-saving game state, the process proceeds to step Se1702, where it is determined whether or not a time-saving end flag is set. The time-saving end flag indicates that the time-saving game state should be ended, and is set when the current special game round is the upper limit number of times (the final game round) in the time-saving game state, or when it is determined in the priority process (step Se1309, step Se1505) that the player should end the time-saving game state and transition to the sudden time-saving game state.
[0411] If the time-saving end flag is set, proceed to step Sec1703 and clear the support flag set in the various flag storage area 314e. This ends the time-saving game state you are currently in. That is, in this embodiment, the time-saving game state end process is performed at the start timing of the confirmation display of the special game round in which the end condition of the time-saving game state is established.
[0412] In step Se1704, the time-saving end flag set in the various flag storage area 314e is cleared. In the following step Se1705, a corresponding time-saving game state end command is set as a transmission target to the performance control device 143. For example, when the normal time-saving game state is ended, a time-saving game state end command corresponding to the end of the normal game state is set.
[0413] After step Se1705 is executed, the high-frequency support mode termination process is terminated. Also, if a negative judgment is made in step Se1701 (if none of the support flags are set) or if a negative judgment is made in step Se1702 (if the time-saving termination flag is not set), the high-frequency support mode termination process is terminated without executing the processes in steps Se1703 and after.
[0414] <Processing for transition to time-saving game state> The process for transitioning to the time-saving gaming state in step Se511 will be described with reference to the flowchart in FIG.
[0415] First, in step Se1801, it is determined whether or not a ceiling time-saving start flag is set in the various flag storage area 314e of the RAM 314. The ceiling time-saving start flag is set in the transition determination process of step Se711 at the start of fluctuation (step Se1308, step Se1406), and indicates that a transition should be made to the ceiling time-saving game state.
[0416] When the ceiling time-saving start flag is set, that is, when it is a situation to transition to the ceiling time-saving game state, proceed to step Se1802 and set the support B flag in the various flag storage area 314e. This transitions to the ceiling time-saving game state.
[0417] If the result of the negative judgment in step Se1801 (the ceiling time-saving start flag is not set), the process proceeds to step Se1803, where it is judged whether or not the sudden time-saving start flag is set in the various flag storage area 314e. The sudden time-saving start flag is set in the transition judgment process in step Se712 at the start of the fluctuation (step Se1504, step Se1406), and indicates that a transition should be made to the sudden time-saving game state.
[0418] When the sudden time-saving start flag is set, that is, when the situation is such that the game should suddenly transition to the time-saving game state, the process proceeds to step Se1804, and the support C flag is set in the various flag storage area 314e. This causes a sudden transition to the time-saving game state. In addition, the support C flag has three types of flags set, the support C1 flag to the support C3 flag, in response to the three types of sudden time-saving game state A to sudden time-saving game state C being set as the sudden time-saving game state. For example, when the sudden time-saving game state to be transitioned to is the sudden time-saving game state A (when the type of the current special miss result is the special miss result A), the support C flag is set to the support C flag.
[0419] After execution of step Se1802 or step Se1804, in step Se1805, the upper limit number of times corresponding to the time-saving game state to be transitioned to is set. Specifically, a value corresponding to the upper limit number of times is set in the support counter area SC provided in the various counter areas 314d of the RAM 314. For example, if the time-saving game state to be transitioned to is a ceiling time-saving game state, 1100 is set as the value corresponding to the upper limit number of times, and if the time-saving game state to be transitioned to is a sudden time-saving game state A, 200 is set as the value corresponding to the upper limit number of times. The support counter area SC is for the MPU 312 to grasp the remaining number of times in the time-saving game state.
[0420] In step Se1806, the time-saving start flag set in the various flag storage area 314e is cleared, and in step Se1807, a time-saving start command corresponding to the time-saving game state to be transitioned to is set as a transmission target to the performance control device 143. For example, if the time-saving game state to be transitioned to is a ceiling time-saving game state, a ceiling time-saving start command is set, and if the time-saving game state to be transitioned to is a sudden time-saving game state, a sudden time-saving start command is set.
[0421] Each time-saving start command set in step Se1807 is transmitted to the performance control device 143 in step Se401 in normal processing (FIG. 20). By transmitting these time-saving start commands, a transition to a ceiling time-saving game state or a sudden time-saving game state is notified. Each time-saving start command includes information indicating the type of time-saving game state to be transitioned to, as well as information indicating the upper limit number of times.
