Game machine
Patent Information
- Authority / Receiving Office
- JP ยท JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-08-24
- Publication Date
- 2026-08-03
AI Technical Summary
ใ0009ใ ๆฌ็บๆใซใใใฐใ้ๆใฎ่่ถฃใๅไธใใใใใจใใงใใใ
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine capable of executing a display performance using a display device when a gaming ball enters a starting hole (see, for example, Patent Document 1).
[0003] In such gaming machines, display effects can be produced using character images, patterns, and the like. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-202930 A [Patent Document 2] JP 2016-198339 A [Patent Document 3] JP 2016-182376 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least some of the problems described above, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in parentheses in this section indicate the corresponding relationship with the embodiments described later in order to aid in understanding the present invention, and do not limit the present invention in any way.
[0008] [Application example 1] An operation means operable by a player; A detection means capable of detecting an operation of the operation means; A gaming machine including a notification means for making a predetermined notification, The notification means performs the predetermined notification when the detection means detects the operation of the operation means. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1 further comprises: The game machine includes a game state switching means for executing one of a plurality of game states including a first game state and a second game state, In the first gaming state, when the detection means detects an operation of the operation means, the notification means performs the predetermined notification; In the second gaming state, the notification means does not issue the predetermined notification even if the detection means detects an operation of the operation means. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2 further comprises: The device includes a launching means for launching a game ball in response to the operation of the operating means, The detection means detects whether the operation is an operation for launching a game ball into a first area, The notification means issues a notification to prompt the player to launch the game ball into a second area different from the first area. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 3, The operating means includes a handle and a button. The launching means launches a game ball into the first area when the button is operated. A gaming machine characterized by: Effect of the Invention
[0009] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0010] [Figure 1] FIG. [Diagram 2] FIG. [Diagram 3] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Figure 4] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Diagram 5] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6] FIG. 13 is a diagram for explaining a big win determination table. [Figure 7] A diagram for explaining a jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when in non-time-saving mode. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 4 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of a main-side timer interrupt process. [Figure 12] 13 is a flowchart of a special action process. [Figure 13] 13 is a flowchart of a special symbol waiting process. [Figure 14] 13 is a flowchart of a special symbol determination process. [Figure 15] 13 is a flowchart of a game status management process. [Figure 16] 13 is a flowchart of special electric device processing. [Figure 17] 13 is a flowchart of a game status setting process. [Figure 18] 13 is a flowchart of a sub-control main process. [Figure 19] 13 is a flowchart of a sub-side timer interrupt process. [Figure 20] 13 is a flowchart of a received command analysis process. [Figure 21] 13 is a flowchart of the variable performance start processing. [Figure 22] 13 is a flowchart of a sensor monitoring process. [Figure 23] 13 is a flowchart of a left-handed hit instruction process. [Figure 24] 11 is a diagram for explaining the launch strength of a game ball. FIG. [Diagram 25] A diagram to explain the right hit button and the direction in which the game ball is launched, as well as the handle rotation angle and the direction in which the game ball is launched. [Figure 26] FIG. 13 is a diagram for explaining a left hit instruction 1 notification. [Figure 27] FIG. 13 is a diagram for explaining the left hit instruction 2 notification. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] First Embodiment 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 according to an embodiment of the present invention. The left and right directions will be described as being the left and right directions as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 to the player, and the rear direction of the gaming machine 1 will be described as the direction from the player to the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.
[0013] The handle 60 is disposed at the lower end on the right side of the front frame 53, and launches the game ball with a launch strength according to the rotation angle. The right hit button 69 is disposed on the right side of the handle 60, and when pressed, launches the game ball with maximum launch strength. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores the game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores the game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The performance button 63 is an operating unit disposed near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during a performance executed as the game progresses. The sword member 64 is an operating unit imitating the shape of a sword, and can be pushed downward by the player during a performance executed as the game progresses. The sword button 65 is an operation part provided at the upper end part of the sword member 64, that is, at the end of the handle of the sword, and is operated (pressed) by the player during the performance executed as the game progresses. The sword member 64 is configured to be able to execute two different operations, a first operation of pushing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is provided at the lower part of the front frame 53, and is arranged below the ball supply tray (upper tray) 61. The frame lamp 66 has a light emitting part 66a on the front side, and performs light emission performance during the game. The speaker 67 is arranged at the upper left and upper right of the front frame 53, and performs sound performance during the game. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a movable so-called gimmick provided at the upper part of the front frame 53. The movable frame body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0014] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.
[0015] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0016] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the display device 7 has a performance pattern display area where performance patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also called variable display), a reserved image display area where reserved images 9A and 9B are displayed, and a reserved digestion image display area where reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reservation, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that represents the reservation, and is also called the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking represent a reservation, so it is also called the variable image 9C or the variable icon 9C.
[0017] The effect symbol display area includes three symbol display areas, "left", "center", and "right". The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the result of the big win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, center, and right symbol display areas.
[0018] For example, if a jackpot is won, the effect symbols are displayed as a repeat number such as "777". If a loss occurs, the effect symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery from the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. The variable display of the effect symbols may be a vertical scroll or other manner. The combination of effect symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect that displays the effect symbols 8L, 8C, and 8R is also called "variable effect of effect symbols", "variable effect of decorative symbols", or simply "variable effect". In addition, the variable effect of decorative symbols is counted as one variable effect during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change to when it stops, the effect of the temporary stop is included in the effect of the decorative pattern change.
[0019] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.
[0020] The reserved image display area includes a first reserved display area which displays reserved image 9A according to the number of reserved first special symbols described below, and a second reserved display area which displays reserved image 9B according to the number of reserved second special symbols described below. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserve display 43a described below, and the number of reserved second special symbols displayed on the second special symbol reserve display 43b can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area which displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect pattern (effect pattern 8L, 8C, 8R) currently changing on the display screen 7a, and the display of the reserved consumption image 9C indicates whether the reserved first special symbol or reserved second special symbol has been consumed. It is possible to clearly display to the player that the reserved special chart will be consumed (see below for details on "consuming the reserved special chart").
[0021] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the lower left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0022] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole (first starting winning hole, first ball entry hole, fixed starting hole) 20, which is always easy for a game ball to enter. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a jackpot random number and the like, and the determination of a jackpot, etc.
[0023] The normal variable winning device (electric chute) 22 is disposed below the first starting hole 20 in the game area 3, and is provided with a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 is provided with a movable member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second starting hole 21 when it is in a closed state.
[0024] The gate (through chucker) 28 is disposed above the big prize device (attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number (a winning random number) and a win determination, etc.
[0025] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not the game has been a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the first special symbol display device 41a or the second special symbol display device 41b described later displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbol is displayed in a variable manner in synchronization with the variable display of the special symbol, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game. When counting the variable display of the special symbol that is repeated, it may be expressed as "rotation" or "variation". For example, it can be expressed as "3 spins after a big win" or "3 changes after a big win." The number of times the special symbol changes is specifically managed as the "number of games."
[0026] In addition, the "drawing of normal symbols" refers to a process in which, when a gaming ball passes through the gate 28, a random number for determining normal symbols is obtained, and the obtained random number is compared with a value corresponding to a predetermined "win" to determine whether or not the winning symbol has been obtained. The result of the drawing of normal symbols is not announced immediately after the gaming ball passes through the gate 28, but rather, a fluctuating display of the normal symbols is made on the normal symbol display 42 described later, and when a predetermined fluctuating time has elapsed, Then, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlighted), and the player is notified of the lottery result.
[0027] The big prize device (attacker, special variable prize device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a big prize hole solenoid 33 (FIG. 3). When the opening / closing member 32 is in the open state, the big prize hole 30 allows game balls to enter.
[0028] The big prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the big prize opening 30. The big prize device 31 of this embodiment further includes a big prize device discharge sensor (not shown) that counts the number of game balls discharged from the big prize device 31.
