Game machine
The wireless connection mechanism in gaming machines addresses connection management issues by enabling automatic enable/disable states based on time, enhancing player satisfaction through secure and convenient device connectivity.
Patent Information
- Application Number
- JP2024056109
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
Existing gaming machines with wireless listening devices face challenges in convenient and secure connection management, which affects player satisfaction.
A wireless connection mechanism that enables and disables the connection based on a predetermined time period after disconnection, ensuring seamless and secure connectivity without manual intervention.
Enhances player satisfaction by facilitating easy and secure connection of wireless listening devices, improving the overall gaming experience.
Smart Images

Figure 2025153570000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, some gaming machines, such as pachinko machines, are equipped with a picture display device that changes the display of pictures when a ball enters a ball entry section provided in the gaming area, and various effects are performed on the display screen of this picture display device to notify the results of a lottery based on the ball entering the ball entry section. Some gaming machines of this type are configured so that the player can adjust the volume of the background music, sound effects, and other sound effects output from the speaker in accordance with the effects on the display screen according to their preferences. In addition, in recent years, machines that allow the connection of listening devices such as earphones and headphones have been proposed (see, for example, Patent Document 1). Volume adjustment functions and listening device connection functions are preferable for improving player satisfaction. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-275347 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, for example, if a wireless listening device could be connected, it would be possible to avoid restricting the player's movements (such as checking other gaming machines) due to the cord connecting the device to the gaming machine, and it is expected that this would contribute to further improving player satisfaction. However, in order to improve player satisfaction by allowing the connection of a wireless listening device, it is necessary to consider how to avoid inappropriate connections while reducing the effort required for the player when connecting, and there is still room for improvement in the configuration related to the connection of the listening device.
[0005] The present invention has been made in consideration of the circumstances exemplified above, and aims to contribute to improving player satisfaction by enabling the connection of wireless listening devices. [Means for solving the problem]
[0006] The first invention is a wireless connection means capable of wirelessly connecting to a listening device that outputs sound based on an input audio signal; a switching means for switching the state of the wireless connection means between an enabled state in which the wireless connection function is enabled and an disabled state in which the wireless connection function is disabled; Equipped with The switching means is characterized by having a means for, when the connection between the wireless connection means and the listening device is disconnected, maintaining the wireless connection means in the enabled state until a predetermined period of time has elapsed since the disconnection, and switching the wireless connection means to the disabled state based on the elapse of the predetermined period of time.
[0007] The second invention is: a wireless connection means capable of wirelessly connecting to a listening device that outputs sound based on an input audio signal; a switching means for switching the state of the wireless connection means between an enabled state in which the wireless connection function is enabled and an disabled state in which the wireless connection function is disabled; Equipped with The switching means is characterized in that, when the connection between the wireless connection means and the listening device is disconnected, it maintains the wireless connection means in the enabled state until a predetermined period of time has elapsed since the disconnection, and has a means for switching the wireless connection means to the disabled state based on the predetermined period having elapsed without a game being played. [Effects of the Invention]
[0008] According to the first and second aspects of the present invention, wireless listening devices can be connected, which can favorably contribute to improving player satisfaction. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view showing a pachinko machine according to a first embodiment. [Figure 2] Front view of the game board. [Figure 3] FIG. [Figure 4] FIG. 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 5] A schematic diagram showing the configuration of various counters used in lotteries, etc. [Figure 6] FIG. 3 is a schematic diagram showing various tables. [Figure 7] 4 is a flowchart showing main processing executed by the CPU of the main control board. [Figure 8] 10 is a flowchart showing a timer interrupt process executed by the CPU of the main control board. [Figure 9] 10 is a flowchart showing a general-purpose power control process. [Figure 10] 10 is a flowchart showing the process for starting a general map change. [Figure 11] 10 is a flowchart showing the process during general map confirmation. [Figure 12] 10 is a flowchart showing a special image special power control process. [Figure 13] 10 is a flowchart showing a process of acquiring hold information. [Figure 14] 10 is a flowchart showing the process for starting special chart changes. [Figure 15] Flowchart showing processing during special drawing confirmation. [Figure 16] 10 is a flowchart showing a special call termination process. [Figure 17] A schematic diagram showing the issues with enclosed pachinko machines. [Figure 18] 1 showing the game ball launching handle and its surrounding structure, and FIG. 2B is a schematic diagram of the game ball launching handle as viewed from above. [Figure 19] 10 is a flowchart showing a process for notifying absence executed by the CPU of the sub-control board. [Figure 20]1A is a schematic diagram showing a setting screen for notifying absence from a desk, FIG. 1B is a flowchart showing a notification mode determination process, and FIG. 1C is a schematic diagram showing differences in notification modes. [Figure 21] 10 is a timing chart showing the flow of notification of absence from a seat. [Figure 22] 10 is a flowchart showing a modified example. [Figure 23] FIG. 10 is a schematic diagram showing a role unit in the second embodiment. [Figure 24] (a) Plan view of the upper crane, (b) Plan view of the lower crane, (c) Schematic diagram showing the special telephone winning unit. [Figure 25] 10 is a flowchart showing the process for starting special chart changes. [Figure 26] (a) to (c) Schematic diagram showing various tables, (d) Schematic diagram comparing winnings, (e) Schematic diagram showing the variable display time of the first special chart. [Figure 27] 10 is a flowchart showing a setting process for a time-saving result. [Figure 28] FIG. 3 is a schematic diagram showing various tables. [Figure 29] (a) Block diagram showing the relationship between each game state, (b)~(c) Schematic diagram comparing the appearance of the lower crane. [Figure 30] 1 is a flowchart showing the flow of a game. [Figure 31] (a) A schematic diagram showing the relationship between the trigger for transitioning to the time-shortened state and the number of time-shortened states to be set in the third embodiment, (b) A block diagram showing the relationship between each game state. [Figure 32] FIG. [Figure 33] A schematic diagram showing the regular electric device and the special electric winning unit in the fourth embodiment. [Figure 34] (a)-(b) Schematic diagram showing various tables, (c) Schematic diagram comparing winning results and time-saving results. [Figure 35] FIG. 3 is a block diagram showing the relationship between each game state. [Figure 36] FIG. 3 is a schematic diagram showing various tables. [Figure 37] FIG. 10 is a schematic diagram showing the relationship between acquired hold information and the continuation and termination of a special state. [Figure 38] 10 is a flowchart showing a preliminary check process executed by the CPU of the main control board. [Figure 39] 1 is a timing chart showing the flow of a game. [Figure 40] A schematic diagram showing the flow of presentation in a special state. [Figure 41] A schematic diagram showing the flow of presentation in a special state. [Figure 42] (a) A schematic diagram showing the performance pattern of the second half and the conditions for its execution, (b) A schematic diagram comparing the release performance and the ending performance. [Figure 43] (a) A schematic diagram showing a type determination table for miss results in the fifth embodiment, and (b) a flowchart showing the setting process for time-saving results executed by the CPU of the main control board. [Figure 44] (a) to (c) are schematic diagrams showing various tables, and (d) is a schematic diagram showing general-purpose electric equipment. [Figure 45] (a)~(b) are schematic diagrams showing various tables, and (c) is a block diagram showing the relationship between each game state. [Figure 46] (a) Schematic diagram showing a variation pattern table for special charts, (b) Schematic diagram showing the relationship between background images and game states. [Figure 47] (a) Schematic diagram for explaining the problem, (b) front view of the main display unit. [Figure 48] 6 is a flowchart showing a status notification process executed by the CPU of the main control board. [Figure 49] 10 is a flowchart showing a power restoration notification process. [Figure 50] FIG. [Figure 51] 10 is a timing chart showing changes in notification modes. [Figure 52] FIG. [Figure 53] 13A is a flowchart showing main processing in the sixth embodiment, and FIG. 13B is a flowchart showing timer interrupt processing. [Figure 54] 10 is a flowchart showing a ball detection process. [Figure 55]10 is a flowchart showing a difference ball monitoring process. [Figure 56] (a) Timing chart showing the process of stopping a game, (b) Schematic diagram to explain the problem. [Figure 57] (a) A schematic diagram showing a suggestion image (traffic light icon) displayed on the image display device, (b) A flowchart showing the remaining ball difference display setting process executed by the CPU of the sub-control board. [Figure 58] (a) A schematic diagram comparing each display pattern, (b) A timing chart showing the flow of changes in the display pattern. [Figure 59] 5A and 5B are schematic diagrams showing the flow of changes in the display pattern. [Figure 60] 5A and 5B are schematic diagrams showing the flow of changes in the display pattern. [Figure 61] FIG. [Figure 62] FIG. [Figure 63] FIG. 13(a) is a schematic diagram showing the display content of an image display device according to a seventh embodiment, and FIG. 13(b) is a block diagram showing a control means for image display. [Figure 64] (a) Schematic diagram showing the first pseudo-prop image, (b) schematic diagram showing the second pseudo-prop image, and (c) schematic diagram showing the third pseudo-prop image. [Figure 65] 10 is a flowchart showing the pseudo-function setting process executed by the CPU of the sub-control board. [Figure 66] (a) A schematic diagram showing a menu screen for customizing pseudo-actors, (b) A schematic diagram showing an overview of customization. [Figure 67] (a) Flowchart showing the effect display processing executed by the CPU of the image control device, (b1)-(b2) Schematic diagram showing the relationship between the size of the pseudo-function device and the size of the effect, (c1)-(c2) Schematic diagram showing the relationship between the size of the pseudo-function device and the layout of various game information. [Figure 68] FIG. [Figure 69] FIG. [Figure 70] Schematic diagram for explaining the problem. [Figure 71]FIG. 13(a) is a schematic diagram showing a movable effect device in the eighth embodiment, and (b1) to (b3) are schematic diagrams showing the movement of the movable effect device. [Figure 72] (a) Timing chart showing the movement of the movable effect device when a frame role effect occurs, (b) Timing chart showing the movement of the movable effect device when a pseudo role effect occurs. [Figure 73] FIG. [Figure 74] FIG. [Figure 75] FIG. [Figure 76] FIG. 13 is a front view of a pachinko machine according to a ninth embodiment. [Figure 77] 10 is a flowchart showing a special light emission control process executed by the CPU of the sub-control board. [Figure 78] (a) Schematic diagram showing the special light-emitting display, (b) Schematic diagram showing customization options, (c) Schematic diagram showing the relationship between the pseudo-function object and the shift range. [Figure 79] A schematic diagram showing the behavior when a pseudo-role effect occurs. [Figure 80] FIG. [Figure 81] (a) A schematic diagram comparing game modes in the tenth embodiment, (b1) A schematic diagram showing an overview of the display in the normal game mode, (b2) A schematic diagram showing an overview of the display in the special game mode. [Figure 82] FIG. 4 is a block diagram showing an electrical configuration related to a special game mode. [Figure 83] (a) Flowchart showing the special game mode processing executed by the CPU of the sub-control board, (b1)-(b2) are schematic diagrams showing guide screens displayed during the special game mode. [Figure 84] (a) Flowchart showing the processing during playback executed by the CPU of the sub-control board, (b) Schematic diagram showing the display flow when a jackpot result occurs during a special game mode. [Figure 85] (a) A schematic diagram illustrating an example of video operation, (b) A flowchart showing the game status monitoring process executed by the CPU of the sub-control board. [Figure 86]FIG. 10A is a timing chart illustrating an example of the flow when playback of a special video continues, and FIG. 10B is a timing chart illustrating an example of the flow when playback of a special video is paused. [Figure 87] FIG. 22 is a front view of a pachinko machine according to an eleventh embodiment. [Figure 88] FIG. 1 is a block diagram showing the electrical configuration of a pachinko machine. [Figure 89] FIG. 1A is a schematic diagram showing a setting candidate storage area, and FIG. 1B is a schematic diagram showing a volume setting level storage area. [Figure 90] 1 is a schematic diagram illustrating problems that may occur when using earphones. [Figure 91] 10 is a flowchart showing a volume setting process executed by the CPU of the audio control board. [Figure 92] 10A is a flowchart showing an image for adjusting the volume level, and FIG. 10B is a flowchart showing a process for changing the volume level. [Figure 93] FIG. 10A is a schematic diagram illustrating the flow of volume adjustment, and FIG. 10B is a schematic diagram illustrating the objects to be adjusted in each volume adjustment mode. [Figure 94] 10 is a timing chart illustrating the flow of resetting tone settings. [Figure 95] FIG. [Figure 96] FIG. 22 is a block diagram showing the electrical configuration of a pachinko machine according to a twelfth embodiment. [Figure 97] 1 is a schematic diagram showing the flow of an initial wireless connection. [Figure 98] 10 is a schematic diagram showing the flow of wireless connections from the second time onward. [Figure 99] FIG. 4 is a schematic diagram showing an operation screen displayed when the wireless connection function is turned on. [Figure 100] 6 is a flowchart showing an operation start process executed by the voice control microcomputer. [Figure 101] FIG. 1 is a schematic plan view illustrating one section of a gaming hall. [Figure 102] 10 is a flowchart showing a connection termination process executed by the audio control microcomputer. [Figure 103] 1 is a timing chart illustrating the flow of a game. [Figure 104] 1 is a timing chart illustrating the flow of a game. [Figure 105] 1 is a timing chart illustrating the flow of a game. [Figure 106] 1 is a timing chart illustrating the flow of a game. [Figure 107] FIG. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine"), which is one type of gaming machine, will be described below with reference to the drawings.
[0011] As shown in FIG. 1 (a front view of a pachinko machine 10), the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to the outer frame 11. The outer frame 11 is made up of long frame materials connected at all four sides, and is formed into a rectangular frame shape overall. The pachinko machine 10 is installed in an amusement hall by attaching and fixing the outer frame 11 to island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to island equipment or the like in an amusement hall.
[0012] The gaming machine main body 12 includes an inner frame 13 on which a gaming board is mounted, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is rotatably supported relative to the outer frame 11, and the gaming machine main body 12 is rotatable toward the front of the pachinko machine 10 with the left side as the rotation base end and the right side as the rotation tip end relative to the outer frame 11 when viewed from the front of the pachinko machine 10. In addition, a front door frame 14 is rotatably supported by the inner frame 13, and is rotatable toward the front with the left side as the rotation base end and the right side as the rotation tip end when viewed from the front. By rotating (opening) the front door frame 14 toward the front of the pachinko machine 10 relative to the inner frame 13, the gaming board is exposed.
[0013] (Front door frame 14) The front door frame 14 covers almost the entire front surface of the inner frame 13, and has an opening (central opening 21) formed in its central portion, with a transparent plate 22 disposed to cover this central opening 21. The game board (play area) can be seen from the front of the gaming machine through this transparent plate 22. A speaker 23 for outputting sound effects, background music, etc., a top lamp 24 incorporating light-emitting means such as an LED, and a side lamp 25 are provided around the central opening 21. In addition, a movable effect device (movable effect device 29) is disposed above the central opening 21 on the front door frame 14.
[0014] The portion of the front door frame 14 (frame body 20) below the central opening 21 bulges toward the front of the gaming machine. This lower bulge 27 houses an effect button 31 and a cross-key-type select button 32 that the player can operate during effects that are executed as the game progresses, as well as a ball possession count indicator 33 that displays the number of game balls currently owned by the player (number of game balls available for use). The effect button 31 and select button 32 are connected to a sub-control board (described later), which executes effects corresponding to the operation of the effect button 31, etc. The ball possession count indicator 33 is composed of six 7-segment displays that can display a six-digit number. The ball possession count indicator 33 is connected to a payout control board (described later), and display control is performed by the payout control board. In FIG. 1, the ball possession count indicator 33 displays "15,000." This indicates that the player has 15,000 game balls.
[0015] In addition, a game ball launching handle 41 is provided on the lower bulging portion 27 so as to protrude toward the front side. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism 48 provided on the inner frame 13 toward a game area (a guide passage described later in detail). The launching speed of the game ball increases as the amount of operation of the game ball launching handle 41, more specifically, the amount of rotation of a rotation operating member described later, increases, and the game ball reaches the game area when this amount of operation is adjusted by the player to a predetermined amount.
[0016] A storage device 49 for storing game balls is provided at the bottom of the inner frame 13, specifically on the back side of the lower bulge 27. A predetermined number of game balls are stored in the storage device 49, and these game balls are sequentially supplied to the game ball launching mechanism 48. The game balls launched into the play area by the game ball launching mechanism 48 flow down the play area and return to the storage device 49. The game balls stored in the storage device 49 are sealed in the pachinko machine 10 and circulate within the pachinko machine 10 without being discharged to the outside of the pachinko machine 10. In other words, the pachinko machine 10 is a so-called "sealed-type pachinko machine" configured so that the game balls sealed inside flow down the play area, then circulate and can enter the play area again, allowing the player to play without touching the game balls. In addition, in this pachinko machine 10, the upper tray and lower tray (storage trays accessible to the player) that are provided in the front door frame in conventional "non-enclosed pachinko machines" are omitted.
[0017] It should be noted that there are cases where a game ball launched from the game ball launching mechanism 48 does not reach the game area PA (see FIG. 2) and instead returns as a foul ball through a guide passage, which will be described later. A foul ball passage is formed in the inner frame 13 to guide such foul balls to the storage device 49. By evacuating the foul ball into the foul ball passage, interference between the foul ball and the next game ball to be launched is avoided. Incidentally, foul balls are also subject to supply from the storage device 49 to the game ball launching mechanism 48.
[0018] (Game board 50) Next, the game board 50 mounted on the inner frame 13 will be described with reference to Figure 2. Figure 2 is a front view of the game board 50.
[0019] An inner rail 51 and an outer rail 52 are arranged on the front side of the game board 50 so as to define a part of the outer edge of the game area PA. The inner rail 51 and the outer rail 52 form a guide passage 53, and game balls launched from the game ball launching mechanism 48 are guided to the upper part of the game area PA via the guide passage 53.