[0422] After step Se1807 is executed, the process for transition to the time-saving game state is terminated. Also, if a negative judgment is made in step Se1803 (if the flag for the sudden time-saving start is not set), the transition to the time-saving game state is not executed, and the process for transition to the time-saving game state is terminated.
[0423] <Regular game play control processing> The general game play control process in step Se405 (FIG. 20) will be described with reference to the flowchart in FIG.
[0424] First, in step Se2001, it is determined whether or not a special feature opening / closing game using the normal power feature 63a is in progress. Specifically, it is determined whether or not a special feature opening / closing flag is stored in the various flag storage area 314e of the RAM 314. The special feature opening / closing flag is for the MPU 312 to grasp that a special feature opening / closing game is being executed, and is set when a special feature opening / closing game is executed.
[0425] If the reel is being opened and closed, the normal game control process is terminated. On the other hand, if the reel is not being opened and closed, in step Se2002, it is determined whether or not a normal game is being performed in the normal game display unit 44. In this case, the normal game is a concept that includes the variable display of the picture in the normal game display unit 44 and the stationary display (confirmed display) of the picture in the normal game display unit 44, and in step Se2002, it is determined whether or not either the variable display or the stationary display is being performed.
[0426] In addition, in the special game round in the special game display unit 43, the execution of the variable display is restricted when the opening and closing execution mode using the variable winning device 65 is being executed, but in the normal game round, the variable display is allowed even during the opening and closing execution mode. In addition, in the normal game round, the execution of the variable display is restricted when the role opening and closing game using the normal electric role 63a is being executed, but in the special game round, the variable display is allowed even during the role opening and closing game. In addition, the normal game round can be started during the execution of the special game round, and the special game round can be started during the execution of the normal game round. In other words, these game rounds can be executed in parallel. However, since they are not linked and are executed and controlled independently of each other, the normal game round and the special game round are executed asynchronously.
[0427] If the negative judgment is made in step Se2002 (if the normal game round is not being executed), the process proceeds to step Se2003, where it is judged whether the normal game round reservation memory number FN is "0". If the normal game round reservation memory number FN is "0", the normal game round control process is terminated as it is.
[0428] If the number of reserved ordinary maps FN is not "0", a normal map data setting process is executed in step Se2004 to set the data stored in the reserved area Rc for electric utility for variable display. In the normal map data setting process, the number of reserved ordinary maps FN is decremented by 1, and the data stored in the first area of the reserved area Rc for electric utility is moved to the execution area for normal maps. After that, a process is executed to shift the data stored in each storage area of the reserved area Rc for electric utility, and a normal map shift command is set, which is information for making the performance control device 143 recognize that the data in the reserved area on the normal map side has been shifted.
[0429] In step Se2005, the normal map fluctuation start process is executed, and then the normal map game play control process is terminated. Here, the normal map fluctuation start process will be described with reference to the flowchart of FIG. 42(a).
[0430] First, in step Se2101, a support selection is performed by referring to a support selection table corresponding to the current support mode. Specifically, if the current support mode is the low-frequency support mode, a support selection is performed by referring to the support selection table for the low-frequency support mode (FIG. 16(a)), if the current support mode is the first high-frequency support mode, a support selection is performed by referring to the support selection table for the first high-frequency support mode (FIG. 16(b)), and if the current support mode is the second high-frequency support mode, a support selection is performed by referring to the support selection table for the second high-frequency support mode (FIG. 16(c)).
[0431] In step Se2102, it is determined whether the result of the support lottery in step Se2101 is a support winning result (normal winning result). If it is a support winning result, the process proceeds to step Se2103, where the stop result for a normal winning is set by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. If it is not a support winning result, that is, if it is a normal losing result, the process proceeds to step Se2104, where the stop result for a normal losing is set by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313.
[0432] After step Se2103 or step Se2104 is executed, a process for setting the normal map variable display time is executed in step Se2105. In the setting process, the variable display time of the current normal map game in the normal map display unit 44 is set.
[0433] In this embodiment, as the variable display time that can be set in step Se2105, a plurality of variable display times having different lengths are provided according to the type of game state. Specifically, as shown in FIG. 42(b), the longest first variable display time (e.g., 100 sec) is provided for the normal game state (for the low frequency support mode), a second variable display time (e.g., 2 sec) shorter than the first variable display time is provided for the normal time-saving game state, a third variable display time (e.g., 1 sec) shorter than the second variable display time is provided for the ceiling time-saving game state, and a fourth variable display time (e.g., 0.5 sec) shorter than the third variable display time is provided for the sudden time-saving game state. In step Se2105, the variable display time corresponding to the current game state is set as the current variable display time.