[0029] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are disposed near the center on the right side of the game board 2. Details of the indicators 40 will be described later.
[0030] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21 and the big prize gate 30.
[0031] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserved display 43a, a second special symbol reserved display 43b, and a normal symbol reserved display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserved display 43a displays the number of reserved activations (first special symbol reserved) of the first special symbol display 41a. The second special symbol reserved display 43b displays the number of reserved activations (second special symbol reserved) of the second special symbol display 41b. The regular symbol reserve indicator 44 displays the number of reserved activations (regular symbol reserves) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Additionally, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Additionally, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."
[0032] The special symbol display 41 notifies the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) displayed in a stopped state is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stopping mode, a special game (jackpot game) is played in which the jackpot opening port 30 is opened in an opening pattern according to the type of jackpot symbol displayed in a stopped state (type of jackpot won). The opening pattern of the jackpot opening 30 in the special game will be described later.
[0033] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, as in "โโโโโโโโ" (โ: lit, โ: off). When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, as in "โโโโโโโโ". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode, and can be any lighting mode, as long as each LED is not stopped and displayed (lighted and displayed in a specific mode). For example, the variable display mode may be all LEDs flashing at once.
[0034] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values โโ(numerical information) of various random numbers such as the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the variable display of the special pattern based on the special chart reservation becomes possible. "Consumption of special reserved symbols" means judging the jackpot random number corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a and the second reserved special symbol display 43b are each composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.
[0035] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0036] The normal pattern display 42 is composed of two LEDs, and displays a normal pattern according to the result of the normal pattern lottery depending on the lighting state of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit, such as "โโ" (โ: lit, โ: off), is displayed. If the lottery result is a loss, a normal losing pattern with only the right LED lit, such as "โโ", is displayed. A mode in which all LEDs are turned off may be adopted as a normal losing pattern. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a variable state for a predetermined variable time. The variable display mode may be, for example, both LEDs being lit alternately. The variable display mode is not limited to the above modes and may be any lighting mode as long as each LED is not displayed in a stopped state (lighting display in a specific mode). For example, The display may be such that all the LEDs flash simultaneously.
[0037] In the gaming machine 1, when a gaming ball passes through the gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reservation in the normal symbol reservation memory area 84f (FIG. 5). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reservation memory area 84f, and the upper limit in this embodiment is four. The normal symbol reservations stored in the normal symbol reservation memory area 84f are consumed when variable display of normal symbols based on the normal symbol reservations becomes possible. Consumption of the normal symbol reservation means determining the normal symbol random number (winning random number) corresponding to the normal symbol reservation and executing variable display of normal symbols to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of normal symbols based on the passage of the gaming ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of normal symbols or during the execution of an auxiliary game, the right to draw normal symbols for that passage can be reserved up to a predetermined number. The number of reserved maps is displayed on the reserved map display 44. The reserved map display 44 is composed of, for example, four LEDs, and displays the number of reserved maps by lighting up the LEDs corresponding to the number of reserved maps.
[0038] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 3 and 4. Fig. 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), a sound control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game profits such as big win lottery and transition of game state, and constitutes a main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes a sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.
[0039] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0040] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the big prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the big prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided inside the gate 28 and detects the game balls that have passed through the gate 28. The special prize opening sensor 30a is provided inside the special prize opening 30 and detects the game balls that have passed through the special prize opening 30. The general winning opening sensor 27a is provided inside the general winning opening 27 and detects the winning game balls in the general winning opening 27. The out counter 25 is provided at the most downstream side of the game board 2 and detects all the game balls shot into the game area 3. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The special winning opening solenoid 33 drives the opening / closing member 32 of the special winning device 31.
[0041] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, the second special symbol reserve display device 43b, and the normal symbol reserve display device 44.
[0042] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is being won, and a security signal.
[0043] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from the card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by the ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, a launching volume 115, a right-hit button 69 (FIG. 1), and a right-hit button sensor 501. When the player operates the handle 60, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115. When the right hit button 69 is pressed, it is detected by the right hit button sensor 501, and when the right hit button sensor 501 detects it, the launch motor 113 is driven so that the game ball is launched with maximum strength. When the right hit button sensor 501 detects it, a switch signal is also output to the sub-control board 90 via the relay board 108.
[0044] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0045] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 is The sub-control board 90 includes a sub-ROM 93 that stores programs for controlling the presentation as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The presentation control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the presentation control microcomputer 91. The sub-control board 90 is connected to an image control board 100, a sound control board 106, a lamp control board 107, and a relay board 108 via the input / output circuit 96.
[0046] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for performing display control, as well as still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.
[0047] The speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, and the like from the speaker 67 via the audio control board 106 based on a command received from the main control board 80. Sound data such as audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may execute audio control based on the command. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, audio data may be stored in the ROM 103 of the image control board 100.
[0048] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them. The performance control microcomputer 91 controls the lighting of the frame lamp 66, panel lamp 5, etc., via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 receives light emission pattern data (data determining whether the lamp is on / off, the light emission color, etc.) that determines the light emission mode of the frame lamp 66, panel lamp 5, etc., lamp data, The lamp control board 107 creates a lighting pattern data (also called lighting pattern data) and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the lighting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the lighting pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to execute lighting control of the lamps based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data relating to lighting patterns and operation patterns may be stored in the ROM.
[0049] The relay board 108 is connected to the effect button 63, the select button 68, the frame movable body 600, the right hit button sensor 501, and the handle maximum position sensor 500. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also outputs a switch signal to the main control board 90. Based on the command received from the board 80, the effect button 63 is operated. The effect button 63 can be operated not only by pressing, but also by changing its position between a normal position (buried position) where the upper surface of the button body slightly protrudes, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises up as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63, and controls the operation of the effect button 63 according to the position change data. Data stored in the sub ROM 93 is used to create the position change data. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub control board 90 via the relay board 108. When the right hit button 69 is pressed (pushed down) by the player, it is detected by the right hit button sensor 501, and outputs a switch signal to the sub control board 90 via the relay board 108. When the handle 60 is rotated to the maximum angle by the player, it is detected by the handle maximum position sensor 500 and a switch signal is output to the sub-control board 90 via the relay board 108.
[0050] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0051] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Fig. 5. Fig. 5(A) is a diagram for explaining the main ROM 83. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84. Fig. 5(C) is a diagram for explaining the sub ROM 93. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94.
[0052] The main ROM 83 (FIG. 5(A)) is provided with a program storage area 83a and a table storage area 83b. The table storage area 83b stores a big win determination table, a reach determination table, a normal symbol win determination table, a normal symbol change pattern determination table, a big win type determination table, a change pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.
[0053] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.
[0054] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, number of reserved balls commands, start fluctuation commands, stop fluctuation commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and push commands are set.
[0055] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a sure-win flag, a time-saving flag, etc. are set.
[0056] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, a chance bonus counter, a time-saving counter, and a game counter.
[0057] The special action status set area 84d is an area in which a status in the special action process described later is set. The special chart reserved memory area 84e includes a first special chart reserved memory area in which the first special chart reserved is stored, and a second special chart reserved memory area in which the second special chart reserved is stored. The first special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special patterns corresponding to the first, second, third, and fourth pieces of the first special chart reserved. The second special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth pieces of the second special chart reserved.
[0058] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.
[0059] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a stop symbol pattern determination table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.
[0060] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command setting area 94b, a counter setting area 94c, and an information storage area 94d.
[0061] The command memory area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and includes pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, etc.
[0062] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, the pre-variation end command, the variable performance end command, the opening performance start command, the round performance start command, and the ending performance start command are set.
[0063] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a special chance effect counter, a time-saving effect counter, a game counter, etc. are set. The information storage area 94d is used as a storage area for various kinds of performance processing.