[0020] The game board 50 has a plurality of large and small openings formed through it in the thickness direction (front-to-back direction). Each opening is provided with a general winning opening 61, a first starting opening 62, a second starting opening 63, a special electric winning device 64, which is a special electric device (so-called attacker), and a gate 65. When a ball lands in the general winning opening 61, the first starting opening 62, the second starting opening 63, or the special electric winning device 64, the player is awarded a prize such as a predetermined number of prize balls. Specifically, when a ball lands in the first starting opening 62 or the second starting opening 63, one prize ball is awarded; when a ball lands in the general winning opening 61, ten prize balls are awarded; and when a ball lands in the special electric winning device 64, fifteen prize balls are awarded.
[0021] In addition, an outlet 66 is provided at the bottom of the game board 50 (game area PA), and game balls that do not enter the various entry areas etc. are discharged from the game area PA through the outlet 66. In the following explanation, to clearly distinguish from game balls entering the outlet 66, balls entering the general entry port 61, the first start port 62, the second start port 63, the special electric entry device 64, and the gate 65 will also be referred to as "entries."
[0022] In addition, various game components such as numerous game nails 68 and windmills are arranged on the game board 50 in order to appropriately distribute and adjust the flow path of the game balls. The flow path of the game balls is differentiated by the various configurations of these game nails 68 and windmills, etc., and winning into the general winning hole 61, etc., described above, occurs with a reasonable probability.
[0023] An image display device 90 (effect display means), which is a liquid crystal display device, is disposed on the rear side of the gaming board 50. A display surface 91 of the image display device 90 is visible from the front of the gaming machine through an opening 95 formed in the center of the gaming board 50. A movable effect device 98, which constitutes a gaming board unit together with the image display device 90, is disposed on the rear side of the gaming board 50. The movable effect device 98 includes a movable decorative element 99 located in front of the image display device 90 and behind the gaming board 50, and a drive mechanism for driving the decorative element 99. The decorative element 99 is positioned so that it is visible through the opening 95. The area in front of the image display device 90 is the operating area for the decorative element 99. When an effect is performed using the movable effect device 98, the decorative element 99 moves (falls) from a standby position near the top of the image display device 90 to an effect position near the center of the image display device 90. A center frame 96 is provided on the gaming board 50 to surround the opening 95. The center frame 96 stands upright from the front of the game board 50, and the flow paths of game balls flowing down the game area PA are roughly divided into a right route that bypasses the image display device 90 (center frame 96) from the right side, and a left route that bypasses it from the left side. In this embodiment, game balls flowing down the left route can win the first start opening 62 and the second start opening 63, but cannot win the special electric winning device 64 or the gate 65, and game balls flowing down the right route can win the second start opening 63, the special electric winning device 64, and the gate 65, but cannot win the first start opening 62.
[0024] A stage 97, on which game balls can roll left and right, is formed on the upper surface of the lower frame portion that constitutes the lower part of the center frame 96. Game balls that flow in from an inlet formed in the left frame portion of the center frame 96 are discharged onto the stage 97 through a warp passage 96a also formed in the center frame 96. The stage 97 is configured so that game balls that reach the stage 97 are relatively likely to flow into the first start opening 62; specifically, so that game balls that do not pass through the stage 97 are more likely to flow into the first start opening 62, which contributes to increasing the player's attention to the movement of game balls on this stage 97.
[0025] The first starting opening 62 is open facing upward, and is not provided with any member such as an opening / closing member for preventing balls from entering the first starting opening 62. In other words, the first starting opening 62 is always capable of receiving a game ball that flows down the game area PA toward the first starting opening 62, and the probability of receiving a game ball from the first starting opening 62 is constant regardless of the game state when game balls are launched in the same manner.
[0026] A second starting hole 63 is disposed below the first starting hole 62. A normal electric device (known as an electric chute) is provided adjacent to the second starting hole 63 as an opening / closing type ball entry assisting device (ball entry assisting means) or an opening / closing device (opening / closing means). The normal electric device (hereinafter referred to as normal electric device 71) includes a movable piece 72 that can be switched between an open position (auxiliary position) that allows entry into the second starting hole 63 and a closed position (non-auxiliary position) that prohibits entry, and a solenoid-type normal electric drive unit for switching the movable piece 72 between the closed position and the open position. In other words, the second starting hole 63 can change the probability of winning (how easy it is to win). Hereinafter, the state in which the movable piece 72 is positioned in the closed position will be referred to as the "closed state" of the normal electric device 71, and the state in which the movable piece 72 is positioned in the open position will be referred to as the "open state" of the normal electric device 71.
[0027] Regarding the normal electric device 71, while it is easier to win a prize in the second starting hole 63 when it is in the "open state" compared to the "closed state," it is also possible to configure it so that it is possible to win a prize in the second starting hole 63 even when it is in the "closed state."
[0028] (Normal design) The gate 65 is disposed in the gaming area PA at a position upstream of the second starting gate 63, more specifically, at a position midway along the right route. When a win occurs at gate 65, a random number for the lottery (a normal symbol random number, described later) is acquired, and a win / loss determination process (normal symbol lottery process) for the normal symbol (hereinafter also referred to as a normal symbol) is executed based on the value of the acquired random number. If the result of this win / loss determination process is a normal symbol winning result, a normal symbol winning game (hereinafter also referred to as an auxiliary game) is executed, in which the normal electric device 71 is switched between a closed state and an open state in a predetermined manner.
[0029] The main display unit 100, located on the gaming board 50 outside the play area PA (more specifically, the lower right corner), is provided with a normal symbol display (hereinafter referred to as the normal symbol display 101) that displays normal symbols (see FIG. 3). The normal symbol display 101 displays normal symbols in a variable manner, and then displays a static display (confirmed display) of a symbol corresponding to the result of the win / loss determination process. The normal symbol display 101 is composed of multiple LEDs (two in this embodiment), and displays a normal symbol corresponding to the result of the normal symbol lottery by the lighting state of these LEDs. For example, if the lottery result is a normal symbol win, the display shows a winning symbol with the left LED lit and the right LED unlit, as in "□■" (□: lit, ■: unlit). If the lottery result is a loss, the display shows a losing symbol with the left LED unlit and the right LED lit, as in "■□" (□: lit, ■: unlit). Before the normal symbols are displayed, they are displayed for a predetermined period of time, and the display mode can be, for example, by alternately lighting the left and right LEDs. Once the normal symbols are displayed as winning or losing symbols, the display mode (confirmation display) is maintained until a predetermined time has elapsed to confirm the symbols that have been displayed. After the normal symbols are displayed as winning symbols, the auxiliary game begins.
[0030] The main display unit 100 shown in this embodiment can be seen from the front of the pachinko machine 10 through the transparent plate 22 of the front door frame 14, and game balls are prevented from moving in front of the main display unit 100. This ensures the visibility of various information displayed on the main display unit 100.
[0031] In the pachinko machine 10 shown in this embodiment, when a win occurs at gate 65, the value of the normal symbol random number obtained for that win (numerical information or judgment information) is temporarily stored in a normal symbol reserve storage area described below. There is an upper limit to the number of normal symbol reserves that can be stored in this normal symbol reserve storage area, and in this embodiment, the upper limit is "4".
[0032] In the main display unit 100, a general map hold indicator 102 is provided adjacent to the general map indicator 101, which displays the number of general map holds stored in the general map indicator 101. The general map hold indicator 102 is made up of four LEDs, and the general map hold indicator 102 lights up the same number of LEDs as the number of general map holds stored.
[0033] The reserved normal symbols stored in the reserved normal symbol storage area are consumed when it becomes possible to display the normal symbol variations based on that reserved normal symbol. The consumption of reserved normal symbols means determining the normal symbol random number corresponding to that reserved normal symbol and then displaying the normal symbol variations and finalization to show the results of that determination. Therefore, in this pachinko machine 10, even if the display of the normal symbol variations based on a win at gate 65 cannot be performed immediately after the win, i.e., even if a win occurs during the display of the normal symbol variations and finalization or during an auxiliary game, the right to draw for that win is reserved up to a predetermined number.
[0034] 2 again, the special electric prize winning device 64 is disposed at a position downstream of gate 65 on the right route. The special electric prize winning device 64 is provided with a large prize opening 81, a shutter 82 that can be switched between an open position that allows a prize to be won at the large prize opening 81 and a closed position that prevents a prize from being won, and a solenoid-type special electric drive unit for switching the shutter 82 between the allowing position and the blocking position. Below, the state in which the shutter 82 is positioned in the allowing position will be described as the "open state" of the special electric prize winning device 64, and the state in which the shutter 82 is positioned in the blocking position will be described as the "closed state" of the special electric prize winning device 64.
[0035] When a winning entry occurs in the starting port 62, 63, a winning / losing determination process (lottery process) is executed based on the winning entry, and if this winning / losing determination process results in a winning result (for example, a jackpot result), a special winning game (for example, a jackpot game) is executed in which the special electric winning device 64 is switched between an open state and a closed state in a predetermined manner.
[0036] The result of the win / loss determination process is displayed on a special symbol display 103 (see FIG. 3) provided on the main display unit 100. The special symbol display 103 is broadly divided into a first special symbol display 103a that displays a first special symbol (hereinafter also referred to as "first special symbol" or "special symbol 1"), and a second special symbol display 103b that displays a variable second special symbol (hereinafter also referred to as "second special symbol" or "special symbol 2"). The first special symbol display 103a displays the first special symbol in a variable manner, and then displays a static display (confirmed display) of a symbol corresponding to the result of the win / loss determination process based on winning the first starting hole 62, and the second special symbol display 103b displays the second special symbol in a variable manner, and then displays a static display (confirmed display) of a symbol corresponding to the result of the win / loss determination process based on winning the second starting hole 63. In the following explanation, the first special pattern and the second special pattern may be collectively referred to as the special pattern (special pattern).
[0037] The special symbol that is displayed in a stopped state, i.e., the special symbol that is derived and displayed after the variable display, is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. If the symbol that is displayed in a stopped state is a predetermined specific special symbol (jackpot symbol), a special symbol winning game is started in which the special winning device 64 (jackpot opening 81) is opened in an opening pattern that corresponds to the type of the specific special symbol that is displayed in a stopped state, i.e., the type of jackpot that has been won.
[0038] Here, a supplementary explanation will be given about the special symbol display 103. The first special symbol display 103a and the second special symbol display 103b constituting the special symbol display 103 are each composed of a plurality of (eight in this embodiment) LEDs arranged side by side, for example, and display the special symbol corresponding to the lottery result by the lighting state of these LEDs. In this embodiment, as the jackpot results, a 6R normal jackpot result and a 6R probability variable jackpot result corresponding to the first special symbol, and a 10R normal jackpot result and a 10R probability variable jackpot result corresponding to the second special symbol are provided. For example, if the lottery result is a 6R normal jackpot result, the first special chart display 103a will display jackpot pattern A with the 1st, 2nd, 5th, and 6th LEDs from the left lit, as in "□□■■□□■■" (□: lit, ■: unlit), and if the lottery result is a 6R variable probability jackpot result, the first special chart display 103a will display jackpot pattern B with the 1st, 5th, 6th, and 8th LEDs from the left lit, as in "□■■■□□■□" (□: lit, ■: unlit), If the lottery result is a 10R normal jackpot result, the second special chart display 103b displays jackpot pattern C, with the LEDs 2nd, 5th, 6th, and 8th from the left lit, as in "■□■■□□■□" (□: lit, ■: unlit). If the lottery result is a 10R variable jackpot result, the second special chart display 103b displays jackpot pattern D, with the LEDs 1st, 3rd, 5th, and 6th from the left lit, as in "□■□■□□■■" (□: lit, ■: unlit). If the lottery result is a loss, the second special chart display 103b displays a loss pattern, with only the rightmost LED lit, as in "■■■■■■■□." Before the special pattern is displayed, a variable display of the special pattern is performed for a predetermined variable time. The variable display mode can be, for example, each LED lights up so that light flows repeatedly from left to right, or each LED flashes all at once.
[0039] In a jackpot game that is executed as a result of a 6R normal jackpot result or a 6R probability variable jackpot result, the round game ends when a predetermined time (e.g., 29.5 seconds) has passed or a predetermined number of winnings (e.g., 10 winnings) have been achieved, and the round game is repeated up to a maximum of 6 times. In a jackpot game that is executed as a result of a 10R normal jackpot result or a 10R probability variable jackpot result, the round game ends when a predetermined time (e.g., 29.5 seconds) has passed or a predetermined number of winnings (e.g., 10 winnings) have been achieved, and the round game is repeated up to a maximum of 10 times.
[0040] Based on the winning of the starting gates 62, 63, the display of the changing patterns begins on the special pattern displays 103a, 103b, and one game session is played until the final display of the special pattern corresponding to the result of the winning / losing determination process (details of the special pattern determination process described below) is completed.
[0041] In the pachinko machine 10 shown in this embodiment, when a winning bid is made in the first starting hole 62 or the second starting hole 63, the values of various random numbers (numerical information or judgment information) such as a winning random number obtained as a result of the winning bid are temporarily stored in a special symbol reserve storage area described below. In detail, if a winning bid is made in the first starting hole 62, it is stored as a first special symbol reserve in a first special symbol reserve area described below, and if a winning bid is made in the second starting hole 63, it is stored as a second special symbol reserve in a second special symbol reserve area described below. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve area, and in this embodiment, the upper limit is "4" for both.
[0042] In the main display unit 100, adjacent to the special symbol display 103 are a first special symbol hold indicator 104a that displays the number of first special symbol holds stored in the first special symbol display 103a, and a second special symbol hold indicator 104b that displays the number of second special symbol holds stored in the second special symbol display 103b. In detail, the first special symbol hold indicator 104a and the second special symbol hold indicator 104b are each composed of four LEDs, and the first special symbol hold indicator 104a lights up the same number of LEDs as the number of stored first special symbol holds, and the second special symbol hold indicator 104b lights up the same number of LEDs as the number of stored second special symbol holds. In the following description, the first special symbol hold and the second special symbol hold may be collectively referred to as special symbol hold.
[0043] The reserved special symbols stored in the reserved special symbol storage area are consumed when it becomes possible to display a variable special symbol based on that reserved special symbol. The consumption of reserved special symbols refers to determining the jackpot random number, etc., corresponding to that reserved special symbol, and then displaying the variable and final special symbol to indicate the result of that determination. Therefore, in this pachinko machine 10, even if the variable special symbol display based on a winning entry into the first starting slot 62 or the second starting slot 63 cannot be performed immediately after the winning entry, i.e., even if a winning entry occurs during the variable and final special symbol display (during a game play) or during a jackpot game, the right to enter a jackpot lottery for that winning entry is reserved, up to a predetermined number of times.
[0044] Next, the image display device 90 provided in the center of the game board 50 will be described. As shown in Fig. 2, the image display device 90 performs a variable display (variable display) of the effect pattern EZ (decorative pattern) in parallel (for example, synchronized) with the variable display (variable display) of the first special pattern and the second special pattern. Note that the image display device 90 not only performs a display effect triggered by winning the starting slots 62 and 63, but also a display effect of a special pattern winning game (for example, a jackpot game).
[0045] A performance pattern display area in which the performance pattern EZ is displayed is set on the display surface 91 of the image display device 90. The performance pattern display area consists of three performance pattern display areas, for example, "left," "center," and "right." The left performance pattern display area displays the left performance pattern EZ1, the center performance pattern display area displays the center performance pattern EZ2, and the right performance pattern display area displays the right performance pattern EZ3. Each performance pattern EZ consists of multiple patterns (groups of patterns) representing, for example, numbers from "1" to "9."
[0046] When the image display device 90 performs a variable display of the performance symbols EZ based on winning at the starting holes 62, 63, the variable display starts so that the left performance symbol EZ1, the center performance symbol EZ2, and the right performance symbol EZ3 scroll periodically in a predetermined direction (for example, up and down or front and back). Then, basically, the variable display is switched to a standby display in the order of the left performance symbol EZ1 → right performance symbol EZ3 → center performance symbol EZ2, and finally the variable display ends with the combination of each performance symbol EZ1 to EZ3 displayed statically.
[0047] When the display of the effect symbol EZ has finished changing, if the result of the hit / miss determination process in the main control device (described later) indicates a jackpot, a symbol combination (specific effect symbol combination) corresponding to the jackpot result is displayed statically on the predetermined effective line LX. For example, a repeat number such as "777" or "555," i.e., a combination of effect symbols of the same type (same numbers), is displayed statically. Furthermore, if the result is a miss, a symbol combination corresponding to the miss result is displayed statically on the predetermined effective line LX. For example, a random number such as "171" or "637" is displayed statically. This makes it easier for the player to grasp the progress of the game. In other words, the player generally grasps the result of the jackpot lottery on the image display device 90, rather than on the first special symbol display device 103a or the second special symbol display device 103b.
[0048] In the configuration in which the variable display of the effect symbol EZ is performed as described above, the display effect of the image display device 90 when a game round is executed is provided with an effect to make the player think that the variable display state is likely to result in a jackpot result in the stage before the fixed display after the variable display of the effect symbol EZ starts on the image display device 90. This type of effect includes two types: a reach display and a notice display that makes the player expect the occurrence of a reach display or a jackpot result in the stage before the reach display occurs.
[0049] The reach display includes a display state in which a combination of reach symbols is displayed by stopping and displaying symbols of the same type (same numbers) for multiple of the multiple effect symbols EZ1 to EZ3 (for example, the left effect symbol EZ1 and the right effect symbol EZ3), and in that state, a variable display is performed for the remaining one (for example, the center effect symbol EZ2).Furthermore, it includes a display state in which, in a state in which a combination of reach symbols is displayed as described above, the remaining effect symbols are displayed variable and a reach effect is performed by displaying predetermined characters or the like as a video on the background screen, and a reach effect is performed by displaying predetermined characters or the like as a video on almost the entire display surface 91 after reducing or hiding the combination of reach symbols. If a game result in a jackpot, a medium performance pattern EZ2 of the same type (same numbers) as the performance patterns EZ1, EZ3 that form the combination of reach patterns will be displayed stopped on the reach line, and if a game result does not result in a jackpot, a medium performance pattern EZ2 of a different type (different numbers) from the performance patterns EZ1, EZ3 that form the combination of reach patterns will be displayed stopped on the reach line.
