Game machine
The gaming machine enhances player engagement through dynamic variable display games and visibility control, addressing the lack of interest in existing machines by offering varied and engaging special gaming states.
Patent Information
- Application Number
- JP2024175527
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-07
- Publication Date
- 2024-12-19
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines fail to sufficiently increase player interest, particularly in variable display games where the stop result of the game leads to different special gaming states with varying gaming values.
A gaming machine with variable display means that display identification information dynamically, including first and second variable display games, effect display means, and control mechanisms to alter visibility of identification patterns, allowing for special gaming states with enhanced player engagement.
The solution increases player interest by providing dynamic and engaging special gaming states, enhancing the overall gaming experience.
Smart Images

Figure 2024177480000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming machine is known that generates a first special game state when the stopping result of the variable display game is a first special result (jackpot), and generates a second special game state in which the player can acquire less game value than in the first special game state when the stopping result of the variable display game is a second special result (small hit) (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-180348 Summary of the Invention [Problem to be solved by the invention]
[0004] However, this did not sufficiently increase the enjoyment of the game. An object of the present invention is to enhance the enjoyment of games. [Means for solving the problem]
[0005] In order to achieve the above object, there is provided a gaming machine that runs a variable display game that variably displays identification information based on the establishment of a starting condition as described below, and that can generate a special game state in which a game value is awarded to a player when the result mode of the variable display game becomes a special result mode. The gaming machine comprises: first variable display means capable of displaying, as the variable display game, a first variable display game that variably displays first identification information; second variable display means capable of displaying, as the variable display game, a second variable display game that variably displays second identification information; game control means for controlling the first variable display means and the second variable display means; effect display means capable of displaying a decorative game that variably displays a first identification pattern and a second identification pattern smaller than the first identification pattern in accordance with the first identification information or the second identification information; movable means capable of advancing to and retracting from the front of the effect display means; a display board that is in front of the effect display means and movable means, through which the effect display means can be seen and that can display a predetermined display; and effect control means capable of controlling the effect display means, movable means, and display board. The performance control means is capable of executing a first performance in which the visibility of the first identification pattern and the second identification pattern are changed and displayed on the performance display means, a second performance in which the visibility of the identification pattern being displayed on the performance display means is changed by the movable means, a third performance in which the visibility of the identification pattern being displayed on the performance display means is changed by the display board, and a visibility change performance in which the visibility of the first identification pattern is reduced while the visibility of the second identification pattern is not reduced, and the visibility of the first identification pattern, the second identification pattern and the movable means is reduced in the third performance, and the first identification pattern is displayed by changing the visibility of the components constituting the first identification pattern. In a situation where a second variable display game is executed after a first variable display game, if the result state stopped and displayed on the second variable display means and the result state of the decorative game stopped and displayed on the performance display means do not match at the start of the second variable display game, the game control means starts the variable display of the second identification information in the second variable display game without making these result states match, and the performance control means starts the variable display of the first identification pattern and the second identification pattern in the decorative game corresponding to the second variable display game. [Effects of the Invention]
[0006] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention, viewed from the front side. [Figure 3] FIG. [Figure 4] FIG. 2 is an enlarged explanatory view showing details of the collective display device. [Figure 5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 6] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 7] This figure shows an example of the distribution rate of the results of the special chart change display game, the distribution rate of the big win pattern, the distribution rate of the small win pattern, and the distribution rate of the support win pattern. [Figure 8] FIG. 10 is a diagram for explaining the transition of game states. [Figure 9] FIG. 10 is a diagram for explaining the transition of a variable selection table group. [Figure 10] This is a diagram explaining the number of support times when a support hit is derived during normal power support. [Figure 11] This is a diagram explaining the number of support times when a support hit is derived during normal power support. [Figure 12] 10 is a flowchart illustrating a main process. [Figure 13] 10 is a flowchart illustrating a main process. [Figure 14] 10 is a flowchart illustrating a timer interrupt process. [Figure 15] 10 is a flowchart illustrating special game processing. [Figure 16] 10 is a flowchart illustrating a start port switch monitoring process. [Figure 17] 10 is a flowchart illustrating a hard random number acquisition process. [Figure 18] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 19] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 20] This is a flowchart explaining the special chart normal processing. [Figure 21] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 22] This is a flowchart explaining the jackpot flag 1 setting process and the jackpot flag 2 setting process. [Figure 23] This is a flowchart explaining the big hit determination process and the small hit determination process. [Figure 24] 10 is a flowchart illustrating the support hit determination process. [Figure 25] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 26] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 27] 10 is a flowchart illustrating a special chart information setting process. [Figure 28] 10 is a flowchart illustrating processing during special chart change. [Figure 29] This is a flowchart explaining the processing during special chart display. [Figure 30] This is a flowchart explaining the processing during special chart display. [Figure 31] 10 is a flowchart illustrating a time reduction variation count update process. [Figure 32] 10 is a flowchart illustrating a presentation mode information check process. [Figure 33] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 34] This is a flowchart explaining the processing transition setting process during small hit fanfare. [Figure 35] 10 is a flowchart illustrating a support operation setting process. [Figure 36] This is a flowchart explaining the special chart normal processing transition setting process. [Figure 37] This is a flowchart explaining the jackpot end processing. [Figure 38] This is a flowchart explaining the jackpot end setting process 1 and the jackpot end setting process 2. [Figure 39] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 40] 10 is a flowchart illustrating a received command check process. [Figure 41] 10 is a flowchart illustrating a received command analysis process. [Figure 42] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 43] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 44] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 45] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 46] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 47] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 48] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 49] This is a diagram explaining a special chart change display game in which the result is a "support hit." [Figure 50] This is a diagram showing an example of a pseudo consecutive effect being executed as a special effect during a variable display game in which the result is a "support hit." [Figure 51] This is a diagram showing an example of an additional effect that is performed after the end of a special chart change display game in which the result is a ``support hit.'' [Figure 52] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 53] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 54] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 55] 10A and 10B are diagrams illustrating changes in visibility in an example of a presentation. [Figure 56] This is a diagram explaining variant example 2 of support hit determination, and shows an example of allocation rate. [Figure 57] This is a diagram explaining variant example 2 of support hit judgment, and is a flowchart explaining the common processing of the special chart start port switch. [Figure 58] This is a diagram explaining variant example 2 of support hit determination, and is a flowchart explaining the jackpot flag 1 setting process and the jackpot flag 2 setting process. [Figure 59] This is a diagram explaining variant example 2 of support hit determination, and is a flowchart explaining the support hit determination process. [Figure 60] This is a diagram explaining variant example 3 of support hit determination, and shows the distribution rate. [Figure 61] This is a diagram explaining variant example 3 of support hit determination, and is a flowchart explaining the jackpot flag 1 setting process and the jackpot flag 2 setting process. [Figure 62] This is a diagram explaining variant example 3 of the support hit judgment, and is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 63] This is a diagram explaining variant example 3 of the support hit judgment, and is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 64] This is a diagram explaining variant example 4 of support hit determination, and shows the distribution rate. [Figure 65] This is a diagram explaining variant example 4 of the support hit judgment, and is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 66] This is a diagram explaining variant example 4 of the support hit judgment, and is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 67] FIG. 11 is a diagram for explaining another modified example 11, and is a diagram for explaining the transition of the game state. [Figure 68]FIG. 19 is a diagram illustrating another modified example 11, showing allocation rates. [Figure 69] FIG. 19 is a diagram for explaining another modified example 11, and is a flowchart for explaining a specific area switch monitoring process. [Figure 70] A figure explaining another modified example 11, and a flowchart explaining the processing of small winning remaining balls. [Figure 71] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 72] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 73] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 74] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 75] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 76] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 77] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 78] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 79] This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 80]This is a diagram explaining the special chart variable display game in the collective display device and the variable display game (decorative special chart variable display game) in the display device. [Figure 81] FIG. 10 is a front view of the game board of the second embodiment. [Figure 82] FIG. 10 is a block diagram showing an example of the configuration of a control system of a gaming machine according to a second embodiment. [Figure 83] FIG. 11 is a diagram illustrating an example of allocation rates in the second embodiment. [Figure 84] FIG. 10 is a diagram for explaining the transition of the game state in the second embodiment. [Figure 85] A diagram illustrating a modified example of the support count notification display. [Figure 86] A diagram illustrating a modified example of the support count notification display. [Figure 87] A diagram illustrating a modified example of the support count notification display. [Figure 88] A diagram illustrating a modified example of the support count notification display. [Figure 89] 10A and 10B are diagrams illustrating modified examples of decoration identification information (large design). [Figure 90] 10A and 10B are diagrams illustrating modified examples of decoration identification information (large design). [Figure 91] 10A and 10B are diagrams illustrating modified examples of decoration identification information (large design). [Figure 92] 10A and 10B are diagrams illustrating modified examples of decorative identification information (large design). DETAILED DESCRIPTION OF THE INVENTION
[0008] First Embodiment FIG. 1 is a front view of a gaming machine 10 of this embodiment, and FIG. 2 is a perspective view of the front side of the gaming machine 10 of this embodiment. 1 and 2, a gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed. A gaming board 30 (see FIG. 3) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the gaming board 30 is attached to the front frame (main body frame) 12.
[0009] A display board 350 that covers the front of the gaming board 30 is provided on the glass frame 15 at a position behind the cover glass 14. The display board 350 allows the gaming board 30 to be seen through and is capable of displaying a predetermined display. In the gaming machine of this embodiment, the display board 350 is configured with a light guide plate that makes an image appear when light is introduced from the side edge, but it may also be configured with a transparent liquid crystal display device or an EL display device. When the display board 350 does not have a predetermined display, it is transparent and does not obstruct the view of the game board 30 behind. When the predetermined display is made on the display board 350, the visibility of the game board 30 behind is reduced in the area of the predetermined display. In this state, the game board 30 behind may be visible through the predetermined display, or the game board 30 behind may not be visible due to the predetermined display.
[0010] At the top of the glass frame 15, a model name display section 16 for displaying the model name of the gaming machine 10 and the like is provided. In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps, LEDs, etc. for decoration and presentation, and to emit light for the purpose of alerting when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps, LEDs, etc. will light up (blink) in an abnormality alert color (e.g., red)), as well as speakers (upper speaker) 19a that emit sounds (e.g., sound effects). Furthermore, speakers (lower speaker) 19b are also provided at the bottom of the front frame 12 and the glass frame 15. In addition, when an abnormality occurs, the details of the abnormality are notified by voice from the speakers (upper speaker) 19a and (lower speaker) 19b. It should be noted that a lamp for alerting to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.
[0011] The lower portion of the glass frame 15 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), and an upper tray ball outlet 22 through which game balls dispensed from a payout unit provided on the back side of the gaming machine 10 flow out. Furthermore, an effect button 25 incorporating an effect button switch 25a (see FIG. 6) for receiving pressing input from the player is provided on the upper edge of the upper tray 21. The effect button 25 also incorporates a drive source that vibrates the effect button 25. In other words, the gaming machine 10 of this embodiment is equipped with a vibration function that vibrates the effect button 25 to provide a predetermined notification. The effect button 25 may be configured to be convertible from a normal state (the state shown in FIGS. 1 and 2) to a protruding state (a state in which the upper surface (pressure surface) of the effect button 25 is higher than in the normal state).
[0012] At the bottom of the front frame 12, there are provided a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, an operating part 24 for the ball launching device, etc. Furthermore, at the bottom right of the front frame 12, there is provided a keyhole 26 for inserting a key to open or lock the front frame 12 and glass frame 15.
[0013] Also, to the right of the effect button 25 are provided a loan button (ball loan button) 27a that the player operates when borrowing balls from an adjacent ball loan machine, a return button (discharge button) 27b that is operated to eject a prepaid card from the card unit of the ball loan machine, a balance indicator (balance display section) 27c that displays the balance of the prepaid card, an upper tray operation lever 27d that is operated to cause game balls in the upper tray 21 to flow down to the lower tray 23, and a mobile terminal placing section 28 on which the player can place a mobile terminal such as a smartphone. Also, to the left of the effect button 25 are provided a volume adjustment button 27e, a cross key 29, etc. In the gaming machine 10 of this embodiment, when the player rotates the operation unit 24, the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 on the front of the gaming board 30. In addition, when the player operates the effect button 25 or the cross key 29, an effect that involves the player's operation can be performed in the variable display game (decorative special symbol variable display game) on the display device 41 (see FIG. 3).
[0014] Next, an example of the game board 30 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 30 of this embodiment. As shown in Figure 3, the gaming board 30 includes a flat gaming board main body 80 that serves as a mounting base for various components. The gaming board main body 80 is made of wood or synthetic resin, and a gaming area 32 is provided on the front of the gaming board main body 80, surrounded by resin side cases 33 and an outer wall (guide rail) 31, which are provided at each of the four corners of the gaming board 30. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launching device into the gaming area 32 surrounded by the outer wall 31. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.
[0015] A center case 40 that forms a window that serves as a display area for the variable display game is attached approximately in the center of the game area 32. Behind the window formed in the center case 40, a display device 41 is arranged as a performance display device (variable display device) that variably displays multiple pieces of identification information.
[0016] The display device 41 (variable display device) is composed of a device having a display screen such as an LCD (liquid crystal display) or CRT (cathode ray tube). The area (display area) on the display screen where images can be displayed can display still images or moving images as presentation images, and information related to the game, such as multiple identification information (special symbols), characters that present the special symbol variable display game, and background images that enhance the presentation effects, is displayed. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, and a decorative special symbol variable display game corresponding to the special symbol variable display game is played. Furthermore, the display screen displays images for presentations based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).
[0017] The center case 40 is provided with a warp flow path forming member 614 that forms a warp flow path for guiding game balls flowing down the game area 32 to the inside of the center case 40, and a stage section 620 on which game balls that have passed through the warp flow path can roll. The stage section 620 of the center case 40 is located above the start winning opening 36, so that game balls that roll on the stage section 620 can easily enter the start winning opening 36. In addition, a board effect device 44 that performs game effects by operating is provided above the center case 40. This board effect device 44 is operable between a position above the center case 40 and a position indicated by a dotted line, which is a position closer to the center of the display device 41 than this position.
[0018] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. A gate switch 34a (see FIG. 5) is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34. When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0019] Two general winning openings 35 are arranged in the game area 32 on the lower left side of the center case 40, and one general winning opening 35 is arranged in the game area 32 on the lower right side of the center case 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches 35a (see FIG. 5) provided in the general winning openings 35.
[0020] A start winning hole 36 (first start winning area) that provides the start condition for the special chart 1 variable display game (first special chart variable display game) is provided in the game area 32 below the center case 40. A game ball that enters the start winning hole 36 is detected by the start winning hole 1 switch 36a (see FIG. 5).
[0021] A normal variable winning device 37 (second start winning area) that provides the start condition for the special chart 2 variable display game (second special chart variable display game) is provided on the right side of the center case 40. A game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 5). The normal variable winning device 37 is equipped with a movable member (not shown), which is normally kept in a closed state (a state disadvantageous to the player) that prevents game balls from flowing in. When the result of the normal variable display game reaches a predetermined result, the normal variable winning device 37 is changed to an open state (a state advantageous to the player) that allows game balls to easily flow in by a normal electric solenoid 37c (see FIG. 5) that serves as a drive device.
[0022] In this embodiment, the movable member of the normal variable winning device 37 is a so-called tongue-type normal electric device that opens and closes by sliding back and forth in the forward and backward directions using the normal power solenoid 37c, but the movable member of the normal variable winning device 37 is not limited to this. The movable member of the normal variable winning device 37 may be, for example, an attacca-type normal electric device that opens by rotating the upper end side in a direction that tilts forward using the normal power solenoid 37c, or it may be a tulip-shaped normal electric device that opens in an inverted V shape using the normal power solenoid 37c. In addition, the normal variable winning device 37 may be configured to allow the game ball to win even when the movable member is in the closed state, and to make it more difficult for the game ball to win in the closed state than in the open state.
[0023] In the game area 32 to the right of the center case 40, between the normal game start gate 34 and the normal variable prize winning device 37, there is a first special variable prize winning device (upper large prize winning port) 38, which can be switched between a state that does not accept game balls and a state that easily accepts game balls depending on the results of the special game variable display game. The first special variable prize winning device 38 converts the upper large prize winning port into a state that allows game balls to flow in by sliding an opening / closing member (not shown) back and forth. The first special variable prize winning device 38 converts the upper large prize winning port from a closed state to an open state depending on the results of the special game variable display game, facilitating the flow of game balls into the upper large prize winning port, thereby awarding the player a predetermined game value (prize balls). Game balls that win the first special variable prize winning device 38 are detected by a large prize winning port switch (count switch) 38a (see Figure 5).
[0024] Inside the upper large winning opening (winning area), a specific area into which game balls can flow is provided, and a lever member operated by a lever solenoid 38f (see FIG. 5) is provided to change the probability of game balls flowing into the specific area. A specific area switch 38d (see FIG. 5) capable of detecting the flow of game balls is provided in the specific area, and based on the detection of a game ball by the specific area switch 38d, a state advantageous to the player is generated (in this embodiment, a high probability state is generated after the special game state ends). Game balls that flow into the specific area are discharged to the outside of the first special variable winning device 38.
[0025] Furthermore, inside the upper large prize opening there is provided a remaining ball discharge port switch 38e (see FIG. 5) that detects game balls that do not flow into the specific area and are discharged to the outside of the first special variable prize opening device 38. When the number of game balls detected by the large prize opening switch 38a provided inside the upper large prize opening (the number of game balls that flow into the upper large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e (the number of game balls that are discharged from the upper large prize opening), it can be confirmed that all game balls in the upper large prize opening have been discharged, and basically a new upper large prize opening will not be opened until this confirmation is complete.
[0026] Located to the right of the starting winning slot 36 in the game area 32 below the center case 40 is a second special variable winning device (lower large winning slot) 39, which can be switched between a state where it does not accept game balls and a state where it readily accepts game balls depending on the results of the special game. The second special variable winning device 39 converts the lower large winning slot into a state where game balls can flow in by sliding an opening / closing member (not shown) back and forth. The second special variable winning device 39 converts the lower large winning slot from a closed state to an open state depending on the results of the special game, facilitating the flow of game balls into the lower large winning slot, thereby awarding the player a predetermined game value (prize balls). Game balls that enter the second special variable winning device 39 are detected by a large winning slot switch (count switch) 39a (see Figure 5).
[0027] In the game area 32 below the starting winning hole 36, there is provided an outlet 30a for collecting game balls that did not enter the winning holes, etc. Also, outside the game area 32, in the lower right corner of the game board body 80, there is provided a collective display device 50 that executes the special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and the normal chart variable display game.
[0028] As shown in Figure 4(a), the collective display device 50 includes a special chart 1 display (first special chart change display unit) 51 (A0 to A7) for the special chart 1 change display game, a special chart 2 display (second special chart change display unit) 52 (B0 to B7) for the special chart 2 change display game, a special chart 1 hold display 53 (C0, C1) for notifying the start memory number of the special chart 1 change display game, and a special chart 2 hold display 54 (C2, C3) for notifying the start memory number of the special chart 2 change display game.
[0029] The collective display device 50 also includes a round display section 55 (D0-D3) that displays the number of rounds at the time of a jackpot (the number of times the special variable prize-winning devices 38, 39 are opened and closed), and a game status display section 56 (C6, C7, D7) that displays the game status of the gaming machine 10. The game status display section 56 includes a first game status display section 56a (C6) that notifies the player of the advantageous hitting style (the hitting style corresponding to the game status) between left hitting (normal hitting) and right hitting, a second game status display section 56b (C7) that notifies the player of the time-shortening state (when the variable time shortening function is activated), and a third game status display section 56c (D7) that notifies the player that the probability state of a jackpot is high when the gaming machine 10 is powered on. Furthermore, the collective display device 50 is equipped with a general map display 57 (D4 to D6) for the general map variation display game, and a general map hold display 58 (C4, C5) for notifying the start memory number of the general map variation display game.
[0030] During the execution time (variation time) of the special chart 1 variation display game in the special chart 1 display 51, for example, as shown in Figure 4 (b), the variable symbol number is alternately changed, and the LED lamps A0, A2, A4, A6 are lit (LED lamps A1, A3, A5, A7 are off) and the LED lamps A1, A3, A5, A7 are lit (LED lamps A0, A2, A4, A6 are off) are alternately switched to indicate that the variation is occurring. The switching cycle is set to, for example, 60 ms. Then, when the variable time of the special chart 1 variable display game ends and the stop display time begins, if the result of the game is a "lose", the result will be a loss result mode (for example, LED lamp A0 will be lit and LED lamps A1 to A7 will be turned off), and if the result of the game is a "win", the game result will be displayed in a result mode other than the loss result mode (for example, at least three of LED lamps A0 to A7 will be lit) as a win result mode (special result mode). Note that the special chart 1 display 51 may be configured as a 7-segment display.
[0031] During the execution time (variation time) of the special symbol 2 variable display game in the special symbol 2 display 52, for example, as shown in Figure 4 (c), the variable symbol number is alternately changed, and the LED lamps B0, B2, B4, B6 are turned on (LED lamps B1, B3, B5, B7 are turned off) and the LED lamps B1, B3, B5, B7 are turned on (LED lamps B0, B2, B4, B6 are turned off) are alternately switched to indicate that the symbol is changing. The switching cycle is set to, for example, 60 ms. Then, when the variable time of the special chart 2 variable display game ends and the stop display time begins, if the result of the game is a "lose", the result mode is a loss (for example, LED lamp B0 is turned on and LED lamps B1 to B7 are turned off), and if the result of the game is a "win", the game result is displayed in a result mode other than the loss result mode (for example, at least three of LED lamps B0 to B7 are turned on) as a win result mode (special result mode). Note that the special chart 2 display 52 may be configured as a 7-segment display.
[0032] The special chart 1 reserved indicator 53 displays the number of unconsumed balls (start memory number = reserved number) among the number of winning balls entered into the start winning slot 36, which is the condition for starting the fluctuation of the special chart 1 indicator 51, by turning off, lighting, and blinking multiple LEDs (LED lamps C0, C1), as shown in Figure 4(d). The blinking cycle is set to, for example, 128 ms. The special chart 2 reserved display 54 displays the number of unconsumed balls (start memory number = reserved number) among the number of winning balls entered into the normal variable winning device 37, which is the condition for starting the variation of the special chart 2 display 52, by turning off, lighting, and blinking multiple LEDs (LED lamps C2, C3), as shown in Figure 4(d). The blinking cycle is set to, for example, 128 ms.
[0033] The round display unit 55 turns off all LEDs (LED lamps D0 to D3) when not in a special game state, and turns on LEDs corresponding to the number of rounds selected depending on the result during the special game state, as shown in Fig. 4(e), for example. The round display unit 55 may be configured as a 7-segment display.
