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
- 2026-07-23
AI Technical Summary
Existing gaming machines lack suitable control mechanisms that enhance player advantage and provide dynamic gaming experiences.
A gaming machine equipped with first and second control means that allow shifting to more advantageous gaming states based on specific determinations and event occurrences, with restricted game progress and output information for executing specific controls.
Enables suitable control for enhanced player experience through dynamic state transitions and informed gameplay, improving engagement and satisfaction.
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 pachinko gaming machines, gaming balls are shot toward a gaming area in response to a player's shooting operation, and when the gaming ball enters a ball entry section provided in the gaming area, a gaming value such as a prize ball is awarded (see, for example, Patent Document 1).
[0003] In a slot machine, a lottery process is executed by operating a start lever, and the reels start to rotate. The reels stop rotating when a stop button is operated while the reels are rotating. If the reels stop rotating and the result 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] Japanese Patent Application Laid-Open No. 2004-81853 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, suitable control is desired for gaming machines such as those exemplified above.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that is capable of performing suitable control. [Means for solving the problem]
[0007] The present invention provides a first control means capable of performing a first control; a second control means capable of performing a second control based on output information from the first control means; Equipped with The first control means a means for executing a specific determination based on the establishment of a predetermined determination trigger; a means for transitioning from a first gaming state to a second gaming state that is advantageous to the player based on the result of the specific determination; A predetermined means for enabling specific control to be executed after the end of the second gaming state based on the occurrence of a predetermined event; Equipped with In the execution state of the specific control, the progress of the predetermined game is limited, The first control means is characterized by having an output means that enables specific information that can identify that the specific control will be executed after the end of the second game state to be output by one or more of the output information. [Effects of the Invention]
[0008] According to the present invention, it is possible to perform suitable control. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Figure 5] 1(a) is a schematic diagram of the second operating port when it is in a closed state, and FIG. 1(b) 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 prize-winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable prize-winning device in an open state. [Figure 7]FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 9] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 10] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 11] FIG. 10 is a diagram showing the configuration of the special image display unit. [Figure 12] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 13] FIG. 10A is a diagram showing an example of a win / loss table for a low probability mode, and FIG. 10B is a diagram showing an example of a win / loss table for a high probability mode. [Figure 14] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 15] (a) is a diagram showing an example of a type of special miss result, (b) is a diagram showing an example of a sudden time-shortened game state, and (c) is a diagram showing an example of a ceiling time-shortened game state. [Figure 16] FIG. 10 is a diagram showing an example of a support lottery table. [Figure 17] 10 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] 10 is a flowchart showing an information acquisition process. [Figure 20] 10 is a flowchart showing a normal process. [Figure 21] 10 is a flowchart showing the special game play control processing. [Figure 22] 10 is a flowchart showing a data setting process. [Figure 23] 10 is a flowchart showing a fluctuation start process. [Figure 24]This is a diagram showing an example of a stop result table for a jackpot corresponding to the second special chart. [Figure 25] 1A is a diagram showing an example of a stop result table for a big win 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] (a) is a diagram showing an example of a stop result table for a normal miss corresponding to the second special pattern, and (b) is a diagram showing an example of a stop result table for a normal miss corresponding to the first special pattern. [Figure 27] 10 is a flowchart showing a game state transition process. [Figure 28] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 29] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 30] 10 is a flowchart showing a high frequency support mode update process. [Figure 31] 10 is a flowchart showing the process for determining transition to the ceiling time-shortened game state. [Figure 32] 10 is a flowchart showing a priority process. [Figure 33] 10 is a flowchart showing a process for determining whether to suddenly transition to a time-saving gaming state. [Figure 34] 10 is a flowchart showing a process for setting a variable display time. [Figure 35] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 36] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 37] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 38] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 39] 10 is a flowchart showing a high frequency support mode ending process. [Figure 40] 10 is a flowchart showing the process for transitioning to a time-saving gaming state. [Figure 41] 10 is a flowchart showing the general game play control processing. [Figure 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. [Figure 43] FIG. 10 is a diagram showing an example of a device opening and closing game. [Figure 44] 10 is a flowchart showing processing for electric utility support. [Figure 45] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 46] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 47] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 48] 10 is a flowchart showing a first transition performance setting process. [Figure 49] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 50] 10 is a flowchart showing a remaining number of times process. [Figure 51] 10 is a flowchart showing the process for displaying special chart changes. [Figure 52] 10 is a flowchart showing the process for starting fluctuations. [Figure 53] 10 is a flowchart showing the first setting process for the effects for a game play. [Figure 54] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 55] 10 is a flowchart showing the second setting process for the game play presentation. [Figure 56] 10 is a flowchart showing the third setting process for the game play presentation. [Figure 57] 10 is a flowchart showing the fourth setting process for the game play presentation. [Figure 58] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 59] 10 is a flowchart showing a process for updating the display of the number of misses. [Figure 60] 10A is a flowchart showing the second transition effect setting process, and FIG. 10B is a diagram showing a display example of the symbol display device. [Figure 61]10A is a flowchart showing a third transition effect setting process, and FIG. 10B is a flowchart showing an end effect setting process. [Figure 62] FIG. 10 is an explanatory diagram for explaining the flow of play during the time-saving play state. [Figure 63] FIG. 10 is an explanatory diagram for explaining the flow of play during the time-saving play state. [Figure 64] FIG. 10 is an explanatory diagram for explaining the flow of play during the time-saving play state. [Figure 65] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 66] FIG. 10 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. 10 is a diagram showing a display example of a pattern display device. [Figure 68] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 69] 10 is a flowchart showing a fluctuation start process according to a second modification of the first embodiment. [Figure 70] 10 is a flowchart showing a stop result setting process for a special miss. [Figure 71] FIG. 10 is a diagram illustrating an example of a stop result table. [Figure 72] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 73] FIG. 10 is an explanatory diagram for explaining the flow of play during the time-saving play state. [Figure 74] FIG. 10 is a diagram showing another example of a special image display unit. [Figure 75] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 76] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area in the second embodiment. [Figure 77] FIG. 2 is a front view of the main control device. [Figure 78] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 79] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 80]10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 81] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 82] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 83] FIG. 2 is an explanatory diagram for explaining various tables stored in the main ROM. [Figure 84] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 85] FIG. 10 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 86] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 87] 10 is a flowchart showing main processing in the MPU of the main control device. [Figure 88] 10 is a flowchart illustrating a setting value update process. [Figure 89] 10 is a flowchart showing a setting confirmation process. [Figure 90] 10 is a flowchart showing a timer interrupt process. [Figure 91] 10 is a flowchart showing a special chart special power control process. [Figure 92] 10 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] 10 is a flowchart showing a ball scoring detection process. [Figure 95] A block diagram for explaining 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 the timer interrupt processing in the MPU of the dispensing control device. [Figure 97] 10 is a flowchart showing base value and difference pitch count processing. [Figure 98] 10 is a flowchart showing an execution process for a base value and a difference in the number of balls. [Figure 99] 10 is a flowchart showing a base value calculation process. [Figure 100] FIG. 10 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 101] 10 is a flowchart showing an excess determination process. [Figure 102] 1A is a flowchart showing a display setting process, and FIG. 1B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 103] 10 is a flowchart showing a notification display process. [Figure 104] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 105] 10 is a flowchart showing a process for determining whether to stop playing a game. [Figure 106] 10A is a flowchart showing an excess start-up process, and FIG. 10B is a flowchart showing a partial clear process. [Figure 107] 10 is a flowchart showing a partial clearing execution process. [Figure 108] 10A is an explanatory diagram for explaining the processing flow in game restrictions using the difference in ball count, and FIG. 10B is a diagram showing how the difference in ball count changes. [Figure 109] (a) is an explanatory diagram for explaining the mode of the game stop state, and (b) is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 110] FIG. 10 is a diagram showing the change in the number of balls difference in the first modified example of the second embodiment. [Figure 111] FIG. 10A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 10B is an explanatory diagram for explaining a lowest point determination process. [Figure 112] 10 is a flowchart showing an excess determination process. [Figure 113] 10 is a flowchart showing a power outage information storage process according to Modification 2 of the second embodiment. [Figure 114] 10 is a flowchart showing a process for clearing when power is interrupted. [Figure 115] 10 is a flowchart showing a clearing execution process when power is interrupted. [Figure 116] FIG. 10 is an explanatory diagram for explaining the contents of various counters used in the winning / losing lottery in the third embodiment. [Figure 117] FIG. 10 is a diagram showing an example of a win / loss table. [Figure 118] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 119] FIG. 10 is a diagram showing an example of a support lottery table. [Figure 120] 10 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] 10 is a flowchart showing an information acquisition process. [Figure 123] 10 is a flowchart showing a normal process. [Figure 124] 10 is a flowchart showing the special game play control processing. [Figure 125] 10 is a flowchart showing a data setting process. [Figure 126] 10 is a flowchart showing a fluctuation start process. [Figure 127] 10 is a flowchart showing a game state transition process. [Figure 128] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 129] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 130] 10 is a flowchart showing a high-probability mode update process. [Figure 131] 10 is a flowchart showing a high frequency support mode update process. [Figure 132](a) A flowchart showing the process for determining whether to suddenly transition to a time-saving game state, and (b) an explanatory diagram for explaining the relationship between the game state when a special miss result occurs and whether or not to suddenly transition to a time-saving game state. [Figure 133] 10 is a flowchart showing a process for setting a variable display time. [Figure 134] FIG. 10 is an explanatory diagram for explaining the corresponding variable display time table. [Figure 135] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 136] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 137] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 138] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 139] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 140] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 141] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 142] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 143] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 144] 10 is a flowchart showing a high-probability mode ending process. [Figure 145] 10 is a flowchart showing a high frequency support mode ending process. [Figure 146] 10 is a flowchart showing the process for suddenly transitioning to a time-saving gaming state. [Figure 147] 10 is a flowchart showing the general game play control processing. [Figure 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 device is opened and closed during play. [Figure 150] This is a flowchart showing the opening and closing process of the role-playing device. [Figure 151] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 152] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 153] 10 is a flowchart showing a first transition performance setting process. [Fig. 154] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 155] 10 is a flowchart showing the process for displaying special chart changes. [Figure 156] 10A is a flowchart showing the process for starting the fluctuation, and FIG. 10B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the performance for the game play. [Figure 157] 10 is a flowchart showing a second transition performance setting process. [Figure 158] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 159] 10 is a flowchart showing an ending effect setting process. [Figure 160] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 161] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 162] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 163] FIG. 11 is a diagram showing an example of a jackpot type table for the second special chart in the first modified example of the third embodiment. [Fig. 164] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 165] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 166] 13 is a flowchart showing a process for determining a transition to a sudden time-shortened gaming state in a second variant of the third embodiment. [Figure 167] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 168] 10 is a flowchart showing a process for executing guide performance. [Figure 169]FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 170] FIG. 10 is a diagram showing an example of a variable display time table. [Figure 171] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Fig. 172] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area in the fourth embodiment. [Fig. 173] FIG. 2 is a front view of the main control device. [Fig. 174] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 175] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 176] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 177] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 178] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 179] FIG. 2 is an explanatory diagram for explaining various tables stored in the main ROM. [Figure 180] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 181] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 182] FIG. 10 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 183] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 184] 10 is a flowchart showing main processing in the MPU of the main control device. [Figure 185] 10 is a flowchart illustrating a setting value update process. [Figure 186] 10 is a flowchart showing a setting confirmation process. [Figure 187] 10 is a flowchart showing a timer interrupt process. [Figure 188] 10 is a flowchart showing a special chart special power control process. [Figure 189] 10 is a flowchart showing the special chart change start process. [Figure 190] 10 is a flowchart showing processing during special chart change. [Figure 191] 10 is a flowchart showing special call start processing. [Figure 192] 10 is a flowchart showing special call termination processing. [Figure 193] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 194] 10 is a flowchart showing a process for updating a high probability mode and a high frequency support mode. [Figure 195] 10 is a flowchart showing a process for terminating the high probability mode and high frequency support mode. [Figure 196] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Figure 197] 10 is a flowchart showing a ball scoring detection process. [Figure 198] A block diagram for explaining 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 the timer interrupt processing in the MPU of the dispensing control device. [Figure 200] 10 is a flowchart showing base value and difference pitch count processing. [Figure 201] 10 is a flowchart showing an execution process for a base value and a difference in the number of balls. [Figure 202] 10 is a flowchart showing a base value calculation process. [Figure 203] FIG. 10 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 204] 10 is a flowchart showing an excess determination process. [Figure 205]FIG. 10 is a diagram showing changes in the number of differential balls. [Figure 206] FIG. 10A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 10B is an explanatory diagram for explaining a lowest point determination process. [Figure 207] 1A is a flowchart showing a display setting process, and FIG. 1B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 208] 10 is a flowchart showing a notification display process. [Figure 209] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 210] 10 is a flowchart showing a process for determining whether to stop playing a game. [Figure 211] 10A is a flowchart showing an excess start-up process, and FIG. 10B is a flowchart showing a partial clear process. [Figure 212] 10 is a flowchart showing a partial clearing execution process. [Figure 213] 10A is an explanatory diagram for explaining the processing flow in game restrictions using the difference in ball count, and FIG. 10B is a diagram showing how the difference in ball count changes. [Figure 214] (a) is an explanatory diagram for explaining the mode of the game stop state, and (b) is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 215] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 216] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 217] 10 is a flowchart showing the process for displaying special chart changes. [Figure 218] 10 is a flowchart showing the process for starting fluctuations. [Figure 219] 10 is a flowchart showing a command response process. [Figure 220] 10 is a flowchart showing a first stop notice process. [Figure 221] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 222] FIG. 10 is an explanatory diagram for explaining the update contents and update timing of the first stop notice processing. [Figure 223] 10 is a flowchart showing a second stop notice process. [Figure 224] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 225] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 226] This is an explanatory diagram for explaining whether or not a stop advance notification will be initiated in each game state and the conditions for its initiation. [Figure 227] An explanatory diagram for explaining the relationship between each game state and whether or not a stop advance notification is issued. [Figure 228] FIG. 13 is a diagram showing a display example of a pattern display device according to a first modified example of the fourth embodiment. [Figure 229] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 230] 13 is a flowchart showing a command response process according to a second modification of the fourth embodiment. [Figure 231] 10 is a flowchart showing the process of setting the effects for the opening and closing execution mode. [Figure 232] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 233] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 234] An explanatory diagram to explain the relationship between the opening / closing execution mode effects and the second stop notice notification. [Figure 235] 13 is a flowchart showing a first stop notice process according to a third modification of the fourth embodiment. [Figure 236] An explanatory diagram to explain the relationship between each game state and whether or not a first stop advance notice is given. [Figure 237] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 238] FIG. 10 is a diagram showing another example of a stop advance notification. [Figure 239] FIG. 10 is a diagram showing another example of a stop advance notification. [Figure 240] FIG. 10 is a diagram showing another example of a stop advance notification. [Figure 241] FIG. 10 is a diagram showing another example of a stop advance notification. [Figure 242] FIG. 11 is a front view of a game board according to a fifth embodiment. [Figure 243] 1(a) is a schematic diagram of the second operating port when it is in a closed state, and FIG. 1(b) is a schematic diagram of the second operating port when it is in an open state. [Figure 244] 1(a) is a cross-sectional view of the first variable winning device when it is in a closed state, and FIG. 1(b) is a cross-sectional view of the first variable winning device when it is in an open state. [Figure 245] (a) is a longitudinal cross-sectional view of the second variable winning device as seen from the side, and (b) is a longitudinal cross-sectional view of the second variable winning device as seen from the back. [Figure 246] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 247] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 248] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 249] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 250] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 251] FIG. 10 is a diagram showing an example of a win / loss table. [Figure 252] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 253] (a) is a diagram showing an example of a small win type table for the first special chart, (b) is a diagram showing an example of a small win type table for the second special chart, and (c) is a diagram showing an example of a V big win type table. [Figure 254] 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] 10 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 256]A flowchart showing the winning process for an operating port. [Figure 257] 10 is a flowchart showing an information acquisition process. [Figure 258] 10 is a flowchart showing a normal process. [Figure 259] 10 is a flowchart showing the special game play control processing. [Figure 260] 10 is a flowchart showing a fluctuation start process. [Figure 261] 10 is a flowchart showing the transition process to a small win game state. [Figure 262] This is a flowchart showing the opening and closing process for small wins. [Figure 263] 10 is a flowchart showing the process for ending a small win game. [Figure 264] 10 is a flowchart showing a V allocation setting process. [Figure 265] A flowchart showing the processing for V winning. [Figure 266] 10 is a flowchart showing the process of transitioning to a jackpot gaming state. [Figure 267] 10 is a flowchart showing the transition process at the end of a jackpot game. [Figure 268] 10 is a flowchart showing a high support update process. [Figure 269] This is a flowchart showing the high support end processing corresponding to the number of fluctuations. [Figure 270] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Figure 271] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Fig. 272] 10 is a flowchart showing a process for clearing the number of wins. [Fig. 273] 10 is a flowchart showing the