[0434] In the above configuration, one variable display time is associated with each game state, but multiple variable display times may be associated with at least one of the game states. In this case, when the order of the length of the variable display time between game states is determined as described above, the length of the variable display time and the selection probability may be set so that the expected value of the variable display time in each game state (the sum of "variable display time x the selection probability of that variable display time") satisfies the above-mentioned long-short relationship.
[0435] In step Se2106, a normal map change start command is set as a transmission target to the performance control device 143. The normal map change start command includes information on the normal map change pattern (information indicating the normal map pass / fail result and the change display time). The set normal map change start command is transmitted to the performance control device 143 in step Se401 in the normal processing (FIG. 20).
[0436] In step Se2107, a process is executed to start the changing display of the image in the regular map display unit 44, and then this regular map change start process is terminated.
[0437] Returning to the explanation of the normal game play control process (FIG. 41), if a positive judgment is made in step Se2002 (if a normal game play is being performed), the process proceeds to step Se2006, where it is judged whether or not the variable display time set in step Se2105 has elapsed. If the variable display time has not elapsed, the process proceeds to step Se2007, where the variable display process is executed. In the variable display process, the display of the normal game display unit 44 is controlled (light emission control of each display segment) so that each display segment in the normal game display unit 44 is turned on and off in a predetermined order. Thereafter, the normal game play control process is terminated.
[0438] If a positive judgment is made in step Se2006 (if the variable display time has elapsed), a process for displaying the confirmed normal map is executed in step Se2008, and then the process for controlling the normal map play is terminated. In the process for displaying the confirmed normal map, the normal map display unit 44 is controlled so that the image is displayed in a stopped state according to the stop result set in step Se2103 or step Se2104. At that time, the fixed display time is set to a predetermined time (e.g., 0.5 sec). In the process for displaying the confirmed normal map, a normal map variable end command is set as a target for transmission to the performance control device 143. The normal map variable end command includes information on the fixed display time for the current normal map play.
[0439] In this embodiment, the same fixed display time is set regardless of the game state at that time, but the fixed display time may be set to a different length depending on the game state. For example, the fixed display time in the normal game state may be set to a time longer than the fixed display time in each time-saving game state.
[0440] <Electricity support processing> The electric role support process of step Se406 (FIG. 20) will be described. The electric role support process is a process for controlling the opening and closing of the normal electric role 63a. In this embodiment, a plurality of types of role opening and closing games are set as the role opening and closing games. First, these role opening and closing games will be described with reference to FIG.
[0441] The opening and closing games of the device include a low prize opening and closing game of the device (Figure 43(a)), a first high prize opening and closing game of the device (Figure 43(b)), a second high prize opening and closing game of the device (Figure 43(c)), and a third high prize opening and closing game of the device (Figure 43(d)).
[0442] The low prize winning feature opening and closing game is executed when the result of the support lottery becomes a support winning result in a normal game state. In the low prize winning feature opening and closing game, the opening period of the normal power feature 63a is shorter than other feature opening and closing games, and the winning rate (expected winning value) to the second operating port 63 is lower than other feature opening and closing games.
[0443] The specific mode of the low prize opening and closing game is not particularly limited, but for example, it is set to a mode having a relatively long opening and ending period and a relatively short opening period. The opening is a period in which the normal power role 63a is closed and the player waits for the first opening of the normal power role 63a after the start of the role opening and closing game. The ending is a period in which the normal power role 63a is closed and the player waits for the end of the role opening and closing game after the final opening of the normal power role 63a.
[0444] For example, as shown in Fig. 43(a), the low prize winning feature opening / closing game has a configuration in which the number of openings (number of opening / closing controls) of the normal power feature 63a is set to one, and the opening is performed in sequence for 5 seconds, followed by an opening of 0.1 seconds, and an ending of 5 seconds. In this case, since the opening period of the normal power feature 63a is shorter than the launch cycle of the game balls (0.6 seconds), it becomes difficult for a prize to be won in the second operating port 63. In addition, since the opening and ending periods are long and the proportion of the opening period to the overall period of the feature opening / closing game is small, it becomes difficult to win in the second operating port 63.
[0445] The first high winning feature opening and closing game is executed when the result of the support lottery is a support winning result in a high probability game state or a normal time-saving game state. In the first high winning feature opening and closing game, the opening period of the normal power feature 63a is longer than in the low winning feature opening and closing game, and the winning rate (expected winning value) in the second operating port 63 is higher than in the low winning feature opening and closing game.