[0034] The first game status display unit 56a turns off the LED when the game status is such that hitting left is more advantageous to the player than hitting right (normal hitting), and turns on the LED when the game status is such that hitting right is more advantageous to the player than hitting left (right hitting), as shown in Figure 4(f), for example. The second game state display unit 56b turns on the LED when the time-shortening state is in effect, and turns off the LED when the time-shortening state is not in effect, as shown in FIG. 4(f), for example. As shown in FIG. 4(f), for example, the third game state display unit 56c turns on the LED if the game is in a high probability state when the power is turned on, and turns off the LED if the game is not in a high probability state.
[0035] During the display of the normal map variation display game, the normal map variation display game on the normal map display 57 alternately changes the varying symbol number, as shown in FIG. 4(g), and indicates that the variation is occurring by alternately switching between turning on LED lamp D5 and turning on LED lamps D4 and D6. The switching cycle is set to, for example, 60 ms. If the result is a "win," one of the multiple LEDs (for example, LED lamp D4) is turned on to indicate that it is a win, and if the result is a "lose," one of the multiple LEDs (for example, LED lamps D5 and D6) is turned on to indicate that it is a lose. The normal map reserve indicator 58 displays the number of balls that have not yet been consumed (normal map start memory number = reserve number) among the number of balls that have passed through the normal map start gate 34, which is the condition for the normal map indicator 57 to start changing, by turning off, turning on, or flashing multiple LEDs (LED lamps C4, C5), as shown in Figure 4(h), for example.
[0036] FIG. 5 is a block diagram of the control system of the pachinko gaming machine 10 of this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.
[0037] The CPU section 110 includes a gaming microcomputer (CPU) 111 called an amusement chip (IC), and an oscillation circuit (crystal oscillator) 113 equipped with an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The gaming control device 100 and electronic components driven by the gaming control device 100, such as solenoids and motors, are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.
[0038] The power supply unit 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as 12V or 5V from 32V DC, a backup power supply unit 420 that supplies power supply voltage to the RAM inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0039] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board, as in this embodiment, they are not subject to replacement, thereby reducing costs.
[0040] The backup power supply unit 420 can be composed of a single large-capacity capacitor, such as an electrolytic capacitor. The backup power is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after power is cut off. In other words, the gaming control device 100 functions as a game information storage and retention means that can store and retain game information even when a power outage occurs and power supply to the gaming machine is stopped, and can resume game play based on the stored information after the power is restored. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410. If the voltage drops below 17V, for example, it detects a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time has passed. It also outputs a reset signal after a predetermined time has passed since power was turned on or power was restored.
[0041] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.
[0042] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM (Random Access Memory) 111C that can be read and written at any time.
[0043] The ROM 111B stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control and as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM may be used as the ROM 111B or RAM 111C.
[0044] The ROM 111B also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the presentation content, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111A uses to determine a variation pattern by referring to the variation pattern random numbers 1 to 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern that is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern that is a variation pattern before a reach state has been reached.
[0045] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.
[0046] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.In addition to this, when the variable display of all variable display areas is temporarily stopped, the state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be set as a reach state, and the remaining one variable display area may be displayed variably from this reach state.
[0047] This reach state includes multiple reach effects, and the reach effects with different possibilities (different expected values) for deriving a special result mode are set as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected values increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of deriving a jackpot compared to when a reach state does not occur.
[0048] The CPU 111A executes the game control program in the ROM 111B, generates control signals (commands) for the payout control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is also equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a special symbol pattern random number for determining a jackpot pattern, a variable pattern random number for determining a variable display pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the CPU 111A and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.
[0049] Furthermore, in the processing related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result of the special chart variation display game (big win, small win, or loss), the probability state of the special chart variation display game as the current game state (low probability state or high probability state), the number of start memories, etc. Here, when the CPU 111A executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B.
[0050] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and controls the driving of the payout motor of the payout unit to pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also controls the driving of the payout motor of the payout unit to pay out loan balls based on a loan ball request signal from the card unit.
[0051] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a start port 1 switch 36a in the start winning port 36, a start port 2 switch 37a in the normal variable winning device 37, a winning port switch 35a in the general winning port 35, a large winning port switch 38a in the first special variable winning device 38, a large winning port switch 39a in the second special variable winning device 39, a gate switch 34a in the normal start gate 34, a specific area switch 38d and a remaining ball discharge port switch 38e arranged in the first special variable winning device 38, and an out ball detection switch 32a that detects all game balls (safe balls and out balls) that have been fired into the game area 32 and finished playing, and is provided with an interface chip (proximity I / F) 121 that inputs negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 has an input range of 7V-11V, and is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when the lead wires are cut and left floating, and to output an abnormality detection signal.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, detection signals from the start port 1 switch 36a, the start port 2 switch 37a, the prize port switch 35a, the large prize port switches 38a and 39a, and the gate switch 34a are input to the second input port 123. Among the outputs of the proximity I / F 121, detection signals from the specific area switch 38d, the remaining ball discharge port switch 38e, and the out ball detection switch 32a are input to the fourth input port 126. Among the outputs of the proximity I / F 121, the detection signal from the board radio wave sensor 62 and the abnormality detection signal output when an abnormality in the sensor or switch is detected are input to the third input port 124.
[0053] In addition, the third input port 124 is also configured to receive the detection signal of a magnetic sensor 61 for detecting fraud, which is provided on the front frame 12 of the gaming machine 10, the detection signal of a vibration sensor 65 that detects vibrations of the gaming machine 10, the detection signal of a glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, and the detection signal of a main frame opening detection switch 64 provided on the front frame (main frame) 12 of the gaming machine 10.
[0054] Furthermore, a signal from a setting key switch 152 that detects operation of the setting key operation unit is input to the third input port 124. The setting key operation unit has a keyhole into which a setting key is inserted, and is configured so that the setting key can be turned from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor that can detect when it is turned to the second position, and is in the ON state when it is turned to the second position and in the OFF state when it is not turned to the second position.
[0055] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting from a plurality of probability setting values to which a probability value for a special result in the special chart variation display game is assigned, and by operating these operation units, a probability setting value to which a probability value for a special result in the special chart variation display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values, "Setting 1" to "Setting 6," are prepared.
[0056] When selecting a probability setting value, the setting key of the setting key operation unit is turned to the second position, and the gaming machine is powered on while operating (pressing) the RAM initialization switch 112 to enter a probability setting value change mode in which the probability setting value can be changed. The probability setting value can be changed by operating (pressing) the RAM initialization switch 112 while in the probability setting value change mode. The selected probability setting value is displayed on the performance display device 153, which displays the calculated base value and role ratio. Specifically, the performance display device 153 displays information about the probability setting value while operations related to the probability setting value are being performed (while in the probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and role ratio at other times.
[0057] Furthermore, by turning on the power to the gaming machine with the setting key on the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, and the game enters a probability setting value confirmation mode. The RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in the open state. The performance display device 153 is a 7-segment display that displays the probability setting value as numbers 1 to 6. Of course, the display format is not limited to this, and any display format that allows the probability setting value to be recognized is sufficient. Other types of display devices, such as a liquid crystal display device, may also be used, and the probability setting value may be displayed by the lighting format or color of one or more LEDs.
[0058] Furthermore, among the outputs of the proximity I / F 121, the outputs to the second input port 123 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 32a) are also supplied from the main board 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the gaming microcomputer 111 in addition to the second input port 123.
[0059] As described above, the proximity I / F 121 has a signal level conversion function. To enable this level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.
[0060] The data held in the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to the second input port 123. The same applies to the third input port 124, the fourth input port 126, and the first input port 122 described below.
[0061] The input unit 120 also has a first input port 122 that takes in a frame radio wave irregular signal (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12) from the payout control device 200, a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored (is full)), and a touch switch signal (a signal based on input from a touch switch provided on the operation unit 24) and supplies them to the gaming microcomputer 111 via the data bus 140.
[0062] The input unit 120 is also provided with a Schmitt buffer 125 for inputting signals such as a power outage monitoring signal and a reset signal from the power supply 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals provided on the gaming microcomputer 111 that can receive signals from outside.
[0063] Meanwhile, the reset signal RESET, from which noise has been removed by the Schmitt buffer 125, is input directly to a reset terminal provided on the gaming microcomputer 111 and supplied to each port of the output unit 130. The reset signal RESET is configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device. The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the ports 122, 123, 124, and 126 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent system malfunction, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.
[0064] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that this is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.
[0065] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of the actual pachinko gaming machine (mass-produced product) installed in a gaming parlor. Note that the detection signal of a switch that does not require processing, such as a start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.
[0066] Meanwhile, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61, the console radio wave sensor 62, and the vibration sensor 65, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device via the data bus 140, the buffer 133, and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where it cannot be controlled. The relay board 70 is equipped with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, as well as a connector that relays and transmits the signal line of the switch detection signal without passing through the buffer. The chip enable signal CE output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.
[0067] The output unit 130 is also provided with a second output port 134 connected to the data bus 140. The second output port 134 is a port for outputting operation data of the first large prize opening solenoid (large prize opening solenoid 1) 38b that opens the first special variable prize winning device 38, the second large prize opening solenoid (large prize opening solenoid 2) 39b that opens the second special variable prize winning device 39, the lever solenoid 38f that operates the lever member in the first special variable prize winning device 38, and the normal power solenoid 37c that opens the normal variable prize winning device 37, as well as outputting display data of a performance display device 153 that displays the currently selected probability setting value. The output unit 130 also has a third output port 135 for outputting on / off data for the segment line to which the anode terminal of the LED is connected, depending on the content to be displayed on the collective display device 50, and a fourth output port 136 for outputting on / off data for the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.
[0068] The output unit 130 is also provided with a fifth output port 137 for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, so that information about the gaming machine 10 can be supplied to the external device. The fifth output port 137 also outputs a launch permission signal to the payout control device 200 via the Schmitt buffer 132.
[0069] Furthermore, the output unit 130 includes a first driver (drive circuit) 138a that receives operation data signals from the large prize opening solenoids 38b, 39b, lever solenoid 38f, and normal power solenoid 37c output from the second output port 134, generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c that outputs an on / off drive signal for the digit line on the current draw side of the collective display device 50 output from the fourth output port 136, a fourth driver 138d that outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 137 to the external information terminal board 71, and a fifth driver 138e that receives a display data signal from the performance display device 153 output from the second output port 134 and generates and outputs a drive signal. Data is transmitted from the second output port 134 to the fifth driver 138e via serial communication.
[0070] The first driver 138a is supplied with a power supply voltage of DC 32V from the power supply device 400 so that it can drive a solenoid that operates at 32V. The fifth driver 138e is supplied with a power supply voltage of DC 5V from the power supply device 400 so that it can drive a performance display device 153 that operates at 5V. Furthermore, DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines draws current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.
[0071] The second driver 138b, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via a segment line, so that the power supply voltage flows through the LEDs selected in sequence by the dynamic drive method, causing them to light up. The fourth driver 138d, which outputs the external information signal to the external information terminal board 71, is supplied with DC 12V in order to give the external information signal a level of 12V. The buffer 133, second output port 134, first driver 138a, etc. may be provided on the output section 130 of the game control device 100, that is, on the relay board 70 side, rather than on the main board.
[0072] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 500. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like a normal general-purpose microprocessor, no ports such as input ports 122, 123, 124, and 126 are provided.
[0073] Although not limited to these, non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that have a magnetic detection coil and detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes close to the coil are used for the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable prize device 37, the prize port switch 35a, the large prize port switches 38a and 39a, and the gate switch 34a. Also, microswitches with mechanical contacts can be used for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the main frame opening detection switch 64 provided on the front frame (main frame) 12 or the like.
[0074] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 includes a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from speakers 19a, 19b.
[0075] The main control microcomputer 311 is connected to a program ROM 321, which is composed of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data; a RAM 322 that provides a working area; an FeRAM 323 that can retain memory contents even when power is cut off during a power outage; and an RTC (real-time clock) 338, which serves as a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcomputer 311 also has an internal RAM that provides a working area. A WDT (watchdog timer) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the gaming microcomputer 111, determines the content of the presentation, and instructs the VDP 312 on the content of the video to be output, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the operation of motors and solenoids, and manages the presentation time.
[0076] The VDP 312 is provided with a RAM 312a that provides a working area and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325.
[0077] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured to transmit and receive data in parallel. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial transmission.
[0078] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.
[0079] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 using the LVDS (low amplitude signal transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0080] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0081] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, etc. sent from the game control device 100 to the presentation control device 300 are received as presentation control command signals (presentation commands). Since the gaming microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, the command I / F 331 is provided with a signal level conversion function.
[0082] The effect control device 300 also includes a board decoration LED control circuit 332 that controls a board decoration device 46 equipped with LEDs (light-emitting diodes) on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that controls a frame decoration device equipped with LEDs (light-emitting diodes) on the glass frame 15 (e.g., a frame decoration device 18 including a display board 350), and a board effect movable body control circuit 334 that controls a board effect device 44 equipped on the game board 30 (including the center case 40) (e.g., a movable gadget that enhances the effect in cooperation with the effect display on the display device 41). These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcomputer 311 via an address / data bus 340. Alternatively, a frame effect device equipped with a drive source such as a motor (e.g., a motor that operates an effect device) on the glass frame 15 may be provided, and a frame effect movable body control circuit that drives and controls the frame effect device.
[0083] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15, the cross key 29 provided in the glass frame 15, and the performance prop switch 47 (performance motor switch) which detects the initial position of the motor in the board performance device 44, and inputting a detection signal to the main control microcomputer 311, as well as the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting a detection signal to the main control microcomputer 311.
[0084] To supply the desired level of DC voltage to performance control device 300 configured as described above and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving display device 41 consisting of an LCD panel, motors, and LEDs, DC 5V as the power supply voltage for command I / F 331, and DC 15V for driving motors, LEDs, and speakers. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, performance control device 300 is provided with a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may also be provided in normal power supply unit 410.
[0085] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on.
[0086] In the following explanation, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they will simply be referred to as the special chart variable display game. Also, when there is no distinction between the decorative special chart 1 variable display game and the decorative special chart 2 variable display game, they will simply be referred to as the decorative special chart variable display game. Also, when there is no distinction between a big win (first special result) and a small win (second special result), they will simply be referred to as a win (special result). Also, when there is no distinction between the first special game state, which is a special game state based on a big win, and the second special game state, which is a special game state based on a small win, they will simply be referred to as the special game state.
[0087] A jackpot is a special result (first special result) that accompanies the activation of a conditional device, while a minor jackpot is a special result (second special result) that does not accompany the activation of a conditional device. The conditional device is activated when a jackpot occurs in a special symbol variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set (the special symbol continuous activation device is activated) to continuously activate the special variable prize winning devices 38 and 39, which are special electric devices. The non-activation of the conditional device means that the aforementioned flag is not set, for example, when a minor jackpot lottery is won. The "conditional device" may be a software means, such as a software-controlled flag, or a hardware means, such as an electrically controlled switch. The term "conditional device" is commonly used in the pachinko gaming machine field to refer to a device whose activation is a necessary condition for the continuous operation of an electric device, and is used in this specification with the same meaning.
[0088] In the gaming machine 10 of this embodiment, a game is played by shooting gaming balls (pachinko balls) from a ball launching device toward the gaming area 32. The shot gaming balls flow down the gaming area 32 while changing their rolling direction due to direction-changing members such as obstacle nails and windmills arranged at various locations within the gaming area 32, and either win a prize in a normal start gate 34, a normal winning port 35, a starting winning port 36, a normal variable winning device 37, a first special variable winning device 38, or a second special variable winning device 39, or flow into an outlet 30a provided at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a game ball enters the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, the first special variable winning device 38 or the second special variable winning device 39, a number of prize balls according to the type of winning slot that has been entered are discharged from the payout unit controlled by the payout control device 200 (see Figure 5) onto the upper tray 21 or the lower tray 23 of the glass frame 15.
[0089] In the gaming machine 10 of this embodiment, the player can adjust the launch force to launch the gaming ball into the left gaming area (so-called left shot) in order to aim for a win at the start winning hole 36 or the general winning hole 35 located to the left of the start winning hole 36, and can aim for a win at the normal starting gate 34, the normal variable winning device 37, the first special variable winning device 38, the second special variable winning device 39, or the general winning hole 35 located to the right of the second special variable winning device 39 by launching the gaming ball into the right gaming area (so-called right shot).
[0090] The normal map start gate 34 is provided with a gate switch 34a, such as a non-contact switch, for detecting game balls that pass through the normal map start gate 34. When a game ball that has been shot into the game area 32 passes through the normal map start gate 34, it is detected by the gate switch 34a. Based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, the CPU 111A of the gaming microcomputer 111 of the game control device 100 increments the normal map start memory count (+1) if the normal map start memory count is less than the upper limit (e.g., 4), and stores one normal map start memory in RAM 111C. This number of normal map start winning entries is displayed on the normal map hold indicator 58 of the collective display device 50. The normal map start memory also stores a winning random number value (winning random number value) for determining the outcome of the normal map variable display game, extracted based on the input of the game ball detection signal from the gate switch 34a.
[0091] Then, if there is a normal map start memory and the normal map variation display game can be started, that is, if the normal map variation display game is not being executed and the normal map variation display game is not in a winning state where the normal map variation display game has won and the normal variation winning device 37 is not in a winning state where it has won, the random number value for winning judgment stored in the first stored normal map start memory is compared with the judgment value stored in ROM111B, and the winning or losing of the normal map variation display game is determined, and the normal map variation display game is started. If this random number value for winning judgment matches the judgment value, the normal map variation display game will be a winning game and a specific result mode (normal map specific result) will be derived.
[0092] Furthermore, as a process for executing the normal map variation display game, the game control device 100 performs a process for displaying a normal map variation display on the normal map display device 57 provided on the collective display device 50, which displays a predetermined number of lighting patterns repeatedly in a predetermined order over a predetermined variation time, and then displays a normal map variation display game that stops displaying a lighting pattern (result mode) according to the result. Note that the normal map display device 57 may be configured as the display device 41, and may be configured to use, for example, numbers, symbols, character patterns, etc. as normal identification information, which are displayed in a variable manner for a predetermined time, and then stopped to display the result.
[0093] If the result of the normal map variation display game is a win, the normal map display 57 stops displaying a lighting pattern that results in a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member of the normal variation winning device 37 for a predetermined time (for example, 0.5 seconds or 1.7 seconds). In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member). Furthermore, if the result of the normal map variation display game is a loss, control is performed to display a lighting pattern that results in a loss on the normal map display 57.
[0094] Furthermore, winning balls entering the start winning hole 36 and winning balls entering the normal variable winning device 37 are detected by a start hole 1 switch 36a and a start hole 2 switch 37a provided inside, respectively. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 stores a first start memory that forms a start memory (special symbol start memory) based on winnings in the start winning hole 36 up to a predetermined upper limit number (for example, 4), and stores a second start memory that forms a start memory (special symbol start memory) based on winnings in the normal variable winning device 37 up to a predetermined upper limit number (for example, 4). Based on winnings in the start winning hole 36 and the normal variable winning device 37, a jackpot random number value, a special symbol pattern random number value, and each variable pattern random number value are extracted as start memory information, and the extracted random number values are stored in RAM 111C as the first start memory and the second start memory. The number of memories in this start memory is displayed on the special chart 1 reserve display 53 and special chart 2 reserve display 54, which are used to notify the number of start winnings on the collective display device 50, and is also displayed on the display device 41 of the center case 40 as a decorative special chart start memory display.
[0095] The game control device 100 performs a special chart 1 variable display game on the special chart 1 display device 51 (first variable display device) based on the first start memory, and performs a special chart 2 variable display game on the special chart 2 display device 52 (second variable display device) based on the second start memory. When both the first start memory and the second start memory are stored, the special chart 2 variable display game is executed in priority to the special chart 1 variable display game.
[0096] That is, the game control device (game control means) 100 controls the execution of the special chart 1 variable display game (first special chart variable display game) based on the first start memory stored in response to the entry of a game ball into the start winning port 36 (first start winning area), and also serves as an execution control means for controlling the execution of the special chart 2 variable display game (second special chart variable display game) based on the second start memory stored in response to the entry of a game ball into the normal variable winning device 37 (second start winning area).The execution control means is configured to execute the special chart 2 variable display game based on the second start memory in priority to the special chart 1 variable display game based on the first start memory when the first start memory and the second start memory are stored.
[0097] After performing the variable display, the special chart 1 display 51 and the special chart 2 display 52 stop and display a predetermined result mode. If the result of the special chart variable display game is a jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (jackpot result mode) corresponding to the first special result, resulting in a jackpot, and the first special game state (so-called jackpot state) is entered. Also, if the result of the special chart variable display game is a small jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (small jackpot result mode) corresponding to the second special result, resulting in a small jackpot, and the second special game state (so-called small jackpot state) is entered. In other words, the special chart 1 display 51 constitutes a first variable display means capable of displaying the first variable display game (special chart 1 variable display game) based on the entry of a game ball into the start winning hole 36. In addition, the special chart 2 display 52 constitutes a second variable display means capable of displaying a second variable display game (special chart 2 variable display game) based on the winning of a game ball into the normal variable winning device 37.
[0098] Furthermore, the game control device (game control means) 100 can perform control to generate a game state (specific game state) in which the game can proceed under conditions (high probability of winning and normal power support) that are more advantageous to the player than the normal game state after the end of the jackpot game state (first special game state). In other words, the game control device (game control means) 100 serves as specific game state generating means.
[0099] In addition, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, a decorative special chart variable display game is executed on the display device 41, which variably displays multiple types of decorative identification information (numbers, symbols, character patterns, etc.). The decorative special chart variable display game on the display device 41 includes a decorative special chart 1 variable display game corresponding to the special chart 1 variable display game, and a decorative special chart 2 variable display game corresponding to the special chart 2 variable display game, which are displayed in separate display areas. Then, a variable display is performed in accordance with the variation of the corresponding special chart variable display game, and a display corresponding to the result is performed in accordance with the derivation of the result mode in the corresponding special chart variable display game.
[0100] That is, the display device 41 constitutes a decoration change display means capable of displaying a decoration change display game (decorative special chart change display game) that changes and displays decoration identification information in accordance with the first change display game (special chart 1 change display game) and the second change display game (special chart 2 change display game). Separate display devices may be used for the decoration special chart 1 change display game and the decoration special chart 2 change display game, or only one of the decoration special chart change display games may be displayed. Furthermore, the gaming machine 10 may not be provided with the special chart 1 display device 51 and the special chart 2 display device 52, and the special chart change display game may be executed using only the display device 41.