high support termination process in response to a flat tire. [Fig. 274] 10 is a flowchart showing a process for setting a variable display time. [Figure 275] FIG. 10 is a diagram showing an example of a fluctuation pattern table. [Figure 276] FIG. 10 is a diagram showing an example of a fluctuation pattern table. [Figure 277] FIG. 10 is a diagram showing a display example of a pattern display device. [Fig. 278] FIG. 2 is a state transition diagram showing the transition of game states. [Figure 279] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 280] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 281] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 282] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 283] FIG. 13 is a diagram showing an example of a big win type table for the first special chart in the first modified example of the fifth embodiment. [Fig. 284] 10A is a diagram showing an example of a small win type table for the second special chart, and FIG. 10B is a diagram showing an example of a V big win type table. [Figure 285] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Figure 286] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Figure 287] 10 is a flowchart showing a process for clearing the number of wins. [Figure 288] 10 is a flowchart showing the high support termination process in response to a flat tire. [Figure 289] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 290] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 291] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 292] FIG. 10 is an explanatory diagram for explaining the contents of various counters used in lotteries for winning or losing, etc., in accordance with variant 2 of the fifth embodiment. [Figure 293] FIG. 10 is a diagram showing a display example of a pattern display device. [Fig. 294]FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 295] 10A is a diagram showing an example of a small win type table for the second special chart, and FIG. 10B is a diagram showing an example of a V big win type table. [Figure 296] 10 is a flowchart showing an information acquisition process. [Figure 297] 10 is a flowchart showing a data setting process. [Figure 298] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 299] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 300] 10 is a flowchart showing a reserved read-ahead process. [Figure 301] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 302] 10 is a flowchart showing a pending command response process. [Figure 303] A diagram showing the configuration of a hold memory area. [Figure 304] An explanatory diagram for explaining the hold notice effect. [Figure 305] 10A is a flowchart showing a shift command response process, and FIG. 10B is a diagram for explaining a shift process of a reserved image. [Figure 306] 10 is a flowchart showing a setting process for hold notice. [Figure 307] 10 is a flowchart showing a process for determining whether or not a hold notice is possible; [Figure 308] This is an explanatory diagram to explain the flow of the hold notice presentation. [Figure 309] This is an explanatory diagram to explain the flow of the hold notice presentation. [Figure 310] FIG. 13(a) is a diagram showing an example of a small win type table for the second special symbol according to the modified example 3 of the fifth embodiment, and FIG. 13(b) is a diagram showing an example of a V big win type table. [Figure 311] A flowchart showing the processing for V winning. [Figure 312] This is a flowchart showing the processing for ending the first high support corresponding to the small win type. [Figure 313] This is a flowchart showing the processing for ending the second high support corresponding to the small win type. [Figure 314] 10 is a flowchart showing a limiter reset process. [Figure 315] 10 is a flowchart showing the transition process at the end of a jackpot game. [Figure 316] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 317] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 318] A flowchart showing the special chart game play control processing related to variant example 4 of the fifth embodiment. [Figure 319] 10 is a flowchart showing a fluctuation start process. [Figure 320] A flowchart showing the processing for V winning. [Figure 321] 10 is a flowchart showing a process for clearing the number of wins. [Figure 322] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 323] FIG. 10 is an explanatory diagram for explaining the flow of the game. [Figure 324] FIG. 10 is an explanatory diagram for explaining the continuous preview performance. [Figure 325] FIG. 10 is a diagram showing a modified example of a general-purpose electric device. [Figure 326] FIG. 10 is a diagram showing a modified example of a general-purpose electric device. [Figure 327] FIG. 13 is a perspective view showing a pachinko machine according to a sixth embodiment. [Figure 328] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 329] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 330] FIG. 2 is a front view showing the configuration of the game board. [Figure 331]1(a) is a schematic diagram of the second operating port when it is in a closed state, and FIG. 1(b) is a schematic diagram of the second operating port when it is in an open state. [Figure 332] 1A is a cross-sectional view of the variable prize-winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable prize-winning device in an open state. [Figure 333] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 334] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 335] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 336] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 337] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 338] 10 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 339] 10 is a flowchart showing an abnormality monitoring process. [Figure 340] 10 is a flowchart showing a normal process. [Figure 341] 10 is a flowchart showing a game play control process. [Figure 342] 10 is a flowchart showing a game state transition process. [Figure 343] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 344] 10 is a flowchart showing a dispensing status detection process executed by the dispensing control device. [Figure 345] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 346] FIG. 2 is a block diagram showing a configuration related to audio output control. [Figure 347] 1A is a diagram showing an example of sound data, FIG. 1B is a diagram showing an example of a sound data table, and FIG. 1C is a diagram showing an example of a playback sound data storage area. [Figure 348]10 is a flowchart showing a sound output process in a sound IC. [Figure 349] FIG. 2 is a diagram showing the configuration of a plug section. [Figure 350] FIG. 2 is a diagram showing the configuration of a jack section. [Figure 351] FIG. 2 is a diagram showing the configuration of a cover portion. [Figure 352] 10 is a flowchart showing mute control processing in an MPU of a performance control device. [Figure 353] 10 is a flowchart showing a temporary release process. [Figure 354] FIG. 10 is an explanatory diagram illustrating the 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 modification 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] 10 is a flowchart showing a main process. [Figure 359] 10 is a flowchart showing an operation response process. [Figure 360] 10 is a flowchart showing an operation response process while a menu is displayed. [Figure 361] 10 is a flowchart showing a process for displaying a volume setting screen. [Figure 362] 10 is a flowchart showing an operation response process during a volume setting display. [Figure 363] 10 is a flowchart showing an output switching process. [Figure 364] 10 is a flowchart showing a sound output setting process. [Figure 365] 10 is a flowchart showing an error sound handling process. [Figure 366] FIG. 10 is a diagram illustrating an example of an error volume setting table. [Figure 367] 10 is a flowchart showing a temporary release process. [Figure 368] 10 is a flowchart showing a volume setting process at startup. [Figure 369] FIG. 10 is a diagram illustrating an example of a menu screen. [Figure 370] FIG. 10 is a diagram illustrating an example of a menu screen. [Figure 371] FIG. 10 is a diagram illustrating an example of a volume setting screen. [Figure 372] FIG. 10 is a diagram illustrating an example of a volume setting screen. [Figure 373] FIG. 10 is an explanatory diagram for explaining the flow of volume control. [Figure 374] 13 is a flowchart showing an error sound handling process according to a third modification of the sixth embodiment. [Figure 375] FIG. 1A is a diagram showing an example of an error volume setting table for headphones, and FIG. 1B is a diagram showing an example of an error volume setting table for speakers. [Figure 376] FIG. 10 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 modification of the sixth embodiment. [Figure 378] 10 is a flowchart showing a process for displaying a first volume setting screen. [Figure 379] 10 is a diagram showing the relationship between a first volume setting counter and a second volume setting counter. FIG. [Figure 380] 10 is a flowchart showing a process for displaying a second volume setting screen. [Figure 381] 10 is a flowchart showing an operation response process during the first volume setting display. [Figure 382] 10 is a flowchart showing an operation response process during the second volume setting display. [Figure 383] 10 is a flowchart showing an operation response process while a menu is displayed. [Figure 384] 10 is a flowchart showing a regulation switching process. [Figure 385] FIG. 10 is a diagram showing an example of a first volume setting screen. [Figure 386] FIG. 10 is a diagram showing an example of a second volume setting screen. [Figure 387] FIG. 10 is a diagram illustrating an example of a menu screen. [Figure 388] FIG. 10 is a diagram showing an example of a second volume setting screen. [Figure 389] FIG. 10 is a diagram showing an example of a volume adjustment display on a display screen. [Figure 390] FIG. 10 is a diagram illustrating an example of volume settings for headphones. [Figure 391] FIG. 13 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area in the seventh embodiment. [Figure 392] FIG. 2 is a front view of the main control device. [Figure 393] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 394] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 395] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 396] 10 is a diagram for explaining the display content on the display screen of the pattern display device. FIG. [Figure 397] This is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 398] FIG. 10 is a diagram showing an example of a win / loss table. [Figure 399] FIG. 10A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 10B 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 the display content of the notification display device. [Figure 401] FIG. 10 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 402] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 403] 10 is a flowchart showing main processing in the MPU of the main control device. [Figure 404] 10 is a flowchart showing a timer interrupt process. [Figure 405] 10 is a flowchart showing a special chart special power control process. [Figure 406] 10 is a flowchart showing the special chart change start process. [Figure 407] 10 is a flowchart showing processing during special chart change. [Figure 408] 10 is a flowchart showing special call start processing. [Figure 409] 10 is a flowchart showing special call termination processing. [Figure 410] 10 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 411] 10 is a flowchart showing a process for updating a high probability mode and a high frequency support mode. [Figure 412] 10 is a flowchart showing a process for terminating the high probability mode and high frequency support mode. [Figure 413] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Figure 414] 10 is a flowchart showing a ball scoring detection process. [Figure 415] A block diagram for explaining the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 416] This is a flowchart showing the timer interrupt processing in the MPU of the dispensing control device. [Figure 417] 10 is a flowchart showing base value and difference pitch count processing. [Figure 418] 10 is a flowchart showing an execution process for a base value and a difference in the number of balls. [Fig. 419] 10 is a flowchart showing a base value calculation process. [Figure 420] FIG. 10 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 421] 10 is a flowchart showing an excess determination process. [Figure 422] FIG. 10 is a diagram showing changes in the number of differential balls. [Figure 423]FIG. 10A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 10B is an explanatory diagram for explaining a lowest point determination process. [Figure 424] 1A is a flowchart showing a display setting process, and FIG. 1B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 425] FIG. 4 is an explanatory diagram for explaining the display content of the notification display device. [Figure 426] 10 is a flowchart showing a process for determining whether to stop playing a game. [Figure 427] 10A is a flowchart showing an overtime start-up process, and FIG. 10B is a flowchart showing a first partial clearing process. [Figure 428] 10 is a flowchart showing a first partial clearing execution process. [Figure 429] 10 is a flowchart showing a command setting process for when power is restored. [Fig. 430] 10A is an explanatory diagram for explaining the processing flow in game restrictions using the difference in ball count, and FIG. 10B is a diagram showing how the difference in ball count changes. [Figure 431] (a) is an explanatory diagram for explaining the mode of the game stop state, and (b) is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 432] 2 is a block diagram showing the electrical configuration of the performance control device and its peripheral devices. FIG. [Figure 433] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 434] 10 is a flowchart showing the process for displaying special chart changes. [Figure 435] 10 is a flowchart showing the process for starting fluctuations. [Figure 436] 10 is a flowchart showing a command response process. [Figure 437] 10 is a flowchart showing a first stop notice process. [Fig. 438] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 439]FIG. 10 is an explanatory diagram for explaining the update contents and update timing of the first stop notice processing. [Fig. 440] 10 is a flowchart showing a second stop notice process. [Figure 441] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 442] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 443] 10 is a flowchart showing a power recovery command response process. [Figure 444] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 445] FIG. 10 is a diagram showing a display example of a pattern display device. [Figure 446] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 447] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 448] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 449] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 450] 13 is a flowchart showing a power outage information storage process according to a first modification of the seventh embodiment. [Figure 451] 10 is a flowchart showing a process for clearing when power is interrupted. [Figure 452] 10 is a flowchart showing a clearing execution process when power is interrupted. [Figure 453] 13 is a flowchart showing a command setting process for when power is restored according to a second modification of the seventh embodiment; [Figure 454] 10 is a flowchart showing a power recovery command response process. [Figure 455] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 456] 13(a) is a front view showing the configuration of a game board according to a third modified example of the seventh embodiment, and FIG. 13(b) is a front view showing the configuration of a ball difference number reporting unit. [Figure 457] 10A and 10B are diagrams showing an example of the light emission mode of the ball difference indicator. [Figure 458] 10A and 10B are diagrams showing an example of the light emission mode of the ball difference indicator. [Figure 459] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 460] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 461] FIG. 10 is an explanatory diagram for explaining the flow when power is restored after a power outage. [Figure 462] FIG. 10 is a diagram showing another example of a reset notification. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as "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 the pachinko machine 10 as 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 within the gaming area PE of the pachinko machine 10 for convenience.
[0011] As shown in FIG. 1, the 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 made up of plate materials connected on all four sides, forming a rectangular frame. The pachinko machine 10 is installed in the gaming hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.
[0013] The gaming machine main body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support bracket 17 is fixed to the connecting portion between the upper and left frame portions of the outer frame 11, and a lower support bracket 18 is provided at the connecting portion between the lower and left frame portions of the outer frame 11. The upper support bracket 17 and the lower support bracket 18 form a support mechanism, which allows the gaming machine main body 12 to rotate toward the front 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 rear 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 can be rotated forward with the left side as the base end of rotation and the right side as the tip end of rotation 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 being the base end and the right side being 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 rearward with the left side being the base end and the right side being the tip end when viewed from the front (see Figure 3).
[0016] Next, we will explain the front door frame 14. As shown in Figure 2, the front door frame 14 is mainly composed of a frame body 20 made of synthetic resin and having an outer shape substantially identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that almost 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 blocked from the back side of the front door frame 14 by a glass unit 22.
[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 front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the glass panels 23 double-cover the playing area PE from the front side of the pachinko machine 10.
[0018] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached individually to the frame 20. Furthermore, the number of glass panels is arbitrary, and may be one, three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to use multiple glass panels and arrange them facing each other at the front and back with a predetermined gap between them. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of the glass panels.
[0019] As shown in FIG. 1, various light-emitting devices such as lamps are provided around the glass unit 22 (specifically, the window portion 21). For example, a lamp portion (annular illumination portion) 26 incorporating a light-emitting device such as an LED is provided along the periphery of the window portion 21. The lamp portion 26 lights up or flashes in response to changes in the game status, such as when a jackpot is hit or a predetermined reach is reached. In addition, an error display lamp portion 27 that lights up in the event of a predetermined error is provided at the center of the lamp portion 26 and at the top of the pachinko machine 10, and prize ball lamp portions 28 that light up while prize balls are being paid out are provided on the left and right sides of the error display lamp portion 27. In addition, speaker portions 29 that output sound effects and the like according to the game status are provided near the left and right prize ball lamp portions 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, which opens upward, is provided inside the upper bulge 31, and a lower tray 34, which also opens upward, is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism (described later). 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 top surface of the upper bulge 31. For example, by manually operating the performance operation unit 36 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 Figure 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 that leads to the upper tray 33 and a front door side lower tray passage that leads to the lower tray 34. The passage forming unit 45 has a receiving port that protrudes rearward and opens upward at its upper corner, and by dividing the receiving port into left and right halves with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Gaming balls that enter the front door side upper tray passage are guided to the upper tray 33, and gaming 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 rear surface of the front door frame 14 on the base end side of the rotation. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, as shown in Figure 2, a plurality of hooks 49 extending rearward are arranged in parallel in the vertical direction on the rear surface of the front door frame 14 on the tip end side of the rotation. These hooks 49 constitute a locking mechanism for the inner frame 13.
[0025] Next, the inner frame 13 will be described in detail with reference to Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has a generally rectangular outer shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A panel is attached to the outer frame 11 so as to close this gap. The panel is positioned below the resin base 50 (more 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 panel.
[0026] Support fittings 51, 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. Axial holes are formed in the support fittings 51, 52, and 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 resin base 50 has insertion holes at the front of its pivot tip end for inserting the metal hooks 49 provided on the back surface of the front door frame 14. In the present pachinko machine 10, as shown in FIG. 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is arranged hidden on the back surface of the inner frame 13. Therefore, the metal 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. These inner frame hook members 57 are caught on the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine main body 12 in a closed state relative 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 clockwise, 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 counterclockwise, the inner frame 13 is unlocked from the outer frame 11.
[0029] A generally oval 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 wooden plywood and a sheet material covering the front 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 through which 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] The game board 60 (particularly the various components arranged in the play area PE) will be described below with reference to Fig. 4. Fig. 4 is a front view of the game board 60.
[0031] A plurality of large and small openings are formed in the game board 60, penetrating it in the thickness direction (front-to-back direction). 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 a ball enters the general winning opening 61, the variable winning device 65, the first operating opening 62, or the second operating opening 63, it is detected by a winning sensor (detection sensor), and a bonus such as the payout of a predetermined number of prize balls is awarded to the player based on the detection result. In this case, if a ball enters the general winning opening 61, 10 game balls are paid out, and if a ball enters the variable winning device 65, 15 game balls are paid out. Furthermore, if a ball enters the first operating opening 62, 3 game balls are paid out, and if a ball enters the second operating opening 63, 1 game ball is paid out. Incidentally, 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 actuation port 62 may be the same as the number of prize balls associated with the second actuation port 63, or the number of prize balls associated with the second actuation port 63 may be greater than the number of prize balls associated with the first actuation 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 actuation ports, etc. 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 entry ports are discharged from the play area PE through the outlet 68. Here, "entering" refers to a game ball passing through a predetermined opening position, and includes not only a situation in which a game ball is discharged from the play area PE after passing through the opening position, but also a situation in which a game ball is not discharged from the play area PE after passing through the opening position. However, in the following explanation, to clearly distinguish from a game ball entering the outlet 68, a ball entering the general winning port 61, the operating ports 62, 63, the variable winning device 65, or the through gate 64 will also be referred to as "winning."
[0035] Furthermore, 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 on the game board 60. The flow of the game balls is diversified by the various components such as these nails 69 and windmills, and adjustments are made so that winning into the general winning slot 61 and the like described above occurs with a reasonable probability.