[0064] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The gaming control microcomputer 81 receives the "jackpot random number", the "jackpot type random number", and the "reach The system is configured to acquire "random number", "variable pattern random number", and "normal symbol random number (winning random number)" at the timing described below. All of these are acquired as values โโof the random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided to correspond to each of them. The "jackpot random number" is a random number used in the lottery to determine whether or not there is a jackpot (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7โ7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.
[0065] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "jackpot random number", "jackpot type random number", "reach random number" and "variation pattern random number" are obtained based on the ball entering the start hole (first start hole 20 or second start hole 21). The random value group obtained based on the ball entering the first start hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second start hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0066] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be described. The performance control microcomputer 91 is configured to obtain a "pre-read performance random number" and a "chance up random number". Both are obtained as values โโof the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are prepared corresponding to each of them.
[0067] The "look-ahead performance random number" is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random value group is stored in the sub-RAM 94.
[0068] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.
[0069] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." The jackpot determination in the jackpot determination table is performed based on the game state of the gaming machine 1. For example, It is shown that in the "low probability state", if the jackpot random number is "0 to 204", it is determined to be a "jackpot", and in other cases it is determined to be a "miss". Also, for example, in the "high probability state", if the jackpot random number is "0 to 1366", it is determined to be a "jackpot", and in other cases it is determined to be a "miss".
[0070] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".
[0071] The normal symbol hit determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".
[0072] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0073] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127).
[0074] In Figure 7, when the first special pattern (Special Pattern 1) is selected, if the jackpot type random number value is "0-63", the jackpot type is determined to be a "10R special jackpot", if the jackpot type random number value is "64-95", the jackpot type is determined to be a "7R normal jackpot (100 times time reduction)", and if the jackpot type random number value is "96-127", the jackpot type is determined to be a "4R normal jackpot (100 times time reduction)". When the second special pattern (special pattern 2) is selected, if the random number value of the jackpot type is "0-63", the jackpot type is determined to be "10R variable jackpot", if the random number value of the jackpot type is "64-95", the jackpot type is determined to be "7R normal jackpot (100 times time reduction)", and if the random number value of the jackpot type is "96-127", the jackpot type is determined to be "4R normal jackpot (100 times time reduction)". In addition, the jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.
[0075] FIG. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. 13 is a diagram for explaining the fluctuation pattern determination table during the time-saving state. In Figure 8, for example, when a winning jackpot is entered into the first starting hole 20 in a non-time-saving state, the jackpot is judged as a "miss" in the jackpot judgment table, is judged as a "reach" in the reach judgment table, and the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is judged as "P4".
[0076] In Figure 9, for example, when the ball enters the second starting hole 21 during the time-saving state, a "jackpot" is determined in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".
[0077] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance that has a longer fluctuation time after the reach than a normal reach, and is a reach performance that is executed in an advanced form after the normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here.
[0078] The electric chute opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and in the "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. If a predetermined number of game balls have won (the specified number of winning balls is 10), the electric chute 22 is closed even if the opening time remains.
[0079] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot", it is determined to be "opening pattern 21". In the "opening pattern 21", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 4th rounds. In the case of a "7R jackpot", it is determined to be "opening pattern 22". In the "opening pattern 22", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 7th rounds. In the case of a "10R jackpot", it is determined to be "opening pattern 23". In the "opening pattern 23", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 10th rounds. The big prize opening 30 is closed when a predetermined number of game balls have won (the prescribed number of winning balls is 10) even if there is still time left for the opening.
[0080] 5. Explanation of the jackpot etc. In the gaming machine 1, there are "jackpots" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern according to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the jackpot opening between round games is the same as the time for closing the jackpot opening between the round games. Included in.
[0081] There are multiple types of jackpots. There are three types of jackpots: "10R special jackpot", "7R regular jackpot (100 times time reduction)", and "4R regular jackpot (100 times time reduction)". With a special jackpot, after the jackpot play, the player will enter a high probability time reduction state (high probability high base state). On the other hand, with a regular jackpot, after the jackpot play, the player will enter a low probability time reduction state (low probability high base state). This low probability time reduction state will continue for 100 times.
[0082] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 performs probability variation control for the special symbols on the special symbol display 41 is called a "high probability state," and the state in which the probability variation control is not performed is simply called a "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 realizes the high probability state by performing a jackpot determination using a jackpot determination table (FIG. 7) in which the number of jackpot random numbers determined to be a jackpot is greater in the high probability state than in the normal probability state, as the probability variation control for the special symbols. Therefore, the high probability state has a higher probability of a jackpot than the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.
[0083] In addition, the state in which the game control microcomputer 81 controls the time to shorten the change of the special symbol of the special symbol display device 41 is called the "time-shortened state", and the state in which the time to shorten the change of the special symbol is not controlled is simply called the "non-time-shortened state". In the time-shortened state, the change time of the special symbol (the time from the start of the change display to the derivation and display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 judges the change pattern using a change pattern judgment table (FIGS. 8 and 9) that is determined so that a change pattern with a short change time is selected more often than in the non-time-shortened state in the time-shortened state. In other words, when the game control microcomputer 81 is executing the change time shortening control for the special symbol of the special symbol display device 41, a short change time is more likely to be selected as the change time of the variable display of the special symbol compared to when the change time shortening control is not executed. As a result, in the time-shortened state, the pace of consumption of the special symbol reservation is faster, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. This allows players to aim for a big win while playing smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.
[0084] The game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol of the normal symbol display device 42 in parallel with the fluctuation time shortening control for the special symbol of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol in the time-shortening state, and does not execute them in the non-time-shortening state. The game control microcomputer 81 executes hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random numbers (win random numbers) determined as a hit is greater in the time-shortening state than in the non-time-shortening state, as the probability fluctuation control for the normal symbol. Therefore, in the time-shortening state, the hit probability is higher than in the normal probability state of the normal symbol. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbol of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 becomes a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving state, the time for the normal symbols to change is shorter than in the non-time-saving state. Here, the time for the normal symbols to change is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, The opening time of the electric chute 22 is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability fluctuation control and the fluctuation time reduction control for the normal pattern of the normal pattern display 42, and the opening time extension control and the opening number increase control for the electric chute 22, the electric chute 22 opens more frequently and the game balls enter the second starting hole 21 more frequently than when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called the "high base state", and the state in which they are not executed is called the "low base state". In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol of the normal symbol display 42, fluctuation time reduction control for the normal symbol of the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may be controlled independently without being associated with the time-saving state.
[0085] In the gaming machine 1, the game state after the jackpot game due to winning the 10R probability jackpot is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," a "high probability time-saving state," or a "probability jackpot game state." The high probability high base state continues for 10,000 times, so it essentially ends when the jackpot is won and the jackpot game is executed.
[0086] In addition, the game state after winning the jackpot game by winning the 7R normal jackpot or the 4R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly called a "low probability high base state," a "low probability time-saving state," or a "time-saving game state." The low probability high base state ends when the variable display of the special pattern is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.
[0087] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly called the "low probability low base state." The low probability low base state is sometimes called the "normal gaming state" or the "low probability non-time-saving state (simply called the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played is called the "special gaming state (jackpot gaming state)."
[0088] In a high base state such as a high probability high base state or a low probability high base state, the game can be advantageously progressed by hitting the ball to the right game area 3B (FIG. 1) by hitting the ball to the right. This is because the electric support control makes it easier to open the electric chute 22 than in the low base state, and it is easier to win the ball in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, the ball is hit to the right in order to win the ball in the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting the ball to the left. In the gaming machine 1, the game is played by hitting the ball to the right even during a jackpot game. On the other hand, in a low base state, the game can be advantageously progressed by hitting the ball to the left game area 3A (FIG. 1) by hitting the ball to the left. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the ball is hit from the left in order to make the game ball win in the first start hole 20. This results in more start wins than if the ball were hit from the right. can be obtained.