[0101] FIG. 7 shows an example of allocation rates in this embodiment. In this embodiment, there are four types of results of the special symbol variable display game, for example, as shown in Figure 7(a), namely, a big win, a small win, a support win, and a miss. And, as shown in Figure 7(b), there are three types of big wins: a probability A big win in which a probability A big win symbol is displayed as a big win symbol (a big win result mode), a probability B big win in which a probability B big win symbol is displayed as a big win symbol (a big win result mode), and a normal big win in which a normal big win symbol is displayed as a big win symbol. And, as shown in Figure 7(c), there are two types of small wins: a small win A in which a small win A symbol is displayed as a small win symbol (a small win result mode), and a small win B in which a small win B symbol is displayed as a small win symbol (a small win result mode). In addition, as shown in Figure 7(d), there are three types of support hits: a support hit A in which a support hit A symbol is stopped and displayed as a support hit symbol (a result mode of a support hit), a support hit B in which a support hit B symbol is stopped and displayed, and a support hit C in which a support hit C symbol is stopped and displayed. Note that a support hit is neither a big hit nor a small hit, but can also be said to be a type of miss (a result other than a special result).
[0102] The probability of a game ball flowing into a specific area (probability variable operation area) is high, and a high probability state (probability variable state) is likely to occur after the special game state ends, while the normal state indicates that a game ball is unlikely to flow into a specific area (probability variable operation area), and a high probability state (probability variable state) is unlikely to occur after the special game state ends. In the gaming machine of this embodiment, whether or not a high probability state is entered is determined by whether or not a game ball flows into the specific area (probability variable operation area), so even if the jackpot type is a probability variable, if no game ball flows into the specific area, the high probability state will not occur, and even if the jackpot type is normal, if a game ball flows into the specific area, the high probability state will occur.
[0103] In a special game state (jackpot game state) based on the derivation of a probability variable A jackpot or probability variable B jackpot, a V-type long opening is performed in which the first special variable winning device 38 is opened in a specific round and a specific area (probability variable operation area) is opened. The V-type long opening is an opening mode in which there is a high possibility that game balls will flow into the specific area (probability variable operation area). Then, in rounds other than the specific round, a V-type non-opening is performed in which the first special variable winning device 38 is opened but the specific area is not opened. In a special game state (jackpot game state) based on the derivation of a normal jackpot, a V-with short opening is performed in which the first special variable prize winning device 38 is opened in a specific round and a specific area (probability variable operation area) is opened. A V-with short opening is an opening mode in which the possibility of game balls flowing into the specific area (probability variable operation area) is lower than a V-with long opening. Then, a V-less opening is performed in which the first special variable prize winning device 38 is opened in a round other than the specific round, but the specific area is not opened. In a special game state (small win game state) based on the derivation of a small win, the second special variable winning device 39 is opened.
[0104] 7A is an example of the allocation rate of the result of the special chart variable display game. In this embodiment, the allocation rate of the result of the special chart variable display game is common to special chart 1 and special chart 2, but it may be different between special chart 1 and special chart 2. Also, in Figure 7(a), the jackpot distribution rate is the same when the probability setting value is "Setting 1," "Setting 2," and "Setting 3," but it may be different. Also, in Figure 7(a), the jackpot distribution rate is the same when the probability setting value is "Setting 4," "Setting 5," and "Setting 6," but it may be different. Also, for example, the allocation rate for jackpots at "setting 1" and "setting 2" may be the first allocation rate (e.g., low probability: 219 / 65536, high probability: 2190 / 65536), the allocation rate for jackpots at "setting 3" and "setting 4" may be the second allocation rate (e.g., low probability: 262 / 65536, high probability: 2620 / 65536), and the allocation rate for jackpots at "setting 5" and "setting 6" may be the third allocation rate (e.g., low probability: 291 / 65536, high probability: 2910 / 65536).
[0105] Also, in Fig. 7(a), the allocation rate of small wins is the same regardless of the probability setting value, but it may be different. Also, in Fig. 7(a), the allocation rate of small wins is the same regardless of the probability state of the special chart variable display game (whether it is a low probability state or a high probability state), but it may be different. Also, in Figure 7(a), the allocation rate for support hits is the same regardless of the probability setting value, but it may be different. In other words, in this embodiment, changing the probability setting value changes only the probability of winning a big win, and does not change the probability of winning a small win or a support win. 7(a), the support hit can be won only in a low probability state, but it may also be winnable in a high probability state. In this case, the probability state of the special chart variable display game may be higher when the probability state is a low probability state than when the probability state is a high probability state, or it may be the same in the low probability state and the high probability state, or it may be lower in the low probability state than in the high probability state.
[0106] Figure 7(b) is an example of the distribution rate of the jackpot type. In Figure 7(b), the distribution rate of the jackpot type is common to special chart 1 and special chart 2, but it may be different. Also, in Figure 7(b), the distribution rate of the jackpot type is the same regardless of the probability state of the special chart variable display game, but it may be different. Figure 7(c) is an example of the allocation rate of small win types. In Figure 7(c), the allocation rate of small win types is common to special chart 1 and special chart 2, but it may be different. Also, in Figure 7(c), the allocation rate of small win types is the same regardless of the probability state of the special chart variable display game, but it may be different.
[0107] 7(d) is an example of the allocation rate of the support winning type. In FIG. 7(d), the allocation rate of the support winning type is the same regardless of the probability state of the special chart variable display game, but it may be different. Also, in Figure 7(d), the allocation rate of support hit C in special chart 1 is higher than the allocation rate of support hit C in special chart 2, but the allocation rate of support hit C in special chart 1 may be the same as the allocation rate of support hit C in special chart 2, or may be lower than the allocation rate of support hit C in special chart 2. Also, in Figure 7(d), the allocation rate of support hit A in special chart 1 and the allocation rate of support hit B in special chart 1 are the same, but they may be different. Also, in Figure 7(d), the allocation rate of support hit A in special chart 2 and the allocation rate of support hit B in special chart 2 are the same, but they may be different. Also, in the case where it is possible to win a support hit even in a high probability state, the allocation rate of the support hit type may be the same as or different from that in a low probability state.
[0108] [Game state transition diagram (game flow)] First, a description will be given of the transition (shift) of the game state under the game control of the game control device 100. Fig. 8 is a diagram illustrating a game state transition diagram (game flow) showing the transition of the game state in this embodiment. The game states include a normal game state ST14, a first specific game state ST11, a second specific game state ST12, and a third specific game state ST 13. In addition to these, there is a first special game state (jackpot game state) based on a first special result (jackpot) and a second special game state (small jackpot game state) based on a second special result (small jackpot), but these will not be described here.
[0109] In each game state, the special symbol probability for deriving the first special result (jackpot) controlled by the game control device 100, the presentation mode controlled by the presentation control device 300 for determining the presentation style of the game, the main starting area which is the starting area that should be primarily targeted in that game state, the main variable special symbol which is the type of special symbol variation display game that should primarily be executed, and the launch direction of the game ball are determined.
[0110] In the gaming machine 10 of this embodiment, a left-handed shot can aim for a win in the start winning slot 36, and a right-handed shot can aim for a win in the normal variable winning device 37. In other words, the player can select the starting area to aim for. Furthermore, each game state is designed to primarily play either the special symbol 1 variable display game or the special symbol 2 variable display game. The game is designed so that the player will play according to this design, and it is advantageous for the player to primarily play the one special symbol variable display game designated as the primary game in the design. In this specification, the one special symbol variable display game designated as the primary game in each game state is sometimes referred to as the "main variable," and the other special symbol variable display game is sometimes referred to as the "irregular variable."
[0111] In the normal game state ST14, the probability of winning a special symbol is low, there is no normal power support to improve the opening time per unit time of the normal variable winning device 37 to make winning easier, and there is no time reduction to shorten the fluctuation time of the special symbol variable display game or the normal symbol variable display game. The presentation mode that defines the presentation mode is the normal mode. The main variable special symbol is the special symbol 1 variable display game, and the main starting area is the starting winning hole 36. The firing direction is set to left to aim for this starting winning hole 36. In other words, the special symbol 1 variable display game is designed to be the main fluctuation, and the special symbol 2 variable display game is designed to be an irregular fluctuation.
[0112] The first specific game state ST11 is a state in which the probability of winning a special symbol is high, there is no normal power support to improve the opening time per unit time of the normal variable winning device 37 to make winning easier, and there is no time reduction to shorten the fluctuation time of the special symbol variable display game or the normal symbol variable display game. The presentation mode that defines the presentation mode is the latent mode. The main variable special symbol is the special symbol 1 variable display game, and the main starting area is the starting winning hole 36. The firing direction is set to left to aim at this starting winning hole 36. In other words, the special symbol 1 variable display game is designed to be the main fluctuation, and the special symbol 2 variable display game is designed to be an irregular fluctuation.
[0113] The second specific game state ST12 is a state in which the special symbol probability is high, and there is normal power support, which improves the opening time per unit time of the normal variable winning device 37, making it easier to win. When there is normal power support, there is also a time-saving feature that shortens the fluctuation time of the special symbol fluctuation display game and the normal symbol fluctuation display game. The presentation mode that defines the presentation style is called chance mode. In addition, the main fluctuation special symbol is the special symbol 2 fluctuation display game, and the main starting area is the normal variable winning device 37, and the firing direction is set to right-hand hit to aim at this normal variable winning device 37. In other words, it is designed so that the special symbol 2 fluctuation display game is the main fluctuation, and the special symbol 1 fluctuation display game is an irregular fluctuation. The third specific game state ST13 is the same as the second specific game state ST12 except that the special symbol probability is in a low probability state.
[0114] Of these four gaming states, the normal gaming state ST14 is the most disadvantageous state for the player. The third specific gaming state ST13 is a state more advantageous to the player than the normal gaming state ST14 because it has normal power support, and the first specific gaming state ST11 is a high probability state so it is a state more advantageous to the player than the normal gaming state ST14 and the third specific gaming state ST13. The second specific gaming state ST12 is a high probability state and also has normal power support, so it is a state more advantageous to the player than the normal gaming state ST14, the first specific gaming state ST11, and the third specific gaming state ST13.
[0115] The transition of the game state is performed by the end of the first special game state based on the derivation of the first special result (jackpot), the derivation of a support win, and the consumption of the specified number of games. Therefore, the end of the second special game state based on the derivation of the second special result (small win) does not cause a transition of the game state. Basically, if the special result that triggered the start of the special game state is a normal jackpot that will result in a low probability state after the end of the special game state, the game will transition to the third specific game state ST13, and if it is a special jackpot A jackpot among the special jackpots that will result in a high probability state after the end of the special game state, the game will transition to the second specific game state ST12, and if it is a special jackpot B jackpot, the game will transition to the first specific game state ST11.
[0116] Specifically, as a result of the special chart variation display game, a probability variable A jackpot is derived, resulting in a special game state, and if there is a V passage in the special game state (when a game ball flows into a specific area (probability variable operation area) of the first special variation winning device 38 and is detected by the specific area switch 38d), the game will transition to the second specific game state ST12 after the special game state ends. Also, as a result of the special chart variation display game, a probability variable B jackpot is derived, resulting in a special game state, and if there is a V passage in the special game state (when a game ball flows into a specific area (probability variable operation area) of the first special variation winning device 38 and is detected by the specific area switch 38d), the game will transition to the first specific game state ST11 after the special game state ends. Furthermore, if a normal jackpot is derived as a result of the special chart variation display game and a special game state is entered, and if there is no V passage in the special game state (if the game ball does not flow into the specific area (probability variation operating area) of the first special variation winning device 38), the game state transitions to the third specific game state ST13 after the special game state ends. The second specific game state ST12 and the third specific game state ST13 have the same presentation mode, the chance mode, so it is difficult for the player to understand that they have transitioned.
[0117] In addition, the number of STs (for example, 2000), which is the number of times the special chart change display game can be executed in a high probability state, may be set, and when the number of times the special chart change display game has been executed since the end of the special game state in the first specific game state ST11 reaches that number of STs, the game may transition to the normal game state ST14. In addition, the number of STs (for example, 2000) which is the number of times the special chart change display game can be executed in a high probability state may be set, and when the number of times the special chart change display game has been executed since the end of the special game state in the second specific game state ST12 reaches the number of STs, the game may transition to the normal game state ST14 (or the third specific game state ST13).
[0118] When a normal jackpot is derived and the game transitions to the third specific game state ST13, it is possible to stay in the third specific game state ST13 until 100 special chart variable display games are executed, and if 100 special chart variable display games are executed without a jackpot or support jackpot being derived in the third specific game state ST13, the game transitions to the normal game state ST14. That is, in this embodiment, the number of support times for a normal jackpot is set to "100 times." Note that the number of support times for a normal jackpot is not limited to "100 times" and can be changed as appropriate.
[0119] In addition, when a probability variable jackpot A is derived and the game transitions to the second specific game state ST12, it is possible to stay in the second specific game state ST12 until 1000 special chart variable display games are executed, and if a jackpot is not derived in the second specific game state ST12 and 1000 special chart variable display games are executed, the game transitions to the first specific game state ST11. That is, in this embodiment, the number of times that the probability variable A jackpot is supported is set to "1000 times." Note that the number of times that the probability variable A jackpot is supported is not limited to "1000 times" and can be changed as appropriate, for example, it may be "until the next jackpot."
[0120] As mentioned above, the transition of the game state is also performed by deriving a support hit. Specifically, in the normal game state ST14 or the third specific game state ST13, if a support win is derived as a result of the special chart variable display game, the game will transition to the third specific game state ST13 after the special chart variable display game ends. In other words, the transition (transition) of the game state when a probability variable jackpot or normal jackpot is derived passes through the special game state, whereas the transition (transition) of the game state when a support win is derived does not pass through the special game state.
[0121] When a support hit A among the support hits is derived and the game transitions to the third specific game state ST13, it is possible to stay in the third specific game state ST13 until 20 special chart variable display games are executed, and when 20 special chart variable display games are executed without a jackpot or support hit being derived in the third specific game state ST13, the game transitions to the normal game state ST14. That is, in this embodiment, the number of support hits A is set to "20 times". Note that the number of support hits A is not limited to "20 times" and can be changed as appropriate.
[0122] In addition, when a support hit B among the support hits is derived and the game transitions to the third specific game state ST13, it is possible to stay in the third specific game state ST13 until 100 special chart variable display games are executed, and if 100 special chart variable display games are executed without a jackpot or support hit being derived in the third specific game state ST13, the game transitions to the normal game state ST14. That is, in this embodiment, the number of support times for the support hit B is set to "100 times". Note that the number of support times for the support hit B is not limited to "100 times" and can be changed as appropriate.
[0123] In addition, when a support hit C among the support hits is derived and the game transitions to the third specific game state ST13, it is possible to stay in the third specific game state ST13 until 1000 special chart variable display games are executed, and if 1000 special chart variable display games are executed without a jackpot or support hit being derived in the third specific game state ST13, the game transitions to the normal game state ST14. That is, in this embodiment, the number of support times for the support hit C is set to "1000 times". Note that the number of support times for the support hit C is not limited to "1000 times" and can be changed as appropriate.
[0124] In this embodiment, it is possible to make the presentation mode of the presentation executed during the chance mode (at least one of presentation by display using the display device 41, etc., presentation by sound using the speakers 19a, 19b, etc., presentation by light using the frame decoration device 18 or the board decoration device 46, etc., presentation by movable members using the board presentation device 44 or the frame presentation device, etc., and selection of a variable pattern) different between the case where the game has transitioned to the chance mode via a special game state and the case where the game has transitioned to the chance mode without passing through a special game state. In other words, the presentation mode of the presentation executed in the chance mode generated based on the derivation of a jackpot (normal jackpot, probability A jackpot) and the presentation mode of the presentation executed in the chance mode generated based on the derivation of a support hit (support hits A to C) can be made different. Therefore, it is possible to suggest whether the chance mode has been generated based on the derivation of a jackpot or a support hit, depending on the presentation mode of the presentation executed during the chance mode.
[0125] FIG. 9 shows an example of a selection mode of the variation pattern in the third specific game state ST13. As shown in Figure 9(a), in this embodiment, there are variable selection table groups A to D, which are variable selection table groups in which selectable variable patterns are defined. These variable selection table groups each have different types of selectable variable patterns and selection rates. This causes the tendency of the execution mode of the special chart variable display game to differ depending on the variable selection table group used.
[0126] The type of the variable selection table group to be used can be changed when the number of times the special chart variable display game is executed in the third specific game state ST13 reaches a specified number of times (here, 20 times, 100 times). The variation pattern scenario that defines the process of change of this variation selection table group is different for each type of chance mode. In other words, the variation pattern scenario selected is different depending on whether the derived result is a normal jackpot or a support jackpot A to C.
[0127] In the case of chance mode A, which is a chance mode corresponding to support hit A, a variation pattern scenario using variation selection table group A is selected for the 0th to 20th special chart variation display games. In the case of chance mode B, which is a chance mode corresponding to support hit B, a variation pattern scenario is selected in which variation selection table group A is used for the 0th to 20th special chart variation display games, and variation selection table group B is used for the 21st to 100th special chart variation display games.
[0128] In the case of chance mode C, which is a chance mode corresponding to support hit C, a variation pattern scenario is selected in which variation selection table group A is used for the 0th to 20th special chart variation display games, variation selection table group B is used for the 21st to 100th special chart variation display games, and variation selection table group C is used for the 101st to 1000th special chart variation display games. In the case of chance mode D, which is a chance mode corresponding to a normal jackpot, a variation pattern scenario is selected in which the variation selection table group A is used for the 0th to 20th special chart variation display games, and the variation selection table group D is used for the 21st to 100th special chart variation display games.
[0129] By doing this, even if the third specific game state ST13 is the same, the execution mode of the special chart variable display game will be different due to the different variation pattern scenario, and changes will be made to the execution mode of the special chart variable display game, which can improve the interest of the game. In particular, the support hit B and the normal jackpot will both be in the third specific game state ST13 for the period of executing 100 special chart variable display games, but since the variation pattern scenarios are different, it is possible to make the game different in style and improve the interest of the game.
[0130] The selection of the variable selection table group is not limited to the above, and can be set arbitrarily. Also, as shown in FIG. 9(b), one of a plurality of types of chance modes corresponding to each of the support hits A to C and the normal big hit may be selected. In this example, the variation pattern scenarios include those that use unique variation selection tables for each of the support hits A to C and the normal jackpot, and it is also possible to guess the type of chance mode from the variation pattern. For example, chance mode A2 uses unique variable selection table group D, so it can be inferred that it is chance mode A, and chance mode B2 uses unique variable selection table groups E and F, so it can be inferred that it is chance mode B. Also, chance mode C2 uses unique variable selection table groups G and H, so it can be inferred that it is chance mode C, and chance mode D2 uses unique variable selection table groups J and K, so it can be inferred that it is chance mode D. By doing so, the game becomes more varied, and the player can have fun guessing the type of chance mode, thereby increasing the interest in the game.
[0131] In addition, the timing at which the group of variable selection tables can be changed in the variable pattern scenario is when the 20th and 100th special chart variable display games are played from the start of the third specific game state ST13, which marks the point at which the third specific game state ST13 may end, but this is not limited to this and can be set to any timing. Furthermore, the timing of changing the variable selection table group may be different for each chance mode.
[0132] Also, instead of determining all of the variable selection table groups to be used at the start of the chance mode, it is also possible to select from a plurality of types of variable selection table groups to be used next at a timing when the variable selection table groups can be changed. Alternatively, instead of at a predetermined timing, a lottery may be held to change the variable selection table group each time the special chart variable display game is executed, and the change may be made if the lottery is won. Although the third specific gaming state ST13 has been described with reference to FIG. 9, the variable selection table group can be similarly changed sequentially in other gaming states.
[0133] In this embodiment, when a support hit is derived during the chance mode (during normal power support), that is, when a support hit is derived in the third specific game state ST13, the number of support hits is reset and the number of support hits corresponding to the new support hit is re-set. Specifically, for example, as shown in Figure 10(a), in the third specific game state ST13 entered upon completion of the special chart change display game in which the result is "support hit B", if support hit A is derived on the 10th spin, the remaining number of support times is changed from 90 to 20. Also, for example, as shown in Figure 10(b), in the third specific game state ST13 entered upon completion of the special chart change display game in which the result is "support hit B", if support hit A is derived on the 90th spin, the remaining number of support times will be changed from 10 to 20.
[0134] Furthermore, in this embodiment, the presentation mode is changed in response to a change in the remaining number of support times. That is, for example, in the example shown in Fig. 10(a), when the remaining number of support times is changed from 90 times to 20 times, the presentation mode is switched from chance mode B (chance mode corresponding to support hit B) to chance mode A (chance mode corresponding to support hit A). Also, for example, in the example shown in Fig. 10(b), when the remaining number of support times is changed from 10 times to 20 times, the presentation mode is switched from chance mode B to chance mode A. Accordingly, the variation pattern scenario is also switched, and the variation selection table group is also reset according to the switched variation pattern scenario.
[0135] In addition, when a new support win is derived in the third specific game state ST13, a variation pattern scenario different from the variation pattern scenario corresponding to the derived support win may be set. For example, a specific variation pattern scenario other than the variation pattern scenario that can be selected when a support hit is derived in the normal gaming state ST14 may be set. In this specific variation pattern scenario, a variation pattern scenario that selects a specific variation selection table group other than the variation selection table group that can be selected when a support hit is derived in the normal gaming state ST14 may be set. By doing so, when a support hit is derived for the first time in one consecutive third specific gaming state ST13, the variation selection table group is changed, but when a support hit is derived thereafter, the variation selection table group is maintained, and the derivation of multiple support hits can give the impression that the consecutive third specific gaming states ST13 are one.
[0136] In addition, the presentation mode does not need to be changed in response to a change in the remaining number of support times. Specifically, for example, in the example shown in Figure 10, chance mode B may continue even after the remaining number of support times is changed to 20. Also, only rank up of the presentation mode may be permitted, and switching of the presentation mode to downgrade the rank may not be performed. Specifically, for example, if the support hit derived after the support hit B is the support hit C, the presentation mode is switched from the chance mode B to the chance mode C (the chance mode corresponding to the support hit C), while, as shown in Fig. 10, if the support hit derived after the support hit B is the support hit A, switching the presentation mode from the chance mode B to the chance mode A will result in a downgrade, so the chance mode B may be continued even after the remaining number of support times has been changed (or may be switched to a chance mode different from the chance mode A or the chance mode B).