[0050] The preview display includes a mode in which characters or messages are displayed separately from the effect symbols EZ1 to EZ3 when all of the effect symbols EZ1 to EZ3 are being displayed after the variable display of each of the effect symbols EZ1 to EZ3 has begun, or when some of the effect symbols EZ1 to EZ3 are being displayed in a variable manner, including multiple effect symbols EZ1 to EZ3. It also includes a mode in which the background screen is displayed in a predetermined mode different from its previous mode, or a mode in which the effect symbols EZ1 to EZ3 are displayed in a predetermined mode different from their previous mode. Such a preview display can occur in both games when a reach display is performed and when a reach display is not performed, but is set to occur with a higher probability when a reach display is performed than when a reach display is not performed.
[0051] A reserve display area HA is set in addition to the effect symbol display area on the display surface 91 of the image display device 90. The reserve display area HA shown in this embodiment is located at the bottom of the display surface 91, and in the reserve display area HA, a first special symbol reserve display area RA1 for notifying the player of the number of first special symbol reserves acquired based on winning at the first start port 62, and a second special symbol reserve display area RA2 for notifying the player of the number of second special symbol reserves acquired based on winning at the second start port 63 are arranged vertically.
[0052] In the first special symbol reserve display area RA1, the same number of first reserve icons MP1 as the number of stored first special symbol reserves are displayed side by side. Specifically, when the number of stored first special symbol reserves increases, the first reserve icons MP1 are displayed increasing toward the right, and when the first special symbol reserve triggers the start of a game round and the number of stored first special symbol reserves decreases, the first reserve icons MP1 are displayed decreasing toward the left. At this time, the first reserve icon MP1 corresponding to the newly executed game round (i.e., the first reserve icon MP1 located at the left end) will move to the execution target display area NA located to the left of the first special symbol reserve display area RA1. The first reserve icon MP1 displayed in the execution target display area NA will be erased when the game round ends, i.e., when the confirmation display of the first special symbol ends.
[0053] In the second special symbol reserve display area RA2, the same number of second reserve icons MP2 as the number of stored second special symbol reserves are displayed side by side. Specifically, when the number of stored second special symbol reserves increases, the second reserve icons MP2 are displayed increasing toward the right, and when the second special symbol reserve triggers the start of a game round and the number of stored second special symbol reserves decreases, the second reserve icons MP2 are displayed decreasing toward the left. At this time, the second reserve icon MP2 corresponding to the newly executed game round (i.e., the second reserve icon MP2 located at the left end) will move to the execution target display area NA. The second reserve icon MP2 displayed in the execution target display area NA will be erased when the game round ends, i.e., when the confirmation display of the second special symbol ends.
[0054] In addition, FIG. 2 illustrates a case where the number of first special chart reserved is 1 and the number of second special chart reserved is 4.
[0055] A recovery passage is provided on the back side of the inner frame 13 (more specifically, the game board 50) to recover all game balls discharged from the game area PA. Specifically, the recovery passage is connected to the general winning opening 61, the special electric winning device 64, the first start opening 62, the second start opening 63, and the outlet 66, and game balls that enter the general winning opening 61 are guided through the recovery passage to the above-mentioned storage device 49 and circulate within the pachinko machine 10.
[0056] (Electrical configuration of pachinko machine 10) Next, the electrical configuration of the pachinko machine 10 will be described with reference to the blocks in FIG.
[0057] The pachinko machine 10 includes a main control board 110, which is a game control board that controls game profits such as jackpot lottery draws and game state transitions, a sub-control board 120, which is a performance control board that controls performances executed as the game progresses, and a payout control board 130 that controls the number of game balls held. The main control board 110 and the payout control board 130 constitute the main control unit of the pachinko machine 10, and the sub-control board 120, together with an image control board 140, an audio control board 150, and a lamp control board 160 (described later), constitute the sub-control unit of the pachinko machine 10. The main control board 110 and the payout control board 130 are connected via a bidirectional communication connection that allows two-way communication, whereas the main control board 110 and the sub-control board 120 are connected via a unidirectional communication connection that only allows transmission from the main control board 110 to the sub-control board 120.
[0058] The main control board 110 is equipped with a main control microcomputer 111 that controls the progress of games on the pachinko machine 10 according to a program. The main control microcomputer 111 incorporates a ROM 113 that stores various control programs for controlling the progress of games and fixed value data, a RAM 114 that is a memory for temporarily storing various data when the control programs stored in the ROM 113 are executed, a CPU 112 that executes the programs stored in the ROM 113, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.
[0059] Connected to the main control board 110 are a winning detection sensor 181 for detecting winning at the general winning opening 61, a winning detection sensor 182 for detecting winning at the first starting opening 62, a winning detection sensor 183 for detecting winning at the second starting opening 63, a winning detection sensor 184 for detecting winning at the special winning device 64, and a winning detection sensor 185 for detecting winning at the gate 65. The CPU 112 of the main control board 110 determines whether a ball has been won at each winning section (ball winning determination) based on information from these winning detection sensors 181-185. When it is determined that a winning has occurred at the general winning opening 61, the first starting opening 62, the second starting opening 63, the special winning device 64, or the gate 65, various commands corresponding to the occurrence of a winning are transmitted from the main control board 110 to the payout control board 130 and the sub-control board 120 as appropriate.
[0060] For example, when it is determined that a win has occurred in the general winning port 61, a prize ball command corresponding to 10 prize balls is output to the payout control board 130, when it is determined that a win has occurred in the first starting port 62 or the second starting port 63, a prize ball command corresponding to 1 prize ball is output, and when it is determined that a win has occurred in the special winning device 64, a prize ball command corresponding to 15 prize balls is output. Also, when a win has occurred in the first starting port 62 and a first special symbol hold has been acquired, a first special symbol hold command is output to the sub-control board 120, and when a win has occurred in the second starting port 63 and a second special symbol hold has been acquired, a second special symbol hold command is output.
[0061] Also connected to the main control board 110 are a special power drive unit 83 that opens and closes the shutter 82 of the special power winning device 64, a normal power drive unit 73 that opens and closes the movable piece 72 of the normal power role device 71, a special chart display 103, a normal chart display 101, a special chart hold display 104, a normal chart hold display 102, and a status indicator 105 that notifies the game status (for example, time-shortened status / non-time-shortened status), which constitute the main display unit 100. Various driver circuits are provided on the main control board 110, and the CPU 112 controls the drive of the various drive units 73, 83 and the display of each of the indicators 101 to 104 through these driver circuits.
[0062] In addition to the various winning detection sensors 181-185 described above, a discharged ball detection sensor 187, a shot ball detection sensor 188, and a foul ball detection sensor 189 are also connected to the main control board 110. The discharged ball detection sensor 187 is provided in the recovery passage, and all game balls discharged from the play area PA pass through the discharged ball detection sensor 187. The CPU 112 can grasp the number (total number) of game balls discharged from the play area PA based on information from the discharged ball detection sensor 187. The shot ball detection sensor 188 is provided between the above-mentioned game ball launching mechanism 48 and the entrance to the foul ball passage, and all game balls launched by the game ball launching mechanism 48 toward the play area PA pass through the shot ball detection sensor 188. The foul ball detection sensor 189 is provided in the foul ball passage, and all foul balls pass through the foul ball detection sensor 189.
[0063] If it is determined based on information from the launched ball detection sensor 188 that a game ball has been launched, a launched ball detection command is output from the main control board 110 to the payout control board 130, and if it is determined based on information from the foul ball detection sensor 189 that a foul ball has occurred, a foul ball detection command is output from the main control board 110 to the payout control board 130.
[0064] The payout control board 130 is equipped with a ROM 133 storing a program for controlling the display of the number of game balls held, a RAM 134 used as work memory, a CPU 132 that executes the program stored in the ROM 133, and a payout control microcomputer 131 including input and output ports for inputting and outputting data and signals. The payout control board 130 is connected to a card unit CU attached to the pachinko machine 10, specifically, a unit that enables ball lending based on information such as an inserted prepaid card. The CPU 132 of the payout control board 130 controls the display of the number of balls held display 33 to display the current number of balls held on the number of balls held display 33 based on various commands input from the main control board 110 (prize ball command, shot ball detection command, foul ball detection command) and ball lending information input from the card unit CU.
[0065] The payout control board 130 is also connected to the launching device 40 via a launching control circuit 135. The launching device 40 includes the above-mentioned game ball launching mechanism 48 and game ball launching handle 41, and the launching control circuit 135 is electrically connected to a touch sensor 46 provided on the game ball launching handle 41 and a launch volume 47 which is a variable resistor.
[0066] The touch sensor 46 has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the handle operation detection to the launch control circuit 135. Upon receiving the predetermined electrical signal, the launch control circuit 135 recognizes that the player's hand is touching the outer surface of the game ball launching handle 41. The launch control circuit 135 also drives the launch solenoid 48a to launch game balls with a strength corresponding to the magnitude of the electrical signal input from the launch volume 47 (the amount of rotation of the rotation operation member). The game balls are launched toward the play area PA by the striking hammer of the launch solenoid 48a. In this case, if game balls are continuously supplied to the game ball launching mechanism 48, one game ball will be launched toward the play area PA every predetermined launch cycle (specifically, 0.6 seconds).
[0067] An external output terminal board (hereinafter also referred to as the external terminal board) is connected to the main control board 110, and information such as winning information for various ball entry sections, information related to lottery results such as jackpots, and information indicating game status is output to the management control device (hall computer) on the gaming hall side through this external terminal board. For example, the information indicating the game status is made up of multiple status signals (status signal 1 to status signal 3). These status signals are binary signals of ON (HI) / OFF (LOW), and various game statuses can be indicated by combining these status signals.
[0068] The sub-control board 120 is equipped with a sub-control microcomputer 121 that controls the effects of the pachinko machine 10 according to a program. The sub-control microcomputer 121 has built-in ROM 123 that stores an effect control program for controlling the effects as the game progresses, fixed value data, etc., RAM 124 which is a memory for temporarily storing various data etc. when the control program stored in ROM 123 is executed, CPU 122 that executes the control program stored in ROM 123, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, etc.
[0069] An effect button sensor 191 for detecting operation provided on the effect button 31 and a select button sensor 192 for detecting operation provided on the select button 32 are connected to the sub-control board 120. The sub-control board 120 determines whether the effect button 31 has been operated based on a signal from the effect button sensor 191, and determines whether the select button 32 has been operated based on a signal from the select button sensor 192. By executing an effect corresponding to the operation when the effect button 31 or the select button 32 is operated at a predetermined timing in the game effect, it is possible to encourage the player to actively participate in the game and prevent the game from becoming monotonous. In addition, the volume, light intensity, frequency of the effect, etc. can be customized to suit the player's preferences based on the operation of the effect button 31 or the select button 32, thereby improving player satisfaction.
[0070] In addition, the sub-control board 120 is connected to the movable effect device 29 of the front door frame 14, the movable effect device 98 of the game board 50, the image control board 140, the audio control board 150, and the lamp control board 160. The image control board 140 is connected to the image display device 90, the audio control board 150 is connected to the speaker 23, and the lamp control board 160 is connected to the top lamp 24 and the side lamp 25 arranged on the front door frame 14, the board lamp arranged on the game board 50, and the lamps 35 and 43 for notifying players when they leave their seat, which will be described later. The sub-control board 120 determines the content of the effect based on various commands input from the main control board 110. The image control board 140, the audio control board 150, and the lamp control board 160 control the effect devices such as the image display device 90 that are connected to them according to instructions from the sub-control board 120. That is, a command specifying the display pattern of the image to be displayed on the image display device 90 is output to the image control board 140, a command specifying the output pattern of the voice, music, sound effects, etc. to be output from the speaker 23 is output to the audio control board 150, and a command specifying the light emission pattern of each of the lamps 24, 25, etc. is output to the lamp control board 160. This makes it possible to execute an integrated performance in which the image display device 90, speaker 23, lamps 24, 25, etc. are linked together.
[0071] The image control board 140 is equipped with a ROM storing various control programs and fixed value data, a RAM (memory for temporarily storing various data when the control programs stored in the ROM are executed), a CPU (CPU) for executing the control programs stored in the ROM, an image control microcomputer including an interrupt circuit, a timer circuit, a data input / output circuit, etc., a video display processor (VDP), a library ROM, and a video RAM. The library ROM serves as an image data library for storing image data such as effect symbols and characters to be displayed on the image display device 90. The video RAM is a memory for storing display data to be displayed on the image display device 90, and the display content of the image display device 90 is changed by rewriting the contents of the video RAM. The VDP is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver built into the image display device 90. The VDP is involved in reading and writing data from and to the video RAM, and also reads the image data stored in the video RAM at predetermined timing and displays it on the image display device 90.
[0072] The pachinko machine 10 also includes a power supply board 170 that is connected to a commercial power source (external power source) in an amusement hall or the like. The power supply board 170 (power supply unit) generates the operating power required for the main control board 110, the sub-control board 120, and the payout control board 130 from the external power supplied from the commercial power source, and supplies the generated operating power through a predetermined power path. The supplied power is also supplied to other devices via the main control board 110, etc.
[0073] Specifically, the power supply board 170 is provided with a power supply circuit for use during power-on and a backup power supply circuit 171, which is a power supply circuit for use during power-off. The power supply circuit for use during power-on is connected to, for example, a commercial power source and has the function of generating and supplying operating power when external power is being supplied from the commercial power source. The backup power supply circuit 171 is made up of a capacitor and is charged by power supplied from the power supply circuit for use during power-on when the power to the pachinko machine 10 is ON (when power is being supplied from an external power source). Furthermore, when the power to the pachinko machine 10 is OFF or in a power-off state (when power supply from the external power source is cut off), such as when a power outage occurs in the commercial power source, backup power is discharged from the backup power supply circuit 171 and supplied to the RAM 114 of the main control board 110, the RAM 124 of the sub-control board 120, and the RAM 134 of the payout control board 130. Therefore, even in these situations, the information stored in RAM 114 of the main control board 110, RAM 124 of the sub-control board 120, and RAM 134 of the dispensing control board 130 is retained without being erased while backup power is being supplied from the backup power supply circuit 171. A power switch 175 is connected to the power supply board 170. The power supply is turned on and off by turning the power switch 175 on and off.
[0074] It should be noted that Figure 4 is merely a functional block diagram for explaining the electrical configuration of the present pachinko machine 10, and the boards shown in Figure 4 are not the only boards provided. In addition, excluding the main control board 110, it is also possible to configure any of the boards shown in Figure 4 as a single board, or to configure the single board shown in Figure 4 as a multiple boards.
[0075] (Various lotteries in the CPU 112 of the main control board 110) Next, with reference to FIG. 5, the electrical configuration for performing various lotteries by the CPU 112 of the main control board 110 will be described.
[0076] During play, the CPU 112 uses various counter information to perform a winning lottery, set the display of the special symbol display 103, set an outline of the display of the effect symbols on the image display device 90, set the display of the normal symbol display 101, and the like. Specifically, as shown in Fig. 5, the CPU 112 is provided with a winning random number counter C1 used for the special symbol winning lottery, a type random number counter C2 used to determine the type of jackpot result (type of special symbol), a reach random number counter C3 used for a reach lottery when the image display device 90 changes due to a miss, a random number initial value counter C0 used to set the initial value of the winning random number counter C1, and a change type counter C4 that determines the change display time (change pattern) of the special symbol on the special symbol display 103 and the change display time (change pattern) of the effect symbol on the image display device 90. Furthermore, the CPU 112 is provided with a normal symbol random number counter C5 used for a normal symbol winning lottery to determine whether or not to play an auxiliary game that opens the normal symbol device 71 attached to the second starting hole 63. The counters C0 to C5 are provided in various counter areas of the RAM 114.
[0077] Each counter C0 to C5 is a loop counter in which 1 is added to the previous value each time it is updated, and returns to 0 after reaching the maximum value. When a win occurs in the first start port 62 or the second start port 63, the values of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in a special symbol reserve storage area 212 provided in the RAM 114. The special symbol reserve storage area 212 is composed of a first special symbol reserve area 212a, a second special symbol reserve area 212b, and an execution area 212c for special symbols.
[0078] The first special symbol reserve area 212a includes a first area AE1, a second area AE2, a third area AE3, and a fourth area AE4, and the values of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in any of the areas AE1 to AE4 as reserve information (special information) related to the first special symbol according to the winning history in the first starting hole 62. In this case, when multiple consecutive winnings in the first starting hole 62 occur, the reserve information is stored in the first area AE1 to the fourth area AE4 in chronological order: first area AE1 → second area AE2 → third area AE3 → fourth area AE4. By providing four areas AE1 to AE4 in this way, up to four winning histories in the first starting hole 62 can be reserved and stored.
[0079] The second special symbol reserve area 212b includes a first area BE1, a second area BE2, a third area BE3, and a fourth area BE4, and the values of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in one of the areas BE1 to BE4 as reserve information (special information) related to the second special symbol according to the winning history in the second starting hole 63. In this case, when multiple consecutive winnings in the second starting hole 63 occur, the reserve information is stored in the first area BE1 to the fourth area BE4 in chronological order from the first area BE1 to the second area BE2 to the third area BE3 to the fourth area BE4. By providing four areas BE1 to BE4 in this way, up to four winning histories in the second starting hole 63 can be reserved and stored.