[0089] 7. Operation of the gaming control microcomputer 81 Next, the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described. Counters, flags, statuses, buffers, etc. that appear in the operation description of the game control microcomputer 81 are provided in the main RAM 84 (FIG. 5).
[0090] [Main control main processing] 10 is a flow chart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.
[0091] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values โโ(jackpot random number, jackpot type random number, reach random number, variable pattern random number, normal symbol random number) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.
[0092] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values โโby the normal and special symbol main random number update process is repeatedly executed. Note that, if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.
[0093] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt process (step S005 in FIG. 10). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 11) described above. In other words, the update process of various random number counter values โโis performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0094] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 receives various sensors attached to the game machine 1. The game control microcomputer 81 reads the detection signal detected by the sensor. The game control microcomputer 81 also sets payout data for paying out prize balls corresponding to the winning holes, i.e., the first start hole 20, the second start hole 21, the big winning hole 30, and the general winning hole 27, in the output buffer of the main RAM 84.
[0095] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a storage area corresponding to the current number of reserved balls for special chart 2 among the first to fourth storage areas of the second special chart reservation storage area.
[0096] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.
[0097] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.
[0098] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs reserved ball number processing (step S106). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0099] After the reserved ball count processing, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S108). In other processing, for example, based on the number of reserved balls of special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing the number, and based on the number of reserved balls of special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing the number.
[0100] [Special Action Processing] FIG. 12 is a flow chart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", and "4". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a change pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is executed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed, and the like is executed. Specifically, the game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output at the time of a jackpot. Specifically, the game control microcomputer 81 first executes a game state management process. The game state management process is a process for managing the number of STs (the number of variations controlled in the probability variable game state) and the number of time reductions (the number of variations controlled in the time reduction game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability change flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric device processing, the big win game is executed. Specifically, the opening of the big win opening 30 is controlled according to the opening pattern based on the round counter, and the round designation command and the ending command are set. In addition, at the end of the big win, the time reduction counter and the probability change counter are set.
[0101] [Special pattern waiting process] FIG. 13 is a flowchart of the special symbol waiting process (FIG. 12: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is judged to be a jackpot, turns on the jackpot flag, judges the type of jackpot, and then ends the jackpot judgment process.
[0102] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the judgment result of the big win judgment process (step S1402), the number of reserved balls, and the variation pattern random number by referring to the variation pattern judgment table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls in the special chart 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of reserved information (various random numbers) stored in the first to fourth storage areas of the second special chart reserved storage area from the current position to the side to be read, and clears the reserved information stored in the farthest location from the side to be read in the second special chart reserved storage area (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the left end of the four reserved images 9B) corresponding to the first storage area of โโthe second special chart reserved storage area is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) corresponding to the second to fourth storage areas of the second special symbol reserved storage area are each shifted one to the left (FIG. 1). This allows the player to recognize that one second special symbol reservation has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. Also, the game control microcomputer 81 sets the special operation status to "2". In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).
[0103] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the process moves to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is determined that it is a jackpot, it sets the jackpot flag ON, determines the jackpot type, and then ends the jackpot determination process.
[0104] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the judgment result of the big win judgment process (step S1408), the number of reserved balls, and the variation pattern random number, with reference to the variation pattern judgment table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the location farthest from the side to be read in the first special chart reservation storage area (step S1411). Through the above steps, the first special chart reservation is consumed in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of โโthe first special chart reserved storage area is shifted toward the reserved digestion image display area and displayed as a reserved digestion image 9C. Also, the reserved images 9A (the reserved images 9A at the second, third, and fourth from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reserved storage area are shifted to the right side, respectively. (FIG. 1). This allows the player to recognize that one of the first special symbol reservations has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop symbol data set in the big win determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).
[0105] In step S1413, the game control microcomputer 81 judges whether the game state is a customer waiting standby state. If the game state is a customer waiting standby state (step S1413: YES), the game control microcomputer 81 ends the special symbol standby process. If the game state is not a customer waiting standby state (step S1413: NO), the game control microcomputer 81 performs customer waiting standby process (step S1414). In the customer waiting standby process, the game control microcomputer 81 sets the game state to a customer waiting standby state, sets a customer waiting standby command in the command set area 84a of the main RAM 84, and performs a customer waiting demo performance on the display screen 7a. Then, the special symbol standby process ends.
[0106] As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table (FIG. 7) of this embodiment, the lottery based on the second special symbol reservation is more likely to win a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.
[0107] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 judges whether the jackpot flag is ON or not (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is judged that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is judged that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.
[0108] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is a 7R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-saving flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.
[0109] [Game status management process] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 judges whether the probability variable flag is ON or not (step S1601). If it is judged that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is judged that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.
[0110] In step S1603, the game control microcomputer 81 judges whether the probability variable counter is "0". If it is judged that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604) and the process proceeds to step S1605. On the other hand, if it is judged that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed and the process proceeds to step S1605.
[0111] In step S1605, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is judged that the time-saving flag is ON (step S1605: YES), the time-saving counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is judged that the time-saving counter is not ON (step S1605: NO), that is, if the time-saving counter is OFF, the process proceeds to step S1609.
[0112] In step S1607, the game control microcomputer 81 judges whether the time-saving counter is "0" or not. If it is judged that the time-saving counter is "0" (step S1607: YES), the time-saving flag is turned OFF (step S1608) and the process proceeds to step S1609. On the other hand, if it is judged that the time-saving counter is not "0" (step S1607: NO), the process of step S1608 is not executed and the process proceeds to step S1609.
[0113] In step S1609, the game control microcomputer 81 sets a game state designation command and ends the game state management process.
[0114] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric feature process (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing of the big win (step S1701). In the opening processing, the game control microcomputer 81 judges whether or not it is an opening period, and sets an opening command at the timing when it is first judged to be an opening period.
[0115] Next, the game control microcomputer 81 executes a special prize opening process (step S1702). In the special prize opening process, it is determined whether or not the special prize opening 30 is open, and if it is determined that the special prize opening 30 is open and the special prize opening 30 is closed, the special prize opening 30 is opened and a special prize round designation command is set. If it is determined that the special prize opening 30 is open and the special prize opening 30 is open, the special prize opening 30 is maintained open.
[0116] Next, the game control microcomputer 81 judges whether or not a prize has been won in the special prize opening 30 (step S1703). This process is a process for judging whether or not a prize has been won in the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is judged that a prize has been won, If so (step S1703: YES), a winning command is set (step S1704), and the process proceeds to step S1705. On the other hand, if it is determined that no winning has been won (step S1703: NO), the process proceeds to step S1705 without executing the process of step S1704.
[0117] In step S1705, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process is a process for determining whether or not the closing condition for the special prize opening 30 is satisfied, and for closing the special prize opening 30 if satisfied. In addition, when the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.
[0118] Next, the game control microcomputer 81 judges whether or not the jackpot has ended (step S1706). This process is a process for judging whether or not the round counter is "0". If it is judged that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is judged that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.
[0119] In step S1707, the game control microcomputer 81 executes the big win ending process. In the big win ending process, it is determined whether the ending time has elapsed, and if so, the big win flag is turned OFF and the game state setting process is executed (step S1708).
[0120] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 judges whether or not the game has been hit with a high probability of winning (step S1801). If it is judged to be a high probability of winning (step S1801: YES), the high probability of winning flag and the time-saving flag are turned ON (step S1802), the high probability of winning counter and the time-saving counter are set to 10000 (step S1803), and the process proceeds to step S1804. On the other hand, if it is judged not to be a high probability of winning (step S1801: NO), the process proceeds to step S1804 without executing the processes of steps S1802 and S1803.
[0121] In step S1804, the game control microcomputer 81 judges whether or not it is a normal jackpot. If it is judged to be a normal jackpot (step S1804: YES), the time-saving flag is turned ON (step S1805), the time-saving counter is set to 100 (step S1806), and the process proceeds to step S1807. On the other hand, if it is judged not to be a normal jackpot (step S1804: NO), the process proceeds to step S1807 without executing the processes of steps S1805 and S1806. In step S1807, the game control microcomputer 81 sets a game state designation command (step S1806), and then ends the game state setting process.