[0137] Alternatively, when a support hit is derived during the chance mode (during normal power support), the number of support times corresponding to the new support hit may be added to the remaining number of support times. Specifically, for example, as shown in the left diagram of Figure 11(a), in the third specific game state ST13 entered upon the completion of the special chart variation display game in which the result is "support hit B," if support hit A is derived on the 10th spin, the remaining number of support times may be changed from 90 to 110 (= 90 + 20), and, for example, as shown in the right diagram of Figure 11(a), in the third specific game state ST13 entered upon the completion of the special chart variation display game in which the result is "support hit B," if support hit A is derived on the 90th spin, the remaining number of support times may be changed from 10 to 30 (= 10 + 20).
[0138] In this case, an upper limit (for example, 1000 times) may be set for the number of support times, and if the sum of the remaining number of support times and the number of support times corresponding to a new support hit exceeds the upper limit, the remaining number of support times may be changed to the upper limit. In this case, the presentation mode may or may not be changed in response to a change in the remaining number of support times. That is, for example, in the example shown in FIG. 11(a), when the remaining number of support times is changed, the presentation mode may be switched from chance mode B to another chance mode, or chance mode B may be continued even after the remaining number of support times is changed. Also, only a rank-up of the presentation mode may be permitted, and a switching of the presentation mode that would result in a rank-down may not be performed.
[0139] Alternatively, when a support hit is derived during a chance mode (during normal power support), the remaining number of support hits and the number of support hits corresponding to the new support hit may be compared, and the larger number (the number that is more advantageous to the player) may be adopted. Specifically, for example, as shown in the left diagram of FIG. 11(b), in the third specific game state ST13 transitioned to upon the end of the special chart variable display game in which the result is "support hit B," if support hit A is derived on the 10th spin, the number of support hits corresponding to the new support hit is 20, which is less than the remaining number of support hits (90), so the remaining number of support hits is not changed. On the other hand, for example, as shown in the right diagram of FIG. 11(b), in the third specific game state ST13 transitioned to upon the end of the special chart variable display game in which the result is "support hit B," if support hit A is derived on the 90th spin, the number of support hits corresponding to the new support hit is 20, which is more than the remaining number of support hits (10), so the remaining number of support hits may be changed from 10 to 20.
[0140] In this case, the presentation mode may or may not be changed in response to a change in the remaining number of support times. That is, for example, in the example shown on the right side of FIG. 11(b), when the remaining number of support times is changed, the presentation mode may be switched from chance mode B to another chance mode, or chance mode B may be continued even after the remaining number of support times is changed. Also, only a rank-up of the presentation mode may be permitted, and a switching of the presentation mode that causes a rank-down may not be performed.
[0141] In this embodiment, the effects that are performed during the execution of a support hit game (a special chart change display game in which the result is a "support hit") are special effects (described later) such as battle effects. In addition, in a gaming machine 10 configured to adopt the larger of the remaining support count and the support count corresponding to a new support hit (i.e., a gaming machine 10 that performs the control shown in Figure 11(b)), special effects may be performed only during the execution of a support hit game in which the support count is adopted (for example, a special chart change display game in which the result in the right diagram of Figure 11(b) is "support hit A"), and special effects may not be performed during the execution of a support hit game in which the support count is not adopted (for example, a special chart change display game in which the result in the left diagram of Figure 11(b) is "support hit A"). The support hit variation pattern selected when the result is a "support hit" is a variation pattern that takes into consideration the execution of special effects during a support hit game, so if a special effect is not executed during a support hit game, it is advisable to make adjustments such as lengthening the temporary stop display time of the game result compared to when a special effect is executed.
[0142] In the example shown on the left side of FIG. 11(b), a support winning symbol (here, a support winning symbol A) is displayed as a result of a support winning game in which the number of support times is not adopted, but this is not limiting. For example, a losing symbol may be displayed instead of the support winning symbol as a result of a support winning game in which the number of support times is not adopted. In a gaming machine 10 configured to adopt the larger of the remaining support times and the support times corresponding to a new support winning (whichever is more advantageous to the player), the presentation control device 300 determines whether the gaming control device 100 has determined not to adopt the support times corresponding to the new support winning based on a command transmitted from the gaming control device 100. Specifically, the presentation control device 300 compares, for example, the support times based on the decorative special symbol command for notifying the stopped symbol on the display device 41 with the support times based on the time-shortening change number command for notifying the time-shortening change number (support times), and if they differ, determines that the gaming control device 100 has determined not to adopt the support times corresponding to the new support winning. Then, if the game control device 100 determines that the number of support times corresponding to the new support hit will not be adopted, the result of the support hit game may be such that a losing pattern is displayed in a stopped state instead of the pattern specified by the decorative special pattern command (the support hit pattern corresponding to the new support hit).
[0143] 10 and 11, the support hit derived during the chance mode (during normal power support) is support hit A, but is not limited to this. That is, support hit A may be derived during the chance mode, support hit B may be derived during the chance mode, or support hit C may be derived during the chance mode.
[0144] Here, in this embodiment, the support hit variation pattern selected when the result is a "support hit" is the same as the variation pattern in which an SP reach occurs among the variation patterns selected when the result is a "jackpot" or a "miss". In other words, an SP reach occurs in a support hit game. Also, in this embodiment, in a special chart variation display game in which the result is other than a "support hit", and the variation pattern of the special chart variation display game is a variation pattern in which an SP reach occurs, a special effect (described later) such as a battle effect can be executed even during the execution of the special chart variation display game. In addition, special effects such as battle effects (described later) may be executed even during the execution of a special chart variable display game in which no SP reach occurs. Also, special effects such as battle effects (described later) may be made exclusive to support hit games, and may not be executed during the execution of a special chart variable display game in which the result is a "jackpot" or a "miss."
[0145] In addition, the support hit fluctuation pattern may be the same as the fluctuation pattern that does not cause an SP reach among the fluctuation patterns selected when the result is a "jackpot" or a "miss," or it may be a fluctuation pattern dedicated to the support hit game. For example, when not in the chance mode, a dedicated variation pattern for the support hit game is selected, and when in the chance mode, a variation pattern that is also used for special chart variation display games other than the support hit game (for example, a variation pattern that generates an SP reach among the variation patterns selected when the result is a "jackpot" or "miss") is selected, and the dedicated variation pattern may be set as a variation pattern with a longer variation time than the combined variation pattern. As a result, the variation time of the support hit game executed when not in the chance mode becomes longer than the variation time of the support hit game executed when in the chance mode, so that it is possible to reliably execute mode selection and explanation of effects related to the chance mode (third specific game state ST13) during the variation time of the support hit game executed when not in the chance mode, and to have a connection with the effects (fanfare effects, etc.) executed at the start of the chance mode.
[0146] Alternatively, the stop display time of the support winning game may be longer than the stop display time of the special chart variable display game other than the support winning game. This makes it possible to reliably execute mode selection and explanation of effects related to the chance mode during the stop display time of the support winning game, thereby creating a connection with the effects (fanfare effects, etc.) executed at the start of the chance mode.
[0147] Alternatively, a variation pattern with a relatively long variation time may be selected as the variation pattern for the first special symbol variation display game after transitioning to the chance mode. Specifically, for example, if the result of the first special symbol variation display game after transitioning to the chance mode is a "miss," the variation pattern for the special symbol variation display game may be a variation pattern with a relatively long variation time among the variation patterns selected when the result is a "miss," or a variation pattern dedicated to the first special symbol variation display game after transitioning to the chance mode. This allows for reliable execution of mode selection and presentation explanations related to the chance mode at the start of the chance mode. This also allows for the accumulation of a second start memory by the time the first special symbol variation display game ends after the chance mode is entered. Since the gaming machine 10 of this embodiment is a gaming machine that executes the special symbol 2 variation display game with priority over the special symbol 1 variation display game in the chance mode, generating a second start memory before the first special symbol variation display game ends allows for the main variation (special symbol 2 variation display game) to be executed after the first special symbol variation display game, allowing the game to proceed in a way that is advantageous to the player.
[0148] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process shown in Figures 12 and 13, and a timer interrupt process shown in Figure 14 that is performed at a predetermined time interval (for example, 4 ms).
[0149] [Main processing] First, the main processing will be described. The main processing starts when the power is turned on. As shown in FIGS. 12 and 13, this main processing first performs a process to disable interrupts (step X1), followed by a stack pointer setting process (step X2) to set a stack pointer, which is the top address of an area where values of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is designated (step X3), and the upper address of the RAM top address is set in a predetermined register (e.g., D register) (step X4). In this embodiment, the RAM address range is 0000h to 01FFh, with the upper addresses being 00h or 01h. In step X4, the top address, 00h, is set. Next, a launch stop signal is output, setting the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 is outputting a launch stop signal, thereby prohibiting the launch of game balls.
[0150] Then, the state of the RAM initialization switch 112 and the setting key switch 152 is read (step X6), and a process for setting a power-on delay timer is performed (step X7). In the process of step X7, a predetermined initial value is set, thereby setting a waiting time (e.g., 3 seconds) for waiting for the programs of the slave control means (e.g., the payout control device 200 and the presentation control device 300) that perform various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to start up normally. This prevents the slave control devices from missing commands if the game control device 100 starts up first when power is turned on and sends a command to the slave control devices (e.g., the payout control device 200 and the presentation control device 300) before they start up, causing the slave control devices to miss the command. In other words, the game control device 100 serves as a waiting means for delaying the start of the master control means (game control device 100) when power is turned on, and setting a predetermined waiting time for the start of the slave control devices (e.g., the payout control device 200, the presentation control device 300, etc.).
[0151] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to RAM validity check (checksum calculation). This eliminates the need to exclude part of the RAM area when calculating check data such as a checksum for the RAM area, thereby preventing the control at power-on from becoming complicated.
[0152] After performing the process of setting the power-on delay timer (step X7), it is determined whether a power outage has occurred (step X8), and if a power outage has occurred (step X8; Y), the process waits for the power to the gaming machine to be cut off. Specifically, in step X8, for example, the number of times (for example, two) to read and check the power outage monitoring signal input from the power supply device 400 via the port and data bus is set, and a determination is made as to whether the power outage monitoring signal is on. If the power outage monitoring signal is on, a determination is made as to whether the power outage monitoring signal has remained on for the set number of checks. If the power outage monitoring signal has not remained on for the set number of checks, the process returns to determining whether the power outage monitoring signal is on. If the power outage monitoring signal has remained on for the set number of checks, a determination is made that a power outage has occurred. The same applies to steps X34 and X54, which will be described later. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been received continuously for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with any malfunctions that occur when the power is turned on.
[0153] That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, and malfunctions at power-on can be dealt with appropriately. Note that access to RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power outage remain retained, so there is no need to perform backup processing if a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM, and the burden on control can be reduced.
[0154] On the other hand, if a power outage has not occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not ended, the process returns to the process of determining whether a power outage has occurred (step X8). Also, if the timer value is 0 (step X10; Y), that is, if the waiting time has ended, access is permitted to readable and writable RWM (read / write memory) such as RAM and EEPROM (step X11), and off data is output to all output ports (setting them to a state where there is no output) (step X12).
[0155] Next, a serial port (a port pre-installed in the gaming microcomputer 111, which in this embodiment is used for communication with the presentation control device 300 and the payout control device 200) is set (step X13), and a process is performed to start a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator) (step X14). The CTC circuit is provided in the clock generator in the gaming microcomputer 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111A based on the frequency-divided signal, and a signal CTC that triggers a random number update to be supplied to the random number generation circuit. Next, a RAM abnormality flag is set (step X15). Here, regardless of whether or not there is an abnormality in the RAM, it is assumed that there is an abnormality in the RAM, and the RAM abnormality flag is temporarily set in a predetermined register.
[0156] Next, it is determined whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah) (step X16). If it is normal (step X16; Y), it is determined whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step X17). If the value of the power outage inspection area 2 is normal (step X17; Y), a checksum calculation process (step X18) is performed to calculate the checksum of a specified area in the RWM, and it is determined whether the calculated checksum matches the checksum at the time of power outage (step X19). If the checksums match (step X19; Y), there is no abnormality in the RAM, so the RAM abnormality flag is cleared (step X20) and the process proceeds to step X21.
[0157] Furthermore, if it is determined that the check data in the power failure inspection area is not normal (step X16; N or step X17; N), or if it is determined that the checksums do not match (step X19; N), it is determined whether both the setting key switch 152 and the RAM initialization switch 112 are in the on state based on the state read in step X6 (step X21). If at least one of the setting key switch 152 and the RAM initialization switch 112 is in the off state (step X21; N), it is determined whether the RAM abnormality flag is set (step X22). If the RAM abnormality flag is set (step X22; Y), there is an abnormality in the RAM, so a main abnormality error notification command is sent to the performance control board (performance control device 300) to notify that the game control device 100 is abnormal (step X24).
[0158] On the other hand, if the RAM abnormality flag is not set (step X22; N), it is determined whether the probability setting change flag is set (step X23). Then, if the probability setting change flag is set (step X23; Y), a main abnormality error notification command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag that was set before the power outage occurred. In other words, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, the operation of the gaming control device 100 will stop, so the processing of step X24 will be performed. Next, the 7-segment display data at the time of game stop is output to the fifth driver 138e via the second output port 134 (step X25). After that, ON data of the security signal is output, and OFF data of signals other than the security signal is output (step X26), and the process returns to step X25.
[0159] Furthermore, if both the setting key switch 152 and the RAM initialization switch 112 are in the on state (step X21; Y), it is determined whether the RAM abnormality flag is set (step X27). If the RAM abnormality flag is not set (step X27; N), the probability setting change in progress flag is set (step X29). This causes the system to transition to probability setting value change mode. After that, a command indicating that the probability setting is being changed is sent to the performance control board (performance control device 300) (step X30), and the system transitions to step X31. Upon receiving the command indicating that the probability setting is being changed, the performance control device 300 issues a notification indicating that the probability setting value is being changed by displaying the display device 41, lighting up the LEDs of the frame decoration device 18 and board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc. On the other hand, if the RAM abnormality flag is set (step X27; Y), the process of clearing the probability setting value is performed (step X28). As a result, 0 is set in the area for the probability setting value in the RWM, and the probability setting value becomes "setting 1". After that, the process of steps X29 and X30 is performed, and the process proceeds to step X31.
[0160] Also, if at least one of the setting key switch 152 and the RAM initialization switch 112 is in the OFF state (step X21; N), and neither the RAM abnormality flag nor the probability setting change flag is set (step X22; N and step X23; N), it is determined whether the setting key switch 152 is in the ON state based on the state read in step X6 (step X35). Then, if the setting key switch 152 is not in the ON state (step X35; N), it is determined whether the RAM initialization switch 112 is in the ON state based on the state read in step X6 (step X43).
[0161] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N), that is, if both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state, the process proceeds to step X41 and processing is performed in the case where normal recovery from a power outage occurs. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43; Y), the process proceeds to step X44 to perform initialization processing. That is, the RAM initialization switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 serves as initialization means that initializes the data stored in the RAM based on the operation of the initialization operation unit.
[0162] Also, if the setting key switch 152 is in the on state (step X35; Y), the probability setting confirmation flag is set (step X36). This causes the mode to transition to probability setting value confirmation mode. After that, a command indicating that the probability setting is being confirmed is sent to the performance control board (performance control device 300) (step X37). Upon receiving the command indicating that the probability setting is being confirmed, the performance control device 300 notifies the user that the probability setting value is being confirmed by displaying the display device 41, lighting up the LEDs of the frame decoration device 18 and board decoration device 46, operating the board performance device 44, outputting sound from the speakers 19a and 19b, etc.
[0163] Then, to ensure that the security signal is output for 50 ms or more, a value corresponding to 128 ms is saved in the security signal control timer area (step X31). The security signal is output in the probability setting value change / confirmation process (step X122) of the timer interrupt processing if the mode is the probability setting value change mode or the probability setting value confirmation mode; otherwise, it is output in the external information editing process (step X120) of the timer interrupt processing. Therefore, if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal continues to be output by the external information editing process (step X120) of the timer interrupt processing. In other words, even if the probability setting value change mode or the probability setting value confirmation mode ends in less than 128 ms, the security signal is output for 128 ms after transitioning to the probability setting value change mode or the probability setting value confirmation mode. Note that the value saved in the security signal control timer area in step X31 is not limited to the value corresponding to 128 ms. However, since a security signal must be output for at least 50 ms after switching to probability setting value change mode or probability setting value confirmation mode, a value corresponding to 50 ms or more must be saved.
[0164] Then, the interrupt is permitted (step X32), and it is determined whether the setting key switch 152 is in the OFF state (step X33). In step X33, the determination is not based on the state read in step X6 (the state at the time of power-on), but on the state read in the input process (step X103) of the timer interrupt process (FIG. 14) (the current state). If it is determined in step X33 that the setting key switch 152 is in the OFF state, the probability setting value is confirmed. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34), and if a power outage has not occurred (step X34; N), the process returns to step X33, and if a power outage has occurred (step X34; Y), the process proceeds to step X55. If it is determined in step X34 that a power outage has occurred while the probability setting change flag is set, it is determined in step X23 of the main processing (FIGS. 12 and 13) after the power outage is restored that the probability setting change flag is set.
[0165] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), a process to prohibit interrupts (step X38) is performed. Between the process to permit interrupts (step X32) and the process to prohibit interrupts (steps X38, X55), a timer interrupt process (Fig. 14) is performed at a predetermined time interval (for example, 4 ms). In this timer interrupt process, a probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process waits until the probability setting value change or confirmation is completed (or until a power outage occurs). Next, a command to end the notification is sent to the performance control board (performance control device 300) (step X39). Upon receiving the command to end the notification, the performance control device 300 ends the notification that is currently being executed (the notification indicating that the probability setting value is being changed or the notification indicating that the probability setting value is being confirmed).
[0166] Next, it is determined whether the probability setting change flag is set (step X40), and if the probability setting change flag is not set (step X40; N), that is, if the probability setting confirmation flag is set, a power outage recovery process (step X41) is performed to save the initial values at the time of power outage recovery in the areas to be initialized (for example, the power outage inspection area, the checksum area, and the area related to error fraud monitoring). The probability setting confirmation flag is cleared in this step X41. Then, a power outage recovery command corresponding to the special game processing number is sent to the performance control board (performance control device 300) (step X42), and the process proceeds to step X47. In this embodiment, in step X42, multiple commands are sent, such as a model designation command, a probability setting information command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a performance count information command, and a screen designation command. As a screen designation command, if both special game 1 and special game 2 are in normal processing, as described below, that is, if they are waiting for customers and are not in a special game state, and the special game state is not in progress, a customer waiting demo screen command is sent, and otherwise a recovery screen command is sent. In addition to these commands, depending on the model, high probability count information commands and the like are also sent.
[0167] On the other hand, if the probability setting change in progress flag is set (step X40; Y), the RAM area other than the probability setting value is cleared to 0 (step X44). In step X44, the RAM area for the probability setting value (work area (1-byte area for the probability setting value)) and the RAM area for performance display (display of base value and role ratio) (work area and stack area) are not cleared, but the RAM area for game control (work area and stack area) is cleared to 0. Therefore, the probability setting change in progress flag is cleared in this step X44. Note that in step X44, the stack area and unused area may or may not be cleared.
[0168] Then, the initial values at the time of RAM initialization are saved in the area to be initialized (step X45). The area to be initialized here is the area related to the customer waiting demo area and the setting of the presentation mode. Then, the command at the time of RAM initialization is sent to the presentation control board (presentation control device 300) (step X46). In the case of this embodiment, in step X46, multiple commands are sent, such as a model designation command, a probability setting information command, a special chart 1 reserved number command, a special chart 2 reserved number command, a probability information command, a presentation count information command, and a RAM initialization command (a command for displaying the customer waiting demo screen and announcing RAM initialization with light and sound for a predetermined time (e.g., 30 seconds)). Depending on the model, in addition to these commands, a presentation count information command and a support count information command, which is information on the number of times the special chart variable display game with normal power support has been executed, are also sent.
[0169] Next, the random number generation circuit is activated (step X47). Specifically, the CPU 111A sets a code (specified value) for activating the random number generation circuit in a predetermined register (CTC update permission register) within the random number generation circuit. The CPU 111A also sets a bit permutation pattern for the hardware random number (here, the jackpot random number) generated by the hardware of the random number generation circuit. The bit permutation pattern determines how the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) is permuted in a predetermined order and stored as a different bit arrangement (the arrangement after bit permutation in the lower row). Permuting the bits of the random number according to this bit permutation pattern can disrupt the regularity of the random number and increase the confidentiality of the random number. The bit permutation pattern may be a fixed single pattern, or may be selected from multiple pre-prepared patterns. Alternatively, the user may freely set the bit permutation pattern.
[0170] Thereafter, the value of a predetermined register (software random number registers 1 to n) in the random number generation circuit at the time of power-on is extracted, and the corresponding initial value random numbers (in this embodiment, the special symbol pattern random number that determines the winning symbol of the special symbol, and the random number that determines the winning of the normal symbol (winning random number)) are saved in a predetermined area of the RWM as initial values (start values) (step X48), and then an interrupt is permitted (step X49). The random number generation circuit in the CPU 111A used in this embodiment is configured so that the initial value of the software random number register changes each time the power is turned on, so by using this value as the initial value (start value) of the various initial value random numbers, the regularity of the random numbers generated by the software can be disrupted, making it difficult for players to obtain illegal random numbers.
[0171] Next, an initial value random number update process (step X50) is performed to update the values of various initial value random numbers and disrupt the regularity of the random numbers. While not particularly limited, in this embodiment, the jackpot random number, special symbol random number, and winning random number are configured to be generated using random numbers generated by a random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" updated based on a clock speed equal to or faster than the CPU's operating clock, while the special symbol random number and winning random number are "slow-speed counters" updated based on a CTC output (a CTC (CTC2) separate from the CTC (CTC0) of the timer interrupt processing) that operates at the same cycle as the program's processing unit, the timer interrupt processing. Furthermore, the special symbol random number and winning random number employ a so-called "initial value change method," in which the start value is changed using each initial value random number (generated by software) each time the random number completes a cycle. The random numbers may be updated by a counter method using +1 or -1, or by a random method in which all values within the range appear separately without overlap until a cycle is completed. In other words, the jackpot random number is a random number that is updated only by hardware, while the special pattern random number and winning random number are random numbers that are updated by hardware and software. In this embodiment, there is no random number (winning pattern random number) to determine the winning pattern for the regular map, so there is only one type of winning pattern for the regular map, but it is also possible to provide a winning pattern random number and select the winning pattern for the regular map from multiple types.