[0080] The special symbol execution area 212c is an area in which reserved information for determining whether a win or loss occurs and determining the type of special symbol is stored when variable display of the special symbol is started on any of the special symbol displays 103. Specifically, when variable display of the first special symbol is started on the first special symbol display 103a, the reserved information stored in the first area AE1 of the first special symbol reserve area 212a is moved to the special symbol execution area 212c, and when variable display of the second special symbol is started on the second special symbol display 103b, the reserved information stored in the first area BE1 of the second special symbol reserve area 212b is moved to the special symbol execution area 212c. In this embodiment, reserved information related to the second special symbol is moved to the execution area 212c with priority over reserved information related to the first special symbol. In other words, when reserved information is stored in the second special symbol reserve area 212b, the reserved information in the second special symbol reserve area 212b is moved to the execution area 212c before the reserved information in the first special symbol reserve area 212a.
[0081] The number of reserved data that can be stored in the first special symbol reservation area 212a and the second special symbol reservation area 212b is not limited to four and is arbitrary, and may be other plural numbers such as two, three, or five or more, or may be single. Also, it is possible to omit the first special symbol reservation area 212a and the second special symbol reservation area 212b and configure the reserved information to be stored directly in the execution area 212c.
[0082] The value of the normal random number counter C5 is stored in the normal map reserve storage area 213 when a win occurs at gate 65. The normal map reserve storage area 213 is composed of a normal map reserve area 213a and a normal map execution area 213b. The normal map reserve area 213a includes a first area CE1, a second area CE2, a third area CE3, and a fourth area CE4. The value of the normal random number counter C5 is stored in one of the areas CE1 to CE4 as reserved information for the normal map side according to the win history at gate 65. In this case, when multiple wins at gate 65 occur consecutively, the numerical information is stored in the first area CE1 to the fourth area CE4 in chronological order: first area CE1 → second area CE2 → third area CE3 → fourth area CE4. By providing four areas CE1 to CE4 in this way, up to four winning ball win histories at gate 65 can be reserved and stored. The execution area 213b for regular maps is an area in which reserved information for which regular map pass / fail judgment processing is performed is stored when the change display is started on the regular map display device 101. Specifically, when the change display on the regular map display device 101 is started, the reserved information stored in the first area CE1 of the regular map reservation area 213a is moved to the execution area 213b for regular maps.
[0083] The number of reserved items that can be stored in the general map reservation area 213a is not limited to four and can be any number, such as two, three, five or more, or it can be a single number. It is also possible to omit the general map reservation area 213a and store reserved information directly in the execution area 213b.
[0084] Here, a supplementary explanation will be given regarding various counters.
[0085] The winning random number counter C1 is configured to increment by one within a range of, for example, "0" to "65535" and return to "0" after reaching the maximum value of "65535." In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter C0 at that time is read as the initial value of the winning random number counter C1. The random number initial value counter C0 is a loop counter similar to the winning random number counter C1 (value = "0" to "65535"). The winning random number counter C1 is periodically updated and stored in the special symbol reservation storage area 212 of the RAM 114 when a gaming ball enters the first starting hole 62 or the second starting hole 63. The win / loss determination process is then performed using the value of the winning random number counter C1 thus stored.
[0086] In the pachinko machine 10, the winning / losing lottery mode for the winning / losing determination process has a high probability mode in which the probability of winning a jackpot is relatively high and a low probability mode in which the probability is relatively low. In other words, a high probability state and a low probability state are provided as game states related to the winning / losing lottery. Specifically, the ROM 113 is provided with a group of winning / losing information for special symbols that indicates the value of the random number that will result in a jackpot win during the winning / losing determination process, specifically, a winning / losing determination table for special symbols, which is provided with a winning / losing determination table for a low probability state that is referenced when the low probability state is in effect and a winning / losing determination table for a high probability state that is referenced when the high probability state is in effect, and switching between the high probability state and the low probability state is realized by using these multiple winning / losing determination tables appropriately.
[0087] As shown in Figure 6(a), the results of the hit / miss determination process include a jackpot result and a miss result. The jackpot result can trigger a transition to a jackpot game in which multiple rounds of play are executed, and can also trigger a transition between a high probability state / low probability state and a time-saving state / non-time-saving state.
[0088] When the winning / losing determination table for the low probability state is referenced in the above lottery, the random number values that result in a jackpot (i.e., winning information) are "0" to "204," totaling 205, so the jackpot probability is approximately 1 / 319. On the other hand, when the winning / losing determination table for the high probability game state is referenced in the above lottery, the random number values that result in a jackpot (i.e., winning information) are "0" to "2040," totaling 2041, so the jackpot probability is approximately 1 / 32.
[0089] Next, the type random number counter C2 will be explained. The type random number counter C2 is configured to be incremented by one in sequence within the range of "0" to "19", and to return to "0" after reaching the maximum value of "19". The type random number counter C2 is periodically updated, and is stored in the special symbol reservation storage area 212 of the RAM 114 at the timing when the gaming ball enters the first start hole 62 or the second start hole 63.
[0090] A group of type determination information to be referred to in the type determination process, specifically, a type determination table for special symbols, is stored in the ROM 113. As the type determination table, a type determination table for the first special symbol for determining the type of the jackpot symbol to be stopped and displayed on the first special symbol display 103a, and a type determination table for the second special symbol for determining the type of the jackpot symbol to be stopped and displayed on the second special symbol display 103b are provided.
[0091] In this embodiment, the jackpot symbols that can be won in the lottery for the first special symbol (the first special symbol corresponding to the jackpot result stopped and displayed on the first special symbol display 103a) are of two types: "Special symbol 1_jackpot symbol A" and "Special symbol 1_jackpot symbol B." On the other hand, the jackpot symbols that can be won in the lottery for the second special symbol (the second special symbol corresponding to the jackpot stopped and displayed on the second special symbol display 103b) are of two types: "Special symbol 2_jackpot symbol C" and "Special symbol 2_jackpot symbol D."
[0092] As shown in Figure 6(b), in the type determination table for the first special chart, among the values of the type random number counter C2 from "0" to "19", each value from "0" to "7" corresponds to "Special chart 1_jackpot pattern A", i.e., a 6R normal jackpot result, and each value from "8" to "19" corresponds to "Special chart 1_jackpot pattern B", i.e., a 6R special jackpot result.
[0093] On the other hand, in the type determination table for the second special chart, among the values of the type random number counter C2 from "0" to "19", each value from "0" to "7" corresponds to "Special chart 2_jackpot pattern C", i.e., a 10R normal jackpot result, and each value from "8" to "19" corresponds to "Special chart 2_jackpot pattern D", i.e., a 10R special jackpot result.
[0094] These jackpot patterns (jackpot results) differ in three conditions: (1) the number of rounds in the jackpot game, (2) the lottery mode after the jackpot game ends (high probability state / low probability state), and (3) the support mode by the normal electric device 71 after the jackpot game ends (non-time-saving state / time-saving state).
[0095] In the case of a 6R normal jackpot result, the round play is repeated "6 times" in the jackpot game, and after the jackpot game ends, the game state transitions to a low probability state and time-saving state. This game state ends when the number of games executed during the game state reaches the end reference number or when a jackpot result occurs before the end reference number is reached (more specifically, when the game transitions to the jackpot game). In this embodiment, this end reference number (the so-called time-saving number) is set to "100 times."
[0096] The 6R probability jackpot result is the same as the 6R normal jackpot result in that the round play is repeated "6 times" in the jackpot game, but after the jackpot game ends, the game state transitions to a high probability state and time-saving state. This game state continues until the next jackpot result occurs and the game transitions again to the jackpot game.
[0097] In the case of a 10R normal jackpot result, the round play is repeated "10 times" in the jackpot game, and after the jackpot game ends, the game state transitions to a low probability state and time-saving state. This game state ends when the number of games executed during that game state reaches the termination reference number or when a jackpot result is achieved before the termination reference number is reached (more specifically, when the game transitions to the jackpot game). In this embodiment, this termination reference number is set to "100 times."
[0098] The 10R probability jackpot result is the same as the 10R normal jackpot result in that the round play is repeated "10 times" in the jackpot game, but after the jackpot game ends, the game state transitions to a high probability state and time-saving state. This game state continues until the next jackpot result occurs and the game transitions again to the jackpot game.
[0099] In the following explanation, a game state in which the probability is low and the time-saving state is not present will be referred to as a "normal game state," a game state in which the probability is low and the time-saving state is present as a "time-saving game state," a game state in which the probability is high and the time-saving state is present as a "probability change game state," and a game state in which special winning games including jackpot games are played as a "special game state."
[0100] Here, a supplementary explanation will be given of the status indicator 105 (see FIG. 3) provided on the main display unit 100. The status indicator 105 is composed of a high-probability state indicator lamp 105a that indicates that a high-probability state has been reached, and a time-shortened state indicator lamp 105b that indicates that a time-shortened state has been reached. Both the high-probability state indicator lamp 105a and the time-shortened state indicator lamp 105b can be switched between an "off state" and an "on state." In a normal game state that is a low-probability state and a non-time-shortened state, both the high-probability state indicator lamp 105a and the time-shortened state indicator lamp 105b are controlled to the "off state." In a time-shortened game state that is a low-probability state and a time-shortened state, the high-probability state indicator lamp 105a is controlled to the "off state," and the time-shortened state indicator lamp 105b is controlled to the "on state." In a probability variable game state where both the high probability state and the time-saving state are achieved, both the high probability state notification lamp 105a and the time-saving state notification lamp 105b are controlled to be in a "lighting mode." By checking the high probability state notification lamp 105a and the time-saving state notification lamp 105b, the player can grasp the current game state.
[0101] Next, the reach random number counter C3 shown in FIG. 5 will be described. The reach random number counter C3 is a random number that determines whether or not a reach is generated in the variable display showing the result when the result of the hit / miss judgment is a miss. For example, it is configured to increment by one within a range of "0" to "255" and return to "0" after reaching the maximum value of "255." The value of the reach random number counter C3 corresponding to the generation of the reach display may be the same in each game state, or may be set individually depending on the game state. For example, the reach random number counter C3 corresponding to the generation of the reach display may be configured to have a higher value in the time-shortened state than in the non-time-shortened state, or the reach random number counter C3 corresponding to the generation of the reach display may be configured to have a lower value in the time-shortened state than in the non-time-shortened state.
[0102] Next, the variation type counter C4 will be explained. The variation type counter C4 is configured to be incremented by 1 in sequence within the range of "0" to "255", for example, and to return to "0" after reaching the maximum value of "255". The variation type counter C4 is used by the CPU 112 to determine the variation display time (variation pattern) of the special symbol on the special symbol display device 103, that is, the variation display time of the performance symbol on the image display device 90. The variation type counter C4 is repeatedly updated, and is acquired when the variation display on the special symbol display device 103 starts, that is, when the variation display time (variation pattern) of the special symbol is determined.
[0103] The normal random number counter C5 is configured to increment by one within the range of "0" to "65535", for example, and return to "0" after reaching the maximum value of "65535". The normal random number counter C5 is periodically updated and stored in the normal game reserve storage area 213 of RAM 114 when a gaming ball enters gate 65. The random number value resulting in a normal win is stored in ROM 113 as a win / loss information group, i.e., a normal game win / loss table. Then, at a predetermined timing, whether or not to execute an auxiliary game that opens the normal power device 71 in the second starting hole 63 is determined based on the stored value of the normal random number counter C5 and the normal game win / loss table. In the normal game win / loss table, of the values of the normal random number counter C5 from "0" to "65535", each value from "1" to "65535" corresponds to a "normal win symbol", and "0" corresponds to a "normal loss symbol". Incidentally, in this embodiment, the same winning / losing table for normal figures is referenced in both the non-time-saving state and the time-saving state, and there is no difference in the probability of winning a normal figure (see Figure 6(c)). It is also possible to provide a winning / losing table for the non-time-saving state and a winning / losing table for the time-saving state separately, and to set a difference in the probability of winning a normal figure. For example, the configuration may be such that the probability of winning a normal figure is higher in the time-saving state than in the non-time-saving state.
[0104] Here, we will explain the display of the normal map display 101 and the movement of the normal electric device 71 in each of the time-saving and non-time-saving states.
[0105] As shown in Figure 6(d), in the non-time-saving state, the variable display time of the normal pattern on the normal pattern display device 101 is "60 seconds" and the fixed display time of the normal pattern is "0.5 seconds." On the other hand, in the time-saving state, the variable display time of the normal pattern is "1 second" and the fixed display time of the normal pattern is "0.5 seconds," so the variable display time is significantly shortened.
[0106] As shown in Figure 6(e), when a normal win occurs in the non-time-saving mode and an auxiliary game is executed, the number of times the normal power device 71 switches to the open state (open count) is set to "1" and the time it remains open (open time) is set to "0.05 seconds." By shortening the open time significantly, winning in the second starting slot 63 is essentially avoided in the non-time-saving mode. On the other hand, in the time-saving mode, the number of times the normal power device 71 switches to the open state (open count) is set to "2" and the time it remains open (open time) is set to "2.5 seconds." By extending the open time compared to the non-time-saving mode, winning in the second starting slot 63 occurs during the time-saving mode, allowing the player to play while minimizing the loss of game balls (investment). In other words, compared to the non-time-saving mode, the ratio of the number of winning balls to the number of game balls fired (the so-called base) is higher in the time-saving mode.
[0107] (Various processes executed by the CPU 112 of the main control board 110) Next, various processes executed by the CPU 112 of the main control board 110 will be described. The processes executed by the CPU 112 include a main process that is started when the power is turned on, and a timer interrupt process that is started periodically (for example, every 4 msec). First, the main process will be described with reference to the flowchart in FIG.
[0108] (Main processing) In the main processing, first, a power-on wait process is executed (S101). In the power-on wait process, for example, the main processing is started and then the process waits until a wait time (specifically, 1 second) has elapsed before proceeding to the next process. During this wait time, the operation start and initial settings of various devices such as the image display device 90 are completed.
[0109] Thereafter, access to the RAM 114 is permitted (S102), and it is determined whether or not the reset button 115 (see FIG. 4) has been operated during this power-on operation (S103). If it is determined that the reset button 115 has been operated (S103: YES), a RAM clear process is executed (S104). In the RAM clear process, all information stored in the RAM 114 is erased (cleared to "0"). As a result, the pachinko machine 10 enters a normal game state with low probability and no time-shortening, regardless of the game state immediately before the supply of operating power to the pachinko machine 10 is stopped. In other words, the pachinko machine 10 shown in this embodiment can be restored to its initial state by turning on the power while the reset button 115 is operated.
[0110] After the RAM clear process is executed, or if it is determined that the reset button 115 has not been operated (S103: NO), a power-on setting process is executed (S105). In this setting process, for example, the interrupt period of the timer interrupt process, which is a process that periodically interrupts the main process and is started, is set to a predetermined period (specifically, "4 msec"). In addition to setting the interrupt period, the process also executes setting processes for the numerical ranges of various counters, such as the numerical range of the winning random number counter C1.
[0111] After the power-on setting process is executed, interrupts are prohibited (S106), and a main random number update process is executed (S107). In the main random number update process, the values of the counters C0 to C5 shown in FIG. 5 are incremented by 1. Thereafter, interrupts are permitted (S108). While interrupts are permitted, timer interrupt processing (S109) can be executed. The timer interrupt processing is executed based on interrupt pulses repeatedly input to the CPU 112 at the above-mentioned predetermined cycle. Then, during the period from when the timer interrupt processing ends until the next timer interrupt processing starts, the remaining time is used to repeatedly update various counter values using the main random number update process. Note that if an interrupt pulse is input to the CPU 112 while interrupts are prohibited, the timer interrupt processing does not start immediately, but waits for interrupt permission.
[0112] (Timer interrupt processing) Next, the timer interrupt process (S109) will be described with reference to the flowchart of FIG.
[0113] In the timer interrupt process, first, an update process for various random numbers (lottery random numbers) is performed (S201). In this update process, the winning random number counter C1, type random number counter C2, reach random number counter C3, and general random number counter C5 are updated. Specifically, the current numerical information is read out sequentially from the winning random number counter C1, type random number counter C2, reach random number counter C3, and general random number counter C5, and the read numerical information is added by 1 to each counter, after which the information is overwritten onto the counter from which it was read. In this case, when the counter value exceeds the maximum value, it is cleared to "0" respectively.
[0114] After the random number update process is executed, an input process is executed (S202). In the input process, signals received from various sensors, such as the winning detection sensors 181-185, the discharged ball detection sensor 187, the shot ball detection sensor 188, and the foul ball detection sensor 189, are read. Then, the presence or absence of a win in the general winning opening 61, the first starting opening 62, the second starting opening 63, the special winning device 64, and the gate 65 is identified, and the presence or absence of a discharged ball, a shot ball, and a foul ball is identified. After that, a timer update process is executed to collectively update the numerical information of multiple types of timer counters provided in RAM 114 (S203).
[0115] After the timer update process is executed, a special symbol special power control process is executed (S204) to draw a lottery for a special symbol, play a jackpot game, etc., and a normal symbol normal power control process is executed (S205) to draw a lottery for a normal symbol and play an auxiliary game. These special symbol special power control processes and normal symbol normal power control processes will be described in detail later.
[0116] After the special chart special power control process and the normal chart normal power control process are executed, the display control process of the main display unit 100 is executed (S206). In this display control process, based on the processing results of the immediately preceding special chart special power control process and normal chart normal power control process, a process for reflecting the increase / decrease in the number of first special chart reserves on the first special chart reserve display 104a, a process for reflecting the increase / decrease in the number of second special chart reserves on the second special chart reserve display 104b, and a process for reflecting the increase / decrease in the number of normal reserves on the normal chart reserve display 102 are performed. In addition, a process for updating the display of the first special chart display 103a and the second special chart display 103b is performed, and a process for updating the display of the normal chart display 101 is performed.