[0122] 8. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0123] [Sub-control main processing] 18 is a flowchart showing the sub-control main process. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main process from the sub ROM 93. In the sub-control main process, the performance control microcomputer 91 first performs an initialization process (step S4000). In the initialization process, for example, This sets U92 and resets various flags, status, counters, etc. The initial value of the flag is "0" (OFF), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization process is executed only once after the power is turned on and will not be executed thereafter.
[0124] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0125] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.
[0126] [Sub-side timer interrupt processing] FIG. 19 is a flowchart of the sub-side timer interrupt process (step S4004 in FIG. 18). The performance control microcomputer 91 first performs a received command analysis process (step S4101). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4102). After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4103). In the switch process, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge โโdata and level data) output from the performance button 63. As part of the switch process, a sensor monitoring process is performed. The sensor monitoring process will be described later in detail.
[0127] After the switch processing, the performance control microcomputer 91 performs a command transmission process (step S4104). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 by the received command analysis process, etc., to the image control board 100, the voice control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received various commands, executes a display performance according to the received command using the image display device 7. In addition, the voice control board 106, which has received various commands, executes a sound performance that outputs sound from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes a light emission performance that controls the light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. In other processes, random number update processing, left-hit display processing, etc. are performed. The left-hand hit display process will be described in detail later.
[0128] [Received command analysis process] FIG. 20 is a flowchart of the received command analysis process (step S4101 in FIG. 19). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4201). If a pre-determination command has been received (step S4201: YES), a pre-reading performance determination process is performed (step S4202). The "determination process" is a process for determining whether or not to execute a look-ahead performance, and if so, the look-ahead performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the counter of the look-ahead performance random number, and determines whether or not to execute a look-ahead performance, and the look-ahead performance pattern if the look-ahead performance is executed, by referring to the acquired random number value and the look-ahead performance pattern determination table stored in the sub-ROM 93. On the other hand, if no information has been received (step S4201: NO), the above-mentioned look-ahead performance determination process is skipped. The look-ahead performance is a performance that suggests that the reserved information newly stored in the special chart reserved memory area 84e is highly likely to include a jackpot, and is executed during the variable performance.
[0129] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4203). If it has been received (step S4203: YES), a reserved display process is performed (step S4204). In the reserved display process, the values โโof the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values โโof the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4203: NO), the reserved ball display process described above is skipped.
[0130] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (step S4205). If a change start command has been received (step S4205: YES), a change performance start process is performed (step S4206). The "change performance start process" is a process for selecting a change performance pattern (content) to be executed during the special symbol change. On the other hand, if a change start command has not been received (step S4205: NO), the change performance start process described above is skipped.
[0131] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), a change performance end process is performed (step S4208). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. Note that if the change stop command has not been received (step S4207: NO), the change performance end process described above is skipped.
[0132] Next, the performance control microcomputer 91 determines whether or not a win-related command has been received from the main control board 80 (step S4209). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, an ending command, and the like. If a win-related command has been received (step S4209: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4210). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is sent to the image control board 100 in the command sending process (step S4104), the image The control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no command has been received (step S4209: NO), the above-mentioned winning-related effect pattern determination process is skipped.
[0133] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.
[0134] [Variable performance start processing] FIG. 21 is a flowchart of the variable performance start process (step S4206 in FIG. 20). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variation start command and information on the variation pattern in the sub-RAM 94. The set information includes game state information indicating the current game state, and pattern information indicating the pattern as the judgment result of the hit judgment process of the special symbol 1 or the special symbol 2. The information acquired here can be referred to by the performance control microcomputer 91 as appropriate.
[0135] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4302). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of a predetermined character, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0136] Next, the performance control microcomputer 91 performs a chance-up performance pattern determination process (step S4303). The chance-up performance pattern determination process is a process for determining an additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and a chance-up performance pattern determination table stored in the sub-ROM 93. After determining the chance-up performance pattern, the performance control microcomputer 91 may further determine a combination of performance patterns 8L, 8C, and 8R to be stopped and displayed by referring to the random number value and the stop pattern pattern determination table.
[0137] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4301 to S4303 is realized (step S4304). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process, the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0138] Next, the performance control microcomputer 91 sets the variable performance timer (step S4305) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0139] [Sensor monitoring process] FIG. 22 is a flowchart of the sensor monitoring process. The sensor monitoring process is a part of the switch process (step S4103 in FIG. 19). In the sensor monitoring process, information on whether the right hit button 69 is pressed and whether the handle 60 is rotated to the maximum position are collected. In the sensor monitoring process, information on whether the right hit button 69 is pressed or not is stored in a right hit button pressed flag, and information on whether the handle 60 is rotated to the maximum position is stored in a handle maximum flag.
[0140] In the sensor monitoring process, first, the performance control microcomputer 91 determines whether the right hit button sensor 501 is ON or not (step S4401).
[0141] If the right hit button sensor 501 is not ON (step S4401: NO), the performance control microcomputer 91 turns the right hit button pressed flag OFF (step S4402). After that, the process proceeds to step S4404. If the right hit button sensor 501 is ON (step S4401: YES), the performance control microcomputer 91 turns the right hit button pressed flag ON (step S4403). After that, the process proceeds to step S4404. The right hit button pressed flag is stored in the information storage area 94d of the sub-RAM 94.
[0142] In step S4404, the performance control microcomputer 91 determines whether or not the handle maximum position sensor is ON (step S4404).
[0143] If the steering wheel maximum position sensor is not ON (step S4404: NO), the performance control microcomputer 91 turns the steering wheel maximum flag OFF (step S4405). Then, the sensor monitoring process ends. If the steering wheel maximum position sensor is ON (step S4404: YES), the performance control microcomputer 91 turns the steering wheel maximum flag ON (step S4406). Then, the sensor monitoring process ends. The steering wheel maximum flag is stored in the information storage area 94d of the sub-RAM 94.
[0144] [Left-handed command processing] Fig. 23 is a flowchart of the left hit instruction process. The left hit instruction process is a part of the other processes (step S4105 in Fig. 19). The left hit instruction process is a process for notifying the player not to press the right hit button 69 if the player presses the right hit button 69 when not in the right hit state (a state in which the player plays by aiming at the right play area 3B). Also, when not in the right hit state, if the player rotates the handle 60 to the maximum position, the process is a process for notifying the player to return the handle 60.
[0145] In the left hit instruction process, first, the performance control microcomputer 91 judges whether or not it is in a right hit state (step S4501). The performance control microcomputer 91 judges whether or not it is in a right hit state if it is in a big win game state, a time-saving state, or a probability variable state, and judges that it is not in a right hit state if it is not in any of the above states. If it is in a right hit state (step S4501: YES), the left hit instruction process is terminated.
[0146] If the state is not right-hit (step S4501: NO), the performance control microcomputer 91 judges whether the left-hit instruction 1 timer is 0 or not (step S4502). The left-hit instruction 1 timer is a timer for not issuing a notification not to press the right-hit button 69 again when a notification is issued not to press the right-hit button 69. This left-hit instruction 1 timer is set to a fixed time (for example, 10 seconds) when a notification is issued not to press the right-hit button 69. The value set in this left-hit instruction 1 timer is subtracted each time the sub-side timer interrupt process (FIG. 19) is performed, and becomes 0 after a fixed time has elapsed.