[0036] The variable display unit 67 is disposed in the center of the gaming board 60. The variable display unit 67 is installed on the back side of the gaming board 60 (FIG. 3), and its display screen G can be viewed through an opening provided in the center of the gaming board 60. A frame-shaped center frame 76 is attached to the front of the gaming board 60, corresponding to 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 entering 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 paths of the game ball as 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 rotation amount 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 more detail, when the player rotates the game ball launching handle 41 as a first launching operation by a rotation amount within a first range that is equal to or greater than a predetermined rotation amount but less than a reference rotation amount, the launched game ball flows down the left route, and when the player rotates the game ball launching handle 41 as a second launching operation by a rotation amount within a second range that is equal to or greater than the reference rotation amount, the launched game ball flows down the right route. Note that the predetermined rotation amount is the rotation amount that allows the launched game ball to pass through the guide rail 100 described below and enter the play area PE, and the reference rotation amount is the rotation amount that launches the game ball with a launch force that allows it to reach the top of the center frame 76.
[0040] An upwardly opening first actuation port 62 is disposed below the center frame 76 (variable display unit 67). The first actuation port 62 is located in the horizontal center of the gaming board 60, and game components such as nails 69 are disposed therein to prevent game balls flowing down the right route from entering the first actuation port 62. In other words, only game balls flowing down the left route can enter the first actuation port 62. Therefore, when a player aims to enter the first actuation port 62, the player plays by shooting the game ball so that it flows down the left route. A first actuation port entry sensor 62a (FIG. 7) is provided in the first actuation port 62, and the entry sensor 62a detects a game ball that has entered the first actuation port 62.
[0041] The second actuation port 63 is disposed on the right side 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] The rotation of each of the movable pieces enables switching 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). Specifically, a protrusion 63d is provided at the top of the second actuation port 63 so as to protrude forward. 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 is less than the diameter of a game ball, preventing the game ball from flowing into the second actuation port 63. On the other hand, when the movable pieces are rotated so as to tilt outward as shown in FIG. 5(b), an opening large enough for the game ball to pass through is formed between the movable pieces and the protrusion 63d, allowing the game ball to flow into the second actuation port 63. A second actuation port winning sensor 63c is provided at the second actuation port 63, and the winning sensor 63c detects a game ball that has entered the second actuation port 63.
[0044] Furthermore, the normal power supply mechanism 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown) to switch between an open state (inclined position) and a closed state (standing position). Incidentally, the first operating port 62 is not provided with a normal power supply mechanism (opening / closing structure).
[0045] In the above configuration, it is not possible to win through the second operating opening 63 when it is in the closed state, but it may be possible to win. In other words, it may be possible to win through the second operating opening 63 when it is in the closed state, but it may be more difficult to win (to win) than when it is in the open state. In short, it is sufficient that the ease of winning through the second operating opening 63 differs between the open state and the closed state, and the degree of closing or opening is arbitrary. Furthermore, the configuration of the normal power device 63a is not limited to the above, and for example, the second operating opening 63 may be opened and closed by a movable piece that rotates back and forth or slides back and forth or left and right.
[0046] As shown in Figure 4, a through gate 64 is arranged 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 gaming ball that enters the through gate 64 passes through the through gate 64 and flows down the gaming area PE again. Therefore, a gaming ball that enters the through gate 64 can also enter the second operating port 63. A through entry sensor 64a (Figure 7) is provided on the through gate 64, and the entry sensor 64a detects a gaming ball that enters the through gate 64.
[0047] The through gate 64 is a trigger for opening the normal power accessory 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 if the result of the internal lottery is an opening result (support winning), the normal power accessory 63a is changed from a closed state to an open state, and then a role opening / closing game (support execution mode) is executed in which the normal power accessory 63a is returned to the closed state.
[0048] In the right route, a variable winning device 65 is disposed below (downstream of) 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 prize opening 65a that opens forward and an opening / closing door 65b that opens and closes the large prize opening 65a. The large prize opening 65a is a horizontally long rectangle when viewed from the front, and is large enough to allow multiple game balls to enter at the same time. The large prize opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that enter the large prize opening 65a are guided to the guide passage 65e. A large prize opening winning sensor 65c is provided in the guide passage 65e, and the winning sensor 65c detects game balls that enter the large prize opening 65a.
[0050] The variable winning device 65 is also provided with a drive unit 65d that drives the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) to switch between a closed state (FIG. 6(a)) in which game balls cannot enter the large prize opening 65a and an open state (FIG. 6(b)) in which game balls can enter the large prize opening 65a. Specifically, the opening / closing door 65b is normally in a closed state, and is switched to an open state when an internal lottery is won to transition to an opening / closing execution mode (jackpot game).
[0051] The opening and closing execution mode is a mode to which the system shifts when a jackpot is won. The opening and closing execution mode will be described in detail later. In the case of a jackpot, the variable winning device 65 may be opened repeatedly up to a maximum of multiple rounds (for example, 10 rounds), with one round consisting of a predetermined time (for example, 30 seconds) or a predetermined number of winnings (for example, 10).
[0052] In the above configuration, it is not possible to win a prize through 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 through 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 through 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 that flow down the right route can win the second operating port 63, through gate 64, and variable winning device 65. Therefore, when a player aims to win the second operating port 63, through gate 64, or 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 play area PE and protrudes forward from the front of the play board 60. A special symbol display section 43 and a regular symbol display section 44, which display predetermined images, etc., are provided on the front of the main display unit 81. 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 a game ball. This prevents game balls from passing in front of the main display unit 81, ensuring the visibility of the various display sections 43, 44.
[0055] The special symbol display section 43 is provided with a first special symbol display section AS that displays the results of a lottery based on winning the first operating port 62, and a second special symbol display section BS that displays the results of a lottery based on winning the second operating port 63.
[0056] In the first special symbol display unit AS, a winning entry into the first operating port 62 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the first operating port 62. If the result of the internal lottery based on the winning entry into the first operating port 62 is a winning result corresponding to a jackpot, the varying display is stopped in the first special symbol display unit AS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.
[0057] In the second special symbol display unit BS, a winning entry into the second operating port 63 is used as a trigger to display a varying pattern, and the result of stopping the varying display is to clearly indicate the result of the internal lottery conducted based on the winning entry into the second operating port 63. If the result of the internal lottery based on the winning entry into the second operating port 63 is a winning result corresponding to a jackpot, the varying display is stopped in the second special symbol display unit BS, and after a predetermined pattern is displayed as the stopping result, the mode shifts to the opening / closing execution mode.
[0058] In the following, in order to distinguish between the pattern that changes and is displayed upon winning the first operating port 62 and the pattern that changes and is displayed upon winning the second operating port 63, the former may be referred to as the first special pattern or first special design, and the latter may be referred to as the second special pattern or second special design.
[0059] Here, based on a win in either of the operating ports 62, 63, a variable display is started in the corresponding special symbol display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game session in the special symbol display unit AS, BS. However, one game session is not limited to the above content, and for example, in a configuration in which a single display area is provided and a variable display is performed in that single display area regardless of whether a win occurs in either of the operating ports 62, 63, a variable display is started in that single display area, and one game session is considered to be the time until the variable display is stopped with a predetermined stop result displayed.
[0060] In addition, a special symbol reserved number display unit AM is provided on the main display unit 81. 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 results of the internal lottery conducted based on winning at the through gate 64. In this case, the normal map display unit 44 displays a variable pattern triggered by winning at the through gate 64, and as a result of the variable display stopping, the result of the internal lottery conducted based on winning at the through gate 64 is displayed clearly. If the result of the internal lottery based on winning at the through gate 64 is a winning result corresponding to a transition to a support state that opens the normal power device 63a, the normal map display unit 44 displays a predetermined stop result, the variable display stops, and then the state transitions to the support state. Note that the pattern that is displayed variably in response to winning at 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 unit 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game turn in the normal map display unit 44. In the following, in order to distinguish between game turns in the normal map display unit 44 and game turns in the special map display units AS and BS, the former may be referred to as a normal map game turn, and the latter as a special map game turn.
[0063] In addition, a normal map reserve number display unit FM is provided in the normal map display unit 44. The number of times that the game ball enters the through gate 64 can be reserved up to four times, and the normal map reserve number display unit FM can display the number of reserved normal maps (through gate 64).
[0064] The special map display unit 43 and the regular map display unit 44 are composed of a segment display device having multiple 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 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 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 switches between) 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 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 symbol display device 75 displays symbols, for example, arranged at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling left and right. In this case, the variable display on the symbol display device 75 is started based on a winning entry into the first actuation port 62 or the second actuation port 63. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 75 accordingly. Then, when the variable winning device 65 transitions to a jackpot game state (open / close execution mode) in which it is in an open state, a predetermined symbol combination is displayed stopped on a preset pay line on the symbol display device 75.
[0069] Furthermore, the symbol display device 75 displays a hold corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this hold display, a predetermined hold image is displayed, and the number of images displayed indicates the number of reserved balls in each operating port 63, 64. The number of reserved balls is not limited to that indicated by the hold image, but may be indicated by a numerical display. Furthermore, the number of reserved balls may be displayed not only by the symbol display device 75, but also by a display unit (a display unit separate from the hold number display units AM, FM of the main display unit 81) or a light-emitting unit (hold lamp unit) provided on the game board 60 separately from the symbol display device 75.
[0070] The configuration of the inner frame 13 will be described with reference to Figure 2 again. A game ball launching mechanism 110 is provided below the area where the game board 60 is mounted on the resin base 50, and launches game balls toward the play 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 positioned at a predetermined launch standby position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball transport device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111-113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the game ball launching mechanism 110 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 gaming board 60. A ball stopper is provided at a position near the downstream end (i.e., the lower end) of the launch rail 112 to stop the gaming balls supplied from the ball sending device 113 at the above-mentioned launch standby position. The solenoid 111 is disposed at a position further downstream than the ball stopper.
[0072] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. Based on the output of electrical signals from the power source and the launch control device, the output shaft of the solenoid 111 reciprocates in the extension / contraction direction, causing the game ball placed in the launch standby position to be launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.
[0073] As shown in Figure 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 facing each other with a gap slightly larger than the diameter of the game ball between them, and a single guide passage 103 is defined by these two rails 101, 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 → guide rail 100 (entrance portion → exit portion).
[0074] In addition, a return 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 game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing game balls that have 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 gaming 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 offset to the left and right near the lower edge of the gaming board 60. This brings the rails 100, 112 close to the lower edge of the gaming 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 play 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 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 prevents interference between the foul ball and the next game ball launched, and returns the foul ball to the player.
[0077] A through-hole is formed in the resin base 50 to the left 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-to-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 tray passage and a main body-side lower tray passage. The upstream sides of the main body-side upper tray passage and the main body-side lower tray passage lead to the game ball distribution section, which will be described later. In addition, the receiving portion of the passage-forming unit 45 attached to the front door frame 14 fits below the passage-forming member 121, and the front door-side upper tray passage is disposed below the main body-side upper tray passage, and the front door-side upper tray passage is disposed below the main body-side lower tray passage.
[0078] An opening / closing member 124 that opens and closes the main-side upper tray passage and the main-side lower tray passage is attached to the resin base 50 below the passage-forming member 121. The opening / closing member 124 is supported by a support shaft at its lower end for forward and backward rotation, and a biasing member is provided to bias the opening / closing member 124 to a forward position that closes the main-side upper tray passage and the main-side lower tray passage. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, closing the main-side upper tray passage and the main-side lower tray passage. This prevents the stored balls from spilling out if the front door frame 14 is opened while game balls are stored in the main-side upper tray passage or the main-side lower tray passage. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a 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 and the upper tray passage on the front door side are connected, and the lower tray passage on the main body side and the lower tray passage on the front door side are also connected.
[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 side by side above and below on the rotation base end side of the back surface of the resin base 50. The bearing fittings 132 have bearing portions formed spaced apart above and below, 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 back surface of the resin base 50, and these locking fittings are used to attach the game board 60 to the resin base 50. Here, the configuration of the back surface of the game board 60 will be described.
[0082] A display control device (not shown) is attached to the variable display unit 67 located in the center of the game board 60 so as to cover the variable display unit 67 from behind. 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 attached to 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 the various winning holes, a detection mechanism that detects the entry of game balls into the various winning holes, etc.
[0085] Regarding the game ball recovery mechanism, the collection board 150 is provided with recovery passages corresponding to the various ball entry sections, such as the general winning opening 61. These recovery passages extend from the entry sections along the back of the game board 60, defining the path along which the game balls fall. The recovery passages converge near the bottom of the game board 60, and all game balls that pass through the general winning opening 61 or other entry sections are collected at the bottom of the game board 60 via the recovery passages. The outlets of each recovery passage are open downward, and a discharge passage is provided at the end of each passage (specifically, below the game board 60). Game balls that have collected below the game board 60 via the recovery passages are discharged to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that do not enter any of the winning openings are also discharged to the discharge passage via the outlet 68.
[0086] To explain the detection mechanism, the collection board 150 is provided with winning sensors (detection sensors) that individually correspond to the various ball entry sections, such as the general winning opening 61. These winning sensors are arranged at intermediate positions in the collection passages leading to the ball entry sections, such as the general winning opening 61, and detect the passage of a game ball when the game ball's fall path is defined in the collection passage. In other words, the game ball's entry into a ball entry section, such as the general winning opening 61, is detected when the game ball passes through a detection area provided at an intermediate position in each collection passage. The winning sensor is composed of, for example, a magnetic sensor that detects changes in the magnetic field that occur when a game ball passes through 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 back 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) that is responsible for the main control of the game, and the main control board is housed in a board box 163 made of a transparent resin material or the like.
[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 box cover are connected to each other by a sealing part that serves 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 unit can be configured in any way as long as it securely connects the box base and box cover. The sealing unit is designed to securely connect the box base and box cover by inserting a locking claw into the elongated hole that makes up the sealing unit. The sealing process using the sealing unit prevents unauthorized opening after sealing and allows early and easy detection of any unauthorized openings. Even after opening, the sealing process can be retried. That is, the sealing process is performed by inserting a locking claw into at least one elongated hole among the multiple sealing units. When the board box 163 is opened, for example, when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection between the sealing unit with the locking claw inserted and the other sealing units is severed. This separates the box base and box cover of the board box 163, allowing the main control board inside to be removed. To reseal the board, a locking claw is inserted into the elongated hole of the other sealing unit. If a record of the board box 163 being opened is left in the board box 163, it is possible to easily discover that the board box 163 has been opened improperly 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 Figure 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 that protrudes to the rear of the pachinko machine 10 and has a substantially rectangular parallelepiped shape, as shown in Figure 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] An external output terminal 213 is provided on the upper right side of the base portion 211. The external output terminal 213 is provided with various output terminals, and various signals are output via these output terminals to a hall computer HC (management control device) on the gaming hall side. In addition, a pair of upper and lower latching pins are provided on the base portion 211 at the right end when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is rotatably supported with respect to the inner frame 13 by inserting the latching pins into bearing fittings 132 (more specifically, bearing portions) provided on the inner frame 13. In addition, a fastener is provided at the pivot tip of the base portion 211 for fastening to a fastening hole provided in the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0096] A 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 rear pack 201 and opens upward, and gaming balls supplied from the island equipment of the gaming hall are sequentially replenished to the tank 221. A tank rail that gently slopes downstream is connected below the tank 221, and a case rail that extends vertically 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. Gaming balls paid out from the payout device 222 are supplied to a gaming ball distribution unit provided in the base 211 of the rear 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 dispensed from the dispensing 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 upper tray passage on the main body side and the upper tray passage on the front door side described above, and its outer opening leads to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.
[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, sandwiching 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 island equipment or the like in the gaming hall, and game balls that have been guided to the discharge passage from the above-mentioned collection passage or the like pass through the discharge passage and are discharged to the outside of the pachinko machine 10.
[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 firing control device 191 are mounted. The payout control device 181 and the power supply and firing control device 191 are stacked one on top of the other in front of the other so that the payout control device 181 is at the rear of the pachinko machine 10.
[0100] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a board box, and a status return switch provided on the dispensing control board protrudes outside the board box. For example, when a dispensing error occurs, such as a ball jam in the dispensing device 222, pressing the status return switch will clear the ball jam.
[0101] The power supply and launch control device 191 has a power supply and launch control board housed within 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 unit (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 retaining various data, so that even in the unlikely event of a power outage, the state at the time of the power outage is retained and the state at the time of the power outage can be restored when the power is restored. For example, if the power is cut off in the normal manner, such as when an amusement hall closes, the state before the power outage is retained. The power supply and launch control device 191 is also provided with a RAM erase switch. When the power is turned on while pressing the RAM erase switch, the RAM data is initialized.
[0103] <Electrical configuration of 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 has built-in ROM 313 that stores various control programs and fixed value data executed by the MPU 312, 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 firing control device 191 even after a power outage occurs, and a backup area is provided in the RAM 314 in addition to an area for temporarily storing various data, etc. The backup area is an area for storing the values of the stack pointer, each register, I / O, etc. at the time of power outage 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 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 control devices other than the main control device 162.