[0117] Thereafter, output processing is executed (S207), and this timer interrupt processing is terminated. In the output processing, if output information is set in this timer interrupt processing, processing is executed to perform an output corresponding to that output information to the various drive units 73, 83. For example, if information to switch the special power winning device 64 to the open state is set, the output of a drive signal to the special power drive unit 83 is started, and if information to switch it to the closed state is set, the output of the drive signal is stopped. Also, if information to switch the normal power device 71 of the second starting port 63 to the open state is set, the output of a drive signal to the normal power drive unit 73 is started, and if information to switch it to the closed state is set, the output of the drive signal is stopped. Also, if commands to be output to other control boards such as the sub-control board 120 are set, those commands are output to the target control board.
[0118] (General Electricity Control Processing) Next, the normal power control process (S205) executed as part of the timer interrupt process (FIG. 8) will be described with reference to the flowchart of FIG.
[0119] If a win has occurred at gate 65 (S301: YES), the number of reserved normal maps stored in the first area CE1 to the fourth area CE4 of the reserved normal map area 213a is less than the upper limit of four (S302: NO), and a storage process is executed in the reserved normal map area 213a (S303). In this storage process, the value of the random number counter C5 is stored as reserved information in the area with the earlier consumption order among the areas in the first area CE1 to the fourth area CE4 of the reserved normal map area 213a where reserved information is not stored. In addition, when reserved information is acquired, data settings are made to update the display contents of the reserved normal map indicator 102 in accordance with the current increase in the number of reserved information on the reserved normal map side.
[0120] If no winnings have occurred at gate 65 (S301: NO), if the number of reserved normal tickets has reached the upper limit (S302: YES), or if the storage process for reserved information has been executed (S303), the value of the normal ticket counter provided in the various counter areas of RAM 114 is read (S304), and the normal ticket address table stored in ROM 113 is read (S305). The normal ticket address table contains the start address of the program for executing the process corresponding to the numerical information of the normal ticket counter.
[0121] The normal map normal power counter is a counter for specifying the processing content to be executed in the normal map normal power control processing by the CPU 112. Specifically, the normal map normal power counter can take a value from "0" to "3", and each value from "0" to "3" corresponds to each processing (S308 to S311). Specifically, if the value of the normal map normal power counter is "0", the normal map change start process (S308) is the process to start the change display of the normal pattern on the normal map display 101, if the value of the normal map normal power counter is "1", the normal map change in progress process (S309) is the process to proceed with the change display on the normal map display 101, if the value of the normal map normal power counter is "2", the normal map confirmation process (S310) is the process to end the change display on the normal map display 101, if the value of the normal map normal power counter is "3", the normal power control process (S311) is the process to open and close the normal power device 71.
[0122] In the normal map normal power control process, after reading the normal map normal power address table (S305), the start address corresponding to the information of the normal map normal power counter is obtained from the normal map normal power address table (S306), and the process jumps to the process indicated by the obtained start address (S307). Below, we will explain each process individually: normal map change start process (S308), normal map change process (S309), normal map confirmation process (S310), and normal power control process (S311).
[0123] (Processing for starting general map fluctuations) First, the process for starting the general map change (S308) will be described with reference to the flowchart of FIG.
[0124] In the process for starting the general map change, data setting processing is executed (S402) on the condition that the reserved information on the general map side is stored in the general map reservation area 213a (S401: YES). In the data setting processing, the reserved information stored in the first area CE1 of the general map reservation area 213a is moved to the execution area 213b. Then, a process is executed to shift the reserved information stored in the general map reservation area 213a. This shift processing is a process of shifting the reserved information stored in the first area CE1 to the fourth area CE4 to the lower area side in order. Specifically, the reserved information in each area is shifted from the second area CE2 to the first area CE1, the third area CE3 to the second area CE2, and the fourth area CE4 to the third area CE3. In addition, in the data setting processing, data setting is performed to update the display content of the general map reservation indicator 102 in accordance with the current decrease in the number of reserved general maps.
[0125] After that, a normal symbol win / loss determination table is read from ROM113 to RAM114 (S403). The value of the normal symbol random number counter C5 that results in a normal symbol win (support win) is set in the normal symbol win / loss determination table. After that, a normal symbol win / loss determination process (normal symbol pattern determination process) is executed (S404). In the normal symbol win / loss determination process, the value of the normal symbol random number counter C5 in the pending information that is the target of this normal symbol win / loss determination process is compared with the table read in S403. In this embodiment, one normal symbol that results in a win (normal winning symbol) and one normal symbol that results in a loss (loss symbol) are provided, and depending on the result of the win / loss determination, the normal symbol that is to be stopped (determined) will be either a normal winning symbol or a loss symbol. Then, information on the normal symbol that is to be stopped and displayed this time on the normal symbol display 101 is read from ROM113 to RAM114.
[0126] When determining the normal symbols to be stopped and displayed, if the current game state corresponds to the time-saving state, a time-saving winning flag is set in RAM 114. Depending on whether or not this time-saving winning flag is set, it is possible to identify in subsequent processing whether the normal symbol winning result occurred during the time-saving state or during non-time-saving state.
[0127] Thereafter, a process for determining the variable display time of the normal pattern on the normal pattern display device 101 is executed (S406). The variable display time differs between the time-shortened state and the non-time-shortened state. In the variable display time determination process, if the time-shortened state is in effect, a variable pattern table (more specifically, a variable display time table) corresponding to the time-shortened state is read from ROM 113 to determine the variable display time, and if the time-shortened state is in effect, a variable pattern table (variable display time table) corresponding to the non-time-shortened state is read from ROM 113 to set the variable display time.
[0128] After the variable display time is determined, the variable display start process for the normal symbol is executed (S406). A display control table for the normal symbol is pre-stored in ROM 113 as a table referenced by CPU 112 when the variable display of the normal symbol is performed on the normal symbol display device 101. When the variable display of the normal symbol is performed on the normal symbol display device 101, the same display control table is used regardless of the result of the normal symbol hit / miss judgment process. When the variable display of the normal symbol is performed on the normal symbol display device 101, the variable display of the normal symbol according to a predetermined pattern is repeated, and the display control table for the normal symbol contains control data for one cycle of the variable display of the normal symbol according to that predetermined pattern. Therefore, when the variable display of the normal symbol is performed on the normal symbol display device 101, the display control table for the normal symbol is repeatedly used until just before the final display is performed. After that, the value of the normal symbol normal power counter is incremented by 1 (S407). As a result, the value of the normal symbol normal power counter becomes "1", which corresponds to the normal symbol fluctuation process (S309).
[0129] (Processing during normal map fluctuations) Next, the normal map fluctuation processing (S309) in the normal map normal power control processing (FIG. 9) will be described.
[0130] In the normal map variation processing, it is determined whether the normal pattern is being displayed on the normal map display 101 and whether it is the timing before the final display. Specifically, when the value of the normal map timer counter, which measures the duration of the current variation display, is "4 msec" remaining, it is determined that it is the timing before the final display. If it is before the final display, processing is executed to regularly change the display mode of the normal pattern on the normal map display 101. This regular change continues until the timing to start the final display. Furthermore, this regular change is performed in a fixed manner regardless of whether the result of the normal map hit / miss determination processing (S404) is a normal map hit result. Furthermore, when it is the timing to start the final display, the pattern on the normal map display 101 is changed to a pattern corresponding to the result of this normal map hit / miss determination processing. This pattern is a pattern corresponding to the information read into RAM 114 in S404 of the normal map variation start processing (Figure 10). Then, by adding 1 to the value of the normal map normal counter, the value of the counter is updated to one corresponding to the normal map confirmation processing (S310).
[0131] (General map confirmation in progress) Next, the normal map determination process (S310) in the normal map normal power control process (FIG. 9) will be described with reference to the flowchart of FIG.
[0132] By determining whether the value of the timer counter on the normal map side, which measures the duration of this variable display, is "0", it is determined whether the final display time for this variable display (specifically, "0.5 seconds") has elapsed (S501). If the final display time has elapsed (S501: YES), it is determined whether the result of the normal map win / loss determination process for this variable display is a normal map winning result (support winning result) (S502). If it is not a normal map winning result (S502: NO), the value of the normal map normal power counter is cleared to "0" (S503), and then this normal map confirmation processing is terminated. As a result, the value of the normal map normal power counter corresponds to the normal map fluctuation start processing.
[0133] If the result is a normal winning result (S502: YES), the operation pattern (opening pattern) setting process is executed (S504). In the operation pattern setting process, the correspondence differs between the non-time-saving state and the time-saving state.
[0134] If the time-saving winning flag is not set in RAM 114, a normal power release counter provided in RAM 114 is set to "1," and a normal power winning counter provided in RAM 114 is set to "10." Also, information corresponding to "0.05 seconds," which is the duration of the short opening on the normal power side, is set in the normal power timer counter of RAM 114. The normal power release counter is a counter used by the CPU 112 to determine the number of times the normal power feature 71 in the second start opening 63 is opened in the current auxiliary game, and the normal power winning counter is a counter used by the CPU 112 to determine whether the number of wins in the second start opening 63 has reached the upper limit of "10" in the current normal power opening state. By executing the above processing, the short opening of the normal power feature 71 occurs "once" in the current auxiliary game. As already explained, the firing cycle of the game balls is "0.6 seconds", so when the short opening of the normal electric device 71 occurs "once", the game balls will not basically enter the second starting hole 63, and even if they do, the number of balls that enter will be around one.
[0135] If the time-saving winning flag is set in RAM 114, the normal power release counter provided in RAM 114 is set to "2", and the normal power winning counter provided in RAM 114 is set to "10". In addition, information corresponding to "2.5 seconds", which is the duration of the short opening on the normal power side, is set in the normal power side timer counter of RAM 114. By executing the above processing, the auxiliary game that occurs this time, the long opening of the normal power device 71, occurs "twice". As already explained, since the firing cycle of the game ball is "0.6 seconds", if the long opening of the normal power device 71 occurs "once", multiple winnings can occur in the second starting port 63.
[0136] Thereafter, the normal power fixture 71 is set to the open state by starting to output a drive signal to the normal power drive unit 73 (S505). Then, the value of the normal power counter is incremented by 1 to update the counter value to one corresponding to the normal power control process (S506).
[0137] (General power control processing) Next, the normal power control process (S311) in the normal power control process (FIG. 9) will be described.
[0138] In the normal power control process, if a win has occurred in the second start port 63, a value corresponding to the number of wins is subtracted from the value of the normal power winning counter in RAM 114. Then, if the value of the normal power winning counter is "0", the value of the normal power open counter in RAM 114 is cleared to "0", and the output of the drive signal to the normal power drive unit 73 is stopped, thereby closing the normal power device 71. Then, the value of the normal map normal power counter is cleared to "0". As a result, the process to be executed in the next processing round of the normal map normal power control process becomes the normal map variation start process (S308).
[0139] If no winning has occurred in the second starting port 63 or if the value of the normal power winning counter is not "0," it is determined whether the value of the normal power side timer counter in RAM 114 is "0." If the value of the normal power side timer counter is "0," the output of the drive signal to the normal power drive unit 73 is stopped, thereby closing the normal power device 71. Then, the value of the normal power opening counter in RAM 114 is decremented by 1, and it is determined whether the value of the normal power opening counter after the decrement is "0." If the value of the normal power opening counter after the decrement is "1" or greater, the normal power device 71 is maintained in the closed state for the normal power side interval time (specifically, "1 second"), and then the drive signal is output to the normal power drive unit 73 again, thereby opening the normal power device 71. In addition, information corresponding to "2.5 seconds" is set in the normal power side timer counter in RAM 114. This again allows a winning in the second starting port 63 for "2.5 seconds." If the value of the normal power release counter after subtraction is "0", the value of the normal map normal power counter is cleared to "0". As a result, the process to be executed in the next processing of the normal map normal power control process becomes the normal map change start process (S308).
[0140] (Special diagram special power control processing) Next, the special picture special power control process (S204) executed as part of the timer interrupt process (FIG. 8) will be described with reference to the flowcharts of FIGS.
[0141] In the special symbol special power control process, first, a process for acquiring reserved information is executed (S601). In the process for acquiring reserved information, as shown in the flowchart of Fig. 13, when a winning entry into the first starting port 62 occurs (S701: YES), and the number of reserved information (hereinafter also referred to as first reserved information) stored in the first special symbol reserved area 212a is less than the upper limit (S702: NO), a process for acquiring the first reserved information is executed.
[0142] In the process for acquiring the first reserved information, the CPU 112 first increments the value of the first reserved counter provided in the RAM 114 by 1 to grasp the number of unprocessed first reserved information stored in the first special symbol reserved area 212a (S703). In the display control process (S206) described above, the display content of the first special symbol reserved indicator 104a is adjusted according to the value of the first special symbol reserved counter. As a result, the display content of the first special symbol reserved indicator 104a corresponds to the number of first reserved information stored in the first special symbol reserved area 212a. Then, the values of the hit random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the storage areas of the first special symbol reserved area 212a corresponding to the reserved memory number incremented by 1 in S703 (S704). Then, a first reserved command is set (S705). This first reserved command is sent to the sub-control board 120 in the output process of S207. Based on this first hold command, the CPU 122 of the sub-control board 120 performs display control so that the display content of the first special chart hold display area RA1 of the image display device 90 corresponds to the increase in the first hold information.
[0143] If no winning has occurred in the first starting port 62 (S701: NO), if the number of first pending information has reached the upper limit (S702: YES), if the first pending command has been set (S705), if a winning has occurred in the second starting port 63 (S706: YES), and further, if the number of pending information (hereinafter also referred to as second pending information) stored in the second special chart pending area 212b is less than the upper limit (S707: NO), processing is executed to obtain the second pending information.
[0144] In the process for acquiring the second reserved information, the CPU 112 first increments the value of a second special symbol reserved counter provided in the RAM 114 by 1 to grasp the number of unprocessed second reserved symbols stored in the second special symbol reserved area 212b (S708). The display content of the second special symbol reserved indicator 104b is adjusted according to the value of the second special symbol reserved counter. As a result, the display content of the second special symbol reserved indicator 104b corresponds to the number of second reserved symbols stored in the second special symbol reserved area 212b. Then, the values of the hit random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the memory areas of the second special symbol reserved area 212b corresponding to the reserved memory number incremented by 1 in S708 (S709). Then, a second reserved command is set (S710). This second reserved command is sent to the sub-control board 120 in the output process of S207. Based on this second hold command, the CPU 122 of the sub-control board 120 performs display control so that the display content of the second special chart hold display area RA2 of the image display device 90 corresponds to the increase in the second hold information.
[0145] Returning to the explanation of the special picture special power control process (FIG. 12), after executing the pending information acquisition process (S601), the numerical information of the special picture special power counter provided in RAM 114 is read (S602), and the special picture special power address table provided in ROM 113 is read (S603). Then, a start address corresponding to the numerical information of the special picture special power counter is obtained from the special picture special power address table (S604), and a jump is made to the process indicated by the obtained start address (S605).
[0146] The special chart special power counter is a counter that allows the CPU 112 to determine which of the following processes should be executed in the special chart special power control process: special chart change start process (S606), special chart change process (S607), special chart confirmation process (S608), special power start process (S609), special power open process (S610), special power closed process (S611), and special power end process (S612).The special chart special power address table has a start address set in the program for executing each of the above processes (S606 to S612) corresponding to the numerical information of the special chart special power counter.
[0147] If the value of the special diagram special power counter is "0", it jumps to the special diagram change start processing (S606), if the value of the special diagram special power counter is "1", it jumps to the special diagram change processing (S607), if the value of the special diagram special power counter is "2", it jumps to the special diagram confirmation processing (S608), if the value of the special diagram special power counter is "3", it jumps to the special power start processing (S609), if the value of the special diagram special power counter is "4", it jumps to the special power open processing (S610), if the value of the special diagram special power counter is "5", it jumps to the special power close processing (S611), and if the value of the special diagram special power counter is "6", it jumps to the special power end processing (S612). Below, these processes will be explained individually.
[0148] (Special chart change start processing) First, the special chart change start process (S606) will be described with reference to the flowchart in Figure 14. Note that the special chart change start process is not executed when a game has already been played or when a jackpot game has been played (when the game has transitioned to a special game state).
[0149] In the special chart change start process, if the second reserved information is not stored in the second special chart reserve area 212b and the first reserved information is stored in the first special chart reserve area 212a (S801: YES, S802: NO), a first data setting process is executed (S803). In the first data setting process, the first reserved information stored in the first area AE1 of the first special chart reserve area 212a is moved to the execution area 212c. Then, a process of shifting the first reserved information stored in the first special chart reserve area 212a is executed. This data shift process is a process of shifting the first reserved information stored in the first area AE1 to the fourth area AE4 to the lower area side in order. Specifically, the first reserved information in each area is shifted in the following manner: second area AE2 → first area AE1, third area AE3 → second area AE2, fourth area AE4 → third area AE3, etc. Then, the value of the first special chart reserve counter in RAM 114 is decremented by 1. As a result, the display content of the first special symbol reserved display 104a is changed to one in which the first reserved information has been reduced by one. Also, in the data setting process, a first decrease command indicating that the first reserved information in the first special symbol reserved area 212a has been reduced by one is set. This first decrease command is sent to the sub-control board 120 in the output process (S207). The CPU 122 of the sub-control board 120 performs display control in accordance with this first decrease command so that the display content of the first special symbol reserved display area RA1 of the image display device 90 becomes the display content corresponding to the reduction in the first reserved information.