[0147] If the left hit instruction 1 timer is not 0 (step S4502: NO), the process proceeds to step S4506. If the left hit instruction 1 timer is 0 (step S4502: YES), the performance control microcomputer 91 determines whether the right hit button press flag is ON. (Step S4503). If the right hit button press flag is OFF (Step S4503: NO), processing proceeds to Step S4506. If the right hit button press flag is ON (Step S4503: YES), the performance control microcomputer 91 performs processing to issue a left hit instruction 1 notification (Step S4504). The left hit instruction 1 notification is a notification that prompts the player to stop pressing the right hit button 69, and is a notification that is issued using a liquid crystal display effect, a sound effect, and a lamp effect. The left hit instruction 1 notification will be described later. After that, the performance control microcomputer 91 sets the left hit instruction 1 timer to the performance time of the left hit instruction 1 notification (for example, 10 seconds) (Step S4505). After that, processing proceeds to Step S4506.
[0148] In step S4506, the performance control microcomputer 91 determines whether the left hit instruction 2 timer is 0 or not (step S4506). The left hit instruction 2 timer is a timer that prevents a notification to return the handle 60 again when a notification to return the handle 60 has been made. This left hit instruction 2 timer is set to a fixed time (for example, 10 seconds) when a notification to return the handle 60 is made. The value set in this left hit instruction 2 timer is subtracted each time the sub-side timer interrupt process (FIG. 19) is performed, and becomes 0 after the fixed time has elapsed.
[0149] If the left hit instruction 2 timer is not 0 (step S4506: NO), the left hit instruction process is terminated. If the left hit instruction 2 timer is 0 (step S4506: YES), the performance control microcomputer 91 judges whether the handle maximum flag is ON or not (step S4507). If the handle maximum flag is OFF (step S4507: NO), the left hit instruction process is terminated. If the handle maximum flag is ON (step S4507: YES), the performance control microcomputer 91 performs processing to perform a left hit instruction 2 notification (step S4508). The left hit instruction 2 notification is a notification that prompts the player to return the handle 60, and is a notification performed by a liquid crystal display effect, a sound effect, and a lamp effect. The left hit instruction 2 notification will be described later. After that, the performance control microcomputer 91 sets the left hit instruction 2 timer to the performance time of the left hit instruction 2 notification (for example, 10 seconds) (step S4509). Then, the left hit instruction process ends.
[0150] In the left hit instruction process, in step S4501, if the state is right hit (jackpot game state, time-saving state, or probability variable state) (step S4501: YES), the left hit instruction process is terminated, so even if the right hit button press flag is ON, the performance control microcomputer 91 does not perform processing to issue a left hit instruction 1 notification. In other words, in the right hit state (jackpot game state, time-saving state, or probability variable state), the left hit instruction 1 notification is not issued even if the right hit button press flag is ON.
[0151] In the left hit instruction process, in step S4501, if the state is right hit (jackpot game state, time-saving state, or probability variable state) (step S4501: YES), the left hit instruction process is terminated, so even if the handle maximum flag is ON, the performance control microcomputer 91 does not perform processing to issue a left hit instruction 2 notification. In other words, in the right hit state (jackpot game state, time-saving state, or probability variable state), the left hit instruction 2 notification is not issued even if the handle maximum flag is ON.
[0152] [Fire Strength] FIG. 24 is a diagram for explaining the launch strength of the gaming ball. In this embodiment, the launching device 112 is equipped with a handle 60 and a right hit button 69. The gaming ball is launched when the player operates the handle 60 or the right hit button 69. As shown in FIG. 24, when the right hit button 69 is "not pressed" and the handle 60 is "not rotating", the gaming ball is not launched. When the right hit button 69 is "not pressed" and the handle 60 is "rotating", the gaming ball is not launched. When the right hit button 69 is "pressed" and the handle 60 is "no rotation", the game ball is launched with a launch strength that corresponds to the rotation angle of the handle. The relationship between the rotation angle of the handle and the launch strength will be described later. When the right hit button 69 is "pressed" and the handle 60 is "no rotation", the game ball is launched with maximum strength. When the right hit button 69 is "pressed" and the handle 60 is "with rotation", the game ball is launched with maximum strength regardless of the rotation angle of the handle.
[0153] In this embodiment, when the right hit button 69 is "pressed" and the handle 60 is "not rotating", the game ball is launched with maximum strength, but in this case, the game ball may not be launched. Also, in this embodiment, there is no so-called stop button for stopping the launch of the game ball, but a stop button may be provided. If a stop button is provided and the stop button is pressed, the game ball will not be launched regardless of the right hit button 69 and the handle 60.
[0154] [Fire direction] Fig. 25 is a diagram for explaining the relationship between the right hit button and the launch direction of the game ball, and between the handle rotation angle and the launch direction of the game ball. Fig. 25(A) is a diagram for explaining the relationship between the right hit button, the right hit button press flag, and the launch direction of the game ball. Fig. 25(B) is a diagram for explaining the rotation angle of the handle. Fig. 25(C) is a diagram for explaining the relationship between the handle rotation angle, the handle maximum flag, and the launch direction of the game ball.
[0155] As shown in FIG. 25(A), when the right hit button 69 is "not pressed", the right hit button pressed flag is "OFF", and the direction in which the game ball is launched depends on the rotation angle of the handle. When the right hit button 69 is "pressed", the right hit button pressed flag is "ON", and the direction in which the game ball is launched is to the right. Note that in this embodiment, when the right hit button 69 is "pressed", the direction in which the game ball is launched is to the right regardless of the state of the handle, but even if the right hit button 69 is "pressed", if the handle 60 is "not rotated", the game ball may not be launched.
[0156] The rotation angle of the handle 60 will be described with reference to FIG. 25(B). The handle 60 rotates when operated by the player. The degree of rotation is indicated by the angle. FIG. 25(B1) shows a state where the player is not operating the handle 60. The handle 60 is not rotating. FIG. 25(B2) shows a state where the player operates the handle and stops it at a rotation angle of 50 degrees. FIG. 25(B3) shows a state where the player operates the handle and rotates it to its maximum. Note that in this embodiment, the handle 60 rotates up to a maximum of 90 degrees, but it does not have to be 90 degrees. For example, it may rotate up to 100 degrees even if it rotates up to 80 degrees.
[0157] As shown in FIG. 25(C), when the right hit button is not pressed and the rotation angle of the handle 60 is "0 degrees", the handle maximum flag is "OFF" and the game ball is not launched. When the rotation angle of the handle 60 is "40 degrees", the handle maximum flag is "OFF" and the game ball is launched to the left. When the rotation angle of the handle 60 is "50 degrees", the handle maximum flag is "OFF" and the game ball is launched to the left and right, with 80% to the left and 20% to the right. When the rotation angle of the handle 60 is "60 degrees", the handle maximum flag is "OFF" and the game ball is launched to the left and right, with 20% to the left and 80% to the right. When the rotation angle of the handle 60 is "70 degrees", the handle maximum flag is "OFF" and the game ball is launched to the right. When the rotation angle of the handle 60 is "80 degrees", the handle maximum flag is "ON" and the launch direction of the game ball is to the right. When the rotation angle of the handle 60 is "90 degrees (maximum)", the handle maximum flag is "ON" and the launch direction of the game ball is to the right. Note that in this embodiment, the handle 60 rotates up to a maximum of 90 degrees, but it does not have to be 90 degrees. For example, even if it rotates up to 80 degrees, it may also rotate up to 100 degrees. Also, when the launch direction is to the right, The ratios on the left are just examples and may be other than those described.
[0158] [Left-handed hit instruction 1 notification] FIG. 26 is a diagram for explaining the left hit instruction 1 notification. The left hit instruction 1 notification is a notification when the right hit button 69 is pressed in the normal state (left hit state). This notification allows the player to play in the correct way and prevents the waste of game balls. Below, examples 1 to 3 of the left hit instruction 1 notification are explained.