[0107] The MPU 312 is provided with an input port and an output port. The input side of the MPU 312 is connected to the payout control device 181 and the power supply and launch control device 191. In addition, various sensors are connected to the input side of the MPU 312. The various sensors include a general prize opening winning sensor 61a, a first prize opening winning sensor 62a, a second prize opening winning sensor 63c, a through prize opening winning sensor 64a, and a special prize opening winning sensor 65c, which detect winnings in the general prize opening 61, the first actuation opening 62, the second actuation opening 63, the through gate 64, and the variable prize opening 65. The MPU 312 performs winning determinations (ball entry determinations) for each winning section based on the detection results of these various sensors 61a, 62a, 63c, 364a, and 65c. Furthermore, the MPU 312 executes various lotteries based on winning entries in the first actuation port 62, the second actuation port 63, and the through gate 64.
[0108] The output side of the MPU 312 is connected to the payout control device 181, the performance control device 143, etc. For example, a prize ball command is output to the payout control device 181 based on the winning determination result to the prize ball entry section 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. Note that each of the above commands is configured as information of a predetermined number of bytes, and various information is included as information of the predetermined number of bytes.
[0110] Additionally, various drive units, such as a drive unit 63b for the normal power device 63a and a drive unit 65d for the variable winning device 65, are connected to the output side of the MPU 312. Various driver circuits are provided on the main control board 311, and the MPU 312 controls the drive of the various drive units through these driver circuits. Specifically, when a transition to the open / close execution mode occurs, the MPU 312 controls the drive unit 65d so that the opening / closing door 65b of the variable winning device 65 is driven. Furthermore, when a transition to the support state occurs, the MPU 312 controls the drive unit 63b so that each movable piece of the normal power device 63a is driven. Furthermore, during each special symbol game, display control of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43 is executed. Furthermore, during a normal symbol game, display control of the normal symbol 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 information on lottery results such as jackpots is output to the hall computer HC via this external output terminal 213. This makes it possible for the hall computer HC to grasp the status 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. Then, based on the external power supplied from the commercial power supply, it 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 firing control device 191 is provided with a power outage monitoring unit 315, which monitors the 24-volt DC stabilized voltage output from the power supply and firing control device 191. When the output voltage from the power supply and firing control device 191 falls below 22 volts, the power outage monitoring unit 315 determines that a power outage (power shutdown) has occurred and outputs a power outage signal to an NMI (non-maskable interrupt) terminal provided on the MPU 312 of the main control device 162. This causes the main control device 162 to recognize the occurrence of a power outage and immediately execute NMI interrupt processing, and then execute power outage processing based on this. Incidentally, the power supply and firing control device 191 is provided with a power outage power supply unit, such as a backup capacitor, and in the event of a power outage or when the power to the pachinko machine 10 is turned off, power for memory retention is supplied from the power outage 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 predetermined 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 to 28 and 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 time for which the patterns are displayed variably on the pattern display device 75 and the type of combination of patterns to be finally displayed in a stopped state, 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 explained based on FIGS.
[0117] As shown in Figures 8(a) to 8(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 columns Z1, Z2, and Z3 set up on the upper, middle, and lower rows. Each symbol column Z1-Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. Specifically, the upper symbol column Z1 has nine main symbols from "1" to "9" arranged in descending numerical order, with one sub-symbol between each main symbol. The lower symbol column Z3 has nine main symbols from "1" to "9" arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper symbol column Z1 and the lower symbol column Z3 are configured with 18 symbols. In contrast, the middle symbol column Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with a "4" main symbol additionally arranged between the "9" main symbol and the "1" main symbol, and one sub-symbol arranged between each of these main symbols. In other words, the middle symbol column Z2 alone has 10 main symbols, for a total of 20 symbols. On the display screen G, the symbols of each of these symbol columns Z1 through Z3 are displayed variably, scrolling periodically in a predetermined direction. Also, as shown in FIG. 9(b), the display screen G displays three symbols per symbol column, resulting in a total of nine symbols, 3 x 3.
[0119] Five active lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5, are set on the display screen G. The variable display stops in the order of the upper symbol row Z1, the lower symbol row Z3, and the center symbol row Z2, and when the variable display of all symbol rows Z1 to Z3 ends with a combination of symbols with the same number on any active line, a jackpot animation is displayed indicating 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 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 column will be further explained with reference to FIG. 10. When a game round starts, a high-speed variable display is first started for all symbol columns Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol column is being displayed. Then, as shown in FIG. 10(a), the variable display mode of the upper symbol column Z1 switches from a high-speed variable display to a low-speed variable display, which allows the player to recognize the displayed symbols. Then, as shown in FIG. 10(b), the variable display mode of the lower symbol column Z3 switches from a high-speed variable display to a low-speed variable display as the variable display of the upper symbol column Z1 ends. Then, as shown in FIG. 10(c), the variable display of the lower symbol column Z3 ends. After the variable display of all symbol columns Z1 to Z3 ends, a static display period is set in which the static display is maintained and the player waits for a predetermined period of time.
[0122] In a gaming machine, when the symbols are displayed in a stopped state on the symbol display device 75, it is common to stop the symbols in the final stop row (the middle symbol row Z2 in this embodiment) gradually while slowing down the variable display speed, rather than stopping them suddenly. 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 required for the symbols to decelerate to stop on the symbol display device 75 is shortened, thereby resulting in a reduction in the effective stop display time.
[0123] Therefore, before the special symbol display unit 43 starts displaying the symbols, the symbol sequences Z1 to Z3, including the final symbol sequence, are stopped (temporarily stopped), and then, in synchronization with the start of the special symbol display unit 43, the temporarily stopped symbols are permanently stopped (determined display). The display mode of the symbol sequences Z1 to Z3 in the temporary stop state is different from that in the final display. For example, at least one of the symbol sequences Z1 to Z3 may move gently back and forth slightly, or at least a portion of the characters (FIG. 8) such as an octopus that constitute the main symbol and sub-symbol may move. In other words, although the temporary stop may appear to be stationary at first glance, it is performed so that the symbols remain in an incompletely stopped state (stationary display). In contrast, the final display is performed so that the symbols are completely stopped without the slight back and forth movement or character movement.
[0124] The provisional stop display of the pattern sequences Z1 to Z3 starts with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transitions directly to a final display. Alternatively, 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 sequences Z1 to Z3 may be changed again to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitions to a final display.
[0125] Incidentally, in the special symbol game times executed by the special symbol display unit 43, the symbols are not temporarily stopped, but the symbols that are displayed in a variable manner are suddenly stopped as the variable display time elapses, and this state (the symbol is displayed in a stopped state) is maintained until the fixed display time elapses. In other words, the stopped display of the symbol on the special symbol display unit 43 becomes the fixed display as it is. This is also true for the normal symbol game times executed by the normal symbol display unit 44.
[0126] In addition, the manner in which the changing patterns are displayed in the pattern display device 75 is not limited to the above and is arbitrary, and the number of pattern rows, the direction in which the changing patterns are displayed in the pattern rows, the number of patterns in each pattern row, and the combinations of patterns corresponding to jackpots and misses 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 games before execution is provided at the bottom of the display screen G, and the player can recognize the number of reserved games 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 symbol and a second reserve display area Gb corresponding to the second special symbol set.
[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 a gaming ball enters the first operating port 62, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the first operating port 62 is four, and corresponding to this, a first unit reserve display area Ga1, a second unit reserve display area Ga2, a third unit reserve display area Ga3, and a fourth unit reserve display area Ga4 are set in the first reserve display area Ga.
[0129] For example, if 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 if 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, unit reserve display areas Gb1 to Gb4, the same number as the maximum number of reserved balls when a gaming ball enters the second operating port 63, are displayed in a partitioned manner so as to be aligned in the left-right direction. Specifically, the maximum number of reserved balls when a gaming ball enters the second operating port 63 is four, and corresponding to this, a first unit reserve display area Gb1, a second unit reserve display area Gb2, a third unit reserve display area Gb3, and a 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] In addition, an execution display area D is set between the first hold display area Ga and the second hold display area Gb. A hold image corresponding to the game round to be executed (currently being executed) is displayed in the execution display area D. For example, when a game round ends and the next game round starts, the hold image that was displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. This allows the player to recognize that the game round that was on hold will be executed.
[0133] <Configuration of special image display unit 43> Here, the configuration of the special symbol display unit 43 will be explained with reference to Fig. 11. Fig. 11(a) is a front view of the special symbol display unit 43, and (b) is a vertical cross-sectional view of the area including the special symbol display unit 43 and its front side. The special symbol display unit 43 is provided with a first special symbol display unit AS and a second special symbol display unit BS, which have the same configuration, so the configuration will be explained using the first special symbol display unit AS as an example.
[0134] As shown in Fig. 11(a), the first special symbol 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 display segment SG1 to SG7 has an individual light source made of an LED, and by controlling the on / off of each individual light source, it is possible to light up any one display segment or light up multiple display segments in any combination. Note that, since each of the individual light sources emits light of the same color, the display by the display segments SG1 to SG7 is 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, these display segments SG1 to SG7 are 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 a plurality of 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 of the patterns (variable display or switching display) is performed. After the variable display is performed, the display segments SG1 to SG7 set to be lit continue to light up over the static display period, and the patterns resulting from the stop are displayed statically. This notifies the result of the internal lottery held based on the winning entry into the first actuation port 62.
[0137] In addition, in the display area 805 of the second special symbol display section BS, when a winning jackpot is won in the second operating port 63, the display segments SG1 to SG7 are turned on and off to display a changing pattern, and then the pattern resulting from the stopping is displayed in a stopped state.
[0138] In this way, the stopped display of the patterns is performed in the display area 805 of each special pattern display unit AS, BS, and this display area 805 is formed to have a smaller surface area than the display screen G of the pattern 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 pattern in the display area 805 has a smaller display size than the pattern displayed on the pattern display device 75, and is displayed in a manner that is less noticeable than the patterns of each pattern row Z1 to Z3.
[0139] 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 via electrical wiring, and when a drive signal is output from the main control device 162 to the display board 802, each of the display segments SG1 to SG7 is lit. The display board 802 is positioned relative to the decorative member 39 on the game board 60, and is 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.
[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 behind, and is formed translucent 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 from a black translucent synthetic resin.
[0141] By making the cover panel 803 semi-transparent in this way, the display on the first special symbol display area 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 area AS to be visible. This makes it possible to attract the player's attention to the display on the symbol display device 75 rather than the display on the first special symbol display area 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 adopted.
[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 determining whether a jackpot occurs, settings for the display of the special symbol display unit 43, and settings for the display of the normal symbol display unit 44. Specifically, as shown in Fig. 12, it uses a jackpot random number counter C1 used to determine the lottery for determining whether a jackpot occurs, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variable jackpot result or a normal jackpot result, a random number initial value counter CINI used to set the initial value of the jackpot random number counter C1, and a fluctuation type counter CS that determines the fluctuation display time of each special symbol display unit AS, BS in the special symbol display unit 43. Furthermore, it uses a normal symbol random number counter C3 used to determine whether or not to place the normal symbol device 63a of the second operating port 63 in a support state (open state).
[0144] Each counter C1 to 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 its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in lottery counter buffer 314a set in a predetermined area of RAM 314. In lottery counter buffer 314a, information corresponding to jackpot random number counter C1, jackpot type counter C2, and variable type counter CS is stored in reserved ball storage area 314b, which serves as acquired information storage means, when a win occurs in first actuation port 62 or second actuation port 63.
[0145] The reserved ball storage area 314b has a reserved area RE consisting of a reserved area Ra for a first special symbol and a reserved area Rb for a second special symbol, and an execution area AE. The reserved areas Ra and Rb each have 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 is stored in one of the areas as reserved information (special information) according to the winning history of the first actuation port 62 or the second actuation port 63.
[0146] In this case, when multiple consecutive wins occur in the first actuation port 62 or the second actuation port 63, the first to fourth areas store the numerical information in chronological order in the order of the first area → the second area → the third area → the fourth area. By providing four areas in this manner, up to four winning histories of game balls entering the first actuation port 62 or the second actuation port 63 can be reserved and stored for each area. In addition, reserved ball storage area 314b is provided with a total reserved number storage area, and information for specifying the number of winning histories entering the first actuation port 62 or the second actuation port 63 that are reserved and stored is stored in this 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 in sequence within the range of, for example, 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 updated periodically, and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the gaming ball enters the first operating port 62 or the second operating 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 operating port 62, and it 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 operating port 63.
[0150] The jackpot random number counter C1 is used for a win / loss lottery to determine whether or not a jackpot has been won, and the value of the random number that results in a jackpot win is set in a win / loss table stored in a win / loss table storage area 313a of the ROM 313. As shown in FIG. 13, a win / loss table for a low probability mode (FIG. 13(a)) and a win / loss table for a high probability mode (FIG. 13(b)) are set as the win / loss table. In this pachinko machine 10, the lottery modes for the win / loss lottery are 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. When the lottery mode is the low probability mode, the win / loss table for the low probability mode is referenced, and when the lottery mode is the high probability mode, the win / loss table for the high probability mode is referenced.
[0151] As shown in Figure 13(a), the win / loss table for the low probability mode has a total of 10 random numbers set as jackpot values, from "0" to "9." In other words, the probability of winning a jackpot 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 Figure 13(b), in the hit / miss table for the high probability mode, a total of 50 random number values from "0" to "49" are set as the jackpot winning values. In other words, the probability of winning the jackpot in the high probability mode is set to 1 / 60. The hit / miss table for the high probability mode does not have any special miss results, and all values other than the random number values that result in a jackpot winning result are normal miss results.
[0154] Note that the probability of winning a 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 a 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 a special miss 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 a special miss result does not necessarily have to be higher than the probability of winning a jackpot, and may be the same as the probability of winning a jackpot. Furthermore, the probability of a special miss result may be lower than the probability of winning a jackpot.
[0155] The jackpot type counter C2 is used to assign the type of jackpot when a jackpot occurs, and is configured to be incremented by one in sequence within a 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 at the time when a gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, the jackpot type counter C2 is stored in the reserved area Ra for the first special symbol of the RAM 314 at the time when a 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 time when a gaming 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 achieved based on winning the first actuation port 62, the jackpot type table for the first special symbol is referenced, and when a jackpot is achieved based on winning the second actuation port 63, the jackpot type table for the second special symbol is referenced.
[0157] As shown in FIG. 14(a), the jackpot type table for the first special symbol has the following selectable jackpot types: a 10R variable probability jackpot result, a 7R variable probability jackpot result, a 3R variable probability jackpot result, a 7R normal jackpot result, and a 3R normal jackpot result. These jackpot results result in the number of rounds of play being executed: 10, 7, 3, 7, and 3, respectively. Here, a round of play refers to at least one execution of variable prize-winning control, which switches the variable prize-winning device 65 from a closed state to an open state and then back to the closed state. In this embodiment, the variable prize-winning control is executed once per round of play.
[0158] The 10R probability variable jackpot result, 7R probability variable jackpot result, and 3R probability variable jackpot result are jackpot results in which, after the opening / closing execution mode ends, the lottery mode is set to high probability mode and the support mode of the normal power device 63a of the second operating port 63 is set to high frequency support mode. In other words, when a probability variable jackpot result occurs, the game state after the opening / closing execution mode ends becomes high probability mode and 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 / closing execution mode starts). Incidentally, during the opening / closing execution mode, the lottery mode is set to low probability mode and the support mode is set to low frequency support mode.
[0159] In the high frequency support mode and the low frequency support mode, when compared under conditions in which game balls are continuously launched into the game area PE in the same manner, 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. Specifically, in the high frequency support mode, the frequency at which the normal power device 63a is opened is higher than in the low frequency support mode, and the opening period per 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 ball entering 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 ball entering 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 ball entering the second actuation port 63 is higher than in the first actuation port 62. When a winning ball enters the second actuation port 63, 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 their 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 mode that is entered when a probability variable jackpot result is obtained. 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, after the opening and closing execution mode ends, the lottery mode is set to the low probability mode and the support mode in the normal power device 63a of the second operating port 63 is set to the first high frequency support mode. In other words, when these normal jackpot results occur, the game state after the opening and closing execution mode ends becomes the low probability mode and high frequency support mode state (time-shortened 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 special game plays (missing game plays) resulting in a miss reaches, for example, 100. In this case, the number of missing game plays is counted as the special game play plays after the opening and closing execution mode ends. If the number of missing game plays reaches the upper limit (100 plays), the time-saving game state ends and the game transitions to the normal game state (low probability mode and low frequency support mode). Note that if a jackpot result occurs before the upper limit 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" on 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. In other words, when a jackpot is won by a win / loss lottery based on winning 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 design, 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 results A to D, 7R normal jackpot results A to D, and 3R normal jackpot results A to D. The 10R variable probability jackpot result, 7R variable probability jackpot result, and 3R normal 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 design, so explanations will be omitted.
[0166] The normal jackpot results of 10R normal jackpot results A to D, 7R normal jackpot results A to D, and 3R normal jackpot results A to D are jackpot results in which, after the opening and closing execution mode ends, the lottery mode is set to low probability mode and the support mode of the normal power device 63a of the second operating port 63 is set to first high frequency support mode. In other words, when these normal jackpot results occur, the game state after the opening and closing execution mode ends becomes low probability mode and high frequency support mode state (time-shortened game state).
[0167] The 10R normal jackpot results A to D result in 10 rounds of play. The time-saving game state in the case of 10R normal jackpot result A continues until the number of miss plays reaches, for example, 3,000, and the time-saving game state in the case of 10R normal jackpot result B continues until the number of miss plays reaches, for example, 300. In addition, the time-saving game state in the case of 10R normal jackpot result C continues until the number of miss plays reaches, for example, 200, and the time-saving game state in the case of 10R normal jackpot result D continues until the number of miss plays reaches, for example, 100.