[0446] The specific form of the first high winning device opening and closing game is not particularly limited, but for example, it is set to a form having a relatively short opening and ending period and a relatively long opening period. For example, as shown in FIG. 43(b), the number of openings of the normal power device 63a is set to one, and the device has an opening of 0.5 sec, an opening of 2 sec, and an ending of 0.5 sec in that order. In this case, since the opening period of the normal power device 63a is longer than the firing cycle of the game balls, winning in the second operating port 63 is more likely to occur. In addition, since the opening and ending periods are short and the opening period occupies a large proportion of the entire period of the device opening and closing game, winning in the second operating port 63 is also made easier.
[0447] The second high prize opening and closing game is executed when the result of the support lottery becomes a support winning result in the ceiling time-saving game state. The second high prize opening and closing game, like the first high prize opening and closing game, has a longer opening period of the normal power device 63a than the low prize opening and closing game, so that the player can expect the occurrence of a winning to the second operating port 63.
[0448] However, compared to the first high prize opening and closing game, the opening period, opening period, and ending period of the normal power device 63a are different, and the mode of the opening and closing game of the device executed in the high probability game state and the normal time-saving game state is different. The specific mode of the second high prize opening and closing game is not particularly limited, but for example, as shown in Figure 43 (c), it is configured to have a 0.1 sec opening, a 2 sec opening, and a 0.1 sec ending in sequence, with the normal power device 63a opening once.
[0449] The third high prize opening and closing game is executed when the result of the support lottery becomes a support winning result in a situation where the time-saving game state is suddenly entered. The third high prize opening and closing game, like the first and second high prize opening and closing games, has a longer opening period of the normal power device 63a than the low prize opening and closing game, and the player can expect the occurrence of a prize in the second operating port 63.
[0450] However, compared with the first and second high winning role opening and closing games, the number of times the normal power role 63a is opened is different, and the mode of the role opening and closing game executed in the high probability game state, normal time-saving game state, and ceiling time-saving game state is different. For example, as shown in FIG. 43(d), the number of times the normal power role 63a is opened is set to two times, and the game has a 0.1 sec opening, a 0.2 sec first opening, a 0.3 sec closing, a 2 sec second opening, and a 0.1 sec ending in that order. In this case, the opening period of the first opening is shorter than the game ball launch cycle, and it is difficult to expect a prize to be won in the second operating port 63 during that opening, but the opening period of the second opening is longer than the game ball launch cycle, and it is possible to expect a prize to be won in the second operating port 63 during that opening.
[0451] Next, the flow of the electric support process will be described with reference to the flowchart of FIG.
[0452] First, in step Se2201, it is determined whether or not a special feature opening / closing game is in progress. Specifically, it is determined whether or not a special feature opening / closing flag is set in the various flag storage area 314e of the RAM 314.
[0453] If the opening and closing of the role is not in progress, proceed to step Se2202 and determine whether or not the normal game has ended. If the normal game has not ended, the process for supporting the electric role is terminated.
[0454] If it is the end timing of the normal game round, proceed to step Se2203 and determine whether the result of the support lottery in this normal game round is a support winning result. If...
Claims
[Claim 1] Means for controlling the output of a first predetermined sound in accordance with the progress of the game, A first means used with respect to the output of sound including the first predetermined sound, A second means, which is used for outputting sound including the first predetermined sound and is different from the first means, Means for causing the volume output using the second means to be changed in accordance with the state of the first means, Equipped with, The first means is configured to allow setting a first state and a second state as the volume state, The system is configured such that when the volume state of the first means is the first state, the volume state output using the second means is the first state, and when the volume state of the first means is the second state, the volume state output using the second means is the second state. The system includes means to enable the output volume to be lower in the second situation than in the first situation, In the first situation, it is possible to make the volume of the first predetermined sound greater than a specific volume. In the second situation described above, it is not possible to make the volume of the first predetermined sound greater than the specified volume, The system includes means for controlling the output of a second predetermined sound, which is different from the first predetermined sound, based on the detection of a predetermined special event. The system is configured such that, at least when the volume output using the second means is in the second state and the predetermined special event is detected, the second predetermined sound can be output at a predetermined volume. A gaming machine characterized in that the volume output using at least the second means is configured such that a predetermined notification regarding the volume state of the second means can be made when the volume output is in the second state.