[0172] After the initial value random number update process of step X50, a process to prohibit interrupts (step X51) is performed, and then a performance display editing process (step X52) is performed. Then, after the process to allow interrupts (step X53) is performed, it is determined whether a power outage has occurred (step X54), and if a power outage has not occurred (step X54; N), the process returns to the initial value random number update process (step X50). In other words, if a power outage has not occurred, the initial value random number update process, performance display editing process, and power outage monitoring are repeatedly performed. By allowing interrupts (step X49) before the initial value random number update process (step X50), if a timer interrupt occurs during the initial value random number update process, the interrupt process is executed with priority, and it is possible to avoid the interrupt process being overwhelmed by the timer interrupt being made to wait by the initial value random number update process.
[0173] In addition, there is a method in which the initial value random number update process in step X50 is performed not only within the main processing but also within the timer interrupt processing.If such a method is adopted, in order to avoid the initial value random number update process being executed in both, when performing the initial value random number update process in the main processing, it is necessary to prohibit interrupts before updating and then canceling the interrupt.However, if the initial value random number update process is not performed within the timer interrupt processing as in this embodiment, but is only performed within the main processing, there is no problem in canceling the interrupt before the initial value random number update process, which has the advantage of simplifying the main processing.
[0174] On the other hand, if a power outage has occurred (step X54; Y), a process of temporarily prohibiting interrupts (step X55) and a process of outputting off data to all output ports (step X56) are performed. Then, power outage inspection area check data 1 is saved in power outage inspection area 1 (step X57), and power outage inspection area check data 2 is saved in power outage inspection area 2 (step X58). Furthermore, a checksum calculation process (step X59) is performed to calculate a checksum at the time of power outage of the RWM, and a process to save the calculated checksum (step X60) is performed, followed by a process to prohibit access to the RWM (step X61), and then the gaming machine waits for the power to be cut off. In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power outage, it is possible to determine whether the information stored in the RWM before the power was cut off has been correctly backed up when the power is turned on again.
[0175] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the game in an integrated manner, and subordinate control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on and sets a predetermined standby time for waiting for the start-up of the subordinate control devices, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time. In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.
[0176] In addition, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated externally, and initialization means (game control device 100) that initializes the data stored in RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation status of the initialization means before the start of the standby time. Moreover, the main control means (game control device 100) is configured to permit access to the RAM 111C after the waiting time has elapsed.
[0177] [Timer interrupt processing] Next, the timer interrupt process will be explained. The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled, and the timer interrupt process shown in Figure 14 is started.
[0178] When the timer interrupt processing starts, first, register bank 1 is specified (step X101). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main processing) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step X102). In step X102, the same processing as step X4 in the main processing is performed, but the register bank is different. Next, inputs from various sensors and switches and signal capture, that is, input processing (step X103) is performed to read the status of each input port.
[0179] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set (step X104), and if the probability setting change flag or the probability setting confirmation flag is set (step X104; Y), a probability setting change / confirmation process (step X122) is performed and the timer interrupt process is terminated. On the other hand, if both the probability setting change flag and the probability setting confirmation flag are not set (step X104; N), output processing (step X105) is performed to control the drive of actuators such as solenoids (large prize opening solenoids 38b, 39b, lever solenoid 38f, and normal power solenoid 37c) based on the output data set in various processes. When a launch stop signal is output in step X5 of the main processing, this output processing outputs a launch permission signal, making the launch permission signal available for setting to an authorized state. This launch permission signal is output to the launch control device via the payout control device. No signal processing is performed at this time. The launch permission signal is a first signal indicating the launch permission state from the gaming control device, and a second signal (launch permission signal) indicating the launch permission state from the payout control device is also generated within the payout control device and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are in a launch permission state, the game ball is ready for launch.
[0180] Next, a payout command transmission process (step X106) is performed to output the commands set in the transmission buffer by various processes to the payout control device 200, followed by random number update process 1 (step X107) and random number update process 2 (step X108). In random number update process 1 (step X107), the initial values (start values) of the special symbol random number and winning random number that are the subject of the initial value random number update process are updated. After that, a win port switch / status monitoring process (step X109) is performed to monitor whether or not there is normal signal input from the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, and special prize port switches 38a, 39a, and to monitor for errors such as setting prize balls, opening the front frame or glass frame, and illegal winning into the normal variable prize device 37 and the special variable prize device 38, 39.
[0181] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is when the number of game balls discharged from the first special variable winning device 38 (the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e) exceeds the number of game balls flowing into the first special variable winning device 38 (the number of game balls detected by the large winning port switch 38a). If an abnormal discharge is occurring, an abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), the process proceeds to step X116. In other words, the game is prevented from proceeding.
[0182] On the other hand, if an abnormal ejection is not occurring (step X110; N), a special chart game process (step X112) that performs processing related to the special chart change display game, and a regular chart game process (step X114) that performs processing related to the regular chart change display game are performed, and a segment LED editing process (step X115) is performed that drives the segment LEDs that are provided in the gaming machine 10 and display the special chart change display game and various information related to the game to display the desired content.
[0183] Next, a magnet irregularity monitoring process (step X116) is performed to check the detection signal from the magnetic sensor 61 and determine whether there are any abnormalities, a panel radio wave irregularity monitoring process (step X117) is performed to check the detection signal from the panel radio wave sensor 62 and determine whether there are any abnormalities, a vibration irregularity monitoring process (step X118) is performed to check the detection signal from the vibration sensor 65 and determine whether there are any abnormalities, and an abnormal discharge monitoring process (step X119) is performed to determine whether an abnormal discharge has occurred. Furthermore, an external information editing process (step X120) is performed to set signals to be output to various external devices in an output buffer, and a performance display monitor control process (step X121) is performed to control the performance display device 153, and then the timer interrupt process is terminated.
[0184] In this embodiment, the process of restoring the interrupt inhibited state (i.e., the process of allowing an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require an instruction to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.
[0185] [Special game processing] Next, the details of the special game process (step X112) in the timer interrupt process will be explained. In the special game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the entire process related to the special game variable display game is controlled, and the display of the special game is set.
[0186] As shown in Fig. 15, in the special symbol game processing, first, a start port switch monitoring process (step A1) is performed to monitor winnings of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that forms the start winning port 36 or the second start winning port, various random numbers (such as a jackpot random number) are extracted, and a game result advance determination is performed to determine the game result based on the winning in advance at a stage before the start of the special symbol variable display game based on the winning.
[0187] Next, a large prize opening switch monitoring process (step A2) is performed. In this large prize opening switch monitoring process, detection of a gaming ball is monitored at the upper large prize opening switch 38a provided in the first special variable prize winning device 38, and detection of a gaming ball is monitored at the lower large prize opening switch 39a provided in the second special variable prize winning device 39. Then, a specific area switch monitoring process is performed to monitor detection of a gaming ball in the specific area 38h (step A3).
[0188] Next, if the special game processing timer is not "0", it is updated by -1 (step A4). The minimum value of the special game processing timer is set to "0". Then, it is determined whether the value of the special game processing timer is "0" (step A5). If the value of the special game processing timer is "0" (step A5; Y), that is, if the time is up or has already been up, a special game sequence branch table to be referenced for branching to the process corresponding to the special game processing number is set in a register (step A6), and the table is used to obtain the branch destination address of the process corresponding to the special game processing number (step A7). Then, a subroutine call is made according to the special game processing number (step A8).
[0189] In step A8, if the special chart game processing number is "0", the start of the change in the special chart change display game is monitored, and special chart normal processing (step A9) is performed to set the start of the change in the special chart change display game, set the performance, and set the information necessary to perform processing during the special chart change. In step A8, if the special chart game processing number is "1", special chart change processing (step A10) is performed to set the stop display time of the special chart and set the information necessary to perform processing while the special chart is displayed.
[0190] In step A8, if the special chart game processing number is "2", and the result of the special chart variable display game is a jackpot, special chart display processing (step A11) is performed to set a fanfare command according to the type of jackpot, set the fanfare time according to the large prize opening pattern of each jackpot, and set the information necessary to perform fanfare / interval processing.
[0191] In step A8, if the special game processing number is "3", fanfare / interval processing (step A12) is performed to set the opening time of the large prize opening, update the number of times it is opened, and set the information necessary to perform processing while the large prize opening is open. In step A8, if the special game processing number is "4", if the jackpot round is not the final round, an interval command is set, and if it is the final round, an ending command is set, and processing during opening of the large prize opening (step A13) is performed to set information necessary for processing the remaining balls in the large prize opening.
[0192] In step A8, if the special game processing number is "5", if the jackpot round is the final round, the remaining ball processing in the jackpot opening (step A14) is performed, which sets the time for the remaining balls in the jackpot opening to be discharged and sets the information necessary to perform the jackpot end processing. In step A8, if the special game processing number is "6", a jackpot end process (step A15) is performed to set information necessary for performing special normal processing.
[0193] In step A8, if the special game processing number is "7", small win fanfare processing (step A16) is performed, which sets the opening time and opening pattern of the large prize opening when a small win occurs, sets the fanfare command, and sets the information necessary to perform small win processing. In step A8, if the special game processing number is "8", small win processing (step A17) is performed to set the ending command and the information necessary for small win remaining ball processing. In step A8, if the special game processing number is "9", small win remaining ball processing (step A18) is performed, which sets the time for the remaining balls that entered the large prize opening during small win processing to be discharged, and sets the information necessary to perform small win end processing. In step A8, if the special game processing number is "10", a small win end process (step A19) is performed to set information necessary for performing special normal processing.
[0194] After that, after preparing a table for controlling the fluctuation of the special symbol 1 display 51 (step A20), a pattern fluctuation control process (step A21) for controlling the fluctuation of the special symbol by the special symbol 1 display 51 is performed. Then, after preparing a table for controlling the fluctuation of the special symbol 2 display 52 (step A22), a pattern fluctuation control process (step A23) for controlling the fluctuation of the special symbol by the special symbol 2 display 52 is performed. After that, a lever solenoid control process (step A24) for controlling the operation of the lever solenoid 38f is performed, and the special symbol game process is terminated. On the other hand, in step A5, if the value of the special symbol game process timer is not "0" (step A5; N), that is, if the time has not expired, the process proceeds to step A20 and the subsequent processes are performed.
[0195] [Start switch monitoring process] Next, the details of the start port switch monitoring process (step A1) in the special game process will be explained. As shown in Fig. 16, in the start port switch monitoring process, first, a first start port (start winning port 36) winning monitoring table is prepared (step A101), and a hard random number acquisition process (step A102) is performed to determine whether or not there is a winning at the first start port (step A103). In step A103, if it is determined that there is no winning at the first starting port (step A103; N), the process proceeds to step A109, and the subsequent processes are carried out. On the other hand, in step A103, when it is determined that there is a winning to the first starting port (step A103; Y), it is determined whether or not the special chart time reduction is in progress (normal power support is in progress) (step A104).
[0196] In step A104, if it is determined that the special time reduction is not in progress (step A104; N), the process proceeds to step A107, and subsequent processes are carried out. On the other hand, if it is determined in step A104 that the special symbol time-saving mode is in progress (step A104; Y), a right-hit instruction notification command is prepared (step A105), and a presentation command setting process (step A106) is performed to transmit the command to the presentation control device 300. That is, if the time-saving mode is in progress, a right-hit instruction notification command is prepared (step A105), and a presentation command setting process (step A106) is performed, regardless of the probability state of the special symbol variable display game. In the gaming machine 10 of this embodiment, a win is not won by a left hit into the first start slot (start winning slot 36), and a win is not won by a right hit into the normal variable winning device 37. Therefore, the time-saving mode is a gaming mode in which right-hitting is more advantageous than left-hitting. However, if a win is made into the first start slot during the time-saving mode (i.e., if a left hit is made during the time-saving mode), a right-hit instruction notification command is transmitted to the presentation control device 300, and the presentation control device 300 issues a notification (warning) instructing the player to hit right. Next, a table for setting hold information by the first start port (start winning port 36) is prepared (step A107), and then special chart start port switch common processing (step A108) is performed.
[0197] Next, a winning monitoring table for the second starting port (normal variable winning device 37) is prepared (step A109), and a hard random number acquisition process (step A110) is performed to determine whether or not there is a winning at the second starting port (step A111). In step A111, when it is determined that there is no winning at the second start port (step A111; N), the start port switch monitoring process is ended. On the other hand, if it is determined in step A111 that a win has been made in the second starting port (step A111; Y), it is determined whether the normal electric device (normal variable winning device 37) is in operation, that is, whether the normal variable winning device 37 is operating and in an open state allowing a game ball to win (step A112), and if it is determined that the normal electric device is in operation (step A112; Y), it proceeds to processing in step A114 and performs subsequent processing. On the other hand, if it is determined in step A112 that the normal electric device is not in operation (step A112; N), it is determined whether a normal power fraud has occurred (step A113).
[0198] When determining whether normal power fraud is occurring, it is determined that fraud is occurring when the number of fraudulent wins into the normal variable winning device 37 is equal to or greater than the fraud determination number (for example, 5). When the normal variable winning device 37 is in the closed state, game balls cannot win; game balls can only win when it is in the open state. Therefore, if a game ball wins in the closed state, this indicates that some kind of abnormality or fraud has occurred, and if there are game balls that win in such a closed state, the number of such game balls is counted as the number of fraudulent wins. Then, if the number of fraudulent wins counted in this way is equal to or greater than a predetermined fraud determination number (upper limit), it is determined that fraud is occurring.
[0199] If it is determined in step A113 that normal power fraud is not occurring (step A113; N), a table for setting hold information by the second start port (normal variable winning device 37) is prepared (step A114), and then special chart start port switch common processing (step A115) is performed, and the start port switch monitoring processing is terminated. Also, if it is determined in step A113 that normal power fraud is occurring (step A113; Y), the start port switch monitoring processing is terminated. In other words, the second start memory is not generated any more.
[0200] [Hardware random number acquisition process] FIG. 17 shows the hard random number acquisition process (steps A102, A110) in the start port switch monitoring process described above. In this hard random number acquisition process, first, no-win information is set for the start port to be monitored, either the first start port (first start winning port 36) or the second start port (normal variable winning device 37) (step A121), and it is determined whether there is an input to the start port switch to be monitored, either the start port 1 switch 36a or the start port 2 switch 37a (step A122). If there is no input to the start port switch to be monitored (step A122; N), the hardware random number acquisition process is terminated. On the other hand, if there is an input to the start port switch to be monitored (step A122; Y), the random number latch register status is read (step A123) and it is determined whether there is latch data in the target random number latch register (step A124).
[0201] If there is no latch data in the target random number latch register (step A124; N), that is, if no random number has been extracted, the hard random number acquisition process ends. If there is latch data in the target random number latch register (step A124; Y), the extracted jackpot random number is loaded into the monitored hard random number latch register and prepared (step A125). Then, winning information for the monitored start port out of the first start port (first start winning port 36) and the second start port (normal variable winning device 37) is set (step A126), and the hard random number acquisition process is terminated.
[0202] [Special diagram starter switch common processing] Next, we will explain the details of the special start port switch common processing (steps A108, A115) in the above-mentioned start port switch monitoring processing. The special start port switch common processing is a process that is performed in common for each input when there is an input from the start port 1 switch 36a or the start port 2 switch 37a.
[0203] As shown in FIG. 18, in the special start gate switch common processing, first, the start gate signal output count, which is the number of times information regarding the number of wins on the start gate switch being monitored, between the start gate 1 switch 36a and the start gate 2 switch 37a, is output to an external management device of the gaming machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count will overflow (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the start gate signal output count field of the RWM (step A134), and processing proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), processing proceeds to step A135. In this embodiment, values from "0" to "255" can be stored in the start gate signal output count field. If the loaded value is "255," the updated value becomes "0" by updating by +1, and it is determined that the output count will overflow.
[0204] Next, it is determined whether the number of reserved special drawings (start memories) to be updated corresponding to the start port switch to be monitored, among the start port 1 switch 36a and the start port 2 switch 37a, is less than the upper limit value (step A135). If the number of reserved special drawings to be updated is not less than the upper limit value (step A135; N), the special drawing start port switch common processing is terminated.
[0205] Also, if the number of reserved special charts to be updated is less than the upper limit (step A135; Y), the number of reserved special charts to be updated (number of reserved special charts 1 or number of reserved special charts 2) is updated by +1 (step A136), and the target start port winning flag is saved (step A137). Next, the address of the random number storage area corresponding to the start port switch and number of reserved special charts to be monitored is calculated (step A138), and the jackpot random number prepared in step A125 of the hardware random number acquisition process is saved in the jackpot random number storage area of the RWM (step A139).
[0206] Next, the special pattern random number of the start port switch to be monitored is extracted and prepared (step A140), and saved in the special pattern random number storage area of the RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are saved in the fluctuation pattern random number storage area of the corresponding RWM (step A145), and the special chart reservation information determination process (step A146) is performed. Next, a decorative special chart reserve number command corresponding to the start port switch and special chart reserve number to be monitored is prepared (step A147), and a performance command setting process (step A148) is performed to terminate the special chart start port switch common process.
[0207] Here, the game control device 100 (RAM111C) serves as a start memory means for extracting predetermined random numbers based on the detection of a game ball in the start area of the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that serves as the right to execute the variable display game. Also, the start memory means (game control device 100) stores various random number values extracted based on the winning of a game ball into the first start winning port (start winning port 36) as a first start memory up to a predetermined number, and stores various random number values extracted based on the winning of a game ball into the second start winning port (normal variable winning device 37) as a second start memory up to a predetermined number.
[0208] [Special drawing reservation information determination processing] Next, we will explain the details of the special chart reserved information determination process (step A146) in the above-mentioned start port switch common process. The special chart reserved information determination process is a pre-reading process that determines the result-related information corresponding to the start memory before the start timing of the special chart variable display game based on the corresponding start memory.
[0209] As shown in Fig. 19, first, a jackpot determination process (step A154) is performed to determine whether or not a jackpot random number value matches the jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special symbol random number check table corresponding to the target start port switch is set (step A156), and stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start port switch common processing is acquired (step A157), and the process proceeds to step A168.
[0210] On the other hand, if the judgment result is not a jackpot (step A155; N), a small hit judgment process (step A159) is performed to judge whether or not it is a small hit depending on whether or not the jackpot random number value matches the small hit judgment value. If the judgment result is a small hit (step A160; Y), a small hit special symbol random number check table is set (step A161), and the stop symbol information corresponding to the special symbol symbol random number prepared in step A140 of the special symbol start port switch common processing is acquired (step A162), and the process proceeds to step A168.
[0211] On the other hand, if the judgment result is not a small win (step A160; N), a support win judgment process (step A163) is performed to judge whether or not the big win random number value matches the support win judgment value. If the judgment result is not a support win (step A164; N), the stop symbol information of the loss is set (step A167), and the process proceeds to step A168. Also, if the judgment result is a support hit (step A164; Y), a special chart pattern random number check table for a support hit is set (step A165), and the stop pattern information corresponding to the special chart pattern random number prepared in step A140 of the special chart start port switch common processing is obtained (step A166), and processing proceeds to step A168.
[0212] Then, a pre-reading stop symbol command corresponding to the target start switch and stop symbol information is prepared (step A168), and a performance command setting process is performed (step A169). Next, a special symbol information setting process (step A170) is performed to set special symbol information, which is a parameter for setting a variation pattern, and a variation pattern setting process is performed to set the variation mode of the special symbol variation display game (step A171). Then, a pre-reading variation pattern command corresponding to the first half variation number indicating the first half variation pattern in the variation mode of the special chart variation display game and the second half variation number indicating the second half variation pattern is prepared (step A172), a performance command setting process is performed (step A173), and the special chart pending information determination process is terminated. Note that the special chart information setting process in step A170 and the variation pattern setting process in step A171 are the same as the processes executed at the start of the special chart variation display game in the special chart normal process.
[0213] By the above processing, a look-ahead symbol command including the result of the special symbol variation display game based on the start memory to be look-ahead, and a look-ahead variation pattern command including information on the variation pattern in the special symbol variation display game based on that start memory are prepared and sent to the performance control device 300. This makes it possible to notify the performance control device 300 of the judgment result (look-ahead result) of result-related information corresponding to the start memory (whether or not it is a jackpot and the type of variation pattern) before the start timing of the special symbol variation display game based on the corresponding start memory, and in particular by changing the decorative special symbol start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special symbol variation display game.
[0214] That is, the game control device 100 serves as a pre-determination means for determining the random number stored as a start memory in the start winning memory means (game control device 100) before the execution of the variable display game based on the start memory (for example, determining whether or not a special result will be obtained). Note that the time for pre-determining the random number value stored in correspondence with the start memory is not limited to the time of the start winning when the start memory occurs, but may be any time before the variable display game based on the start memory is executed.
[0215] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing described above will be explained. As shown in Fig. 20, in the special chart normal processing, first, it is determined whether the special chart 2 reserved number (second start memory number) is "0" (step A301). If it is determined that the special chart 2 reserved number is "0" (step A301; Y), it is determined whether the special chart 1 reserved number (first start memory number) is "0" (step A305). Then, if it is determined that the special chart 1 reserved number is "0" (step A305; Y), it is determined whether the customer waiting demo has started (step A309), and if the customer waiting demo has not started (step A309; N), a customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).
[0216] Next, a customer waiting demo command is prepared (step A311), and a performance command setting process (step A312) is performed. Next, "0" for the special symbol normal processing is set as the processing number (step A313), and the processing number is saved in the special symbol game processing number area (step A314). Then, the variable symbol discrimination flag area is cleared (step A315), and a fraud monitoring period flag is saved in the large prize entrance fraud monitoring period flag area (step A316), and the special symbol normal processing is terminated. In other words, when the special symbol variable display game is in a state where it can be started but the start condition is not met, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. On the other hand, if it is determined in step A309 that the customer waiting demo has already started (step A309; Y), the process proceeds to step A313 without performing the processes of steps A310 to A312.
[0217] Also, in step A301, if the special chart 2 reserved number is not "0" (step A301; N), prepare a decorative special chart reserved number command corresponding to the special chart 2 reserved number (step A302). Next, perform the performance command setting process (step A303), perform the special chart 2 variable start process (step A304), and end the special chart normal process. Also, in step A305, if the number of reserved special figures 1 is not "0" (step A305; N), prepare a decorative special figure reserved number command corresponding to the reserved number of special figures 1 (step A306). Next, perform the performance command setting process (step A307), perform the special figure 1 variation start process (step A308), and end the normal special figure process.
[0218] In this way, by checking the number of reserved special charts 2 before checking the number of reserved special charts 1, if the number of reserved special charts 2 is not "0", the special chart 2 variation start process (step A304) will be executed. In other words, the second special chart variation display game will be executed in priority to the first special chart variation display game. In other words, if the second start memory is present in the second start memory means (game control device 100), the game control device 100 serves as a priority control means for executing the variation display game based on the second start memory in priority to the variation display game based on the first start memory.