[0168] The 7R normal jackpot results A to D result in seven rounds of play. The time-saving game state in the case of the 7R normal jackpot result A continues until the number of miss plays reaches, for example, 3,000, and the time-saving game state in the case of the 7R normal jackpot result B continues until the number of miss plays reaches, for example, 300. In addition, the time-saving game state in the case of the 7R normal jackpot result C continues until the number of miss plays 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 miss plays reaches, for example, 100.
[0169] The 3R normal jackpot results A to D result in three rounds of play. The time-saving game state in the case of 3R normal jackpot result A continues until the number of miss plays reaches, for example, 3,000, and the time-saving game state in the case of 3R normal jackpot result B continues until the number of miss plays reaches, for example, 300. In addition, the time-saving game state in the case of 3R normal jackpot result C continues until the number of miss plays reaches, for example, 200, and the time-saving game state in the case of 3R normal jackpot result D continues until the number of miss plays 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. Furthermore, "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 won in the lottery based on winning or losing through the second operating port 63, the probability of being assigned to a 10R special jackpot result is 51%, and the probability of being assigned to a 7R special jackpot result or a 3R special jackpot result is 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 assigned to a special jackpot result is set to 61% regardless of whether the type table for the first special symbol display section or the type table for the second special symbol display section is selected. However, when a special jackpot result is selected, the type table for the second special symbol display section sets the probability of a 10R jackpot result at 51%, which is higher than the 5% probability in the type table for the first special symbol display section. In other words, if a special jackpot result is achieved based on a win through the second actuation port 63, the number of rounds in the open / close execution mode will be greater than if a special jackpot result is achieved based on a win through the first actuation port 62, and more game balls can be expected to be paid out. In other words, a game in which a game ball is awarded through the second actuation port 63 is more advantageous for the player than a game in which a game ball is awarded through the first actuation port 62.
[0172] In this way, there is a clear difference in the advantages to the player between the first actuation port 62 and the second actuation port 63. Therefore, the player will play in the hope of winning through the second actuation port 63 out of the first actuation port 62 and the second actuation port 63, and as a result, the player will pay more attention to the high frequency support mode in which the frequency of winning through the second actuation port 63 increases.
[0173] In this embodiment, the type table of the first special symbol display unit and the type table of the second special symbol display unit have the same probability of being assigned to a special jackpot result, but different probabilities may also be used. Specifically, the type table of the second special symbol display unit may have a higher probability of being assigned to a special jackpot result than the type table of the first special symbol display unit. Even with this configuration, it is possible to make it more advantageous for the player to win through the second actuation port 63 than through the first actuation port 62. In this case, it is not necessary to configure the second actuation port 63 to be more favorable than the first actuation port 62 in both the number of rounds in the opening / closing execution mode and the probability of being assigned to a special jackpot result; instead, it may be configured so that only the probability of being assigned to a special jackpot result is more favorable.
[0174] The jackpot type counter C2 is also used to determine the stop result of the image that stops and is displayed on each special symbol display unit AS, BS when the result of the win / lose lottery based on the entry into the operating ports 62, 63 is a jackpot. The stop result is determined by referring to the stop result table stored in the stop result table memory area 313d of the ROM 313. The stop result table has multiple data sets for the stop results in the event of a jackpot (the jackpot image that stops and is displayed on each special symbol display unit AS, BS) that correspond to the value of the jackpot type counter C2, and when determining the stop result, the data for the multiple stop results that corresponds to the acquired jackpot type counter C2 is read out. Because the same jackpot type counter C2 is used to determine both the stop result and the jackpot type, the jackpot image that stops and is displayed on each special symbol display unit AS, BS corresponds to the jackpot type that is determined when that jackpot occurs.
[0175] Here, in this embodiment, in addition to the time-saving game state that is triggered by a normal jackpot result, there is a time-saving game state that is triggered by a special miss result in the result of the lottery using the jackpot random number counter C1. In this case, the time-saving game state is a state in which the lottery mode becomes a low probability mode and the support mode becomes a second high frequency support mode.
[0176] Since a special miss result is a type of miss result, the game transitions to the time-saving game state without going through the open / close execution mode. In other words, when a special miss result occurs, the game state transitions to the time-saving game state as the special game round ends. In the following, when distinguishing between the time-saving game state triggered by a normal jackpot result and the time-saving game state triggered by a special miss result, the former may be referred to as the "normal time-saving game state" and the latter as 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, 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, of the values "10" to "29" of the jackpot random number counter C1 that result in a special failure result, "10" to "13" correspond to special failure result A, "14" to "19" correspond to special failure result B, and "20" to "29" correspond to special failure result C. In other words, when a special failure result occurs, the probability of special failure result A is set to 20%, the probability of special failure result B is set to 30%, and the probability of special failure result C is set to 50%.
[0178] Note that the number and values of random numbers corresponding to various special losing results are merely examples, and the probabilities of various special losing results and the corresponding random numbers can be set arbitrarily.
[0179] As shown in Figure 15(b), the special miss result A is a special miss 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 miss games after the transition to the sudden time-saving game state A reaches, for example, 200.
[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 since 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-shortening game state C (low probability mode and second high frequency support mode). The sudden time-shortening game state C continues until the number of failures since the transition to the sudden time-shortening game state C reaches, for example, 50 times.
[0182] When the number of misses reaches the upper limit in 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 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 Figure 15 (c), in addition to the normal time-saving game state and the sudden time-saving game state, there is a time-saving game state that is entered when the cumulative number of times (so-called "stuck number of times") of special game times (loss game times) in which the winning / losing lottery result has been a loss has reached a predetermined ceiling number of times (for example, 990 times). Hereinafter, this time-saving game state may be referred to as a "ceiling time-saving game state" to distinguish it from other time-saving game states.
[0184] When counting the number of misses, if a jackpot result occurs before the ceiling number of hits is reached, the number of hits remaining until the ceiling number of hits is reset to the initial value (for example, 990 hits), 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, the number of misses since the end of the open / close execution mode must reach the ceiling number, and if transitioning to a high probability game state after the open / close execution mode, the number of misses since the end of the high probability game state must reach the ceiling number.
[0185] The ceiling time-saving game state, like the sudden 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. Because the trigger for transitioning to the ceiling time-saving game state is a miss result, transition to the ceiling time-saving game state occurs without going through the opening and closing execution mode. In other words, when the number of misses reaches the ceiling number of times, 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 since transitioning to the ceiling time-saving game state reaches, for example, 1,100. If a jackpot result occurs before reaching the upper limit (1,100 times), the ceiling time-saving game state ends with a transition to the opening and closing execution mode based on the jackpot result. When the ceiling time-saving game state ends, the game 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 sequence within the range of, for example, 0 to 99, and after reaching the maximum value (i.e., 99), return to 0. The variation type counter CS is used in determining the variation display time in the first special symbol display section AS and the second special symbol display section BS of the special symbol display section 43 in the MPU312.
[0187] The fluctuation type counter CS is updated once each time the normal processing described below is executed, and is also repeatedly updated during the remaining time of 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 in detail later.
[0189] The normal winning random number counter C3 is configured to be incremented by 1 in the range of 0 to 99, and after reaching the maximum value (i.e., 99), return to 0. The normal winning random number counter C3 is updated periodically, and is stored in the normal winning holding area 314c of the RAM 314 when a gaming ball enters the through gate 64.
[0190] The normal winning random number counter C3 is used for the normal winning / losing lottery (support lottery) which determines whether or not a normal winning (support winning) has occurred. If the result is a support winning, a device opening / closing game is executed in which the normal electric device 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, the support lottery tables include 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)). When drawing the support lottery, if the support mode is the low-frequency support mode, the support lottery table for the low-frequency support mode is referenced; if the support mode is the first high-frequency support mode, the support lottery table for the first high-frequency support mode is referenced; and if 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 Figure 16(b), in the support lottery 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. In other words, in the first high frequency support mode, the lottery mode for the support lottery is a high probability mode, and it is easier to win the support than in the low frequency support mode.
[0194] 16(c), in the support lottery table for the second high frequency support mode, a total of 50 random number values from "0" to "49" are set as support winning values, and the probability of winning 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 with a lower probability of winning support 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 game of the device will not be executed.
[0196] The probability of winning a support vote in each support mode is not limited to the above and can be set arbitrarily. For example, as long as the probability of winning a support vote is higher in the first high-frequency support mode than in the low-frequency support mode, the number and value of the random numbers resulting in a support vote can be any. Furthermore, in the above configuration, the probability of winning a support vote in the second high-frequency support mode is the same as in the low-frequency support mode. However, the probability of winning a support vote in the second high-frequency support mode may be higher than the probability of winning a support vote in the low-frequency support mode. In this case, the probability of winning a support vote in the second high-frequency support mode may be the same as the probability of winning a support vote in the first high-frequency support mode, or may be lower than the probability of winning a support vote in the first high-frequency support mode, or may be higher than the probability of winning a support vote in the first high-frequency support mode. Alternatively, the probability of winning a support vote in the low-frequency support mode, the first high-frequency support mode, and the second high-frequency support mode may be equal.
[0197] Incidentally, as in this embodiment, if the probability of winning support is made equal between the low frequency support mode and the second high frequency support mode, that is, if there is no variation in the probability of winning support between these modes, the support lottery table for each of these modes can be made common and a single lottery table can be provided.
[0198] <Regarding various processes executed by the main control device 162> Next, we will explain the timer interrupt processing and normal processing that are executed to progress the game by the MPU 312 in the main control device 162. In addition to the 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 outage signal to the NMI terminal (non-maskable terminal), but we will not explain these processes here.
[0199] <Timer interrupt processing> The timer interrupt process will be described with reference to the flowchart in 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 status of the various winning sensors connected to the main control device 162 is read, and the status of the winning sensors (detection information from the winning sensors) is determined and the detection information (winning detection information) is saved. For example, if it is determined that a winning has occurred in the first actuation 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 if it is determined that a winning has occurred in the second actuation port 63, a winning detection flag for the second special symbol is stored in the various flag storage area 314e of the RAM 314. Also, if it is determined that a gaming 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. The updated value of the random number initial value counter CINI is then 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 jackpot random number counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the normal jackpot random number counter C3 are each incremented by 1, and when their 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 RAM314.
[0203] In step Se104, a winning process for through is executed in response to a win at 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 this flag is stored, the value of the normal winning random number counter C3 updated in step Se103 is stored in the normal map reserve area 314c, provided that the number of reserved roles stored in the normal map reserve area 314c is less than 4. Also, 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, the winning process for the operating port associated with the winning at the operating port 62, 63 is executed, and then the timer interrupt process is ended.
[0205] <Winning process for operating port> The winning process for the operating port in step Se105 will be explained with reference to the flowchart in FIG.
[0206] First, in step Se201, it is determined whether or not a gaming ball has entered (initial entry) the first operating port 62 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 a 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). Thereafter, 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 variation type counter CS, and this winning process is terminated.
[0208] Furthermore, if a negative judgment is made in step Se201 (no entry into the first actuation port 62 has occurred), the process proceeds to step Se206, where it is judged whether or not a gaming ball has entered the second actuation port 63 (initial entry) based on the detection state of the second actuation port entry sensor 63c. If it is judged that a gaming ball has entered the second actuation port 63, a prize 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 a 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). Thereafter, in step Se205, information acquisition process is performed, and this winning process is terminated.
[0210] Also, if a negative determination is made in step Se206 (if no winning has occurred in the second operating port 63), this winning process is immediately terminated.
[0211] The prize ball command set in step Se202 or step Se207 is sent to the payout control device 181 by the external output process of the normal process 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, the 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 symbol 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 symbol, i.e., the reserve area Ra corresponding to the start pending memory number RaN for the first special symbol added by 1 in step Se302 above.
[0216] In addition, when the start pending memory number RbN for the second special symbol 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 holding area Rb for the second special symbol, i.e., the holding area Rb corresponding to the start pending memory number RbN for the second special symbol added by 1 in step Se302 above.
[0217] In step Se305, a display update process is executed for the special symbol reserved number display section AM of the main display unit 81. In the special symbol reserved number display section AM, it is possible to display the reserved number for the first special symbol and the reserved number for the second special symbol 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 symbol 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 symbol 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 special symbol or the second special symbol is the starting winning symbol, information indicating the number of symbols on hold, etc. After step Se306 is executed, this information acquisition process is terminated.
[0219] <Normal processing> Next, the flow of normal processing will be explained with reference to the flowchart in Figure 20. Normal processing is processing that starts after main processing, which is started when the power is turned on, is executed, and in normal processing, the main processing of the game is executed. In summary, the processing of steps Se401 to Se408 is executed as periodic processing at 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, type command, or 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 its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of the RAM 314.
[0222] In step Se403, a special symbol game control process is executed to control the game in each special symbol game. In the special symbol game control process, a jackpot determination is made, display control of the special symbol display unit 43 is performed, and the like. 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 control process in step Se403 and the game state transition process in step Se404 will be described in detail below.
[0223] In step Se405, a normal game play control process is executed to control the game in the 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 seconds) 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 a power outage flag is stored in the backup area of the RAM 314. The power outage flag is set by the NMI interrupt process executed when a power outage occurs, and is used by the MPU 312 to detect the occurrence of a power outage.
[0226] If the power outage flag is not stored (if a power outage has not occurred), step Se409 determines whether the timing for executing the next normal processing has arrived, i.e., whether 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, step Se410 updates the random number initial value counter CINI. 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 its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding area of RAM 314.
[0228] If the determination in step Se409 is affirmative (a predetermined time has elapsed since the start of the current normal processing), the process returns to step Se401, and the processing from step Se401 onwards is executed.
[0229] In this way, after executing the processing of step Se408, the remaining period until the timing for executing the next normal processing is utilized to repeatedly update the random number initial value counter CINI and the fluctuation type counter CS. Here, the execution time of each processing of steps Se401 to Se408 changes depending on the state of the game, so the remaining time until the timing for executing the next normal processing 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, it is possible to randomly update the fluctuation type counter CS.
[0230] If the determination in step Se408 is affirmative (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 MPU 312 is stored in the backup area of RAM 314, and in step Se414, a power outage command is set as the 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 determination value is calculated and saved in a backup area. The RAM determination value is, for example, a checksum value at a work area address in RAM 314. In step Se416, access to RAM 314 is prohibited, and an infinite loop continues until power is completely cut off and processing can no longer be executed. Note that even after power is completely cut off, power for maintaining data storage in RAM 314 is supplied from power supply and launch control device 191, so the information stored in RAM 314 before power was cut off is retained in its original state for a predetermined period of time (e.g., one or two days).
[0232] <Special game play control processing> The special game play control processing in step Se403 will be explained with reference to the flowchart in Figure 21.
[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 used by the MPU 312 to determine whether or not 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 symbol display unit 43 is displaying a finalized image. Specifically, it is determined whether a finalized display flag is set in the various flag storage area 314e. The finalized display flag is used by the MPU 312 to determine whether a finalized display is being performed on the first special symbol display unit AS or the second special symbol display unit BS.
[0235] If the special symbol display unit 43 is not displaying a fixed symbol, it is determined in step Se503 whether the special symbol display unit 43 is displaying a variable symbol. Specifically, it is determined whether a variable symbol display flag is set in the various flag storage area 314e. The variable symbol display flag is used by the MPU 312 to determine whether a variable symbol display is being performed on the first special symbol display unit AS or the second special symbol display unit BS.
[0236] If the special symbol display unit 43 is not displaying a variable, it is determined in step Se504 whether the common hold number CRN is "0". If the common hold number CRN is "0", it means that the start hold memory numbers RaN, RbN are "0" for both the first operating port 62 and the second operating port 63. Therefore, if the common hold number CRN is "0", there is no hold information to be executed, and the special symbol game play 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 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 of 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 performed 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 performed in steps Se609 to Se615.
[0241] As already explained, the data setting process is performed when the common reserved number CRN is 1 or more, 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 processing 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 first special symbol reserve area Ra and the second special symbol reserve area Rb, the reserved information for the second special symbol (second actuation port 63) stored in the second special symbol reserve area Rb is processed preferentially.
[0242] In the data setting process for the first special symbol, first in step Se602, the first start reserved memory number RaN in 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 of the jackpot random number counter C1, etc.) stored in the storage area of the first special symbol reserved area Ra is executed. In this process, the data in the first area is cleared, and the data in the second to fourth areas is sequentially moved to the lower areas.
[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 used by the MPU 312 to grasp the presence of reserved information for 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 if a negative judgment is made in step Se606 (the second special symbol flag is not stored), the process proceeds to step Se608, where a shift command (shift occurrence information) is set to notify the performance control device 143 that a shift of the reserved area data has been performed. In this case, a shift command including information that the reserved area that is the target of this data shift corresponds to the first special symbol reserved area Ra, i.e., information that it corresponds to the first actuation 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. Thereafter, 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 normal processing (Fig. 20). Based on the received shift command, the performance control device 143 executes processing to change the display in the first reserved display area Ga of the pattern display device 75 in accordance with the reduction in the number of reserved items.
[0247] In the data setting process for the second special symbol, first, in step Se609, the second start reserved memory number RbN in the reserved area Rb for the second special symbol 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 symbol is moved to the execution area AE.