[0159] FIG. 26(A) shows a normal state in which the right-hit button 69 is not pressed. The display screen 7a displays the decorative symbols 8L, 8C, and 8R in a variable manner. The special symbol is being changed. In addition, four reserved icons 9A and a variable icon (the reserved icon) 9C are displayed. The reserved icon 9A and the reserved icon 9C may not be displayed. In this embodiment, the special symbol is being changed, but the special symbol does not have to be changed. For example, the special symbol may be being determined or waiting for a customer. This game state is a non-time-saving state, and is a state in which the player plays by aiming at the left game area 3A (normal state, left-hit state). If the game ball is hit into the right game area 3B in this state, the game ball will be wasted.
[0160] FIG. 26(B) shows a state where the right hit button 69 is pressed in a normal state, and a left hit instruction 1 notification example 1 is performed. The left hit instruction 1 notification example 1 is a notification example performed by a text image and a voice. Since the right hit button 69 is pressed in a normal state, a notification is performed to urge the player not to press the right hit button 69. Following FIG. 26(A), the display screen 7a displays the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C. A band-shaped image OBA1 with the text "Do not press the right hit button!" is displayed so as to cover a part of the decorative patterns 8L, 8C, and 8R. In addition, when this image OBA1 is displayed, a voice "Do not press the right hit button" is output from the speaker 67.
[0161] This left hit instruction 1 notification example 1 may be performed even if the game ball has not been released. This left hit instruction 1 notification example 1 is performed when the right hit button 69 is pressed and the right hit button sensor 501 is detected. In addition, in this embodiment, the image OBA1 covers part of the decorative patterns 8L, 8C, and 8R, but the image OBA1 may be displayed at a position that does not overlap with the decorative patterns 8L, 8C, and 8R. Also, the image OBA1 may be displayed semi-transparently.
[0162] FIG. 26(C) shows a state where the right hit button 69 is pressed in a normal state, and a left hit instruction 1 notification example 2 is performed. The left hit instruction 1 notification example 2 is a notification example performed by a character image, an image indicating the position of the right hit button 69, and a voice. Since the right hit button 69 is pressed in a normal state, a notification is performed to urge the player not to press the right hit button 69. Following FIG. 26(A), the display screen 7a displays the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C. A band-shaped image OBA2 with an image indicating the position of the right hit button 69 and the text "Do not press!" is displayed on the image of the handle 60 so as to cover a part of the decorative patterns 8L, 8C, and 8R. In addition, when this image OBA2 is displayed, a voice "Do not press the right hit button" is output from the speaker 67.
[0163] This left hit instruction 1 notification example 2 may be performed even if the game ball has not been released. This left hit instruction 1 notification example 2 is performed when the right hit button 69 is pressed and the right hit button sensor 501 is detected. Also, in this embodiment, the image OBA2 partially covers the decorative patterns 8L, 8C, and 8R, but the image OBA2 may be displayed in a position that does not overlap with the decorative patterns 8L, 8C, and 8R. Also, the image OBA2 may be displayed semi-transparently. It may be shown.
[0164] FIG. 26(D) shows a state where the right hit button 69 is pressed in a normal state, and the left hit instruction 1 notification example 3 is performed. The left hit instruction 1 notification example 3 is a notification example performed by an image showing the position of the right hit button 69 and an image and a voice indicating that the right hit button 69 should not be pressed. Since the right hit button 69 is pressed in a normal state, a notification is performed to urge the player not to press the right hit button 69. Following FIG. 26(A), the display screen 7a displays the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C. A band-shaped image OBA3 with an image showing the position of the right hit button 69 and an "x" indicating that the button should not be pressed is displayed on the image of the handle 60 so as to cover a part of the decorative patterns 8L, 8C, and 8R. In addition, when the image OBA3 is displayed, a voice saying "Do not press the right hit button" is output from the speaker 67.
[0165] This left hit instruction 1 notification example 3 may be performed even if the game ball has not been released. This left hit instruction 1 notification example 3 is performed when the right hit button 69 is pressed and the right hit button sensor 501 is detected. In addition, in this embodiment, the image OBA3 covers part of the decorative patterns 8L, 8C, and 8R, but the image OBA3 may be displayed at a position that does not overlap with the decorative patterns 8L, 8C, and 8R. Also, the image OBA3 may be displayed semi-transparently.
[0166] In this embodiment, the characters displayed are "Do not press the right-hit button!" and "Don't press!", but this is only an example and other characters may be used. Also, the voice displayed is "Do not press the right-hit button," but this is only an example and other voices may be used.
[0167] [Left-handed hit instruction 2 notification] FIG. 27 is a diagram for explaining the left hit instruction 2 notification. The left hit instruction 2 notification is a notification when the handle 60 is rotated to a rotation angle at which the game ball is hit to the right in the normal state (left hit state). This notification allows the player to play in the correct way and prevents the game ball from being wasted. Below, examples 1 to 3 of the left hit instruction 2 notification are explained.
[0168] FIG. 27(A) shows a state in which the handle 60 is rotated to a rotation angle (40 degrees) at which the game ball is hit to the left in a normal state. The decorative symbols 8L, 8C, and 8R are displayed variably on the display screen 7a. The special symbol is changing. In addition, four reserved icons 9A and a variable icon (the reserved icon) 9C are displayed. The reserved icon 9A and the reserved icon 9C may not be displayed. In this embodiment, the special symbol is changing, but the special symbol does not have to be changing. For example, the special symbol may be confirmed or the player may be waiting for a customer. This game state is a non-time-saving state, and is a state in which the game is played by aiming at the left game area 3A (normal state, left hit state). If the game ball is hit to the right game area 3B in this state, the game ball will be wasted.
[0169] FIG. 27(B) shows a state where the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, and the left hit instruction 2 notification example 1 is performed. The left hit instruction 2 notification example 1 is a notification example performed by a text image and a voice. Since the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, a notification is performed to urge the player not to rotate the handle 60 to the maximum angle (90 degrees). Following FIG. 27(A), the display screen 7a displays the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C. A band-shaped image OBB1 with the text "Return the handle!" is displayed so as to cover a part of the decorative patterns 8L, 8C, and 8R. In addition, when this image OBB1 is displayed, the speaker 67 outputs the voice "Return the handle."
[0170] This left hit instruction 2 notification example 1 may be performed even if the game ball has not been released. This left hit instruction 2 notification example 1 is performed by rotating the handle 60 to a rotation angle at which the game ball is hit to the right and detecting the handle maximum position sensor 500. Also, in this embodiment, the image OBB1 covers part of the decorative patterns 8L, 8C, and 8R, but the image OBB1 may be displayed at a position that does not overlap with the decorative patterns 8L, 8C, and 8R. Also, the image OBB1 may be displayed semi-transparently.
[0171] FIG. 27(C) shows a state where the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, and the left hit instruction 2 notification example 2 is being performed. The left hit instruction 2 notification example 2 is a notification example performed by a text image and an image and sound urging the player to return the handle 60. Since the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, a notification is performed to urge the player not to rotate the handle 60 to the maximum angle (90 degrees). Following FIG. 27(A), the display screen 7a displays the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C. A band-shaped image OBB2 is displayed with an image urging the player to return the handle 60 and the text "Return the handle!" so as to cover a part of the decorative patterns 8L, 8C, and 8R. In addition, the image OBB2 is displayed, and the sound "Please return the handle" is output from the speaker 67.
[0172] This left hit instruction 2 notification example 2 may be performed even if the game ball has not been released. This left hit instruction 2 notification example 2 is performed by rotating the handle 60 to a rotation angle at which the game ball is hit to the right and detecting the handle maximum position sensor 500. In addition, in this embodiment, the image OBB2 covers part of the decorative patterns 8L, 8C, and 8R, but the image OBB2 may be displayed at a position that does not overlap with the decorative patterns 8L, 8C, and 8R. The image OBB2 may also be displayed semi-transparently.