[0150] On the other hand, if the second reserved information is stored in the second special chart reserve area 212b (S801 and S802: YES), even if the first reserved information acquired before the second reserved information is stored in the first special chart reserve area 212a, the second data setting process is executed (S804). In the second data setting process, the second reserved information stored in the first area BE1 of the second special chart reserve area 212b is moved to the execution area 212c. Then, a process of shifting the second reserved information stored in the second special chart reserve area 212b is executed. This data shift process is a process of shifting the second reserved information stored in the first area BE1 to the fourth area BE4 sequentially to the lower area side. Specifically, the second reserved information in each area is shifted in the following manner: second area BE2 → first area BE1, third area BE3 → second area BE2, fourth area BE4 → third area BE3. Then, the value of the second special chart reserve counter in the RAM 114 is decremented by 1. As a result, the display content of the second special symbol reserved display 104b is changed to one in which the second reserved information has been reduced by one. Also, in the data setting process, a second decrease command indicating that the second reserved information in the second special symbol reserved area 212b has been reduced by one is set. This second decrease command is sent to the sub-control board 120 in the output process (S207). The CPU 122 of the sub-control board 120 performs display control in accordance with this second decrease command so that the display content of the second special symbol reserved display area RA2 of the image display device 90 becomes the display content corresponding to the reduction in the second reserved information.
[0151] When the second reserved information is stored as described above, even if the first reserved information acquired before the second reserved information is stored, the second reserved information is subject to shift to the execution area 212c. As a result, the second reserved information is consumed with priority over the first reserved information as a target for starting a game round.
[0152] After executing the first data setting process (S803) or the second data setting process (S804), a win / loss determination table for the special symbol is read (S805) from the ROM 113. Specifically, if the lottery mode is in a low probability state where the lottery mode is a low probability mode, the win / loss determination table for the low probability state is read into the RAM 114, and if the lottery mode is in a high probability state where the lottery mode is a high probability mode, the win / loss determination table for the high probability state is read into the RAM 114.
[0153] After reading the win / loss determination table, the information for win / loss determination, i.e., the value obtained from the win random number counter C1, is read from the pending information stored in the execution area 212c, and it is determined whether the read value matches any of the values set as the jackpot result in the win / loss determination table read above (S806).
[0154] If the result of the win / loss determination process is a jackpot result (S807: YES), a type determination process is executed (S808). In the type determination process, if the start target of a game round is the first reserved information, a type determination table for the first special symbol is read from the ROM 113 to the RAM 114, and if the start target of a game round is the second reserved information, a type determination table for the second special symbol is read from the ROM 113 to the RAM 114. After reading the type determination table, type determination information, i.e., the value acquired from the type random number counter C2, is read from the reserved information stored in the execution area 212c, and by referring to the type determination table, it is determined which special symbol (type of jackpot) the read value corresponds to.
[0155] After the type determination process is executed, a flag corresponding to the type of jackpot result identified in the type determination process is set (S809). Then, a symbol setting process (stop result setting process) for the jackpot result is executed (S810). Specifically, information is set to identify the special symbol that will ultimately be stopped and displayed on either the first special symbol display device 103a or the second special symbol display device 103b, which are the targets for starting the current game round. Note that special symbols may be set in one-to-one correspondence with each jackpot result, or multiple types of special symbols may be set for at least some jackpot results. The method of selecting the special symbol to be stopped and displayed for a jackpot result associated with multiple types of special symbols is arbitrary.
[0156] If the result of the hit / miss determination process is not a jackpot result (S807: NO), a pattern setting process for a miss result (stop result setting process) is executed (S811). Specifically, information for identifying the special pattern to be finally stopped and displayed on one of the first special symbol display device 103a and the second special symbol display device 103b, which are the starting targets for the current game round, is set.
[0157] After executing one of the symbol setting processes (S810, S811), a process for determining the variable display time is executed (S812). After executing the process for determining the variable display time, a variable command and a type command corresponding to the game turn to be started are set (S813). These variable command and type command are sent to the sub-control board 120 in the output process (S207). The variable command includes information on the determined variable display time and also includes information indicating whether the game turn to be started corresponds to the first special symbol display 103a or the second special symbol display 103b. Note that the variable command does not include information on whether to execute a reach display. However, because the variable display time when a reach display occurs is set to a longer period than the variable display time when a reach display does not occur, the sub-control microcomputer 121 of the sub-control board 120 can determine whether a reach display has occurred from the variable display time information. The type command includes information on whether the game round to be started this time corresponds to a jackpot result or not, and if it does correspond to a jackpot result, includes information indicating what type of jackpot result it is.
[0158] Then, a process is performed to start the variable display of the special symbol on one of the first special symbol display device 103a and the second special symbol display device 103b that is the start target of the current game round (S814). Then, the value of the special symbol special electricity counter is incremented by 1 (S815). As a result, the value of the special symbol special electricity counter becomes "1" corresponding to the special symbol variable processing (S607).
[0159] When the CPU 122 of the sub-control board 120 receives a variable command and a type command, it executes processing to determine the execution content of the game round presentation corresponding to those commands. Then, it executes light emission control of the top lamp 24 and sound output control of the speaker 23 according to a table corresponding to the processing result. As a result, the light emission presentation and sound output presentation are executed throughout the variable display time of the current game round. Furthermore, the CPU 122 transmits a command corresponding to the execution content of the game round presentation determined this time to the image control board 140. Upon receiving the command, the CPU of the image control board 140 executes display control of the image display device 90 according to the table corresponding to the command. As a result, the display presentation on the image display device 90 is executed throughout the variable display time of the current game round.
[0160] (Special chart change processing) Next, we will explain the special chart change processing (S607) that is executed as part of the special chart special power control processing (Figure 12).
[0161] If the value of the special symbol timer counter is 1 or more and the variable display time for the current game has not elapsed, and it is time to update the display of one of the symbols that is the target of execution for the current game, either the first special symbol display 103a or the second special symbol display 103b, data is set to update the display of that one of the symbols. As a result, the symbol that is the target of control, either the first special symbol display 103a or the second special symbol display 103b, is updated to the next symbol.
[0162] The mode at the start of the variable display of the symbols displayed on the first special symbol display 103a and the second special symbol display 103b, and the mode of updating the variable display of the symbols, are performed in a fixed mode regardless of the win / lose judgment result and the type judgment result. For example, a display pattern in which the display order of multiple symbols is fixed is repeated, and when the variable display time has elapsed, the symbols determined at the start of the game round are displayed regardless of the display order of the display pattern. This contributes to simplifying the processing configuration for display control of the first special symbol display 103a and the second special symbol display 103b.
[0163] On the other hand, if the value of the timer counter on the special drawing side is "0", that is, if the variable display time has elapsed, a final stop command is set. This final stop command is sent to the sub-control board 120 in the output process (S207).
[0164] Then, at the start of a game, the pattern information stored in RAM 114 is read out in the pattern setting process (S810, S811) in the special pattern variation start process (Fig. 14). As a result, the variable display of the special pattern is stopped with the pattern corresponding to the game result of the current game displayed on the controlled special pattern display devices 103a, 103b. Then, information on the fixed display time (for example, "1 sec") is set in the special pattern timer counter. This starts measuring the fixed display time. Then, the value of the special pattern special electric counter is incremented by 1. As a result, the value of the special pattern special electric counter becomes "2", which corresponds to the special pattern determination process (S608).
[0165] When the CPU 122 of the sub-control board 120 receives the final stop command, it transmits a corresponding command to the image control board 140. When the CPU of the image control board 140 receives the command, it causes the image display device 90 to stop and display the symbol combination of the effect symbols corresponding to the current game round for the fixed display time.
[0166] (Special drawing confirmation processing) Next, with reference to the flowchart of FIG. 15, the special chart determination process (S608) executed as part of the special chart special power control process (FIG. 12) will be described.
[0167] If the value of the special symbol timer counter is "0" and the fixed display time has elapsed (S901: YES), and the result of the current game play is a jackpot (S902: YES), information corresponding to the opening time (specifically, "5 seconds") is set in the special symbol timer counter (S903), and an opening command is set (S904). This opening command is sent to the sub-control board 120 in the output process (S207). When the CPU 122 of the sub-control board 120 receives the opening command, it causes the effect corresponding to the opening time to be performed on the image display device 90, lamps 24, 25, speaker 23, etc. Then, it adds 1 to the value of the special symbol special power counter (S905). As a result, the value of the special symbol special power counter becomes "3", which corresponds to the special power start process (S609).
[0168] If the result of this game is not a jackpot (S902: NO), the time-saving state counter is updated (decremented by 1) (S906). The time-saving state counter is a counter that the CPU 112 uses to determine the remaining number of times the time-saving state will continue in the low-probability state. After that, the special chart special power counter is cleared to "0" (S907). As a result, the value of the special chart special power counter becomes "0", which corresponds to the special chart variation start process (S606).
[0169] (Special call start processing) Next, the special call start process (S609) executed as part of the special call control process (FIG. 12) will be described.
[0170] In the special call start process, the process for setting the number of opening and closing times is executed on the condition that the value of the timer counter on the special symbol side is "0," i.e., the opening time has elapsed. Specifically, if the current game result is a 6R normal jackpot result or a 6R variable probability jackpot result, the round counter provided in RAM 114 is set to "6." If the current game result is a 10R normal jackpot result or a 10R variable probability jackpot result, the round counter in RAM 114 is set to "10." The round counter is a counter used by the CPU 112 to determine the number of remaining rounds in the jackpot game (special game state). In addition, information on the open duration of the round game (specifically, 29.5 seconds) is set in the timer counter on the special symbol side. In addition, the prize counter provided in RAM 114 is set to "10." The prize counter is a counter used by the CPU 112 to determine the number of remaining rounds of the maximum number of prizes. In addition, the special line winning device 64 is set to the open state by outputting a drive signal to the special line drive unit 83. After that, the value of the special line counter is incremented by 1. As a result, the value of the special line counter becomes "4", which corresponds to the special line open processing (S610).
[0171] (Special call open processing) Next, the special line open processing (S610) executed as part of the special line control processing (FIG. 12) will be described.
[0172] If the value of the special picture side timer counter is "0," i.e., if the open duration has elapsed, the value of the round counter in RAM 114 is decremented by 1 and the output of the drive signal to the special picture drive unit 83 is stopped, thereby closing the special picture winning device 64. Also, if a prize has been won in the special picture winning device 64, the value of the prize counter is decremented by 1. If the value of the prize counter after decrementing by 1 is "0," the value of the round counter in RAM 114 is decremented by 1 and the output of the drive signal to the special picture drive unit 83 is stopped, thereby closing the special picture winning device 64. Also, if the round counter value is decremented by 1, and the value of the round counter after decrementing by 1 is 1 or greater, the interval time information (specifically, 3 seconds) is set in the special picture side timer counter, and then the value of the special picture special picture counter is incremented by 1. As a result, the value of the special picture special picture counter becomes "5," which corresponds to the special picture special picture closing process (S611). On the other hand, if the value of the round counter after subtracting 1 is "0", the ending time information (specifically, "5 seconds") is set in the timer counter on the special chart side, and an ending command is set. The ending command is sent to the sub-control board 120 in the output process (S207). When the CPU 122 of the sub-control board 120 receives the ending command, it controls the image display device 90, the lamps 24 and 25, and the speaker 23 to perform a performance corresponding to the ending time.
[0173] Thereafter, the value of the special diagram special transmission counter is incremented by 2. As a result, the value of the special diagram special transmission counter becomes "6", which corresponds to the special transmission termination process (S612).
[0174] (Processing during special line closure) Next, the special line closed processing (S611) executed as part of the special line control processing (FIG. 12) will be described.
[0175] If the value of the special symbol side timer counter is "0", that is, if the interval time has elapsed, information on the open duration of the round game (specifically, 29.5 seconds) is set in the special symbol side timer counter, and "10" is set in the winning counter of RAM 114. In addition, the special symbol winning device 64 is set to the open state by outputting a drive signal to the special symbol drive unit 83. After that, the value of the special symbol special symbol counter is decremented by 1. As a result, the value of the special symbol special symbol counter becomes "4", which corresponds to the special symbol open processing (S610).
[0176] (Special call termination processing) Next, with reference to the flowchart of FIG. 16, the special call termination process (S612) executed as part of the special call control process (FIG. 12) will be described.
[0177] If the value of the timer counter on the special chart side is "0", that is, if the ending time has elapsed (S1001: YES), and the game result that triggered this jackpot game (special game state) was a 6R probability variable jackpot result or a 10R probability variable jackpot result (S1002: YES), a high probability flag is set in RAM 114 (S1003). As already explained, the high probability flag is a flag that allows CPU 112 to determine whether the win / loss lottery mode is in the high probability mode, that is, whether or not it is in a high probability state. When the high probability flag is set, the win / loss lottery mode becomes the high probability mode, that is, the high probability state. In addition, a time-saving flag is set in RAM 114 (S1004). As already explained, the time-saving flag is a flag that allows CPU 112 to determine whether or not it is in a time-saving state. When the time-saving flag is set, the time-saving state is entered.
[0178] On the other hand, if the game result that triggered this jackpot game was a 6R normal jackpot result or a 10R normal jackpot result (S1002: NO), the high probability flag in RAM 114 is cleared (S1005). By clearing the high probability flag, the win / lose lottery mode becomes a low probability mode, i.e., a low probability state. After that, a time-saving flag is set in RAM 114 (S1006), and the time-saving state counter provided in RAM 114 is set to "100," which is the number of time-saving continuations (hereinafter also referred to as the number of time-saving times) (S1007).
[0179] When the process of S1004 or the process of S1007 is executed, a process for sending a state designation command is set (S1008). The state designation command is a command for specifying the state of the pachinko machine 10 determined by the processes of S1003 to S1007, and is sent to the sub-control board 120 in the above-mentioned output process (S207). The CPU 122 of the sub-control board 120 executes a process for causing the effect corresponding to the content of the received state designation command to be executed on the image display device 90, the lamps 24, 25, and the speaker 23. Thereafter, the special symbol special power counter is cleared to "0". As a result, the value of the special symbol special power counter becomes "0", which corresponds to the special symbol variation start process (S606).
[0180] As already explained, the pachinko machine 10 shown in this embodiment is configured so that the game balls enclosed inside flow down the game area PA and then circulate so that they can re-enter the game area PA, and the upper and lower trays (storage trays accessible to the player) that were provided in the front door frame in conventional non-enclosed pachinko machines are omitted.
[0181] Although the storage tray is intended to store game balls, it can also be used for the following purposes. That is, when a player leaves their seat to secure a machine or take a break, they may leave personal belongings such as a plastic bottle or cigarettes in the storage tray to indicate to other players that they are away (see Figure 17(a)). In particular, the storage tray is designed to be deep enough to prevent game balls from spilling, which prevents personal belongings such as plastic bottles from falling. Furthermore, when playing, it is common to first lend out game balls and allow them to accumulate in the upper tray, so placing personal belongings in the upper tray is advantageous in that they are easily visible. Furthermore, personal belongings can be expected to have the effect of preventing players from playing without noticing the personal belongings, as they may interfere with the supply of game balls to the game ball launching mechanism.
[0182] In contrast, in an enclosed pachinko machine such as that shown in this embodiment, the lack of a storage tray makes it difficult to indicate an absence using the above-mentioned method. For example, as shown in FIG. 17(b), if the absence of a storage tray results in a slimmer pachinko machine, there may be no place to place personal belongings. On the other hand, if an effect button is placed on the upper surface of the lower bulge, there may be places on both sides of the effect button where personal belongings can be placed, but without a depression such as a storage tray, personal belongings are likely to fall from those places, making it virtually impossible to indicate an absence using personal belongings. While enclosed pachinko machines offer various advantages, such as improved machine security and space savings, they may also be less convenient for players for the reasons described above. One of the features of this embodiment is that it takes such circumstances into consideration, specifically, it is equipped with an absence notification unit that notifies the player that the player is away from their seat.
[0183] Since the absence notification unit is provided on the game ball launching handle 41 and its periphery, we will first provide a supplementary explanation of the game ball launching handle 41, etc., with reference to Figure 18, and then explain the absence notification unit. Figure 18(a) is a partially enlarged view of Figure 1 showing the game ball launching handle 41 and its periphery, and Figure 18(b) is a schematic view of the game ball launching handle 41 and its periphery viewed from above.
[0184] The game ball launch handle 41 includes a handle base 42 that protrudes forward from the front surface 14a of the front door frame 14 (lower bulge 27), and the above-mentioned rotation operation member (rotation operation member 44) that is rotatably supported by the handle base 42. A light-emitting board 45 on which an LED or other light-emitting element 45a is mounted is housed within the handle base 42. The light-emitting board 45 is positioned so that the mounting surface of the light-emitting element 45a faces the front of the gaming machine, and light from the light-emitting element 45a is irradiated toward the front surface 42a of the handle base 42, specifically, toward a curved portion of the handle base 42 that is located forward of the rotation operation member 44 and that is convex toward the front of the gaming machine. The front surface 42a is optically transparent, and light from the light-emitting element 45a is emitted toward the front of the gaming machine through the front surface 42a. Fine irregularities (light diffusion portions) are formed on the surface of the front surface 42a. The light from the light emitter 45a is diffused as it passes through the front surface 42a, so that the light from the light emitter 45a appears to illuminate almost the entire front surface 42a. In this embodiment, the front surface 42a and the light emitter 45a form the handle-side warning lamp 43.
[0185] A frame-side notification lamp 35 is provided on the front surface 14a of the front door frame 14 so as to surround the game ball launch handle 41 (more specifically, the handle-side notification lamp 43) when viewed from the front of the gaming machine. The frame-side notification lamp 35 includes an arc-shaped (strip-shaped) light-transmitting portion 36 formed on the front surface 14a, and a light-emitting substrate 37 on the back side of the light-transmitting portion 36, on which an illuminant 37a such as an LED is mounted. The light-emitting substrate 37 is arranged so that the mounting surface of the illuminant 37a faces the light-transmitting portion 36, and light from the illuminant 37a is emitted forward through the light-transmitting portion 36. The light-transmitting portion 36 also has a fine uneven surface (light diffusion portion). The light from the illuminant 37a is diffused as it passes through the light-transmitting portion 36, so that almost the entire light-transmitting portion 36 appears to be emitting light.