[0248] In step Se612, a process is executed to shift the data (reserved information of the jackpot random number counter C1, etc.) stored in the storage area of the second special symbol reserved area Rb. 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 a positive determination is made in step Se613 (if the second special symbol 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 a shift of the data in the reserved area has been performed. In this case, a shift command including information that the reserved area that is the target of this data shift corresponds to the reserved area Rb for the second special symbol, i.e., information that corresponds to the second actuation 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. Thereafter, 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 normal processing (Fig. 20). Based on the received shift command, the performance control device 143 executes processing to change the display in the second reserved display area Gb of the pattern display device 75 in accordance with the reduction in the number of reserved items.
[0251] Next, the fluctuation start process will be described with reference to the flowchart of FIG.
[0252] First, in step Se701, a win / loss determination is made by referring to a win / loss table corresponding to the current game state. Specifically, if the current lottery mode is the low probability mode, a win / loss determination is made by referring to the win / loss table for the low probability mode (FIG. 13(a)), and if the current lottery mode is the high probability mode, a win / loss determination is made by referring to the win / loss table for the high probability mode (FIG. 13(b)). In this step, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as the random number for the jackpot in the win / loss table being referenced.
[0253] In step Se702, it is determined whether the result of the hit / miss determination in step Se701 is a jackpot win. If a jackpot win is determined, in step Se703, the corresponding jackpot type table is referenced to determine the jackpot type (a lottery for the jackpot type). Specifically, if the current jackpot result is a jackpot result based on a hit / miss lottery for the first special symbol, the type is determined by referring to the jackpot type table for the first special symbol (FIG. 14(a)). If the current jackpot result is a jackpot result based on a hit / miss lottery for the second special symbol, the type is determined by referring to the jackpot type table for the second special symbol (FIG. 14(b)). For example, in the case of type determination based on the jackpot type table for the first special symbol, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE belongs to any of the numerical ranges of a 10R special symbol jackpot result, a 7R special symbol jackpot result, a 3R special symbol jackpot result, a 7R normal jackpot result, or a 3R normal jackpot result.
[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 probability variable jackpot result, a 10R probability variable jackpot flag is set.
[0255] In step Se705, a stop result (jackpot symbol) for a jackpot is set by referring to the stop result table for a jackpot stored in the stop result table storage area 313d of the ROM 313. Here, the stop result table for a jackpot will be described with reference to Figs. 24 and 25(a).
[0256] As the stop result table for a jackpot, a first special symbol stop result table for a jackpot (Fig. 25(a)) and a second special symbol stop result table for a jackpot (Fig. 24) are set. The first special symbol 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 symbol. On the other hand, the second special symbol 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 symbol.
[0257] First, the second special symbol stop result table for a jackpot will be explained. As shown in Fig. 24, the second special symbol stop result table for a jackpot stores a plurality of stop result data as stop results of the second special symbol for a jackpot result, and specifically, stores 15 types of stop result data consisting of stop results SD0 to SD14. Each of these stop results SD0 to SD14 is associated with a value of the jackpot type counter C2, and for example, the stop result SD0 is assigned a value of "0" to "50" of the jackpot type counter C2.
[0258] Here, in the jackpot type table for the second special symbol used in the lottery for the jackpot type (FIG. 14(b)), a 10R probability variable jackpot result is assigned to "0" to "50" of the jackpot type counter C2. The same jackpot type counter C2 (acquired random number) acquired at the same time is used for the lottery for the jackpot symbol with reference to the stop result table and the lottery for the jackpot type with reference to the jackpot type table. Therefore, when a 10R probability variable 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 probability variable jackpot result.
[0259] As shown in Figure 24, in the second special chart stop result table for jackpots, the values of the jackpot type counter C2 are associated so that stop results SD1 to SD14 other than stop result SD0 also result in stop results corresponding 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 symbol display unit 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 of the display segments SG1 to SG7 should be turned on and which should be turned off. Each picture shown in the "Result Display" column of Figure 24 indicates the picture displayed by each stop result data.
[0261] For example, when the value of the jackpot 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 symbol display section BS.
[0262] Each stop result data corresponding to stop results SD0 to SD14 has a different combination of lit and unlit display segments, which results in a unique pattern being displayed for each stop result. Each of the jackpot 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 (jackpot 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 a jackpot stores a plurality of stop result data as stop results of the first special symbol for a jackpot result, and specifically, stores five types of stop result data consisting of stop results SD0 to SD2, SD10, and SD14. 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)), respectively.
[0265] In this embodiment, the stop result data is shared between the jackpot pattern for the first special symbol and the jackpot pattern for the second special symbol, and for example, when a 10R probability variable jackpot result is selected as the jackpot type, the stop result SD0 is selected for both the first special symbol and the second special symbol, and a picture similar to the number "7" is displayed. Note that this is not limited to this, and for example, when a 10R probability variable jackpot result is selected as the jackpot type, different stop results may be set, such as when the pictures displayed on the first special symbol and the second special symbol are different.
[0266] Returning to the explanation of the fluctuation start process (Fig. 23), in step Se705, it is determined whether the current jackpot 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 jackpot type counter C2 stored in the execution area AE is read out and set as the stop result for the current game.
[0267] If a negative judgment is made in step Se702 (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 it is a special failure result, in step Se707, a special failure type flag corresponding to the type of special failure result is set in the various flags storage area 314e. For example, if the type of special failure result is special failure result A, the special failure A flag is set.
[0268] In step Se708, the stop result table for special misses stored in the stop result table storage area 313d is referenced to set the stop result for special misses (special miss symbols). Here, the stop result table for special misses will be explained with reference to FIG. 25(b).
[0269] The stop result table for special misses stores multiple stop result data as stop results for special misses, specifically, three types of stop result data consisting of stop results SD15 to SD17. Each of these stop results SD15 to SD17 is associated with a value of the jackpot random number counter C1, and for example, stop result SD15 is assigned "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 "10" to "13" of the jackpot random number C1. 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 so that the other stop results SD16 and SD17 also 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 differ in the combinations of the display segments to be lit and the display segments to be extinguished among those stop results, but also differ in the above combinations for each of the jackpot stop results SD0 to SD14. Therefore, the stop results SD15 to SD17 have different appearances (patterns) when displayed, and the patterns do not overlap with the jackpot 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 losing result can occur in both the first special symbol winning / losing lottery and the second special symbol winning / losing lottery, but the same stop result table is used for the case where a special losing result occurs in the former lottery and the case where a special losing result occurs in the latter lottery. That is, the same special losing symbol is configured to be displayed when a special losing result occurs due to winning the first operating port 62 and when a special losing 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 referenced when a special losing result occurs due to winning the first actuation port 62 and when a special losing result occurs due to 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 processing (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 this game round.
[0276] If a negative judgment is made in step Se706 (if the result is not a special miss), it means that the result of this win / loss judgment 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, a first special symbol stop result table for normal misses (Fig. 26(b)) and a second special symbol stop result table for normal misses (Fig. 26(a)) are set. The first special symbol stop result table for normal misses is referenced when a normal miss occurs in the winning / losing lottery based on winning the first operating port 62, and the second special symbol stop result table for normal misses is referenced when a normal miss occurs in the winning / losing lottery based on winning the second operating port 63.
[0278] First, the second special symbol stop result table for normal misses will be explained. As shown in Fig. 26(a), the second special symbol stop result table for normal misses stores a plurality of stop result data as stop results for normal misses, and specifically, stores two types of stop result data consisting of stop results SD18 and SD19.
[0279] The stop result data corresponding to the stop results SD18 and SD19 not only differ in the combination of the lit display segments and the unlit display segments between those stop results, but also differ in the above combinations for the stop results SD0 to SD17 for jackpots 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 those of the other stop results SD0 to SD17.
[0280] The stop result SD18 is a result in which only the central display segment SG3 of the multiple display segments SG1 to SG7 is lit. In other words, the picture is displayed by lighting one display segment, and it has a simple appearance. This makes it easy to distinguish from the stop results SD0 to SD14 for jackpots, which have a complex appearance in which two or more display segments are lit, and the stop results SD15 to SD17 for special losses. On the other hand, the stop result SD19 is a result in which two or more display segments are lit, 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 lit 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, while the stop result SD17 lights up the display segments SG2, SG3, and SG4 and turns off the other display segments (FIG. 25(b)), the stop result data for the stop result SD19 is set so that the display segments SG1, SG2, and SG4 are lit and the other display segments are turned off.
[0282] In other words, the stop result SD19 corresponding to the normal loss result and the stop result SD17 corresponding to the special loss 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 loss result.
[0283] In the second special symbol stop result table for normal misses, the values of the jackpot random number counter C1 are associated with 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 lower than the selection probability of the stop result SD18.
[0284] As shown in Figure 26(b), the first special symbol stop result table for normal misses stores one type of stop result data consisting of stop result SD18 as a stop result for normal misses. That is, 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 current normal miss result 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 referenced. Then, in the referenced 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 for 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 symbol 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 a trigger for transition 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 a trigger for transition to the sudden time-shortened game state has occurred. In step Se713, a variable display time setting process is executed to draw a variable pattern and set the variable display time. 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 used by the MPU 312 to grasp that the variable display of the special game play is being performed.
[0288] In step Se715, a fluctuation start command and a type command are set as targets to be sent to the performance control device 143. The fluctuation start command contains information on the fluctuation pattern, and a different fluctuation pattern is set for each game state, and a different fluctuation pattern is also set depending on whether it is a jackpot or a miss. Therefore, by analyzing the fluctuation pattern from the fluctuation start command, the performance control device 143 can grasp not only information on the fluctuation display time, but also whether or not there is a jackpot and the current game state. In addition, the type command contains information on the jackpot type and the special miss type. The type command is set when the result of the win / loss determination is a jackpot or a special miss.
[0289] In step Se716, the variable display of the special symbol display unit 43 is started. At that time, if the current special symbol game is based on winning the first operation port 62, the image on the first special symbol display unit AS is variably displayed, and if it is based on winning the second operation port 63, the image on the second special symbol display unit BS is variably displayed. After step Se716 is executed, the variable display start process is terminated.
[0290] Returning to the explanation of the special symbol game count control process (Fig. 21), after step Se506 is executed, the special symbol game count control process is terminated. Also, if a positive determination is made in step Se501 (during the opening and closing execution mode), the special symbol game count control process is terminated without executing the processes from step Se502 onwards. In other words, if the opening and closing execution mode is active, no variable display is performed on the special symbol display unit 43 even if reserved information exists.
[0291] If a positive judgment is made in step Se503 (if the special symbol display unit 43 is displaying a change), the process proceeds to step Se507, where it is determined whether or not the change display time for the current special symbol game 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 symbol display unit for the current game is controlled (each display segment is controlled to emit light) so that each display segment in the special symbol display unit for the current game is turned on and off in a predetermined order. After step Se508 is executed, the special symbol game 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, high frequency support mode termination processing is executed to terminate the high frequency support mode. In step Se511, time-shortened game state transition processing is executed. The time-shortened game state transition processing 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 final display is executed, and then the special symbol game number control process is terminated. In the process for starting the final 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 final display time for continuing the 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 determined 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 static display of the symbol. If there is no next pending information when the fixed symbol display time has elapsed, the static display is controlled to continue as is until a winning entry occurs in the operating ports 62, 63. After step Se513 is completed, the special symbol game count control process is terminated.
[0295] <Game status 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 / closing execution mode is in progress. If it is not in the opening / closing execution mode, it proceeds to step Se902, and it is determined whether or not the timing of the special symbol game round has ended (whether or not the timing of the final display on the special symbol display unit 43 has ended). If it is not the timing of the special symbol game round ending, this game state transition process is terminated.
[0297] If it is the end timing of the special symbol game round, in step Se903, it is determined whether the game result of this special symbol game round corresponds to the transition to the open / close execution mode, that is, whether the result of the hit / miss judgment is a jackpot. In this step, it is determined whether or not there is a jackpot by checking 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 symbol game round does not correspond to the transition to the open / close execution mode, this game state transition process is terminated.
[0298] If the determination in step Se903 is affirmative (if the game result of this special game corresponds to a transition to the open / close execution mode), the process proceeds to step Se904, where the open / close execution mode start process is executed. In this start process, the open / close execution mode flag is set in the various flag storage area 314e. Also, an opening period is set to wait for the start of the first round while the variable winning device 65 is kept 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 type of the current jackpot is determined 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 jackpot type is displayed. Note that the display of the number of rounds on 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 determined in step Se905 is identified, and a value corresponding to that number of rounds is set in round counter area RC1 provided in various counter area 314d of RAM 314. For example, if the jackpot type this time is a 10R probability variable jackpot result, "10" is set in round counter area RC1, and if it is a 7R probability variable jackpot result, "7" is set in round counter area RC1.
[0301] In step Se907, an opening command is set to notify the start and duration of the opening 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, after executing the external signal setting process, this 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 the 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 know 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 opening / closing 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 / closing 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 flowchart in FIG.
[0305] First, in step Se1001, it is determined whether the special prize opening 65a is open. This determination is made based on the drive state of the drive unit 65d. If the special 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 of play to be executed, it is determined in step Se1003 whether the value of the timer area T1 provided in the various counter area 344b of RAM 314 is "0." This process determines whether the waiting period between rounds (round interval period) has elapsed.
[0306] If the value in the timer area T1 is "0," the process proceeds to step Se1004, where "15000" is set in the timer area T1 as a value corresponding to the upper limit opening time (30 seconds) 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 area 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 special prize opening 65a. In step Se1007, an opening command is set to notify the performance control device 143 that the opening of the special prize opening 65a (variable prize opening device 65) has begun, and then the special prize opening opening / closing 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 a negative judgment is made in step Se1003 (if the value of the timer area T1 is not "0"), the large prize opening / closing process is terminated.
[0309] If the determination in step Se1001 is affirmative (the large prize opening 65a is open), the process proceeds to step Se1008, where it is determined whether the value in the timer area T1 is "0." This process determines whether the upper limit opening time of the variable prize device 65 set in step Se1004 has elapsed.
[0310] If the value in the timer area T1 is not "0", the process proceeds to step Se1009, where it is determined whether or not a prize has been won in the large prize opening 65a based on the detection state of the large prize opening winning sensor 65c. If no prize has been won, the large prize opening opening opening process is terminated. On the other hand, if a prize has been won, the value in the prize counter area PC1 is decremented by 1 in step Se1010, and then it is determined in step Se1011 whether or not the value in the prize counter area PC1 is "0". If the value in the prize counter area PC1 is not "0", the large prize opening opening opening process is terminated.
[0311] If the determination in step Se1008 is affirmative (the value in the timer area T1 is "0") or if the determination in step Se1011 is affirmative (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 and the large prize opening 65a is closed. In step Se1013, the value in the round counter area RC1 is decremented by 1, and in step Se1014, it is determined whether the value in the round counter area RC1 is "0".
[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 process is terminated. The set close command is sent to the performance control device 143 in step Se401 in the normal process (FIG. 20).
[0314] If the judgment in step Se1014 is affirmative (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 remains in the closed state and waits for 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 presentation control device 143 of the start of the ending and the ending period, and then the large winning opening open / close process is terminated. The set ending command is sent to the presentation control device 143 in step Se401 in the normal process (Figure 20).
[0315] Returning to the explanation of the game state transition process (Fig. 27), after executing the large prize opening / closing process in 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," the game state transition process is terminated 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, where it is determined 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, where the transition process at the end of the opening / closing execution mode is executed.
[0317] Here, the transition process when the opening / closing execution mode ends 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 RAM 314 is referenced to determine whether the current jackpot is a variable probability jackpot result. If it is a variable probability jackpot result, in step Se1102, a 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 presentation 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 presentation control device 143 in step Se401 in the normal processing (Fig. 20). By transmitting the high probability start command, the presentation control device 143 is notified of the transition to a high probability gaming state (high probability mode and first high frequency support mode).
[0321] If the determination in step Se1101 is negative (the current jackpot result is a normal jackpot 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 the normal time-saving gaming state.
[0322] In addition, the Support A flag has 17 types of flags set, namely, 7R normal jackpot result corresponding to the first special chart, 2 types corresponding to the 3R normal jackpot result, and 15 types of 10R normal jackpot result A to 3R normal jackpot result D corresponding to the second special chart, for a total of 17 types. For example, if the normal jackpot result this time is a 7R normal jackpot result of the first 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 area 314d of RAM 314 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 used by MPU 312 to grasp the remaining number of times in high-frequency support mode (the remaining number of special symbol game times that can be played in high-frequency support mode), and is decremented by one each time a special symbol game is played in high-frequency support mode.
[0324] In step Se1107, a normal time-shortening start command is set as the target for transmission to the presentation control device 143, and then the transition process at the end of the open / close execution mode is terminated. The normal time-shortening start command set in step Se1107 is transmitted to the presentation control device 143 in step Se401 in the normal process (FIG. 20). By transmitting the normal time-shortening start command, the presentation control device 143 is notified of a transition to a normal time-shortening game state (low probability mode and first high-frequency support mode). Note that the normal time-shortening start command includes information indicating the type of normal time-shortening game state to be transitioned to, as well as information indicating its 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 round display end process 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 open / close execution mode is executed, and then the game state transition process is terminated. In the end process of the open / close execution mode, the type flag and the open / close execution mode flag stored in the various flag storage area 314e are deleted.
[0327] Next, we will explain the high-frequency support mode update process in step Se710, the process for determining whether to transition to the ceiling time-saving game state in step Se711, and the process for determining whether to transition to the sudden time-saving game state in step Se712. These processes are executed in the fluctuation start process (Figure 23), in other words, they are executed when the fluctuation display in the special game round starts.