[0173] FIG. 27(D) shows a state where the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, and the left hit instruction 2 notification example 3 is performed. The left hit instruction 2 notification example 3 is a notification example performed by an image and a voice urging the player to return the handle 60. Since the handle 60 is rotated to the maximum angle (90 degrees) in the normal state, a notification is performed to urge the player not to rotate the handle 60 to the maximum angle (90 degrees). Following FIG. 27(A), the decorative patterns 8L, 8C, and 8R, the reserved icon 9A, and the reserved icon 9C are displayed on the display screen 7a. A band-shaped image OBB3 is displayed so as to cover a part of the decorative patterns 8L, 8C, and 8R, urging the player to return the handle 60. In addition, when the image OBB3 is displayed, a voice saying "Please return the handle" is output from the speaker 67.
[0174] This left hit instruction 2 notification example 3 may be performed even if the game ball has not been released. This left hit instruction 2 notification example 3 is performed by rotating the handle 60 to a rotation angle at which the game ball is hit to the right and detecting the handle maximum position sensor 500. In addition, in this embodiment, the image OBB3 covers part of the decorative patterns 8L, 8C, and 8R, but the image OBB3 may be displayed at a position that does not overlap with the decorative patterns 8L, 8C, and 8R. Also, the image OBB3 may be displayed semi-transparently.
[0175] In this embodiment, the displayed text is "Put the steering wheel back!", but this is only an example and other text may be used. Also, the voice is "Please put the steering wheel back", but this is only an example and other voice may be used.
[0176] [Example of effect] Below are examples of the effects of left hit instruction 1 notification and left hit instruction 2 notification.
[0177] [Effect 1] As shown in "Left hit instruction 1 notification" and "Left hit instruction 2 notification", the gaming machine 1 of the above embodiment includes an operating means (right hit button 69, handle 60) that can be operated by the player, a detection means (performance control microcomputer 91) that can detect the operation of the operating means (right hit button 69, handle 60), and a notification means (display screen 7a, speaker 67) that issues a predetermined notification, and when the detection means (performance control microcomputer 91) detects the operation of the operating means (right hit button 69, handle 60), the notification means (display screen 7a, speaker 67) issues a predetermined notification (left hit instruction 1 notification, left hit instruction 2 notification). With this configuration, the player can play in the correct way and the waste of game balls can be prevented. This can improve the interest of the player.
[0178] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in the "left hit instruction process", a gaming state switching means (game control microcomputer 81) is provided for executing one of a plurality of gaming states including a first gaming state (normal state) and a second gaming state (jackpot gaming state, time-saving state, probability variable state), and in the first gaming state (normal state), a notification means (display screen 7a, speaker 67) is a detection means (performance control microcomputer 91) for detecting an operation means (right hit button). When the operation of the operation means (right hit button 69, handle 60) is detected, a predetermined notification (left hit instruction 1 notification, left hit instruction 2 notification) is made, and in the second game state (jackpot game state, time-saving state, probability variable state), the notification means (display screen 7a, speaker 67) does not make the predetermined notification (left hit instruction 1 notification, left hit instruction 2 notification) even though the detection means (performance control microcomputer 91) detects the operation of the operation means (right hit button 69, handle 60). With this configuration, the player can play in the correct game method and waste of game balls can be prevented. This can improve the interest.
[0179] [Effect 3] In the gaming machine 1 of the above embodiment, as shown in "Left hit instruction 1 notification" and "Left hit instruction 2 notification", a launching means (launching device 112) is provided for launching a gaming ball in response to the operation of the operating means (right hit button 69, handle 60), and a detection means (performance control microcomputer 91) detects whether the operation is an operation for launching a gaming ball into a first area (right gaming area 3B), and a notification means (display screen 7a, speaker 67) issues a notification (left hit instruction 1 notification, left hit instruction 2 notification) to encourage the launch of the gaming ball into a second area (left gaming area 3A) different from the first area (right gaming area 3B). With this configuration, the player can play in the correct way and waste of gaming balls can be prevented. This can improve the interest of the player.
[0180] [Effect 4] In the gaming machine 1 of the above embodiment, as shown in "Firing direction", the operating means includes a handle 60 and a button (right hit button 69), and when the button (right hit button 69) is operated, the firing means (firing device 112) fires the gaming ball into the first area (right gaming area 3B). With this configuration, right-side firing can be performed efficiently. This can increase the interest.
[0181] [Variations] A modified example of this embodiment is shown.
[0182] [Variation 1] In the above embodiment, the left hit instruction 1 notification examples 1 to 3 and the left hit instruction 2 notification examples 1 to 3 are performed, respectively, but the left hit instruction 1 notification examples 1 to 3 and the left hit instruction 2 notification examples 1 to 3 may be performed simultaneously.
[0183] [Variation 2] In the above embodiment, the left hit instruction 1 notification examples 1-3 and the left hit instruction 2 notification examples 1-3 overlap when displayed simultaneously, but the left hit instruction 1 notification examples 1-3 and the left hit instruction 2 notification examples 1-3 may be configured not to overlap when displayed simultaneously. Also, the size and position of the images may be changed only when displayed simultaneously so that they do not overlap.
[0184] [Variation 3] In the above embodiment, the "Left hit instruction 1 notification" and "Left hit instruction 2 notification" are notified using the display screen 7a and speaker 67, but the notification may also be made using not only the display screen 7a and speaker 67, but also the board lamp 5 and frame lamp 66.
[0185] [Variation 4] In the above embodiment, the operation means is the right hit button 69 or the handle 60, but the operation means may also be the performance button 63.
[0186] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] An operation means operable by a player; A detection means capable of detecting an operation of the operation means; A gaming machine including a notification means for making a predetermined notification, The notification means performs the predetermined notification when the detection means detects the operation of the operation means. A gaming machine characterized by: [Aspect 2] The gaming machine according to aspect 1 further comprises: The game machine includes a game state switching means for executing one of a plurality of game states including a first game state and a second game state, In the first gaming state, when the detection means detects an operation of the operation means, the notification means performs the predetermined notification; In the second gaming state, the notification means does not issue the predetermined notification even if the detection means detects an operation of the operation means. A gaming machine characterized by: [Aspect 3] The gaming machine according to aspect 1 or aspect 2 further comprises: The device includes a launching means for launching a game ball in response to the operation of the operating means, The detection means detects whether the operation is an operation for launching a game ball into a first area, The notification means issues a notification to prompt the player to launch the game ball into a second area different from the first area. A gaming machine characterized by: [Aspect 4] A gaming machine according to aspect 3, The operating means includes a handle and a button. The launching means launches a game ball into the first area when the button is operated. A gaming machine characterized by:
[0187] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.
[0188] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.
[0189] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.
[0190] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.
[0191] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]
[0192] 1. Gaming machine 7...Image display device 7aโฆDisplay screen 63...Performance button 66โฆFrame lamp 68...Select button 81...Game control microcomputer 91...Performance control microcomputer 101...Image control microcomputer
Claims
1. A means of operation that can be operated by the player, A detection means capable of detecting the operation of the aforementioned operating means, A gaming machine comprising a notification means for providing a predetermined notification, The notification means is capable of making the predetermined notification when the operation of the operation means is detected by the detection means. The notification means shall not initiate the predetermined notification again until a predetermined period has elapsed after it has made the predetermined notification. A gaming machine characterized by the following features.
2. The gaming machine described in claim 1 further, It is equipped with a game state switching means that executes one of several types of game states, including a first game state and a second game state. When the first game state is in progress, the notification means shall, when the operation of the operation means is detected by the detection means, perform the predetermined notification. When the second game state is in progress, the notification means does not make the predetermined notification even though the operation of the operation means has been detected by the detection means. A gaming machine characterized by the following features.
3. The gaming machine according to claim 1 or claim 2 further, The system includes a launching mechanism that launches game balls in response to the operation of the aforementioned operating mechanism, The detection means detects whether the operation is an operation to launch a game ball into the first area, The notification means is capable of providing notification prompting the player to launch the game ball into a second area different from the first area. A gaming machine characterized by the following features.