[0186] The specific configuration for emitting light from the light emitters 37a, 45a toward the front of the gaming machine is optional. For example, if small holes are formed in the front portions 14a, 42a to be used for wind effects such as blowing air onto the player's hands, it is also possible to configure the machine so that light is emitted through those small holes.
[0187] In this manner, in this embodiment, the absence notification section (absence notification lamp 26) is made up of two lamps offset forward and backward, namely, the handle-side notification lamp 43 located on the front side and the frame-side notification lamp 35 located on the back side. The absence notification lamp 26 is connected to the lamp control board 160, which controls the illumination of the absence notification lamp 26 based on instructions from the sub-control board 120. The absence notification lamp 26 shown in this embodiment may be used for effects during play, but is kept off when not in play except when an absence notification is being made.
[0188] (Processing for notifying absence) Here, with reference to FIG. 19, the absence notification process executed as part of the regular process in the CPU 122 of the sub-control board 120 will be described.
[0189] In the absence notification process, first, it is determined whether the absence notification lamp 26 is turned on to notify the user of the absence (S1101). If it is determined that the absence notification is not being made (S1101: NO), it is determined whether a preparation flag is set in the RAM 124 (S1102). The preparation flag is a flag that the CPU 122 uses to identify that the user is in the preparation stage before starting the absence notification.
[0190] If the preparation flag is not set (S1102: NO), it is determined whether or not a game is being played (S1103). Specifically, it is determined that a game is being played if a game ball is being fired, and it is determined that a game is not being played if a game ball is not being fired. Note that the criteria for determining whether or not a game is being played are arbitrary, and for example, it may be configured to determine that a game is being played if a pattern (special pattern) is being changed / determined and that a game ball is not being played if a pattern is not being changed / determined.
[0191] If it is determined that a game is being played (S1103: YES), the absence notification process is terminated. On the other hand, if it is determined that a game is not being played (S1103: NO), it is determined whether an operation to start the absence notification setting has been performed, specifically, whether the effect button 31 (see FIG. 1) provided on the front door frame 14 has been pressed and held (S1104). If the setting start operation is performed when no game is being played, a display process (window additional display process) is executed to display a setting window PW on the image display device 90 (S1105). The setting window PW is displayed so as to overlap the display area of the effect symbols on the display surface 91 of the image display device 90 from the front side (see FIG. 20(a)). In this setting window PW, a start screen is first displayed, which includes a message to confirm whether to start the absence notification and an operation icon of "YES" or "NO" to be selected by the player.
[0192] After the display process of the setting window PW is executed, the elapsed time since the end of the game is determined (S1106). Specifically, the RAM 124 is provided with an elapsed time counter that measures the elapsed time since the end of the game when the game ball is being released and the variable display and fixed display of the symbols are not being performed, and the elapsed time since the end of the game is determined by referring to the value of this elapsed time counter. Thereafter, the above-mentioned preparation flag is set in the RAM 124 (S1107), and the absence notification process is terminated.
[0193] If it is determined that the preparation flag is set (S1102: YES), it is determined whether the start screen is displayed in the setting window PW. If the start screen is displayed (S1108: YES), it is determined whether a setting continuation operation has been performed (S1109). Specifically, it is determined whether the above-mentioned "YES" operation icon has been selected by operating the select button 32 and the effect button 31 provided on the front door frame 14. If it is determined that a setting continuation operation has been performed (S1109: YES), the display of the setting window PW is switched from the start screen to a time selection screen (S1110). The time selection screen displays options for the absence notification time that the player can select (e.g., 5 minutes, 10 minutes, 15 minutes, etc.), and the player can select (designate) one of these options by operating the select button 32 and the effect button 31 (see FIG. 20(a)). In this embodiment, the initial setting when the time selection screen is displayed is "10 minutes," and options shorter and longer than that are displayed. This initial setting may be set to the shortest time among the selected candidates.
[0194] If it is determined that the setting continuation operation has not been performed (S1109: NO), it is determined whether a cancel operation has been performed. Specifically, it is determined whether the above-mentioned "NO" operation icon has been selected by operating the select button 32 and the effect button 31 provided on the front door frame 14 (S1111). If it is determined that a cancel operation has been performed (S1111: YES), the preparation flag set in RAM 124 is cleared (S1112), and processing to hide the setting screen is executed (S1113). This cancels the start setting of the absence notification.
[0195] If the absence notification is not being issued (S1101: NO), the preparation flag is set (S1102: YES), and the start screen is not being displayed (S1108: NO), it is determined whether the time selection screen is being displayed in the setting window PW (S1114). If it is determined that the time selection screen is being displayed (S1114: YES), it is determined whether a candidate switching operation (specifically, operation of the select button 32) has been performed (S1115). If it is determined that a candidate switching operation has been performed (S1115: YES), candidate switching processing is executed in S1116. This causes the currently selected time to be clearly displayed to the player.
[0196] If a candidate switching operation has not been performed (S1115: NO), it is determined whether a selection completion operation has been performed (S1117). In this embodiment, the selection of a candidate is completed by operating the effect button 31 while the candidate is selected. If it is determined that a selection completion operation has been performed (S1117: YES), an alert mode determination process is executed (S1118), and an absence notification start process (S1119) is executed so that the absence notification is started in the mode determined in the alert mode determination process. In the absence notification start process, an absence notification start command is sent to the lamp control board 160. This command includes information indicating the notification mode determined in S1119, and the CPU of the lamp control board 160 switches the absence notification lamp 26 to an lit state based on the command. Thereafter, the preparation in progress flag is cleared (S1112), and processing to hide the setting screen is executed (S1113). Note that, when the setting window PW is hidden after time selection, unlike when canceling, the setting window PW is hidden after a notification screen (see FIG. 20(a)) clearly indicating the time set by the player has been displayed. In other words, after setting is completed, the setting window PW is hidden after a predetermined time has elapsed since the notification screen for the set time was displayed, which in this embodiment is a time shorter than the shortest absence notification time selectable by the player (for example, "5 seconds"). In other words, the period during which the absence notification lamp 26 is lit and the display period of the notification screen partially overlap.
[0197] Returning to the explanation of S1101, if the absence notification is being executed (S1101: YES), it is determined whether the termination condition for the absence notification has been met (S1120). Specifically, the termination condition for the absence notification is met when either the absence notification time set by the player has elapsed or game play has started. Whether game play has started is determined by determining whether a ball launch operation has been performed with the game ball launching handle 41.
[0198] If the absence notification termination condition is met (S1120: YES), an absence notification termination process is executed (S1121). In this process, an absence notification termination command is sent to the lamp control board 160. Based on this command, the CPU of the lamp control board 160 switches the absence notification lamp 26 to an off state.
[0199] (Notification mode determination process) Next, the notification mode determination process (S1118) will be described with reference to the flowchart in FIG. 20(b).
[0200] In the notification mode determination process, first, the current game state is determined (S1201). Specifically, it is determined whether the current game state corresponds to a special game state, a time-saving state (time-saving game state), or a high-probability state (probability variable game state). If the current game state is a normal game state that is a low-probability state and a non-time-saving state (S1201: NO), it is determined whether the elapsed time determined in S1105 exceeds a threshold value ("60 seconds" in this embodiment).
[0201] If the elapsed time exceeds the threshold (S1202: YES), the first notification mode is set as the notification mode (S1203). On the other hand, if the elapsed time does not exceed the threshold (S1202: NO), the second notification mode is set as the notification mode (S1204). In other words, the notification mode is configured to change depending on the elapsed time.
[0202] There may be a difference in the amount of time that passes from the end of a game until the absence notification is initiated (specifically, until the operation to initiate it is performed) between a case where a player who is playing uses the absence notification function to take a break, such as to go to the restroom or eat, and a case where a player who is choosing a machine uses the absence notification function to reserve a machine. Specifically, the amount of time that passes tends to be shorter when the absence notification function is used to temporarily suspend play and take a break than when the absence notification is used to temporarily reserve a machine while choosing a machine. By taking the elapsed time into consideration when setting the notification mode as described above, it becomes possible to provide an appropriate notification depending on the situation.
[0203] In the first notification mode, which assumes that a player is taking a break while playing, the light color of the absence notification lamp 26 becomes "green," and in the second notification mode, which assumes that a machine is secured while machine selection is in progress, the light color of the absence notification lamp 26 becomes "red" (see Figure 20(c)). By changing the light color in this way, players and the manager of the gaming hall can guess under what circumstances the absence notification is being made.
[0204] Returning to the explanation of S1201, if the current game state is either the time-saving state or the high-probability state (S1201: YES), the notification mode is set to the third notification mode (S1205). In the third notification mode, the light color of the absence notification lamp 26 becomes "blue" (see FIG. 20(c)).
[0205] It should be noted that the time-saving state and high-probability state are advantageous states for the player. Therefore, when the absence notification function is used in these advantageous states, it is generally reasonable to assume that the user is a player currently playing. Therefore, unlike the low-probability and non-time-saving states, the elapsed time is not taken into consideration. It should also be noted that when the absence notification function is used when the game state is a special state, it is advisable to set the third notification mode as the notification mode.
[0206] After setting the notification mode (S1203-S1205), a process for setting the absence notification time is performed (S1206). Specifically, a value corresponding to the time selected by the player in S1117 above is set in the notification time counter of RAM 124. The elapse of the absence notification time is determined by this notification time counter, and when the notification time counter reaches "0", the absence notification is terminated (S1120-S1121).
[0207] Next, the flow from the start to the end of the absence notification will be described with reference to the timing chart in Fig. 21. The timing chart in Fig. 21 illustrates an example of the flow assuming that a player temporarily leaves his / her seat to take a break during a game.
[0208] At the timing of ta1, the player has finished firing the game ball. At this timing, there are still special reserved symbols, and the player has finished firing the game ball and is waiting for the reserved symbols to be consumed. After that, the last round of play before leaving the seat begins at the timing of ta2, and that round of play ends at the timing of ta3. The counting of the elapsed time described above begins at the timing of ta3. At the timing of ta4, the effect button 31 is pressed and held to start setting the absence notification. At the timing of ta5, after the player has confirmed their intention to leave the seat and selected the time, the absence notification begins. In the example shown in FIG. 21, the elapsed time specified at the timing of ta4 is below the threshold, so the absence notification is executed in the second notification mode. In other words, the absence notification lamp 26 lights up in "red."
[0209] In the example of FIG. 21 , 10 minutes is selected as the absence notification time, but the player returns to his seat before ta7, which is the time when 10 minutes have elapsed, and resumes the ball release operation at ta6, also before ta7. The absence notification is canceled at ta6. This allows for the light-emitting effects using the frame-side notification lamp 35 and the handle-side notification lamp 43. By quickly terminating the absence notification, the situation in which it is difficult to perform the light-emitting effects using the absence notification function is quickly resolved. Note that when a light-emitting effect is performed while the absence notification is ongoing, it is possible to differentiate it by changing the lighting pattern, but the impact is expected to be weaker than when the light is turned off and then on. Therefore, as shown in this embodiment, there is technical significance in quickly terminating the absence notification even when the notification time remains.
[0210] Here, referring again to FIG. 18, a supplementary explanation will be given of the absence notification function. In this embodiment, the absence notification lamp 26 is configured using the frame-side notification lamp 35 and the handle-side notification lamp 43. The game ball launching handle 41 is a part that must be directly touched and operated when starting a game, and is therefore likely to be noticed by the player. Therefore, illuminating the game ball launching handle 41 and its surrounding area to notify the absence is effective in preventing the absence notification from being overlooked.
[0211] In addition, since the handle-side notification lamp 43 is a part that protrudes in front of the gaming machine, illuminating such a protruding part makes the absence notification more noticeable. In other words, when the pachinko machine 10 is viewed from a position far away from the pachinko machine 10, the absence notification on the handle-side notification lamp 43 becomes more noticeable.
[0212] When a player who is seated without noticing the absence notification attempts to reach for the game ball launch handle 41, there is a possibility that the handle-side notification lamp 43 may be difficult to see because it is hidden by the hand pointing at the game ball launch handle 41. Even in such a case, it is unlikely that the frame-side notification lamp 35, which is provided to surround the game ball launch handle 41 when viewed from the front of the gaming machine, will be entirely hidden by the hand. Therefore, when the player looks at his or her hand to grasp the game ball launch handle 41, the notification by the frame-side notification lamp 35 becomes more visible, and the use of the frame-side notification lamp 35 in combination reduces the chances of missing the absence notification.
[0213] According to the first embodiment described above in detail, the following excellent effects can be expected.
[0214] A configuration like the present pachinko machine 10, in which a player is notified by performing a predetermined operation when leaving their seat, contributes to improved convenience for players. Furthermore, the front door frame 14 is equipped with decorations and various controls to enhance the appearance of the gaming machine (see FIG. 1). Therefore, forcing a player to place personal belongings on the machine to indicate that the player is leaving their seat can damage or break these decorations. Having a gaming machine with a seat-away notification function is also desirable in terms of protecting these decorations. Furthermore, because the seat-away notification lamp 26, which serves as a seat-away notification means, is located on the front door frame 14, it is easily visible to other players and hall managers, allowing the notification function to function properly.
[0215] Since the absence notification lamp 26 is disposed in the lower bulging portion 27 that bulges out in front of the gaming machine, the absence notification is easily visible even from a position far from the pachinko machine 10, and the notification function can be more effectively performed. The absence notification lamp 26 may also be disposed in a part of the lower bulging portion 27 that faces diagonally to the right.
[0216] To launch a game ball into the game area PA, it is necessary to operate the game ball launching handle 41. At least when starting to operate the game ball launching handle 41, it is expected that the player's line of sight will be directed toward the game ball launching handle 41. Therefore, by providing the above-mentioned absence notification lamp 26 (frame-side notification lamp 35) around the game ball launching handle 41, it is possible to reduce the number of times the absence notification is overlooked. In particular, because the frame-side notification lamp 35 is located around the game ball launching handle 41, even if the player tries to grasp the game ball launching handle 41, the frame-side notification lamp 35 is less likely to be covered by the player's hand.
[0217] Furthermore, the handle-side notification lamp 43 constituting the absence notification lamp 26 is disposed in a position that protrudes from the front surface 14a of the front door frame 14, so that the absence notification is easily visible when the pachinko machine 10 is viewed from a distance. On the other hand, when a player tries to grasp the game ball launching handle 41, the handle-side notification lamp 43 disposed on the game ball launching handle 41 is likely to be hidden by the player's hand. In this regard, the present embodiment addresses such concerns by using the frame-side notification lamp 35 in combination, and can effectively prevent the absence notification from being overlooked.
[0218] When grasping the ball launching handle 41, the way the player extends their arm varies depending on the player's body shape, posture, etc. For example, a relatively small player is expected to extend their arm from the side toward the ball launching handle 41, while a relatively large player is expected to extend their arm from above toward the ball launching handle 41. Therefore, as shown in this feature, by forming the frame-side notification lamp 35 so that it spans both the upper and lateral portions of the ball launching handle 41, it is possible to prevent the entire frame-side notification lamp 35 from being obscured by the player's arm, whether the player extends their arm from above or from the side toward the ball launching handle 41. This is preferable because it prevents a player who attempts to grasp the launching unit at the start of a game from missing the player's seat departure notification. For example, the frame-side notification lamp 35 may be formed so as to surround the ball launching handle 41 when viewed from the front of the gaming machine.
[0219] Having the player who leaves their seat confirm that the absence notification has been properly performed is preferable in order to prevent problems that may occur if the absence notification is not properly performed due to a setting error or the like. Here, it is assumed that, during the operation of launching the game ball, the player's attention is likely to be focused on the behavior of the game ball as it flows down the play area PA. Therefore, as shown in this embodiment, deliberately restricting the initiation of the absence notification while the game ball launch handle 41 is being operated and setting the absence notification to be initiated only when the player's hand is removed from the game ball launch handle 41 has the technical significance of prompting the player to confirm the above-mentioned predetermined operation, which is the start of the absence notification. Furthermore, if an absence notification lamp 26 is provided on or around the game ball launch handle 41, it is easier for the player to confirm that the absence notification is being performed when their hand is removed from the game ball launch handle 41.
[0220] Generally, when a game state is favorable for a player, there is a high probability that the player will continue playing even after returning to their seat. In contrast, when a game state is unfavorable for the player, there is a higher probability that the machine will become vacant when the player returns to their seat, for example, to move to another gaming machine, compared to when the game state is favorable. Therefore, if the lighting pattern is configured to change depending on the gaming state, the information obtained by the absence notification will be useful to other players who are choosing a machine (it will serve as a guide to whether the machine is likely to become vacant). Furthermore, if the hall manager can identify the gaming state of a gaming machine that is reporting an absence notification by its lighting pattern, he or she can easily grasp the gaming state even from a location far from the gaming machine, reducing the effort required for checking.
[0221] As shown in this embodiment, if the light emission pattern is determined based on the time elapsed since the end of play, other players who see the absence notification can use the light emission pattern as information to infer whether the absence notification function was used by a player who was playing to take a break, or whether the absence notification function was used by a player who was choosing a machine to keep the machine, etc.
[0222] In conventional gaming machines, when a player indicates that they are away from their seat by using a personal item such as a plastic bottle or cigarettes, the player often returns to retrieve the personal item even if they decide not to continue playing. In contrast, in gaming machines equipped with an absence notification function, if a player decides not to continue playing while away from their seat, it is expected that the gaming machine will be left unattended. This not only inconveniences other players but can also be a factor in reducing the operating rate of the gaming machine. Therefore, by configuring the absence notification to end after a certain period of time, as shown in this embodiment, the above concerns can be effectively alleviated.