[0328] <Frequency support mode update process> 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, support B flag, and support C flag is set. The support A flag corresponds to the normal time-shortened gaming state, the support B flag corresponds to the ceiling time-shortened gaming state, and the support C flag corresponds to the sudden time-shortened gaming state.
[0330] If any of the support flags is set, i.e., if the game is in high-frequency support mode, the program proceeds to step Se1202, where it is determined whether the result of this special drawing is a jackpot. If it is not a jackpot, the program updates the value of the support counter area SC in the various counter areas 314d of 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 the game can be played 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 has been played in the time-shortened game state has reached the upper limit, the process proceeds to step Se1205, where a time-shortened end flag is set in the various flag storage area 314e. The time-shortened end flag is used by the MPU 312 to determine that each time-shortened game state should be ended.
[0332] Also, if a positive judgment is made in step Se1202 (if the result of this special drawing is a jackpot), the processing of steps Se1203 and Se1204 is skipped and the processing of step Se1205 is executed. In other words, if a jackpot result is reached during the time-saving gaming state, the time-saving gaming 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-shortened 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-shortened 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 explained with reference to the flowchart in FIG.
[0335] First, in step Se1301, it is determined whether the result of this special drawing is a jackpot. If it is not a jackpot, the process proceeds to step Se1302, where it is determined whether the reached flag is set in the various flag storage area 314e of RAM 314. The reached flag is used by MPU 312 to determine whether the number 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 a 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 a low probability mode, the process proceeds to step Se1304, where the value of the loss count counter area HC provided in the various counter area 314d of the RAM 314 is updated. Specifically, the value of the loss count counter area HC is decremented by 1. The loss count counter area HC is used by the MPU 312 to determine the number of times remaining until the ceiling number of times is reached.
[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 an 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, i.e., whether the game is currently in either the normal time-shortening game state or the sudden time-shortening game state.
[0339] If neither support flag is set and the current game state is not a time-saving game state, it means that the number of misses has reached the ceiling number in a normal game state. In this case, proceed to step Se1308 and set a ceiling time-saving start flag in the various flag storage area 314e. The ceiling time-saving start flag is used by the MPU 312 to determine that a transition to a ceiling time-saving game state is required.
[0340] If a negative judgment is made in step Se1307 (if any support flag is set), it means that the number of misses has reached the ceiling number while in the time-saving game state. In this case, proceed to step Se1309, and execute a priority process to select whether to prioritize the current time-saving game state 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 gaming state is terminated. Also, 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 gaming state is terminated without executing the processing from step Se1304 onwards. Also, if a negative judgment is made in step Se1305 (if the value of the miss count counter area HC is not "0"), the process for determining whether to transition to the ceiling time-shortened gaming state is terminated without executing the processing from step Se1306 onwards.
[0342] If the determination in step Se1301 is affirmative (in the case of a jackpot result), the process proceeds to step Se1310, where a value corresponding to the ceiling count (for example, 990) is set in the counter area HC. In step Se1311, it is determined 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-shortened gaming state is terminated.
[0344] <Priority Processing> The priority processing in step Se1309 will be described with reference to the flowchart 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 play is the final game play in the time-saving game state (stay time-saving).
[0346] If the time-saving end flag is not set, it means that the number of loss plays in the special symbol play before the final play has reached the ceiling number while the player is in the time-saving play state. In this case, proceed to step Se1402 and determine the remaining number of times the player can stay in the time-saving play state (the remaining number of times the player can stay in the time-saving play state). This determination is performed by referring to the value of the loss counter area HC in the various counter area 314d of RAM 314.
[0347] In step Se1403, the upper limit number of times (the current upper limit number of times) of the ceiling time-saving gaming state is grasped. In this step, the upper limit number of times is grasped as 990 times.
[0348] In step Se1404, the remaining number of times for the time-saving mode 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 time-saving ceiling mode) is greater than the remaining number of times for the time-saving mode, that is, if the transition to the time-saving ceiling mode will increase the remaining number of times for the time-saving mode, it is recognized that the transition to the time-saving ceiling mode should be prioritized over the continuation of the time-saving mode.
[0349] In this case, in step Se1405, a time-shortening end flag is set in the various flag storage area 314e to terminate the time-shortening game state that is currently in progress. In the following step Se1406, a ceiling time-shortening start flag is set in the various flag storage area 314e to transition to the ceiling time-shortening game state (the current time-shortening game state), and then the priority processing is terminated.
[0350] If the negative judgment is made in step Se1404 (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 transition to the ceiling time-saving mode. In this case, the priority processing is terminated without executing the processing of steps Se1405 and Se1406.
[0351] Also, if the determination in step Se1401 is affirmative (if the time-saving end flag is set), this special game is the final game of the stay time-saving, and the end of this special game means that the stay time-saving will end. 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 transition to sudden time-saving gaming state> The process for determining whether to suddenly transition to the time-shortened gaming state in step Se712 will be explained with reference to the flowchart in Figure 33.
[0353] First, in step Se1501, it is determined whether the result of this special drawing is a special losing result. Specifically, it is determined whether a special losing type flag is set in the various flag storage area 314e of 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 result (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 result, 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 game that reached the ceiling number of times, in other words, it means that the number of miss games reached the ceiling number of times and the special miss result was 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 determination process for the sudden time-saving game state is terminated.
[0356] In addition, when there is a conflict between transitioning to a ceiling time-shortened game state and transitioning to a sudden time-shortened game state, the former is given priority for the following reason.
[0357] The ceiling time-saving game state is entered based on the cumulative number of losing game plays, so a characteristic of the system is that a player can predict the transition to the ceiling time-saving game state before the number of losing game plays reaches the ceiling number (before the transition trigger is established). On the other hand, the sudden time-saving game state is entered based on a winning special losing result and is entered based on conditions that are established within one game play, so a 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 simultaneously and the player is forced to choose one of the time-saving game states, the transition to the sudden time-saving game state can be adjusted without the player noticing by restricting the transition to the sudden time-saving game state and prioritizing the transition to the ceiling time-saving game state.
[0358] If a negative judgment is made in step Se1502 (the ceiling time-shortening 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 is set, that is, if the current gaming state is the normal gaming state, in step Se1504, a sudden time-shortening start flag is set in the various flag storage area 314e. The sudden time-shortening start flag is used by the MPU 312 to determine that a sudden transition to the time-shortening gaming state should occur. After step Se1504 is executed, the process for determining the transition to the sudden time-shortening gaming state is terminated.
[0359] If the determination in step Se1503 is affirmative (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 occurred while the player was in the time-saving game state. In this case, in step Se1505, a priority process is executed to select whether to prioritize the current time-saving game state or the sudden time-saving game state, and then the process for determining whether to transition to the sudden time-saving game state is terminated.
[0360] The priority processing of step Se1505 is basically the same as the priority processing (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 RAM 314. If the time-saving end flag is not set, that is, if a special miss result occurs in the special symbol game round before the final game round while staying in the time-saving game state, proceed to step Se1402, and determine the remaining number of times for the stay in time-saving (the remaining number of special symbol game rounds during which the player can stay in the time-saving game state).
[0361] In step Se1403, the upper limit number of times of the sudden time-saving gaming state corresponding to the type of the current special failure result (the current upper limit number of times) is determined. This determination is performed by referring to the special failure type flag set in the various flag storage area 314e to identify the type of the current special failure result, and deriving the type of the current sudden time-saving gaming state based on that identification. For example, if the set special failure type flag is a flag corresponding to special failure result A, the upper limit number of times of the sudden time-saving gaming state A (for example, 200 times) is determined as the current upper limit number of times.
[0362] In step Se1404, the remaining number of times for the time-saving mode 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 mode, that is, if the remaining number of times for the time-saving game state will increase by suddenly shifting to the time-saving game state, it is recognized that shifting to the time-saving game state should be prioritized over continuing the time-saving mode.
[0363] In this case, in step Se1405, a time-shortening end flag is set in the various flag storage area 314e to terminate the current time-shortening game state. In the following step Se1406, a time-shortening start flag is set in the various flag storage area 314e to transition to a sudden time-shortening game state (the current time-shortening game state).
[0364] If the determination in step Se1404 is negative (the current upper limit 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 process for variable display time> The variable display time setting process in step Se713 will be described with reference to the flowchart in FIG.
[0366] First, in step Se1601, the current game state is determined. Specifically, it is determined 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. 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 determined in step Se1601 is a normal game state. If it is a normal game state, the process proceeds to step Se1603, where 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 Figure 35. As the variable display time table for the normal game state, a variable display time table for a jackpot (Figure 35(a)), a variable display time table for a special miss (Figure 35(b)), and a variable display time table for a normal miss (Figure 35(c)) are set. In each variable display time table, the numerical range of the fluctuation type counter CS and information on the fluctuation pattern are set in correspondence with each other.
[0369] The variable display time table for the jackpot corresponding to the normal game state is referenced when a jackpot is achieved in the special symbol game during the normal game state. As shown in Figure 35(a), this variable display time table sets variable pattern 1A (15 seconds), variable pattern 2A (60 seconds), and variable pattern 3A (120 seconds) 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 image in the first special symbol display section AS or the second special symbol display section BS.
[0370] Furthermore, when a variation pattern is selected, information indicating that variation pattern is transmitted as a variation start command to the performance control device 143. Based on the received variation start command, the performance control device 143 grasps the variation pattern selected by the main control device 162. Then, it controls the display control device 350 so that the variation display of each of the symbol columns Z1 to Z3 is performed at the variation display time corresponding to the grasped variation pattern. As a result, each of the symbol columns Z1 to Z3 is variably displayed on the symbol display device 75 in synchronization with the variation display of the symbols 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 on 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 that variation pattern is performed on the symbol display device 75.
[0372] In each of the above-mentioned reach-winning effects, after a reach-winning display is performed, the symbols in the symbol rows Z1 to Z3 are stopped and displayed in a jackpot symbol combination. Here, the reach-winning display (reach state) refers to a display state for making a player believe that the variable display state is likely to result in the special display result after the start of the variable display (or variable display) of the symbols (symbols) on the symbol display device 75 and before the stop display result is derived and displayed, in a gaming machine that is equipped with a symbol display device 75 that can perform variable display (or variably display) of symbols (symbols), and in which the game state becomes a special game state (open / close execution mode) that is advantageous to the player when the stop display result after the variable display becomes a special display result (jackpot result).
[0373] In other words, it is a display state in which a combination of reach symbols that may form a symbol combination for a jackpot corresponding to the occurrence of a jackpot state is displayed by stopping and displaying symbols for some of the symbol rows among the multiple symbol rows displayed on the display screen G of the symbol display device 75, and in this state, the remaining symbol rows are displayed in a variable pattern. More specifically, as a preliminary step before terminating the variable pattern display, in a state in which the symbols for the final stop row are displayed in a variable pattern, a reach line is formed by stopping and displaying symbols for symbol rows other than the final stop row on an active line within the display screen G in a manner that forms a symbol combination for a jackpot.
[0374] In the normal reach winning effect, the symbols are displayed in a stopped state in a jackpot symbol combination after the reach display is performed. The SP reach effect is a higher-level reach effect than the normal reach effect, in which a predetermined effect in which a character or the like appears is performed after the reach line is formed, and after the predetermined effect, symbols are displayed in a stopped state in a jackpot symbol combination. The SPSP reach effect is a higher-level reach effect than the SP reach effect, in which a development effect that develops from the SP reach effect is performed, and symbols are displayed in a stopped state in a jackpot symbol combination. Note that the items in the "Notes (Performance Mode)" column in Figure 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 play in the normal game state. As shown in Figure 35(b), this variable display time table for special misses sets variable pattern Z1 (15 seconds) as a selectable variable pattern. In other words, regardless of the value of the variable type counter CS, 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 effect, and when a fluctuation start command corresponding to the fluctuation pattern Z1 is sent to the effect control device 143, the special reach miss A effect is executed as a game-time effect in the symbol display device 75. Here, the special reach miss A effect will be explained with reference to FIG.
[0377] In the special reach-miss A effect, first, as shown in FIG. 36(a), the upper symbol column Z1 and the lower symbol column Z3 are displayed as a reach combination on one of the pay lines L1-L5 on the display screen G, and the reach display is executed. Then, the middle symbol column Z2 (the final stop symbol column) is switched from a high-speed change display to a low-speed change display. At this time, as shown in FIG. 36(b), a low-speed change display is executed with a special symbol 811, for example, with the word "LUCKY" written on it, positioned at a position different from the symbol that forms the jackpot combination. This allows the player to recognize the presence of the special symbol 811. Note that FIG. 36(b) shows an example in which the special symbol 811 is positioned at the "4" symbol, which is the symbol next to the "3" symbol that forms the jackpot combination.
[0378] 36(c), the special symbol 811, which is being displayed at a slow 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 the 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 misses corresponding to the normal game state is referenced when a normal miss occurs during a special symbol game during normal game state. As shown in Figure 35(c), this variable display time table defines the selectable variable patterns as variable pattern 1H, variable pattern 2H (15 seconds), variable pattern 3H (60 seconds), and variable pattern 4H (120 seconds). Similar to the variable display time table for jackpots, the variable display time corresponding to each variable pattern is set, but the variable display time corresponding to variable pattern 1H varies depending on the number of reserved symbols for the first or second special symbol at that time. Specifically, when variable pattern 1H is selected when the number of reserved symbols is two or less, the variable display time is set to 8 seconds. When variable pattern 1H is selected when the number of reserved symbols is three or more, the variable display time is set to 4 seconds, which is shorter than 8 seconds.
[0380] Fluctuation pattern 1H corresponds to a complete miss effect on the pattern display device 75, fluctuation pattern 2H corresponds to a normal reach miss effect, fluctuation pattern 3H corresponds to an SP reach miss effect, and fluctuation pattern 4H corresponds to an SPSP reach miss effect.
[0381] In the complete miss effect, the symbols are stopped and displayed in a miss symbol combination without a reach display. Also, in each of the above-mentioned reach miss effects, after a reach display is made, the symbols in the symbol rows Z1 to Z3 are stopped and displayed in a reach miss symbol combination (a state in which 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 symbol). Note that the SP reach miss effect corresponds to the SP reach hit effect, and after a predetermined effect similar to the SP reach hit effect is made, a conclusion video corresponding to a miss is displayed, and the symbols are stopped and displayed in a reach miss symbol combination. Also, the SPSP reach miss effect 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 in 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 upper-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 gaming 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 variation pattern Z2 corresponds to the special reach miss B effect, and when a variation start command corresponding to the variation pattern Z2 is sent to the effect control device 143, the effect control device 143 controls the pattern display device 75 to execute the special reach miss B effect. The special reach miss B effect is a so-called false effect that is paired with the special reach miss A effect, and after building up expectations for a special miss, the pattern rows Z1 to Z3 are stopped and displayed with a different pattern combination.
[0387] In the special reach-miss B effect, as shown in Figures 36(a) and (b), after a reach display is executed using the upper pattern row Z1 and the lower pattern row Z3, the middle pattern row Z2 is displayed in a slow-moving manner while including the special pattern 711. That is, the pattern change effect is executed up to the middle in the same manner as the special reach-miss A effect. After that, for example, the special pattern 711 passes over the reach line, and a pattern different from the special pattern 711 in the middle pattern row Z2 is displayed stopped on the reach line as shown in Figure 36(d). In other words, while it appears as if a pattern combination corresponding to the special miss result is established, the pattern rows Z1 to Z3 are displayed stopped so that the combination is not ultimately established.
[0388] Returning to the explanation of the variable display time setting process (Fig. 34), in step Se1603, from among the various variable display time tables for the normal game state, one corresponding to the result of the current special symbol hit / miss judgment (step Se702) is acquired. Specifically, if the result of the current special symbol hit / miss judgment is a jackpot result, a variable display time table for a jackpot is acquired, if the result of the current special symbol hit / miss judgment is a special miss result, a variable display time table for a special miss is acquired, and if the result of the current special symbol hit / miss judgment is a normal miss result, a variable display time table for a normal miss is acquired.
[0389] If the determination in step Se1602 is negative (not in the normal gaming state), the process proceeds to step Se1604, where it is determined whether the current gaming state determined in step Se1601 is a high probability gaming state. If it is in the high probability gaming state, the variable display time table for the high probability gaming state is acquired in step Se1605.
[0390] The variable display time table for the high probability game state will be explained with reference to Figure 37. As the variable display time table for the high probability game state, a variable display time table for a jackpot (Figure 37(a)) and a variable display time table for a normal miss (Figure 37(b)) are set.
[0391] The variable display time table for the jackpot corresponding to the high probability game state is referenced when a jackpot result occurs in the special game play during the high probability game state. As shown in Figure 37(a), this variable display time table has variable pattern 11A (60 seconds) corresponding to the SP reach hit and variable pattern 12A (120 seconds) corresponding to the SPSP reach hit 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 during a special game during the high probability game state. As shown in Figure 37(b), this variable display time table sets the following selectable variable patterns: 11H variable pattern corresponding to a complete miss, 12H (60 seconds) variable pattern corresponding to an SP reach miss, and 13H (120 seconds) variable pattern 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 effect is less likely to occur, allowing the game to proceed more quickly.