[0219] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start process (step A308) in the above-mentioned special chart normal process will be explained. The special chart 1 variation start process is a process performed at the start of the first special chart variation display game. As shown in Fig. 21(a), first, a special chart 1 variation flag indicating the type of special chart variation display game to be executed (here, special chart 1) is saved in the variation pattern discrimination flag area (step A321), and miss information or big win information is set in the big win flag 1 for determining whether the first special chart variation display game is a big win or not, and a big win flag 1 setting process (step A322) is performed in which miss information or small win information is set in the small win flag for determining whether the first special chart variation display game is a small win or not.
[0220] Next, after performing a special chart 1 stop pattern setting process (step A323) for setting the special chart 1 stop pattern (pattern information), a special chart information setting process (step A324) is performed to set the special chart information, which is a parameter for setting the variation pattern, and a special chart 1 variation pattern setting information table, which is a table in which information for referencing various information regarding the setting of the variation pattern of the first special chart variation display game is set, is prepared (step A325). After that, a variation pattern setting process (step A326) is performed to set the variation pattern, which is the variation mode in the first special chart variation display game, and a variation start information setting process (step A327) is performed to set information on the start of variation in the first special chart variation display game.
[0221] Next, the processing number is set to "1" for the special chart change processing (step A328), and the processing number is saved in the special chart game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and a signal related to the start of the special pattern 1 fluctuation (for example, the special pattern 1 fluctuation signal is turned ON) is saved in the test signal output data area (step A331). After that, a fluctuation flag is saved in the special pattern 1 fluctuation control flag area (step A332), and the initial value (here, 100 ms) of the flashing control timer (the timer for the flashing period of the special pattern 1 display 51) is set in the special pattern 1 flashing control timer area (step A333). Next, the initial value (here, "0") is saved in the special pattern 1 fluctuation pattern number area (step A334), and the special pattern 1 fluctuation start processing is terminated.
[0222] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start process (step A304) in the above-mentioned special chart normal process will be explained. The special chart 2 variation start process is a process performed at the start of the second special chart variation display game, and is the same process as the process in the special chart 1 variation start process shown in Figure 21 (a) is performed on the second start memory.
[0223] As shown in Figure 21(b), first, the special chart 2 change flag indicating the type of special chart change display game to be executed (here, special chart 2) is saved in the change pattern discrimination flag area (step A341), and then miss information or big hit information is set in the big hit flag 2 to determine whether the second special chart change display game is a big hit or not, and a big hit flag 2 setting process (step A342) is performed to set miss information or small hit information in the small hit flag to determine whether the second special chart change display game is a small hit or not.
[0224] Next, after performing a special chart 2 stop pattern setting process (step A343) for setting the special chart 2 stop pattern (pattern information), a special chart information setting process (step A344) is performed to set the special chart information, which is a parameter for setting the variation pattern, and a special chart 2 variation pattern setting information table, which is a table in which information for referencing various information regarding the setting of the variation pattern of the second special chart variation display game is set, is prepared (step A345). After that, a variation pattern setting process (step A346) is performed to set the variation pattern, which is the variation mode in the second special chart variation display game, and a variation start information setting process (step A347) is performed to set information on the start of variation in the second special chart variation display game.
[0225] Next, the processing number is set to "1" for the special chart change processing (step A348), and the processing number is saved in the special chart game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and a signal related to the start of the special pattern 2 fluctuation (for example, the special pattern 2 fluctuation signal is turned ON) is saved in the test signal output data area (step A351). After that, a fluctuation flag is saved in the special pattern 2 fluctuation control flag area (step A352), and the initial value (here, 100 ms) of the flashing control timer (the timer for the flashing period of the special pattern 2 display 52) is set in the special pattern 2 flashing control timer area (step A353). Next, the initial value (here, "0") is saved in the special pattern 2 fluctuation pattern number area (step A354), and the special pattern 2 fluctuation start processing is terminated.
[0226] That is, the game control device 100 serves as a special symbol variation display game execution control means for executing a special symbol variation display game based on the start memory stored in the start memory means. Also, the special symbol variation display game execution control means executes a first special symbol variation display game as a special symbol variation display game based on the first start memory, and executes a second special symbol variation display game as a special symbol variation display game based on the second start memory.
[0227] [Jackpot flag 1 setting process] FIG. 22(a) shows the jackpot flag 1 setting process (step A322) in the special chart 1 fluctuation start process of this embodiment. In this jackpot flag 1 setting process, first, the miss information is saved in the jackpot flag 1 area, the small hit flag 1 area, and the support hit flag 1 area (step A361). Next, the jackpot random number is loaded and prepared from the RWM special chart 1 jackpot random number storage area (for reserved number 1) (step A362), and the special chart 1 jackpot random number storage area (for reserved number 1) is cleared to 0 (step A363). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is first in the consumption order (here, the first of the special chart 1).
[0228] Thereafter, a jackpot determination process (step A364) is performed to determine whether or not a jackpot has occurred depending on whether the acquired jackpot random number value matches the jackpot determination value. If the determination result of the jackpot determination process (step A364) is a jackpot (step A365; Y), the jackpot information is overwritten and saved in the jackpot flag 1 area where the miss information was saved in step A361 (step A366), and the jackpot flag 1 setting process is terminated. On the other hand, if the determination result of the jackpot determination process (step A364) is not a jackpot (step A365; N), a small hit determination process (step A367) is performed to determine whether or not a small hit has occurred depending on whether or not the acquired jackpot random number value matches the small hit determination value.
[0229] Then, if the result of the small hit determination process (step A367) is a small hit (step A368; Y), the small hit information is overwritten and saved in the small hit flag 1 area where the miss information was saved in step A361 (step A369), and the big hit flag 1 setting process is terminated. On the other hand, if the result of the small hit determination process (step A367) is not a small hit (step A368; N), it is determined whether or not the state is high probability (step A370).
[0230] If the state is high probability (step A370; Y), the jackpot flag 1 setting process is terminated. In this case, the miss information is saved in the jackpot flag 1 area, the small hit flag 1 area, and the support hit flag 1 area. On the other hand, if the state is not high probability (step A370; N), a support hit determination process (step A371) is performed to determine whether or not the jackpot random number value obtained matches the support hit determination value.
[0231] Then, if the judgment result of the support hit judgment process (step A371) is a support hit (step A372; Y), the support hit information is overwritten and saved in the support hit flag 1 area where the miss information was saved in step A361 (step A373), and the big hit flag 1 setting process is terminated. On the other hand, if the judgment result of the support hit judgment process (step A371) is not a support hit (step A372; N), the big hit flag 1 setting process is terminated. In this case, the miss information is saved in the big hit flag 1 area, small hit flag 1 area, and support hit flag 1 area.
[0232] [Jackpot flag 2 setting process] FIG. 22(b) shows the jackpot flag 2 setting process (step A342) in the special chart 2 fluctuation start process of this embodiment. In this jackpot flag 2 setting process, first, the miss information is saved in the jackpot flag 2 area, the small hit flag 2 area, and the support hit flag 2 area (step A381). Next, the jackpot random number is loaded and prepared from the RWM special chart 2 jackpot random number storage area (for reserved number 1) (step A382), and the special chart 2 jackpot random number storage area (for reserved number 1) is cleared to 0 (step A383). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is first in the consumption order (here, the first of the special chart 2).
[0233] Thereafter, a jackpot determination process (step A384) is performed to determine whether or not a jackpot has occurred depending on whether the acquired jackpot random number value matches the jackpot determination value. If the determination result of the jackpot determination process (step A384) is a jackpot (step A385; Y), the jackpot information is overwritten and saved in the jackpot flag 2 area where the miss information was saved in step A381 (step A386), and the jackpot flag 2 setting process is terminated. On the other hand, if the determination result of the jackpot determination process (step A384) is not a jackpot (step A385; N), a small hit determination process (step A387) is performed to determine whether or not a small hit has occurred depending on whether or not the acquired jackpot random number value matches the small hit determination value.
[0234] Then, if the result of the small hit determination process (step A387) is a small hit (step A388; Y), the small hit information is overwritten and saved in the small hit flag 2 area where the miss information was saved in step A381 (step A389), and the big hit flag 2 setting process is terminated. On the other hand, if the result of the small hit determination process (step A387) is not a small hit (step A388; N), it is determined whether or not the state is high probability (step A390).
[0235] If the state is high probability (step A390; Y), the jackpot flag 1 setting process is terminated. In this case, the miss information is saved in the jackpot flag 2 area, the small hit flag 2 area, and the support hit flag 2 area. On the other hand, if the state is not high probability (step A390; N), a support hit determination process (step A391) is performed to determine whether or not the acquired jackpot random number value matches the support hit determination value.
[0236] Then, if the judgment result of the support hit judgment process (step A391) is a support hit (step A392; Y), the support hit information is overwritten and saved in the support hit flag 2 area where the miss information was saved in step A381 (step A393), and the big hit flag 2 setting process is terminated. On the other hand, if the judgment result of the support hit judgment process (step A391) is not a support hit (step A392; N), the big hit flag 2 setting process is terminated. In this case, the miss information is saved in the big hit flag 2 area, small hit flag 2 area, and support hit flag 2 area.
[0237] [Jackpot determination process] Figure 23(a) shows the jackpot determination process (steps A364, A384) in the jackpot flag 1 setting process and the jackpot flag 2 setting process described above. In this jackpot determination process, first, an upper limit determination value table corresponding to the probability setting value is set (step A401). An upper limit determination value table is provided for each probability setting value, and each upper limit determination value in a high probability state and an upper limit determination value in a low probability state (normal probability state) are specified. Here, a corresponding table is set according to the currently set probability setting value. A jackpot occurs when the jackpot random number matches the jackpot determination value. The jackpot determination value is a series of values, and a jackpot is determined when the jackpot random number is equal to or greater than the lower limit determination value, which is the lower limit of the jackpot determination value, and equal to or less than the upper limit determination value, which is the upper limit of the jackpot determination value. By setting an upper limit determination value table corresponding to the probability setting value, a jackpot determination is made using the probability value corresponding to the probability setting value.
[0238] Next, a lower limit judgment value for the jackpot judgment value is set (step A402), and it is determined whether the value of the target jackpot random number is less than the lower limit judgment value (step A403). Here, the value of the lower limit judgment value is the same regardless of the probability setting value or the probability state (high probability state or normal probability state), but the lower limit judgment value may be different depending on the probability setting value or the probability state. In this case, as with the upper limit judgment value, a lower limit judgment value table in which a lower limit judgment value is specified for each probability setting value is selected according to the probability setting value, and the lower limit judgment value to be used is selected and set according to the probability state. Of course, the upper limit judgment value table and the lower limit judgment value table may be combined into a judgment value table.
[0239] If the value of the target jackpot random number is less than the lower limit judgment value (step A403; Y), that is, if it is not a jackpot, the judgment result is set to "miss" (step A408), and the jackpot judgment process is terminated. Note that a "miss" as the judgment result indicates that the jackpot lottery was not successful. If the value of the jackpot random number is not less than the lower limit judgment value (step A403; N), it is determined whether the state is high probability (step A404). If the state is high probability (step A404; Y), an upper limit judgment value for the high probability is set (step A405), and it is determined whether the value of the target jackpot random number is greater than the upper limit judgment value (step A407). If the state is not high probability (step A404; N), an upper limit judgment value for the low probability is set (step A406), and it is determined whether the value of the target jackpot random number is greater than the upper limit judgment value (step A407). The upper limit judgment value set here is obtained by referring to the upper limit judgment value table set in the above-mentioned step A401.
[0240] If the value of the jackpot random number is greater than the upper limit judgment value (step A407; Y), that is, if it is not a jackpot, the judgment result is set to "miss" (step A408), and the jackpot judgment process is terminated. Also, if the value of the jackpot random number is not greater than the upper limit judgment value (step A407; N), that is, if it is a jackpot, the judgment result is set to "jackpot" (step A409), and the jackpot judgment process is terminated.
[0241] [Small hit determination processing] Figure 23(b) shows the small hit determination process (steps A367, A387) in the jackpot flag 1 setting process and the jackpot flag 2 setting process described above. In this small hit determination process, first, a small hit upper limit determination value corresponding to the probability setting value is set (step A411). The small hit upper limit determination value is set for each probability setting value. Furthermore, the small hit probability is constant regardless of whether or not the state is high probability. Furthermore, the range of the jackpot determination value and the range of the small hit determination value for the same probability setting value are designed not to overlap. The range of the jackpot determination value and the range of the small hit determination value for different probability setting values may overlap, but they may not overlap.
[0242] A small hit is when the jackpot random number matches the small hit determination value. The small hit determination value is a series of values, and a small hit is determined when the jackpot random number is equal to or greater than the small hit lower limit determination value, which is the lower limit of the small hit determination value, and equal to or less than the small hit upper limit determination value, which is the upper limit of the small hit determination value. By setting the small hit upper limit determination value corresponding to the probability setting value, a small hit determination is made using the probability value corresponding to the probability setting value.
[0243] Next, it is determined whether the value of the target jackpot random number is less than the small hit lower limit judgment value (step A412). If the value of the target jackpot random number is less than the small hit lower limit judgment value (step A412; Y), that is, if it is not a small hit, a miss is set as the judgment result (step A414), and the small hit judgment process is terminated. Note that a miss as the judgment result indicates that the small hit lottery was lost. Also, if the value of the jackpot random number is not less than the small hit lower limit judgment value (step A412; N), it is determined whether the value of the target jackpot random number is greater than the small hit upper limit judgment value (step A413).
[0244] If the value of the jackpot random number is greater than the small hit upper limit judgment value (step A413; Y), that is, if it is not a small hit, set a miss as the judgment result (step A414), and end the small hit judgment process. Also, if the value of the jackpot random number is not greater than the small hit upper limit judgment value (step A413; N), that is, if it is a small hit, set a small hit as the judgment result (step A415), and end the small hit judgment process.
[0245] [Support hit determination processing] 24 shows the support hit determination process (steps A371, A391) in the jackpot flag 1 setting process and the jackpot flag 2 setting process described above. In this support hit determination process, first, a support hit upper limit determination value table corresponding to the probability setting value is set (step A421). A support hit upper limit determination value table is provided for each probability setting value.
[0246] The probability of winning the lottery for the support hit may differ for each probability setting value, or it may be the same. When the probability setting value is varied, for example, the lower the probability setting value, the easier it is to win the lottery for the support hit (i.e., setting 1 is the most likely to win and setting 6 is the least likely to win), or vice versa. Also, the probability of winning the lottery for the support hit may differ for each jackpot probability state, or it may be the same. When the probability setting value is varied for each jackpot probability state, for example, it may be easier to win in a low probability state (normal probability state) than in a high probability state, or vice versa. Also, it may be possible to win only in a low probability state. Also, the probability of winning the lottery for the support hit may differ between special chart 1 and special chart 2. In addition, the ranges of the jackpot determination value, the ranges of the small hit determination value, and the ranges of the support hit determination value for the same probability setting value are designed not to overlap. The ranges of the jackpot determination value, the small hit determination value, and the support hit determination value for different probability setting values may overlap, but they may also not overlap.
[0247] A support hit occurs when the jackpot random number matches the support hit judgment value. The support hit judgment value is a series of multiple values, and a jackpot random number is determined to be a support hit when it is equal to or greater than the support hit lower limit judgment value, which is the lower limit of the support hit judgment value, and equal to or less than the support hit upper limit judgment value, which is the upper limit of the support hit judgment value. By setting a support hit upper limit judgment value table corresponding to the probability setting value, a support hit judgment is made using a probability value corresponding to the probability setting value.
[0248] Next, a lower limit judgment value for the support hit judgment value is set (step A422), and it is determined whether the value of the target jackpot random number is less than the support hit lower limit judgment value (step A423). Here, the value of the support hit lower limit judgment value is the same regardless of the probability setting value, but the support hit lower limit judgment value may be made different depending on the probability setting value. In this case, similar to the support hit upper limit judgment value, a support hit lower limit judgment value table in which a support hit lower limit judgment value is specified for each probability setting value is selected according to the probability setting value. Of course, the support hit upper limit judgment value table and the support hit lower limit judgment value table may be combined into a support hit judgment value table.
[0249] If the value of the target jackpot random number is less than the support hit lower limit judgment value (step A423; Y), that is, if it is not a support hit, a miss is set as the judgment result (step A428), and the support hit judgment process is terminated. Note that a miss as the judgment result indicates that the support hit lottery was lost. Also, if the value of the target jackpot random number is not less than the support hit lower limit judgment value (step A423; N), it is judged whether the value of the target jackpot random number is greater than the support hit upper limit judgment value (step A427). The support hit upper limit judgment value set here is obtained by referring to the support hit upper limit judgment value table set in the above-mentioned step A421.
[0250] If the value of the target jackpot random number is greater than the upper limit judgment value for a support hit (step A427; Y), that is, if it is not a support hit, a miss is set as the judgment result (step A428), and the jackpot judgment process is terminated. Also, if the value of the target jackpot random number is not greater than the upper limit judgment value for a support hit (step A427; N), that is, if it is a support hit, a support hit is set as the judgment result (step A429), and the jackpot judgment process is terminated.
[0251] [Special chart 1 stop pattern setting process] Figure 25 shows the special chart 1 stop pattern setting process (step A323) in the special chart 1 change start process of this embodiment. In this special chart 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431), and if it is a jackpot (step A431; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A432). Next, a special chart 1 jackpot pattern table is set (step A433), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A434). This process selects the type of jackpot.
[0252] Next, the system sets the special symbol 1 jackpot stop symbol information table (step A435), obtains the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (step A436). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, special symbol 1 display 51) and the stop symbol on the display device 41. Next, the system obtains the round limit information corresponding to the stop symbol number and saves it in the round limit information area (step A437), obtains the time reduction judgment data corresponding to the stop symbol number and saves it in the time reduction judgment data area (step A438), and saves the presentation mode transition information corresponding to the stop symbol pattern and probability state (step A439). This information is used to set the variation pattern scenario, which is information related to the execution mode of the special game state, the presentation mode after the special game state ends, and the transition of the variation selection tables after the special game state ends. Then, the system prepares a decorative special symbol command corresponding to the stop symbol pattern (step A455).
[0253] On the other hand, if the big win 1 flag does not indicate a big win (step A431; N), it is determined whether the small win flag 1 indicates a small win (step A440). If it indicates a small win (step A440; Y), a special win pattern random number is loaded from the special win pattern random number storage area (for reserved number 1) (step A441). Next, a special win pattern table is set (step A442), and the stop pattern number corresponding to the loaded special win pattern random number is obtained and saved in the special win pattern number area (step A443). This process selects the type of small win. Then, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A444), the performance mode transition information corresponding to the stop pattern pattern is saved (step A445), and a decorative special win command corresponding to the stop pattern pattern is prepared (step A455).
[0254] Also, if the small hit flag 1 is not a small hit (step A440; N), it is determined whether the support hit flag 1 is a support hit (step A446), and if it is a support hit (step A446; Y), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A447). Next, a special chart 1 support hit pattern table is set (step A448), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A449). This process selects the type of support hit.
[0255] Then, a stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern area (step A450), time reduction judgment data corresponding to the stop pattern number is obtained and saved in the time reduction judgment data area (step A451), performance mode transition information corresponding to the stop pattern is saved (step A452), and a decorative special pattern command corresponding to the stop pattern is prepared (step A455). Also, if the support hit flag 1 is not a support hit (step A446; N), the stop symbol number at the time of loss is saved in the special symbol 1 stop symbol number area (step A453), the loss stop symbol pattern is saved in the stop symbol pattern area (step A454), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A455). By the above processing, the stop symbol corresponding to the result of the special symbol variable display game is set.
[0256] Thereafter, the decorative special symbol command is saved in the decorative special symbol command area (step A456), and the performance command setting process (step A457) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A458), and the special symbol 1 special symbol symbol random number storage area (for reserved number 1) is cleared to 0 (step A459), and the special symbol 1 stop symbol setting process is terminated.
[0257] [Special chart 2 stop pattern setting process] 26 shows the special chart 2 stop pattern setting process (step A343) in the special chart 2 variable start process of this embodiment. Note that the special chart 2 stop pattern setting process is the same process as the special chart 1 stop pattern setting process, but for the special chart 2. In this special chart 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471), and if it is a jackpot (step A471; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A472). Next, a special chart 2 jackpot pattern table is set (step A473), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A474). This process selects the type of jackpot.
[0258] Next, a special symbol 2 jackpot stop symbol information table is set (step A475), and a stop symbol pattern corresponding to the stop symbol number is acquired and saved in the stop symbol pattern area (step A476). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, special symbol 2 display 52) and the stop symbol on the display device 41. Next, round limit information corresponding to the stop symbol number is acquired and saved in the round limit information area (step A477), time reduction judgment data corresponding to the stop symbol number is acquired and saved in the time reduction judgment data area (step A478), and presentation mode transition information corresponding to the stop symbol pattern and probability state is saved (step A479). This information is used to set a variation pattern scenario, which is information related to the execution mode of the special game state, the presentation mode after the special game state ends, and the transition of the variation selection tables after the special game state ends. Then, a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495).
[0259] On the other hand, if the big win flag 2 is not a big win (step A471; N), it is determined whether the small win flag 2 is a small win (step A480). If it is a small win (step A480; Y), a special pattern random number is loaded from the special pattern 2 special pattern random number storage area (for reserved number 1) (step A481). Next, a special pattern 2 small win table is set (step A482), and the stop pattern number corresponding to the loaded special pattern random number is obtained and saved in the special pattern 2 stop pattern number area (step A483). This process selects the small win type. Then, the stop pattern pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A484), the performance mode transition information corresponding to the stop pattern pattern is saved (step A485), and a decorative special pattern command corresponding to the stop pattern is prepared (step A495).
[0260] Also, if the small hit flag 2 is not a small hit (step A480; N), it is determined whether the support hit flag 2 is a support hit (step A486), and if it is a support hit (step A486; Y), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A487). Next, a special chart 2 support hit pattern table is set (step A488), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A489). This process selects the type of support hit.
[0261] Then, a stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A490), time reduction judgment data corresponding to the stop pattern number is obtained and saved in the time reduction judgment data area (step A491), performance mode transition information corresponding to the stop pattern is saved (step A492), and a decorative special pattern command corresponding to the stop pattern is prepared (step A495). Also, if the support hit flag 2 is not a support hit (step A486; N), the stop symbol number at the time of loss is saved in the special symbol 2 stop symbol number area (step A493), the loss stop symbol pattern is saved in the stop symbol pattern area (step A494), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495). By the above processing, the stop symbol corresponding to the result of the special symbol variable display game is set.