[0393] In addition, the variable display time for the variable pattern 11H corresponding to a complete miss is shortened earlier than the variable display time table for a normal miss in normal game mode. Specifically, it is configured so that it is 8 seconds when the number of reserved items is 1 or less, and 4 seconds when the number of reserved items is 2 or more.
[0394] In step Se1605, the variable display time table for the high probability game state is obtained from the various variable display time tables for the high probability game state that corresponds to the result of the current special symbol hit / miss judgment. 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 either.
[0395] If the determination in step Se1604 is negative (if the game is not in a high probability game state), it means that the current game state is in 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 acquired.
[0396] The variable display time table for the time-shortened game state will be explained with reference to Fig. 38. As the variable display time table for the time-shortened game state, a variable display time table for a jackpot (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 jackpot corresponding to the time-saving game state is referenced when a jackpot result occurs in the special game round during the time-saving game state. As shown in Figure 38(a), this variable display time table has the following selectable variable patterns: variable pattern 21A (15 seconds) corresponding to a normal reach win, variable pattern 22A (60 seconds) corresponding to an SP reach win, and variable pattern 23A (120 seconds) corresponding to an SPSP reach win.
[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 turn during the time-saving game state. As shown in Figure 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, variable pattern W1 (15 seconds) is selected, and if there is no sudden transition to the time-saving game state, variable pattern W2 (15 seconds) is selected.
[0399] Fluctuation pattern W1 corresponds to the special reach miss A effect, and fluctuation pattern W2 corresponds to the special reach miss A effect and the special reach miss B effect. When a fluctuation start command corresponding to fluctuation pattern W2 is transmitted, the effect control device 143 selects and executes either the special reach miss A effect or the special reach miss B effect. The configuration for selecting and executing the special reach miss A effect or the special reach miss B effect will be explained 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 symbol game during the time-saving game state, and the stop result SD18 (Fig. 26(a)) is selected as the stop result on the special symbol display unit 43. As shown in Fig. 38(c), this variable display time table A has set as selectable variable patterns variable pattern 21H corresponding to a complete miss, variable pattern 22H (15 sec) corresponding to a normal reach miss, variable pattern 23H (60 sec) corresponding to an SP reach miss, and variable pattern 24H (120 sec) corresponding to an SPSP reach miss.
[0401] In the variable display time table A for normal misses in the time-saving game state, the rate of complete misses is lower than in the variable display time table for normal misses in the normal game state, but this is to prevent the time-saving game state from ending without a reach effect being generated by increasing the frequency of reach effects. 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 number of reserved balls is 1 or less, and 4 seconds when the number of reserved balls is 2 or more, just like the variable display time table for normal misses in the high-probability game state.
[0402] The variable display time table B for normal misses corresponding to the time-saving game state is referenced when a normal miss occurs during a special symbol game during the time-saving game state, and the stop result SD19 (FIG. 26(a)) is selected as the stop result on the special symbol display unit 43. As shown in FIG. 38(d), variable pattern W3 (15 seconds) corresponding to the special miss A effect, the special miss B effect, and the normal miss is set as a selectable variable pattern. Variable pattern W3 corresponds to three types of miss-at-reach effects: the special miss A effect, the special miss B effect, and the normal miss-at-reach. When variable pattern W3 is transmitted, the effect control device 143 selects and executes one of the special miss A effect, the special miss B effect, and the normal miss-at-reach. The configuration for selecting and executing each miss-at-reach effect 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 variable display time table for the time-saving game state that corresponds to the situation at that time is acquired from various variable display time tables. Specifically, the result of the current special symbol hit / miss judgment and whether or not there is a sudden transition to the time-saving game state based on that result are referenced, and the table corresponding 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 identified.
[0406] In step Se1608, the variable display time corresponding to the variable pattern identified 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 identified variable pattern is set in the variable display time counter area provided in the various counter area 314d of 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 RAM 314. If the special miss flag is set, the process proceeds to step Se1610, where a process to clear the flag is executed. After executing step Se1610, or if a negative determination is made in step Se1609 (if the special miss flag is not set), the process of setting the variable display time is terminated.
[0408] Next, we will explain the process for ending the high-frequency support mode in step Se510 (Fig. 21) and the process for transitioning to the time-saving game state in step Se511. 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 termination process in step Se510 will be described with reference to the flowchart in FIG.
[0410] First, in step Se1701, it is determined whether any support flag is set in the various flag storage area 314e of RAM 314. If any support flag is set, i.e., if the game is currently in the normal time-shortened game state, the ceiling time-shortened game state, or the sudden time-shortened game state, the program proceeds to step Se1702, where it is determined whether a time-shortened game end flag is set. The time-shortened game end flag indicates that the time-shortened game state should be ended, and is set when the current special game play is the upper limit number of times (final game play) in the time-shortened game state, or when it is determined in the priority processing (step Se1309, step Se1505) that the time-shortened game state should be ended and a transition to the sudden time-shortened game state should be executed.
[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 processing is performed at the start timing of the confirmation display of the special game play where the end condition of the time-saving game state is met.
[0412] In step Se1704, the time-shortening end flag set in the various flag storage area 314e is cleared. In the following step Se1705, a corresponding time-shortening game state end command is set as a target for transmission to the performance control device 143. For example, when the normal time-shortening game state is ended, a time-shortening 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 from step Se1703 onwards.
[0414] <Transition process for time-saving game state> The process for transitioning to the time-shortened gaming state in step Se511 will be explained 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 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 to the ceiling time-saving game state should be made.
[0416] If the ceiling time-saving start flag is set, that is, if the situation is such that the game should transition to the ceiling time-saving game state, the process proceeds to step Se1802, and the support B flag is set in the various flag storage area 314e. This causes the game to transition to the ceiling time-saving game state.
[0417] If a negative judgment is made 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 a 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 of step Se712 at the start of fluctuation (step Se1504, step Se1406), and indicates that a transition to a sudden time-saving game state should be made.
[0418] If the sudden time-saving start flag is set, that is, if the situation requires a sudden transition to the time-saving gaming state, the process proceeds to step Se1804, where the support C flag is set in the various flag storage area 314e. This causes a sudden transition to the time-saving gaming state. Note that the support C flag has three types of flags set, namely, the support C1 flag to the support C3 flag, corresponding to the three types of sudden time-saving gaming states set, namely, the sudden time-saving gaming state A to the sudden time-saving gaming state C. For example, if the sudden time-saving gaming state to be transitioned to is the sudden time-saving gaming state A (the type of the special miss result this time is the special miss result A), the support C1 flag is set as the support C flag.
[0419] After step Se1802 or step Se1804 is executed, in step Se1805, the upper limit number of times corresponding to the time-shortened gaming 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-shortened gaming state to be transitioned to is the ceiling time-shortened gaming state, 1100 is set as the value corresponding to the upper limit number of times, and if the time-shortened gaming state to be transitioned to is the sudden time-shortened gaming state A, 200 is set as the value corresponding to the upper limit number of times. The support counter area SC is used by the MPU 312 to grasp the remaining number of times in the time-shortened gaming state.
[0420] In step Se1806, the time-shortening start flag set in the various flag storage area 314e is cleared, and in step Se1807, a time-shortening start command corresponding to the time-shortening game state to be transitioned to is set as a target for transmission to the performance control device 143. For example, if the time-shortening game state to be transitioned to is a ceiling time-shortening game state, a ceiling time-shortening start command is set, and if the time-shortening game state to be transitioned to is a sudden time-shortening game state, a sudden time-shortening start command is set.
[0421] Each time-shortening start command set in step Se1807 is transmitted to the effect control device 143 in step Se401 in normal processing (FIG. 20). By transmitting these time-shortening start commands, a transition to a ceiling time-shortening game state or a sudden time-shortening game state is notified. Each time-shortening start command includes information indicating the type of time-shortening game state to be transitioned to, as well as information indicating the upper limit of the number of times.
[0422] After step Se1807 is executed, the process for transition to the time-shortened gaming state is terminated. Also, if a negative judgment is made in step Se1803 (the sudden time-shortened start flag is not set), the transition to the time-shortened gaming state is not executed, and the process for transition to the time-shortened gaming state is terminated.
[0423] <Regular game play control processing> The regular game play control process in step Se405 (FIG. 20) will be explained 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 special 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 used by the MPU 312 to determine that a special feature opening / closing game is being executed, and is set when the special feature opening / closing game is being executed.
[0425] If the reel opening / closing game is in progress, the normal game round control process is terminated. On the other hand, if the reel opening / closing game is not in progress, in step Se2002, it is determined whether or not a normal game round is being executed in the normal game display unit 44. In this case, the normal game round 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 executed.
[0426] In addition, during the special symbol game round in the special symbol display unit 43, the execution of variable display is restricted when the opening / closing execution mode using the variable winning device 65 is being executed, but during the normal symbol game round, variable display is permitted even during the opening / closing execution mode. Also, during the normal symbol game round, the execution of variable display is restricted when the device opening / closing game using the normal electric device 63a is being executed, but during the special symbol game round, variable display is permitted even during the device opening / closing game. Furthermore, the normal symbol game round can be started during the execution of the special symbol game round, and the special symbol game round can be started during the execution of the normal symbol 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 symbol game round and the special symbol game round are executed asynchronously.
[0427] If the negative judgment is made in step Se2002 (if the normal game is not being executed), proceed to step Se2003 and determine whether the normal game reserve memory number FN is "0". If the normal game reserve memory number FN is "0", the normal game play control process is terminated.
[0428] If the number of reserved normal map memories FN is not "0", step Se2004 executes a normal map data setting process to set the data stored in the electric utility reserved area Rc for variable display. In the normal map data setting process, the number of reserved normal map memories FN is decremented by 1, and the data stored in the first area of the electric utility reserved area Rc is moved to the normal map execution area. After that, a process is executed to shift the data stored in each memory area of the electric utility reserved area Rc, and a normal map shift command is set, which is information that allows the performance control device 143 to 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 lottery is performed by referring to a support lottery table corresponding to the current support mode. Specifically, if the current support mode is the low-frequency support mode, the support lottery is performed by referring to the support lottery table for the low-frequency support mode (FIG. 16(a)), if the current support mode is the first high-frequency support mode, the support lottery is performed by referring to the support lottery table for the first high-frequency support mode (FIG. 16(b)), and if the current support mode is the second high-frequency support mode, the support lottery is performed by referring to the support lottery 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 (a 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 result 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 this setting process, the variable display time for the current normal map game in the normal map display unit 44 is set.
[0433] In this embodiment, a plurality of variable display times of different lengths are provided as variable display times that can be set in step Se2105 according to the type of game state. Specifically, as shown in Fig. 42(b), the longest first variable display time (e.g., 100 seconds) is provided for the normal game state (for the low-frequency support mode), a second variable display time (e.g., 2 seconds) that is shorter than the first variable display time is provided for the normal time-saving game state, a third variable display time (e.g., 1 second) that is 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 seconds) that is shorter than the third variable display time is provided for the sudden time-saving game state. In step Se2105, a 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 above game states. In this case, when the order of length of the variable display time between game states is determined as 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 selection probability of that variable display time") satisfies the above-mentioned length-short relationship.
[0435] In step Se2106, a normal map change start command is set as the target for transmission 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 sent to the performance control device 143 in step Se401 in the normal processing (Figure 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 (when a normal game play is being executed), the process proceeds to step Se2006, where it is determined 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 variable display processing is executed. In the variable display processing, 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 (the variable display time has elapsed), the process for displaying the confirmed normal map is executed in step Se2008, and then the process for controlling the normal map game 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 confirmed display time is set to a predetermined time (for example, 0.5 seconds). In addition, in the process for displaying the confirmed normal map, a normal map variable end command is set as the target for transmission to the performance control device 143. The normal map variable end command includes information on the confirmed display time for this normal map game.
[0439] In this embodiment, the same fixed display time is set regardless of the game state at that time, but different fixed display times may be set 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 explained. The electric role support process is a process for controlling the role opening and closing game that opens and closes the normal electric role 63a, and in this embodiment, multiple types of role opening and closing games are set as role opening and closing games. First, these role opening and closing games will be explained with reference to Fig. 43.
[0441] The device opening and closing games include a low prize device opening and closing game (Figure 43(a)), a first high prize device opening and closing game (Figure 43(b)), a second high prize device opening and closing game (Figure 43(c)), and a third high prize device opening and closing game (Figure 43(d)).
[0442] The low prize winning device opening / closing game is executed when the result of the support lottery in the normal game state is a support winning result. In the low prize winning device opening / closing game, the opening period of the normal electric device 63a is shorter than in other device opening / closing games, and the winning rate (expected winning value) in the second operating port 63 is lower than in other device opening / closing games.
[0443] The specific mode of the low-prize opening and closing feature 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 after the start of the feature opening and closing game in which the normal power feature 63a is closed and the player waits for the first opening of the normal power feature 63a. The ending is a period after the final opening of the normal power feature 63a is completed and the player waits for the end of the feature opening and closing game in which the normal power feature 63a is closed.
[0444] For example, as shown in Figure 43(a), a low-prize opening / closing game is configured such that the number of openings (number of opening / closing controls) of the normal power device 63a is set to one, and the game has a 5-second opening, a 0.1-second opening, and a 5-second ending, in that order. In this case, the opening period of the normal power device 63a is shorter than the game ball launch cycle (0.6 seconds), making it difficult for a win to occur in the second operating port 63. In addition, the opening and ending periods are long, and the opening period accounts for a small proportion of the overall period of the device opening / closing game, making it difficult to win in the second operating port 63.
[0445] The first high winning device opening / closing game is executed when the result of the support lottery is a support winning result in a situation where the game is in a high probability game state or a normal time-saving game state. In the first high winning device opening / closing game, the opening period of the normal electric device 63a is longer than in the low winning device opening / closing game, and the winning rate (expected winning value) for the second operating port 63 is higher than in the low winning device opening / closing game.
[0446] The specific form of the first high-prize opening / closing device game is not particularly limited, but may be, for example, 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 game is configured to have a 0.5-second opening, a 2-second opening, and a 0.5-second ending, in that order. In this case, because the opening period of the normal power device 63a is longer than the launch cycle of the game balls, winning at the second operating port 63 is more likely to occur. Furthermore, because the opening and ending periods are short and the opening period accounts for a large proportion of the overall period of the device opening / closing game, winning at the second operating port 63 is also easier.
[0447] The second high prize device opening / closing game is executed when the result of the support lottery is a support winning result during the ceiling time-saving game state. In the second high prize device opening / closing game, like the first high prize device opening / closing game, the opening period of the normal electric device 63a is longer than in the low prize device opening / closing game, and the player can expect a prize to be won in 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 it is different from the mode of the device opening and closing game executed in the high probability game state and the normal time-saving game state. 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 second opening, a 2 second opening, and a 0.1 second ending in that order, with the normal power device 63a opening once.
[0449] The third high prize device opening / closing game is executed when the result of the support lottery is a support winning result in a situation where the time-saving game state is suddenly entered. In the third high prize device opening / closing game, like the first and second high prize device opening / closing games, the opening period of the normal electric device 63a is longer than in the low prize device opening / closing game, and the player can expect a prize to be won in the second operating port 63.
[0450] However, compared to the first and second high-prize opening / closing games, the number of times the normal power device 63a opens is different, and the manner of the opening / closing game of the device executed in the high-probability game state, the normal time-saving game state, and the ceiling time-saving game state is different. For example, as shown in Figure 43(d), the number of times the normal power device 63a opens is set to two, and the configuration has a 0.1-second opening, a 0.2-second first opening, a 0.3-second closing, a 2-second second opening, and a 0.1-second ending, in that order. In this case, the opening period of the first opening is shorter than the game ball launch cycle, making it unlikely that the ball will land in the second operating port 63 during that opening. However, the opening period of the second opening is longer than the game ball launch cycle, making it possible to expect a prize to land in the second operating port 63 during that opening.
[0451] Next, the flow of the electric support processing will be explained with reference to the flowchart in FIG.
[0452] First, in step Se2201, it is determined whether or not a special device opening / closing game is in progress. Specifically, it is determined whether or not a special device opening / closing flag is set in the various flag storage area 314e of the RAM 314.
[0453] If the game is not in progress, proceed to step Se2202 to determine whether 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 ...
Claims
[Claim 1] A means for controlling the output of a first specific sound in accordance with the progress of the game, A first means used with respect to the output of sound including the first specific sound, A second means, which is used for outputting sound including the first specific sound and is different from the first means, Means for causing the volume output using the second means to be changed according to the state of the first means, Equipped with, The volume state of the first means can be set to a first state and a second state. The system is configured such that when the volume state of the first means is in the first state, the volume state output using the second means is in the first state, and when the volume state of the first means is in the second state, the volume state output using the second means is in 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 increase the volume of the first specific sound to a predetermined volume, In the second situation described above, it is not possible to increase the volume of the first specific sound above the predetermined volume, The system includes means to enable the volume state of the first means to be in the second state when the power is turned off while the volume state of the first means is in the second state, and then to enable the volume state of the first means to be in the second state when the power is turned on afterwards. The volume state of the second means can be changed by a predetermined operation. When the predetermined operation is performed in a situation in which the volume state of the second means can be changed, it is possible to prevent the volume state of the first means from being changed. The system includes means for controlling the output of a second specific sound, which is different from the first specific sound, based on the detection of a predetermined special event. A gaming machine characterized in 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 specific sound can be output at a predetermined specific volume.