[0262] Thereafter, the decorative special symbol command is saved in the decorative special symbol command area (step A496), and the performance command setting process (step A497) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A498), the special symbol 2 special symbol symbol random number storage area (for reserved number 1) is cleared to 0 (step A499), and the special symbol 2 stop symbol setting process is terminated. In this way, when setting the stopping pattern for each result, by using a common special pattern random number regardless of the result, the number of types of random numbers required can be reduced, the specifications and programs of the gaming machine can be simplified, and the burden on control can be reduced.
[0263] [Special drawing information setting process] Figure 27 shows the special chart information setting process (steps A170, A324, A344) in the special chart pending information determination process, special chart 1 change start process, and special chart 2 change start process. First, a variable group selection pointer table is set (step A461), and the game status, number of reserved balls, stopping pattern number, remaining number of support balls, and the variable group selection pointer corresponding to the currently set variable selection table group are obtained (step A462). Then, the acquired variable group selection pointer is saved in the variable group selection pointer area (step A465), and the special chart information setting process is terminated.
[0264] In the variation pattern selection process (steps A171, A326, A346) that is performed after this special chart information setting process, a variation pattern is selected from the variation pattern table selected based on the variation group selection pointer acquired here. That is, the variation pattern is selected based on the game status, the number of reserved symbols, the stop symbol pattern number, the remaining number of support symbols, and the currently set variation selection table group. By selecting the variation pattern taking these factors into consideration, a variety of effects can be produced.
[0265] For example, the group of variation selection tables selected according to the variation pattern scenario shown in Figure 9 includes different variation pattern tables corresponding to each of the results of the special chart variation display game (jackpot, small hit, support hit or miss), and a variation pattern table corresponding to the result is selected from the group of variation selection tables currently set. This makes it possible to select different fluctuation patterns for each of a big hit, a small hit, a support hit, or a miss. For example, a fluctuation pattern table for a support hit contains only fluctuation patterns that include a reach state. A fluctuation pattern that executes the same reach effect may also be included in a fluctuation pattern table selected for a big hit, a small hit, or a miss, but the fluctuation time value is different in order to make the action when deriving the result different for each of a big hit, a small hit, a support hit, and a miss, and the fluctuation pattern of each fluctuation pattern table is a different fluctuation pattern.
[0266] Furthermore, even in the same game state, different variation patterns can be selected depending on the set variation selection table group. For example, in chance mode B and chance mode D shown in Figure 9(a), both are in the third specific game state ST13 in which the number of support times is 100, but the groups of variation selection tables from the 20th to the 100th times are different, and different trends in the variation patterns selected can be used to produce different types of presentations.
[0267] In addition, even if the number of support times is the same 100, it is possible to change the execution mode of the effect by changing the fluctuation pattern depending on the set fluctuation selection table group. For example, the possibility of selecting a fluctuation pattern including a time value for executing the effect of notifying the number of support times can be changed depending on the set fluctuation selection table group, so that whether or not to notify the number of support times can be selected depending on the set fluctuation selection table group.
[0268] Also, in the third specific gaming state ST13, it is possible to select a variation pattern taking into consideration the remaining number of support plays. For example, in the final game in the third specific gaming state ST13, a variation pattern including a time value for displaying a result image that notifies the result of the game in the third specific gaming state ST13 is selected. However, the variation pattern is selected taking into consideration the result of the final game, and if the result is a miss, a variation pattern including a time value for displaying the result image is selected, but if the result is a jackpot, a small win, or a support win, a result image is not displayed, so a variation pattern not including a time value for displaying the result image is selected. It is also possible to select a specific variation pattern at any time, such as at the start of the third specific game state ST13, when a specific number of times has been reached, or a specific number of times before the end.
[0269] Furthermore, by making it possible to select a variation pattern taking into consideration the game state, it becomes possible to select a different variation pattern depending on, for example, whether the support hit occurs in the normal game state ST14 or the third specific game state ST13. As a result, when a support hit is derived in the normal game state ST14 and the third specific game state ST13 starts, a variation pattern including a time value for executing a presentation specific to the start is selected, and when a support hit is derived in the third specific game state ST13 and the number of support hits is reset, a variation pattern including a time value for executing a presentation specific to the reset is selected.
[0270] In this way, by making it possible to select a variation pattern taking into consideration various factors in the game control device 100, it is possible to vary the variation time depending on the situation, and to execute a variety of effects. Although it is possible to select an effect with the effect control device 300, the variation time must follow the variation time selected by the game control device 100, and it is difficult to ensure a time specific to the effect to be executed as described above.
[0271] In view of the above, a gaming machine that executes a game based on the establishment of a starting condition and is capable of generating a special gaming state in which a gaming value is awarded to a player when the result of the game is a special result comprises a gaming control means (gaming control device 100) that controls the game, and a normal variable winning device 37 in which the starting condition is established by the entry of a gaming ball, and the gaming control means is capable of generating a normal gaming state, a specific gaming state in which it is easier to win in the normal variable winning device 37 than in the normal gaming state, and a special gaming state, and when the result of the game is a special result, If a predetermined result among these is achieved, a specific game state can be generated after generating a special game state, and if the game result is a specific result different from the special result, a specific game state can be generated without generating a special game state, and whether the game result will be a special result, a specific result, or a losing result is determined by a first lottery random number (jackpot random number), and before playing the game, it is possible to determine whether the game result will be a special result, a specific result, or a losing result. Therefore, the lottery can be performed using one first lottery random number, which simplifies the control of the lottery and reduces the burden of control.
[0272] Special results include a first special result (big win) that accompanies the activation of a conditional device, and a second special result (small win) that does not accompany the activation of a conditional device, and the game control means determines whether the result of the game will be the first special result, the second special result, a specific result, or a miss result using a first lottery random number. Therefore, the lottery can be performed using one first lottery random number, which simplifies the control of the lottery and reduces the burden of control.
[0273] In addition, the first special result, the second special result and the specific result each include multiple types of results, and when the lottery result based on the first lottery random number is the first special result, the second special result or the specific result, the game control means will determine the type of the first special result, the second special result or the specific result using a second lottery random number (special chart pattern random number). Therefore, by using a common second lottery random number even if the results are different, the control of the lottery can be simplified and the burden of control can be reduced.
[0274] The game control means also includes a variation pattern table for selecting a variation pattern, which is the mode of game execution, and a variation pattern scenario in which information regarding the transition of the variation pattern table in a specific game state is defined, and is configured to set the variation pattern table defined in the variation pattern scenario based on the satisfaction of predetermined conditions in the specific game state, and when a specific result is derived, the variation pattern scenario to be used in the specific game state based on the specific result is selected based on the type of the specific result selected by the second lottery random number. Therefore, the transition of the variation pattern in the specific game state can also be selected by the second lottery random number, which simplifies the control of the lottery and reduces the burden of control. In addition, it becomes possible to select from a plurality of patterns for the transition of the variation pattern in a specific game state, thereby increasing the interest in the game.
[0275] In addition, a gaming machine that executes a game based on the establishment of a starting condition and is capable of generating a special gaming state in which a gaming value is awarded to a player when the result of the game is a special result comprises a gaming control means for controlling the game, and a normal variable winning device 37 in which the starting condition is established when a gaming ball wins, and the gaming control means is capable of generating a normal gaming state and a specific gaming state in which it is easier to win in the normal variable winning device 37 than in the normal gaming state, and is capable of generating a specific gaming state when the result of the game is one of a plurality of specific results, and comprises a variation pattern table for selecting a variation pattern, which is the mode of game execution, and a variation pattern scenario in which information regarding the transition of the variation pattern table in the specific gaming state is defined, and when a specific result is derived, the variation pattern scenario to be used in the specific gaming state based on the specific result is selected based on the type of the specific result. Therefore, it becomes possible to select from a plurality of patterns for the transition of the variation pattern in a specific game state, thereby increasing the interest in the game.
[0276] [Special chart change processing] FIG. 28 shows the special chart variation process (step A10) in the special chart game process of this embodiment. In this special symbol variation processing, first, a symbol stop command corresponding to the variable symbol discrimination flag is prepared (step A601), and a performance command setting process (step A602) is performed. Next, a display time corresponding to the stopped symbol pattern is set (step A603), and the set display time is saved in the special symbol game processing timer area (step A604). In this embodiment, if the stopped symbol pattern is a miss symbol pattern, the display time is set to 600 ms. If the stopped symbol pattern is a big win symbol pattern, the display time is set to 600 ms. If the stopped symbol pattern is a small win symbol pattern, the display time is set to 600 ms. If the stopped symbol pattern is a support win symbol pattern, the display time is set to 600 ms. In other words, the game control device 100 serves as a stop display time setting means for setting the stop display time for displaying the stop result state of the variable display game.
[0277] Then, the process number is set to "2" for the special symbol display process (step A605), and the process number is saved in the special symbol game process number area (step A606). Furthermore, a signal relating to the end of the special symbol 1 change (for example, the special symbol 1 change signal is turned OFF) is saved in the test signal output data area (step A607), a signal relating to the end of the special symbol 2 change (for example, the special symbol 2 change signal is turned OFF) is saved in the test signal output data area (step A608), and a control timer initial value (for example, 256 ms) is saved in the symbol determination count signal control timer area relating to the number of times the special symbol change display game is executed for output to the external information terminal (step A609). Then, as information for controlling the special chart 1 variation display game in the special chart 1 display 51, a stop flag related to the stop of variation in the special chart 1 display 51 is saved in the special chart 1 variation control flag area (step A610), and as information for controlling the special chart 2 variation display game in the special chart 2 display 52, a stop flag related to the stop of variation in the special chart 2 display 52 is saved in the special chart 2 variation control flag area (step A611), and the special chart variation processing is terminated.
[0278] [Processing during special chart display] 29 and 30 show the special chart display processing (step A11) in the special chart game processing of this embodiment. In this processing during the display of the special chart, first, the support hit flag 1 set in the jackpot flag 1 setting processing and the support hit flag 2 set in the jackpot flag 2 setting processing are loaded (step A701), and the support hit flag 1 area and the support hit flag 2 area of the RWM are cleared (step A702). Next, the small hit flag 1 set in the big hit flag 1 setting process and the small hit flag 2 set in the big hit flag 2 setting process are loaded (step A703), and the small hit flag 1 area and small hit flag 2 area of the RWM are cleared (step A704).
[0279] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 set in the jackpot flag 2 setting process are loaded (step A705), and the jackpot flag 1 area and the jackpot flag 2 area of the RWM are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot (step A707; Y), a test signal (for example, a condition device operating signal ON, a role continuous operating device operating signal ON, a special symbol 2 hit signal ON) related to the start of the jackpot of the second special symbol variable display game (special symbol 2 jackpot) is saved in the test signal output data area of the RWM (step A710), and the round number upper limit value table is set (step A711).
[0280] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), it is determined whether the loaded jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step A708; Y), a test signal (for example, the condition device operation signal is ON, the special device continuous operation device operation signal is ON, the special pattern 1 hit signal is ON) related to the start of the jackpot of the first special pattern variable display game is saved in the test signal output data area of the RWM (step A709), and the round number upper limit value table is set (step A711).
[0281] Next, the round number upper limit value (in this embodiment, "10", "7", or "2") corresponding to the round number upper limit value information is obtained and saved in the round number upper limit value area of the RWM (step A712). Subsequently, the round LED pointer corresponding to the round number upper limit value information is obtained and saved in the round LED pointer area of the RWM (step A713).
[0282] Next, a decorative special symbol command is loaded from the decorative special symbol command area of the RWM and prepared (step A714), and a presentation command setting process (step A715) is performed. After that, a probability information command related to information that sets the probability of a winning result in the normal symbol variation display game and the special symbol variation display game to the normal probability state (low probability state) is prepared (step A716), and a presentation command setting process (step A717) is performed. Next, a fanfare command corresponding to the symbol information (stop symbol number or stop symbol pattern) set in the special symbol 1 or special symbol 2 stop symbol setting process is prepared (step A718), and a presentation command setting process (step A719) is performed. This fanfare command constitutes special game state start information that is sent to the presentation control device 300 when the special game state starts.
[0283] Next, the jackpot opening information and signals corresponding to the state of the probability of winning in the normal chart variable display game and the special chart variable display game are saved in the external information output data area of the RWM (step A720). In this embodiment, in step A720, the jackpot 2 signal and the jackpot 3 signal are saved as signals corresponding to the jackpot opening information and the state of the probability. Note that the ON / OFF of each signal is determined by the jackpot opening information and the state of the probability. For example, the jackpot 2 signal is ON if the jackpot is with balls (the jackpot opening information is other than jackpot opening information 1), and ON if the jackpot is during the time-saving state if the jackpot is without balls (such as a sudden jackpot, where the jackpot opening information is jackpot opening information 1), and OFF otherwise. The jackpot 3 signal is ON if the jackpot is with balls and OFF if the jackpot is without balls.
[0284] Then, the jackpot fanfare time corresponding to the jackpot opening information and the probability of winning in the normal and special game variations is set (step A721), and the set jackpot fanfare time is saved in the special game processing timer area (step A722). The special game mode flag is then loaded, and the loaded flag is saved in the special game mode flag save area (step A723). This stores information about the probability state and time-saving state of the special game when a special result occurs. The presentation mode after the special game state ends is then determined based on the stored information.
[0285] Then, the large prize opening illegal winning number area of the large prize opening corresponding to the large prize opening opening information is cleared (step A724), and an out-of-illegal-monitoring-period flag is saved in the large prize opening illegal-monitoring-period flag area of the large prize opening corresponding to the large prize opening opening information (step A725). After that, a fanfare / interval processing transition setting process 1 (step A726) for transitioning to the fanfare / interval processing is performed, and the special symbol display processing is terminated. In other words, the game control device 100 constitutes special game state generating means for generating a special game state that converts the first special symbol variable winning device 38 or the second special symbol variable winning device 39 to an open state based on the result of either the first special symbol variable display game or the second special symbol variable display game being a special result.
[0286] On the other hand, if the big hit flag 1 is not a big hit (step A708; N), it is determined whether the loaded small hit flag 2 is a small hit (step A727), and if it is a small hit (step A727; Y), a test signal regarding the start of the small hit (special pattern 2 small hit) of the second special pattern variation display game (for example, the special pattern 2 small hit signal is turned ON) is saved in the test signal output data area of the RWM (step A730), and a time-shortening variation count update process is performed (step A731). Also, if the small hit flag 2 is not a small hit (step A727; N), it is determined whether the loaded small hit flag 1 is a small hit (step A728), and if it is a small hit (step A728; Y), a test signal (for example, the special pattern 1 small hit signal is turned ON) regarding the start of the small hit (special pattern 1 small hit) of the first special pattern variation display game is saved in the test signal output data area of the RWM (step A729), and a time-shortening variation count update process is performed (step A731).
[0287] Next, a presentation mode information check process (step A732) is performed regarding the presentation mode setting to determine whether the probability state of the special chart variable display game is in a high probability state (step A733). If the special symbol is not in a high probability state (step A733; N), a decorative symbol command is loaded from the decorative symbol command area and prepared (step A734), and a presentation command setting process (step A735) is performed. Next, a small win fanfare command is prepared (step A736), a presentation command setting process (step A737) is performed, and the process proceeds to step A738. This small win fanfare command also constitutes special game state start information that is sent to the presentation control device 300 when the special game state starts.
[0288] Also, if the special symbol is in a high probability state (step A733; Y), the process proceeds to step A738. In this way, in the gaming machine 10 of this embodiment, when the probability state of the special symbol variable display game is in a high probability state, the big prize opening opens when a small win occurs, but the screen displayed on the display device 41 is not changed so that the player does not become aware of the occurrence of the small win. Then, the special game mode flag is loaded, the loaded flag is saved in the special game mode flag save area (step A738), a small win fanfare processing transition setting process (step A739) is performed to transition to small win fanfare processing, and the special game display processing is terminated.
[0289] On the other hand, if the small hit flag 1 is not a small hit (step A728; N), it is determined whether the loaded support hit flag 2 is a support hit (step A740). If it is a support hit (step A740; Y), the support operation setting process (step A742) is performed, and the special chart normal processing transition setting process (step A743) for transitioning to the special chart normal processing is performed, and the special chart display processing is terminated. Also, if the support hit flag 2 is not a support hit (step A740; N), it is determined whether the loaded support hit flag 1 is a support hit (step A741). If it is a support hit (step A741; Y), a support operation setting process (step A742) is performed, and a special chart normal processing transition setting process (step A743) for transitioning to the special chart normal processing is performed, and the special chart display processing is terminated.
[0290] Furthermore, if the support hit flag 1 is not a support hit (step A741; N), a time reduction variation count update process (step A744) is performed. Then, a presentation mode information check process (step A745) regarding the setting of the presentation mode is performed, the number of remaining rotations for preparation for switching corresponding to the presentation mode number is set (step A746), and it is determined whether the number of remaining rotations for preparation for switching matches the number of remaining rotations for preparation for switching (step A747). Note that the number of remaining rotations for preparation for switching may be a different value (number of rotations) in all of the multiple presentation modes, may be the same value (number of rotations) in any of the multiple presentation modes, or may be the same value (number of rotations) in all of the multiple presentation modes. If the remaining number of spins for the effect and the remaining number of spins for preparation for switching do not match (step A747; N), a special chart normal processing transition setting process (step A750) is performed to transition to special chart normal processing, and the processing during special chart display is terminated.
[0291] On the other hand, if the number of remaining rotations for the effect and the number of remaining rotations for the switching preparation match (step A747; Y), a presentation mode switching preparation command is prepared (step A748), a presentation command setting process (step A749) is performed, a special chart normal processing transition setting process (step A750) for transitioning to the special chart normal processing is performed, and the special chart display processing is terminated. The presentation mode switching preparation command is a command to prevent pre-reading performance from being performed several rotations before the presentation mode is switched, and by sending the presentation mode switching preparation command to the presentation control device 300, it is possible to prevent inconsistencies in the presentation across modes.
[0292] [Time reduction fluctuation count update process] 31 shows the time reduction variation count update process (steps A731, A744) during the special chart display process described above. In this time reduction variation count update process, first, it is determined whether normal power support is in progress (step A751). If normal power support is not in progress (step A751; N), the time reduction variation count update process is terminated. If normal power support is in progress (step A751; Y), the time reduction variation count is updated by -1 (step A752), and it is determined whether the time reduction variation count has become "0" (step A753).
[0293] If the time-shortening variation count is not "0" (step A753; N), the time-shortening variation count update process is terminated. Also, if the time-shortening variation count becomes "0" (step A753; Y), a signal related to the end of the time-shortening (for example, the jackpot 2 signal is turned OFF) is saved in the external information output data area (step A754). Next, a signal related to the end of the time-shortening (for example, the special symbol 1 variation time shortening state signal is turned OFF, the special symbol 2 variation time shortening state signal is turned OFF, the normal symbol 1 high probability state signal is turned OFF, the normal symbol 1 variation time shortening state signal is turned OFF, and the normal electric device 1 opening extension state signal is turned OFF) is saved in the test signal output data area (step A755).
[0294] Next, a number without time reduction is saved in the game status display number area (step A756), a normal game mode flag with low probability and no time reduction is saved in the normal game mode flag area (step A757), and a special game mode flag with low probability and no time reduction is saved in the special game mode flag area (step A758). Next, a signal related to a left-hit instruction (for example, turning off the launch position designation signal 1) is saved in the test signal output data area (step A759), and in order to turn off the display LED during right-hit (for example, the first game status display unit 56a), the number during the left-hit state is saved in the game status display number 2 area (step A760), and the time reduction variation count update process is terminated.
[0295] [Performance mode information check process] 32 shows the presentation mode information check process (steps A732, A745) during the special chart display process described above. In this presentation mode information check process, first, it is determined whether the next mode transition information is a no-update code (step A771). If the next mode transition information is a no-update code (step A771; Y), the presentation mode information check process ends. In this case, the presentation mode is not changed according to the number of special chart variable display games executed, for example, when a presentation mode that continues until the next jackpot is selected in a high probability state.
[0296] Also, if the next mode transition information is not a no-update code (step A771; N), the remaining number of spins, which is the number of times the special chart variable display game can be played until the presentation mode is changed, is updated by -1 (step A772), and it is determined whether the remaining number of spins has become "0" (step A773). If the remaining number of spins has not become "0" (step A773; N), the presentation mode information check process is terminated. Also, if the remaining number of spins has become "0" (step A773; Y), that is, if the presentation mode will be changed from the next special chart variable display game, a presentation mode information address table is set (step A774), and the address of the table corresponding to the next mode transition information is obtained (step A775).
[0297] Then, the presentation mode number of the presentation mode to be transitioned to is obtained and saved in the presentation mode number area in the RWM (step A776), the remaining number of presentation rotations of the presentation mode to be transitioned to is obtained and saved in the remaining number of presentation rotations area in the RWM (step A777), and the next mode transition information of the presentation mode to be transitioned to is obtained and saved in the next mode transition information area in the RWM (step A778). After that, a probability information command corresponding to the newly set presentation mode number is prepared (step A779), and it is determined whether the prepared probability information command matches the value in the power outage recovery transmission command area (step A780). If the prepared probability information command matches the value in the power outage recovery transmission command area (step A780; Y), that is, if the probability state has not changed, the presentation mode information check process is terminated.
[0298] Also, if the prepared probability information command does not match the value in the command area to be sent when power is restored (step A780; N), the prepared probability information command is saved in the command area to be sent when power is restored (step A782), and the performance command setting process (step A782) is performed. Next, an effect rotation number command corresponding to the newly set remaining effect rotation number is prepared (step A783), and an effect command setting process is performed (step A784). Next, a time reduction change number command corresponding to the time reduction change number is prepared (step A785), and a performance command setting process is performed (step A786). Next, it is determined whether the new presentation mode is a left-hit mode (step A787), and if it is not a left-hit mode (step A787; N), the presentation mode information check process is terminated. Also, if it is a left-hit mode (step A787; Y), a left-hit instruction notification command is prepared (step A788), a presentation command setting process (step A789) is performed, and the presentation mode information check process is terminated. This makes it possible to perform a presentation that warns of the switch of presentation modes a specified number of rotations before the switch. By having the game control device 100 manage the presentation mode in this way, it becomes possible to control, for example, to generate a specific reach only in a specific presentation mode, thereby increasing the enjoyment of the game. The transition of the variable selection table group according to the above-mentioned variable pattern scenario may also be controlled by this presentation mode information check process, or may be controlled by another equivalent process.
[0299] [Fanfare / Interval Processing Transition Setting Process 1] 33 shows the fanfare / interval processing transition setting process 1 (step A726) in the special chart display processing described above. In this fanfare / interval processing transition setting process 1, first, the processing number for the fanfare / interval processing is set to "3" (step A791), and the processing number is saved in the special chart game processing number area (step A792).
[0300] Next, a signal related to the start of a jackpot (special game state) (e.g., the jackpot 1 signal is turned ON (output for a jackpot + small jackpot), and the jackpot 4 signal is turned ON (output for a jackpot)) is saved in the external information output data area (step A793), and a signal related to the end of the high probability and time-saving mode (e.g., the special symbol 1 high probability state signal is turned OFF, the special symbol 2 high probability state signal is turned OFF, the special symbol 1 variable time shortening state signal is turned OFF, the special symbol 2 variable time shortening state signal is turned OFF, the normal symbol 1 high probability state signal is turned OFF, the normal symbol 1 variable time shortening state signal is turned OFF, and the normal electric device 1 open extension state signal is turned OFF) is saved in the test signal output data area (step A794). After that, the round number area for managing the number of rounds performed in the special game state is cleared (step A795), a number without time-saving mode is saved in the game state display number area (step A796), and a normal low probability and no time-saving mode flag is saved in the normal game mode flag area (step A797).
[0301] Then, the variable symbol discrimination flag area is cleared (step A798), the high probability notification flag area is cleared to turn off the game status display LED (for example, the third game status display unit 56c) provided on the game board 30 for displaying the high probability state (step A799), and a special symbol low probability & no time reduction flag is saved in the special symbol game mode flag area (step A800). Next, a probability information command (low probability) is saved in the power outage recovery transmission command area that saves commands output to the performance control device 300 when the power outage is recovered (step A801), and the time reduction variation count area for managing the number of special symbol variable display games that can be executed in the time reduction state is cleared (step A802). This ends the high probability state and the time reduction state, and the state returns to the normal probability state and normal state.
[0302] Then, the number of the presentation mode 1 is saved in the presentation mode number area (step A803), the remaining presentation spin count area is cleared (step A804), and a no-update code is saved in the next mode transition information area (step A805). Then, a signal related to a right-hit instruction (e.g., launch position designation signal 1 is turned ON) is saved in the test signal output data area (step A806), and the number in the right-hit state is saved in the game state display number 2 area (step A807) to light up the display LED during right-hit (e.g., first game state display unit 56a), and the fanfare / interval processing transition setting process 1 is terminated. As a result, the presentation mode information is temporarily cleared upon the occurrence of the special game state.
[0303] [Small hit fanfare processing transition setting processing] 34 shows the small win fanfare processing transition setting process (step A739) in the special chart display processing described above. In this small win fanfare processing transition setting process, first, "7" for the small win fanfare processing is set as the processing number (step A811), and the processing number is saved in the special chart game processing number area (step A812). Next, the small hit fanfare time (e.g., 0.3 seconds) is saved in the special game processing timer area (step A813), and a signal regarding the start of the small hit (e.g., turning on the big hit 1 signal (output for big hit + small hit)) is saved in the external information output data area (step A814).
[0304] Next, the area for the number of illegal wins at the big prize slot is cleared (step A815), and the outside of the illegal monitoring period flag is saved in the area for the illegal monitoring period flag at the big prize slot (step A816). Next, a signal related to a right-hit instruction (for example, turning on launch position designation signal 1) is saved in the test signal output data area (step A817), and in order to light up the display LED during right-hit (for example, first game status display unit 56a), the number during right-hit state is saved in the game status display number 2 area (step A818), and the small hit fanfare processing transition setting process is terminated.
[0305] [Support operation setting process] 35 shows the support operation setting process (step A742) in the special symbol display process described above. In this support operation setting process, first, an initial value corresponding to the time reduction judgment data is saved in the time reduction variation count area (step A821), and a signal related to the start of the time reduction (for example, the jackpot 2 signal ON) is saved in the external information output data area (step A822). In other words, when the support winning symbol stops, only the signal related to the start of the time reduction (for example, the jackpot 2 signal ON) is output as the external information signal. Next, a signal related to the start of time reduction (for example, special pattern 1 variable time reduction state signal ON, special pattern 2 variable time reduction state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 variable time reduction state signal ON, normal electric device 1 open extension state signal ON) is saved in the test signal output data area (step A823).
[0306] Next, a number with time reduction is saved in the game status display number area (step A824), a normal high probability & time reduction flag is saved in the normal gate mode flag area (step A825), and in order to maintain the probability status flag and make it time reduction, a special time reduction flag is combined with the special game mode flag area (step A826). Next, a signal relating to a right-hit instruction (for example, turning on the launch position designation signal 1) is saved in the test signal output data area (step A827), and the number during the right-hit state is saved in the game state display number 2 area (step A828) in order to light up the display LED during right-hit (for example, the first game state display unit 56a). Then, a presentation mode information address table is set (step A829), and the address of the table corresponding to the presentation mode transition information set at the start of the variation (when the stop pattern is set) is obtained (step A830). In step A829, the same processing as that set in the jackpot end processing (step A904) is performed. By obtaining the address of the corresponding table based on the presentation mode transition information, a variation pattern scenario, which is information regarding the transition of the variation selection table group, is also obtained. In other words, when a support hit occurs, the stopping pattern, which is the type of support hit, is selected by the special pattern random number, and the performance mode transition information is selected based on the stopping pattern, and a variation pattern scenario is selected.
[0307] Next, as a process for saving information necessary for managing the presentation mode in the game control device 100, first, the presentation mode number of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the presentation mode number area (step A831). Furthermore, the number of remaining presentation rotations of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the remaining presentation rotation number area (step A832), and next mode transition information of the presentation mode to be set after the end of the special chart variable display game in which the support hit is obtained is acquired and saved in the next mode transition information area (step A833). Based on the information saved here, the presentation mode and the variable selection table group will be transitioned based on the execution of a predetermined number of special chart variable display games after the end of the special chart variable display game in which the support hit is obtained.
[0308] Then, a probability information command corresponding to the presentation mode number is prepared (step A834), the command is saved in the area for sending commands when power is restored (step A835), and the presentation command setting process (step A836) is performed. Here, the probability information command includes multiple commands that further include presentation mode information for either "high probability, time reduction" or "low probability, time reduction." Although not used in this process, there are also multiple commands that further include presentation mode information for "high probability, no time reduction" or "low probability, no time reduction." Next, a performance rotation count command corresponding to the newly set remaining performance rotation count is prepared (step A837), a performance command setting process (step A838) is performed, a time reduction fluctuation count command corresponding to the time reduction fluctuation count is prepared (step A839), and a performance command setting process (step A840) is performed. Then, the time reduction determination data area is cleared (step A841), the performance mode transition information area is cleared (step A842), and the support operation setting process is terminated.
[0309] [Special chart normal processing transition setting processing] 36 shows the special chart normal processing transition setting process (steps A743, A750) during the special chart display process described above. In this special chart normal processing transition setting process, first, the processing number for the special chart normal processing is set to "0" (step A851), and the processing number is saved in the special chart game processing number area (step A852). Next, the information in the variable pattern discrimination flag area is cleared (step A853), the fraud monitoring period flag is saved in the large prize slot fraud monitoring period flag area (step A854), and the special pattern normal processing transition setting process is terminated.
[0310] [Jackpot end processing] FIG. 37 shows the big win end process (step A15) in the special symbol game process of this embodiment. In this jackpot end processing, first, it is determined whether the probability fluctuation determination data set based on the type of special result that triggered the execution of this special game state is high probability data that is set when a high probability state occurs after the special game state ends (step A901). If the data is not high probability data (step A901; N), jackpot end setting process 1 is performed (step A902), and if the data is high probability data (step A901; Y), jackpot end setting process 2 is performed (step A903). Then, a presentation mode information address table is set (step A904), and the address of the table corresponding to the presentation mode transition information set at the start of the variation (when the stop pattern is set) is obtained (step A905). The presentation mode transition information also includes a variation pattern scenario, which is information regarding the transition of the variation selection table group.
[0311] Next, as a process for saving information required for managing the presentation mode and the variable selection table group in the game control device 100, first, the presentation mode number of the presentation mode to be set after the special game state ends is obtained and saved in the presentation mode number area (step A906). Furthermore, the remaining number of presentation rotations of the presentation mode to be set after the special game state ends is obtained and saved in the remaining number of presentation rotations area (step A907), and next mode transition information of the presentation mode to be set after the special game state ends is obtained and saved in the next mode transition information area (step A908). Based on the information saved here, the presentation mode and the variable selection table group will transition based on the execution of a predetermined number of special chart variable display games after the special game state ends.
[0312] Then, a probability information command corresponding to the presentation mode number is prepared (step A909), the command is saved in the area for sending commands when power is restored (step A910), and the presentation command setting process (step A911) is performed. Here, the probability information command includes multiple commands that further include presentation mode information for either "high probability, time-saving," "high probability, no time-saving," or "low probability, time-saving." Although not used in this process, there are also multiple commands that further include presentation mode information for "low probability, no time-saving." Next, a performance rotation number command corresponding to the newly set remaining performance rotation number is prepared (step A912), and a performance command setting process is performed (step A913). Next, a time reduction change number command corresponding to the time reduction change number is prepared (step A914), and a performance command setting process is performed (step A915).
[0313] Next, "0" is set as the processing number for the special chart normal processing (step A916), and the processing number is saved in the special chart game processing number area (step A917). Thereafter, signals relating to the end of the jackpot (e.g., the jackpot 1 signal OFF, the jackpot 3 signal OFF, and the jackpot 4 signal OFF) are saved in the external information output data area (step A918), and signals relating to the end of the jackpot (e.g., the condition device operation signal OFF, the accessory continuous operation device operation signal OFF, the special symbol 1 hit signal OFF, and the special symbol 2 hit signal OFF) are saved in the test signal output data area (step A919). Next, the information in the probability fluctuation determination data area is cleared (step A920), the information in the round LED pointer area indicating the number of jackpot rounds is cleared (step A921), and the information in the presentation mode transition information area is cleared (step A922). Then, the information in the special symbol game mode flag save area is cleared (step A923), and the fraud monitoring period flag is saved in the big prize opening fraud monitoring period flag area (step A924), completing the jackpot end process.
[0314] [Jackpot end setting process 1] FIG. 38(a) shows the jackpot end setting process 1 (step A902) in the jackpot end process described above. In this jackpot end setting process 1, first, a signal related to the start of time reduction (e.g., jackpot 2 signal ON) is saved in the external information output data area (step A931). Since the signal related to the start of time reduction has been output during the jackpot, it is saved continuously in the external information output data area. Next, signals related to the start of low probability & time reduction (e.g., special symbol 1 variable time reduction state signal ON, special symbol 2 variable time reduction state signal ON, normal symbol 1 high probability state signal ON, normal symbol 1 variable time reduction state signal ON, normal electric device 1 open extension state signal ON) are saved in the test signal output data area (step A932).
[0315] Next, a time-saving number is saved in the game status display number area (step A933), a normal high probability & time-saving flag is saved in the normal game mode flag area (step A934), and a special low probability & time-saving flag is saved in the special game mode flag area (step A935). After that, the time-saving fluctuation count initial value (e.g., 100) is saved in the time-saving fluctuation count area (step A936), and the jackpot end setting process 1 is completed.
[0316] By the above process, after the special game state ends, the probability state of the special game change display game becomes the normal probability state and the time-saving state is entered. Also, by setting the time-saving change count initial value (for example, 100) in the time-saving change count area, the time-saving state will end after a predetermined number of times (for example, 100 times) of special game change display games are executed.
[0317] [Jackpot end setting process 2] Figure 38(b) shows the jackpot end setting process 2 (step A903) in the jackpot end process described above. In this jackpot end setting process 2, first, a signal related to the start of a high probability (e.g., the jackpot 2 signal is ON) is saved in the external information output data area (step A941). Since the signal related to the start of a high probability has been output during the jackpot, it is continuously saved in the external information output data area. Next, signals related to the start of a high probability and time reduction (e.g., the special symbol 1 high probability state signal is ON, the special symbol 2 high probability state signal is ON, the special symbol 1 variable time reduction state signal is ON, the special symbol 2 variable time reduction state signal is ON, the normal symbol 1 high probability state signal is ON, the normal symbol 1 variable time reduction state signal is ON, and the normal electric device 1 open extension state signal is ON) are saved in the test signal output data area (step A942).
[0318] Next, a time-saving number is saved in the game state display number area (step A943), a normal game mode flag with high probability and time-saving is saved in the normal game mode flag area (step A944), and a special game mode flag with high probability and time-saving is saved in the special game mode flag area (step A945). After that, the time-saving variation count area is cleared (step A946), and the jackpot end setting process 2 is terminated. Through the above processing, after the special game state ends, the probability state of the special game variation display game becomes a high probability state, and the time-saving state is entered until the next special result mode is derived. In this embodiment, the time-saving state is in right-hit mode, but since the right-hit mode is set during the jackpot, no settings related to right-hit are made in the jackpot end setting process 2. In other words, the game control device 100 serves as a specific game state generation control means that can generate a specific game state (time-shortened state) that extends the period during which the normal variable winning device 37 is in an open state for a predetermined period after the special game state ends.
[0319] Next, we will explain the control in the performance control device 300. The main control microcomputer (CPU) 311 of the performance control device 300 performs the main processing shown in Fig. 39 and timer interrupt processing (not shown).
[0320] [Main processing] As shown in Figure 39, the main processing begins with program start processing. In this program start processing, interrupts are first prohibited (step C1) and the CPU is initialized (step C2). Next, the VDP 312 is initialized (step C3) and interrupts are permitted (step C4). Next, generation of display data is permitted (step C5), a random number seed is set (step C6), and the initial value at power-on is saved in the area to be initialized (step C7). This clears the power outage detection flag and other flags.
[0321] After the program start processing of steps C1 to C7 is performed, loop processing is performed as main loop processing. In this loop processing, first, the WDT (watchdog timer) is cleared (step C8). Next, effect button input processing (step C9) is performed to create input information from input signals (rising edges) based on operation of the effect button 25 or cross key 29. Input from the effect button 25 or cross key 29 is read within the timer interrupt processing, and in this effect button input processing, processing such as changing the effect content is performed when input is received from the effect button 25 or cross key 29.
[0322] Then, a hall / player setting mode process is performed (step C10), which sets the changeable range of the brightness and volume of the LED and LCD, and accepts player operations such as changing the brightness and volume of the LED and LCD. Next, a random number update process (step C11) is performed to update the random number that determines the details of the variation mode of the decorative special chart variation display game.
[0323] Next, a received command check process (step C12) is performed to analyze and respond to commands from the game control device 100, a display edit process (step C13) is performed to set up and edit drawing commands to control the progress of the presentation, and the preparation of the drawing command is set to complete (step C14). These processes update various data according to the content to be drawn, and finally the drawing data is set in the frame buffer. If the drawing data for the screen to be drawn is ready within 1 / 30 seconds (approximately 33.3 milliseconds), the image can be updated without any problems.
[0324] Then, it is determined whether it is frame switching timing (step C15). In this embodiment, in order to create a system period (1 frame = 1 / 30 seconds), it is determined that it is frame switching timing when two V blank interrupts (1 / 60 seconds) are received. Note that the frame switching timing can be changed as appropriate; for example, the image may be updated (frame switching) at 1 / 60 seconds, or may be updated (frame switching) at a timing slower than 1 / 60 seconds. If it is determined in step C15 that it is not frame switching timing (step C15; N), the processing of step C15 is repeated. On the other hand, if it is determined in step C15 that it is frame switching timing (step C15; Y), an instruction is issued to draw on the screen (step C16).
[0325] After that, a sound control process (step C17) is performed to control the sound output from the speakers (upper speaker 19a, lower speaker 19b), a decoration control process (step C18) is performed to control LEDs such as the board decoration device 46 and the frame decoration device 18 including the display board 350, and a movable body control process (step C19) is performed to control the motors and solenoids of the board performance device 44, and a board performance setting process (step C20) is performed to control the performance, before returning to the process of clearing the WDT (step C8).
[0326] [Received command check process] 40 shows the received command check process in the main process described above. In this received command check process, first, the value of a command reception counter, which counts how many commands have been received in one frame (1 / 30 seconds), is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not 0 (step C202). If it is determined that the number of received commands is 0 (step C202; N), the received command check process ends. If it is determined that the number of received commands is not 0 (step C202; Y), the content of the command reception counter area is decremented by the number of received commands (step C203).
[0327] Next, the contents of the received command buffer are copied to the command area (step C204), the command read index is incremented by +1 within the range of 0 to 31 (step C205), and it is determined whether copying of the commands corresponding to the number of received commands has been completed (step C206). In this way, in this embodiment, commands are not analyzed directly in the received command buffer, but the contents of the received command buffer are copied to the command area (RAM area for analysis), and the command analysis work is performed in the command area. This makes it possible to move commands (data) to create space in case a command is sent from the game control device 100 during command analysis. Furthermore, command analysis can be performed collectively in units of one main processing round.
[0328] In step C206, if it is determined that copying of the commands corresponding to the number of received commands has not been completed (step C206; N), the process returns to step C204. On the other hand, if it is determined that copying of the commands corresponding to the number of received commands has been completed (step C206; Y), the contents of the command area are loaded (step C207), and received command analysis processing is performed (step C208).
[0329] Next, the address of the command area is updated (step C209), and it is determined whether or not analysis of the number of received commands has been completed (step C210). If it is determined that analysis of the number of received commands has not been completed (step C210; N), the process returns to step C207. If it is determined that analysis of the number of received commands has been completed (step C210; Y), the received command check process ends. In this way, in the received command check process, commands received within one frame (1 / 30 seconds) are analyzed together. In this embodiment, the configuration is such that up to 32 commands can be saved.
[0330] [Received command analysis process] 41 shows the received command analysis process in the received command check process described above. In this received command analysis process, first, the command upper byte is separated into MODE and the lower byte into ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (step C232, step C233). If it is determined that MODE and ACT are within the normal range (step C232; Y, step C233; Y), it is determined whether ACT is a correct combination with MODE (step C234).
[0331] Furthermore, if it is determined in step C232 or step C233 that MODE or ACT is not within the normal range (step C232; N, step C233; N), or if it is determined in step C234 that ACT is not a correct combination with MODE (step C234; N), the received command analysis process is terminated.
[0332] In step C234, if it is determined that the ACT for MODE is a correct combination (step C234; Y), it is determined whether or not the MODE is within the range of the variable command (step C235). The variable command is a command that instructs the variable pattern of the special chart. If it is determined that the MODE is within the range of the variable command (step C235; Y), the variable command processing (step C236) is performed, and the received command analysis processing is terminated.
[0333] Also, in step C235, if it is determined that MODE is not within the range of variable system commands (step C235; N), it is determined whether MODE is within the range of jackpot system commands (step C237). Jackpot system commands are commands that command actions related to the effects during a jackpot (such as displaying a fanfare screen or round screen) or commands that command actions related to the effects during a minor jackpot (such as displaying a fanfare screen or end screen). Then, if it is determined that MODE is within the range of jackpot system commands (step C237; Y), jackpot system command processing (step C238) is performed, and the received command analysis processing is terminated.
[0334] Also, in step C237, if it is determined that MODE is not within the range of jackpot-related commands (step C237; N), it is determined whether MODE is within the range of symbol-related commands (step C239). Symbol-related commands are commands that instruct information about the symbol of a special symbol (for example, what symbol to stop on the special symbol). Then, if it is determined that MODE is within the range of symbol-related commands (step C239; Y), symbol-related command processing (step C240) is performed, and the received command analysis processing is terminated.
[0335] Also, if it is determined in step C239 that MODE is not within the range of symbol commands (step C239; N), it is determined whether MODE is within the range of one-off commands such as reserved number commands and error commands (step C241). One-off commands are commands that stand alone, unlike commands that make sense in combination, such as symbol commands and variable command commands. These one-off commands include customer waiting demo commands, reserved number commands, symbol stop commands, probability information commands, error / incorrect commands, and model designation commands. Then, if it is determined that MODE is within the range of one-off commands (step C241; Y), one-off command processing (step C242) is performed, and the received command analysis processing is terminated.
[0336] In addition, in step C241, if it is determined that the MODE is not within the range of the single-shot command (step C241; N), it is determined whether the MODE is within the range of the pre-reading symbol command (step C243). Then, if it is determined that the MODE is within the range of the pre-reading symbol command (step C243; Y), it performs the pre-reading symbol command process (step C244) and ends the received command analysis process.
[0337] Also, in step C243, if it is determined that MODE is not within the range of the pre-reading pattern command (step C243; N), it is determined whether or not MODE is within the range of the pre-reading variation command (step C245). Then, if it is determined that MODE is within the range of the pre-reading variation command (step C245; Y), it performs pre-reading variation command processing (step C246) and ends the received command analysis processing. Also, in step C245, if it is determined that MODE is not within the range of the pre-reading variation command (step C245; N), it ends the received command analysis processing.
[0338] The predictive variation command and predictive symbol command are commands containing information necessary to execute predictive effects. A predictive effect (also called a predictive notice or predictive notice effect) is an effect in which the display device 41 displays a decorative special symbol start memory in a different manner than usual, or di...
Claims
[Claim 1] A gaming machine capable of executing a variable display game that variably displays identification information based on the establishment of a starting condition, and generating a special gaming state in which a gaming value is awarded to a player when the result state of the variable display game becomes a special result state, A first variable display means capable of displaying a first variable display game that variably displays first identification information as the variable display game; A second variable display means capable of displaying a second variable display game that variably displays second identification information as the variable display game; A game control means for controlling the first variable display means and the second variable display means; a presentation display means capable of displaying a decorative game in which a first identification symbol and a second identification symbol smaller than the first identification symbol are displayed in a variable manner in response to the first identification information or the second identification information; A movable means capable of moving forward to and backward from the front of the performance display means; A display board that is located in front of the performance display means and the movable means and is capable of seeing through the performance display means and displaying a predetermined display; A performance control means capable of controlling the performance display means, the movable means, and the display board, The performance control means includes: A first effect in which the visibility of the first identification pattern and the second identification pattern is changed and displayed on the effect display means; A second effect in which the visibility of the identification pattern being displayed by the effect display means is changed by the movable means; A third effect in which the visibility of the identification pattern being displayed by the effect display means is changed by the display board; A visibility change performance in which the visibility of the first identification pattern is reduced while the visibility of the second identification pattern is not reduced in the second performance, and the visibility of the first identification pattern, the second identification pattern, and the movable means is reduced in the third performance; It is possible to execute The first identification pattern can be made invisible to components constituting the first identification pattern, In a situation where the second variable display game is executed following the first variable display game, if the result state displayed on the second variable display means at the start of the second variable display game is not consistent with the result state of the decorative game displayed on the performance display means, without making these result states consistent, The game control means starts a variable display of the second identification information in the second variable display game, The performance control means starts a variable display of the first identification symbol and the second identification symbol in a decoration game corresponding to the second variable display game. Amusement machine.
Citation Information
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