[0223] The notification time desired by a player may differ depending on the purpose of leaving the seat. Therefore, as shown in this embodiment, if the notification time can be specified by the player (for example, a long time can be specified), this can contribute to improving the convenience of leaving the seat notification.
[0224] <Variation 1> In the first embodiment, the absence notification is terminated when a set time has elapsed or when a game starts. When the absence notification is terminated at least when a game starts, it is also possible to configure the absence notification to be terminated explicitly to the user. A specific configuration for terminating the absence notification will be described below with reference to Fig. 22. Fig. 22 is a flowchart showing the process for terminating the absence notification (notification termination process) executed by the CPU 122 as part of periodic processing.
[0225] In the notification termination process, it is determined whether a confirmation screen for terminating the absence notification is currently being displayed on the image display device 90 (display surface 91) (S1301). If the confirmation screen is not currently being displayed, it is determined whether the notification time selected (designated) by the player has elapsed (S1302). If the notification time has elapsed, the absence notification termination process is executed, and the notification termination process is terminated. In other words, if the notification time has elapsed, the absence notification lamp 26 is promptly extinguished. On the other hand, if a game is started before the notification time has elapsed (for example, when a game ball is released or when the display of a varying symbol pattern has begun), the image display device 90 displays a confirmation screen for termination (S1305). This confirmation screen includes a message (for example, the text "Do you want to terminate the absence notification?") to confirm whether the player wishes to terminate the absence notification and a "YES" or "NO" operation icon. Note that the absence notification continues even when the confirmation screen for termination is displayed.
[0226] Returning to the explanation of S1301, when the termination confirmation screen is being displayed, it is determined whether or not a termination operation has been performed (S1306). Specifically, it is determined that a termination operation has been performed when the "YES" operation icon is selected by operating the select button 32 and then the effect button 31 is operated. When it is determined that a termination operation has been performed, the termination confirmation screen is hidden (S1307), and absence notification termination processing is executed (S1303). Note that the termination confirmation screen may initially be configured to display a state in which the cursor is positioned on the "NO" operation icon, and the select button 32 must be operated at least once to cancel the absence notification, or alternatively, it may initially be configured to display a state in which the cursor is positioned on the "YES" operation icon, and the absence notification can be canceled simply by operating the effect button 31.
[0227] On the other hand, if an end operation has not been performed (S1306: NO), it is determined whether a cancel operation has been performed (S1308). Specifically, it is determined that a cancel operation has been performed when the effect button 31 is operated with the "NO" operation icon selected by operating the select button 32 (S1308: YES). If a cancel operation has been performed, the end confirmation screen is hidden while the absence notification continues (S1309).
[0228] With the above configuration, even if a player other than the player who set the absence notification accidentally starts playing while the absence notification is active, the player will be given an opportunity to confirm that the absence notification is active, thereby reducing the chances of the absence notification being inappropriately canceled.
[0229] <Variation 2> In the above-mentioned variant 1, when the absence notification is terminated based on the start of a game, a termination confirmation screen is displayed to confirm the player's intention, but this is not limited to this. When the absence notification is terminated based on the start of a game, a message indicating that the absence notification is being terminated may be displayed on the image display device 90, and the absence notification may be terminated without confirming the player's intention. Note that the message indicating that the absence notification is being terminated may be output from the speaker 23 instead of the image display device 90.
[0230] Configuring the absence notification to be deactivated upon the start of play is preferable in terms of reducing the player's effort. However, improving convenience in this way can result in the following inconvenience. Specifically, a player other than the player who set the absence notification may unintentionally deactivate the absence notification by starting play without noticing it. Therefore, if the absence notification is to be terminated upon the start of play, an indication of the termination of the absence notification can be provided by a device other than the absence notification lamp 26 (e.g., an image display device 90). This prevents other players from continuing to play without noticing the absence notification. Since such other players may not even notice the absence notification lamp 26, it is technically significant to provide an indication of the termination by a separate device.
[0231] <Variation 3> In the first embodiment, the range of selectable absence notification times is the same for all of the first to third notification modes. However, this is not limiting. The range of absence notification times selectable by a player may vary depending on the notification mode selected, i.e., the time elapsed since the end of a game or the game status. For example, the range of selectable absence notification times for the first notification mode, which is intended to assume a player will keep the machine (temporarily keep it), may be narrower than the range for the second and third notification modes, which are intended to assume a player will take a break. Specifically, the range of selectable absence notification times for the second and third notification modes may be set to 5 to 30 minutes, while the maximum value for the first notification mode may be lowered to 5 to 15 minutes. If such a modification is adopted, the notification mode determination process (see FIG. 20) shown at S1118 may be executed between the process of S1109 and the process of S1110 in the absence notification process (see FIG. 19).
[0232] <Variation 4> In the first embodiment described above, when an absence notification is made in the third notification mode, i.e., when an absence notification is made during a time-saving state or high-probability state that is advantageous to the player, a limit is set on the notification time for the absence notification (maximum 30 minutes), just as in the case of a low-probability / non-time-saving state that is disadvantageous to the player.However, when an absence notification is made in the third notification mode, i.e., when an absence notification is made during a time-saving state or high-probability state that is advantageous to the player, the notification time for the absence notification may be configured not to be limited.
[0233] <Variation 5> In the first embodiment, the frame-side notification lamp 35 and the handle-side notification lamp 43 are used together as the absence notification lamp 26, but it is also possible to omit one of them.
[0234] <Variation 6> In the first embodiment, the absence notification lamp 26 is provided in the lower bulge 27 of the front door frame 14 (specifically, the game ball launch handle 41 and its surroundings), but this is not limited to this. Instead of or in addition to this, the absence notification lamp may be provided in another part of the front door frame 14 (for example, the upper bulge). When multiple lamps are used together, it is preferable to set the display colors of these lamps to the same color. Incidentally, the absence notification may also be configured to be made on the display surface 91 of the image display device 90.
[0235] <Variation 7> In the first embodiment, the absence notification lamp 26 is configured to remain lit during the absence notification, but the lighting state may be changed depending on the time elapsed since the notification began or the remaining time of the absence notification. For example, it may be configured to switch to a slow flashing state when the remaining time is three minutes, and to switch to a fast flashing state when the remaining time is one minute. With this configuration, other players and the gaming hall manager can estimate the elapsed time since the absence notification and the remaining time of the absence notification based on the state of the absence notification lamp 26.
[0236] <Variation 8> During the absence notification, other lamps such as the top lamp 24 and side lamp 25 provided on the front door frame 14 may be kept in an off state, so that the absence notification lamp 26 that is turned on can be made more noticeable.
[0237] <Variation 9> In the first embodiment, the absence notification time can be selected when the absence notification is initiated, but the absence notification time may also be selectable (set) in advance. For example, the absence notification time may be selectable (set) from a menu screen for customizing the gaming machine. There is technical significance in reducing the effort required when starting the absence notification by selecting the time in advance. Note that in the first embodiment, the setting start screen is displayed by pressing and holding the effect button 31, but it is also possible to configure the absence notification to start immediately (without going through the setting screen) by pressing and holding the effect button 31.
[0238] <Modification 10> The timing to start measuring the elapsed time from the end of the game is arbitrary. For example, it may be the timing when the shooting operation of the game ball is completed, the timing when the variation / determined display of the special symbol is completed, or the timing when a return operation to request the return of the card is performed on the card unit CU.
[0239] <Variation 11> Although the frame-side notification lamp 35 is preferably disposed around the game ball launching handle 41, its position and shape are arbitrary, and it does not necessarily have to be disposed so as to surround the game ball launching handle 41 (handle-side notification lamp 43) when viewed from the front of the gaming machine. For example, the frame-side notification lamp 35 may be disposed above the game ball launching handle 41 or to the side of the game ball launching handle 41. However, in consideration of visibility from the player, it is preferable that the frame-side notification lamp 35 is formed so as to straddle the part of the front surface 14a of the front door frame 14 above the game ball launching handle 41 and the part to the side of the game ball launching handle 41 (preferably the left side facing the player). Furthermore, the shape of the lamp may be, for example, annular or dot-like.
[0240] <Variation 12> In the case of a type that switches to a power-saving mode (power-saving mode) that reduces power consumption or a demo display mode when a certain period of time has passed without any play being performed, it is also possible to configure the device to prohibit switching to the power-saving mode or demo display mode while an absence notification is being issued.
[0241] <Second embodiment> This embodiment is characterized by the role unit provided in the center of the game board and the related configuration. Below, the characteristic configuration of this embodiment will be explained, focusing on the differences from the first embodiment. Note that the explanation of various configurations that are common to the first embodiment will be omitted as appropriate.
[0242] (250 special units) 23, a large accessory unit 250 into which game balls flowing down the game area PA can flow is disposed below the image display device 90. The accessory unit 250 includes a two-tiered crane (upper crane 251, lower crane 252) and a housing 253 that accommodates the crane 251 and the crane 252.
[0243] The housing 253 is box-shaped and open to the front of the gaming machine, and a ball entrance 256 is formed in its ceiling 255 so that gaming balls that have flowed down the left route can enter. A ball passage through which gaming balls that have entered the ball entrance 256 pass is formed inside the housing 253, and this ball passage branches into a first passage 257 and a second passage 258 directly below the ball entrance 256. A first sorting member 259 that sorts gaming balls that have fallen from the ball entrance 256 into the first passage 257 and the second passage 258 is disposed at this branching point. The first sorting member 259 is configured to switch between a first sorting state in which it sorts game balls to the first passage 257 and a second sorting state in which it sorts game balls to the second passage 258, and although it temporarily goes into the second sorting state when sorting game balls to the first passage 257, it returns to the first sorting state by its own weight immediately after the game ball leaves. In other words, most of the game balls that enter the ball entrance 256 are sorted to the first passage 257, and sorting to the second passage 258 occurs only when multiple game balls enter the ball entrance 256 in succession.
[0244] The first passage 257 branches into a guide passage 261 that guides game balls to the upper crane 251, and a discharge passage 262 that discharges game balls from the accessory unit 250. A periodically operating electric second sorting member 263 is disposed at this branching position. By this second sorting member 263, half of the game balls flowing down the first passage 257 are sorted into the guide passage 261, and the remaining half are sorted into the discharge passage 262.
[0245] The exit portion 261a of the guide passage 261 is located above the upper crane 251, and game balls flowing out from the exit portion 261a roll on the bottom portion 271 of the upper crane 251. The bottom portion 271 is formed with two first ball inlets 272 and one second ball inlet 273 (see Figure 24(a)), and game balls rolling on the bottom portion 271 enter either the first ball inlet 272 or the second ball inlet 273.
[0246] Here, the game balls that enter the first ball entrance 272 are discharged directly from the accessory unit 250, while the game balls that enter the second ball entrance 273 are guided to the lower crane 252 by the guide passage 276. Considering that 1 / 3 of the game balls that reach the upper crane 251 reach the lower crane 252, 1 / 6 of the game balls that are distributed to the first passage 257 will reach the lower crane 252.
[0247] An exit portion 276a of the guide passage 276 is located above a bottom portion 281 of the lower crane 252, and a gaming ball flowing out from the exit portion 276a rolls on the bottom portion 281. The bottom portion 281 is provided with two first start holes 282 and one second start hole 283 (see FIG. 24(b)), and a gaming ball rolling on the bottom portion 281 will win in either the first start hole 282 or the second start hole 283. All gaming balls that enter each first start hole 282 are detected by a first winning detection sensor 288, and a gaming ball that enters the second start hole 283 is detected by a second winning detection sensor 289.
[0248] Details will be given later, but the lottery based on winning at the second starting gate 283 is designed to be more advantageous for the player than the lottery based on winning at the first starting gate 282, and the subsequent developments will vary greatly depending on which gate is won.
[0249] The second passage 258 described above is a direct passage to the lower crane 252, and its exit portion 258a is located above the bottom 281. The game balls flowing out from the exit portion 258a roll on the bottom 281 and enter either the first starting hole 282 or the second starting hole 283. Considering that all game balls distributed to the second passage 258 reach the lower crane 252, it can be said that the second passage 258 constitutes a route more advantageous to the player than the first passage 257.
[0250] The above-mentioned ball entry opening 256 allows balls to enter regardless of whether the time-saving mode is on or off, and in the non-time-saving mode, this ball entry opening 256 serves as the main entrance to the accessory unit 250. The accessory unit 250 is provided with a ball entry route that makes it impossible for balls to enter in the non-time-saving mode, but allows balls to enter when the time-saving mode is activated. Specifically, the ball entry route is formed using a normal power accessory 291 arranged on the right route. The normal power accessory 291 will be explained below.
[0251] (Regular train service item 291) The normal electric device 291 has a horizontal inlet 292 through which game balls can flow in, and a horizontally long passage portion 293 that can guide game balls that have passed through the gate 65 to the inlet 292. A gap 295 is formed between the inlet 292 and a rolling surface 294 on which the game balls roll in the passage portion 293. A plate-shaped shutter 296 that can slide in the thickness direction (front-rear direction) of the game board 50 is disposed in the gap 295. When the shutter 296 is positioned in a protruding position that blocks the gap 295, the shutter 296 complements the passage portion 293 (rolling surface 294), and the game balls rolling on the shutter 296 are directed toward the inlet 292. On the other hand, when the shutter 296 is positioned in a retracted position where the protrusion is suppressed, the game ball passing through the passage section 293 falls just before the inlet 292 through the intermittent section 295, and movement toward the inlet 292 is avoided.
[0252] In the following description, the state in which the shutter 296 is positioned in the retracted position will be referred to as the "non-support state" of the normal power device 291, and the state in which the shutter 296 is positioned in the protruding position will be referred to as the "support state" of the normal power device 291. When a normal winning result is obtained by the lottery based on the winning of the gate 65 and an auxiliary game is played, the normal power device 291 switches from the non-support state to the support state.
[0253] The game balls that flow into the inlet 292 flow into the second passage 258 through the connecting passage 298. In other words, all game balls that pass through this ball entry route are guided to the lower crane 252, allowing the player to play advantageously.
[0254] Details will be described later, but in this embodiment, a small win result is provided as a lottery result based on winning at the second starting port 283. Accordingly, the configuration of the special power winning device is also different from that of the first embodiment. Below, the configuration of the special power winning device will be explained with reference to Figure 24(c).
[0255] In this embodiment, a first special electric prize winning device 311 and a second special electric prize winning device 321 are provided as special electric prize winning devices, and these two special electric prize winning devices 311 and 321 constitute a special electric prize winning unit 300.
[0256] (300 Special Call Award Winning Units) The special electric prize winning unit 300 has a horizontally long ball passage 301, with a first special electric prize winning device 311 disposed in the upstream portion of the ball passage 301 and a second special electric prize winning device 321 disposed in the downstream portion. The first special electric prize winning device 311 has a first shutter 313 that slides back and forth and is movable between a protruding position where it protrudes into the first large prize winning opening 312 so as to block the opening formed in the bottom surface portion 302 of the ball passage 301 and a retracted position where it does not protrude into the first large prize winning opening 312, and a first special electric drive unit that drives the first shutter 313. When the first shutter 313 is disposed in the protruding position, the first special electric prize winning device 311 is in a "closed state," and when the first shutter 313 is disposed in the retracted position, the first special electric prize winning device 311 is in an "open state."
[0257] When the first special electric winning device 311 is in a closed state, the bottom portion 302 of the ball passage 301 is closed by the first shutter 313 arranged in the protruding position, and the gaming ball flowing down the ball passage 301 rolls on the first shutter 313 and heads toward the second special electric winning device 321. When a small jackpot is awarded in the lottery based on winning at the second starting port 283, the first special electric winning device 311 is opened, and the gaming ball positioned on the first shutter 313 falls into the first large winning port 312. The gaming ball that falls (wins) into the first large winning port 312 passes through the winning detection sensor 318 of the first special electric winning device 311, and is then sorted into the first passage portion 316 and the second passage portion 317. A V winning detection sensor 319 is disposed in the second passage section 317, and a V winning is confirmed when this V winning detection sensor 319 detects a winning. An electric sorting member 315 is disposed at the branching point between the first passage section 316 and the second passage section 317. A sorting drive section that drives this sorting member 315 is connected to the main control board 110, and drive control is performed by the CPU 112 of the main control board 110, that is, switching control is executed between a first sorting state in which gaming balls are sorted to the first passage section 316 and a second sorting state in which gaming balls are sorted to the second passage section 317.
[0258] In this embodiment, when a small win occurs and the first special electric winning device 311 is in the open state, the sorting member 315 enters the second sorting state as the first shutter 313 moves from the protruding position to the retracted position, and this state is maintained even after the first shutter 313 returns to the protruding position. The time for which the second sorting state is maintained is longer than the time required for a gaming ball that has entered the first large winning opening 312 to be discharged from the first special electric winning device 311. For this reason, most of the gaming balls that have entered the first large winning opening 312 are sorted to the second passage portion 317. In other words, a V winning occurs in most cases.
[0259] The opening time when the first special winning device 311 is in the open state due to a small win is shorter than that when the first special winning device 311 is in the open state due to a big win. In order to properly generate a V-winning even with a short opening time, a deceleration section 305 that decelerates the gaming ball moving on the first shutter 313 is formed on the side section 303 located above the first large winning opening 312 in the ball passage 301. The deceleration section 305 is a plurality of protrusions that protrude into the inside of the passage, and the gaming ball rolling on the first shutter 313 is decelerated by colliding with these protrusions, thereby extending the time it stays on the first shutter 313. As will be described in detail later, the opening time when a small win is achieved is "1.8 seconds," but the time required for the decelerated gaming ball to roll on the first shutter 313 and pass through the first shutter 313 is longer than "1.8 seconds."
[0260] Gaming balls that pass through first special electric winning device 311 proceed through ball passage 301 toward second special electric winning device 321. Second special electric winning device 321 differs in configuration from first special electric winning device 311 in that it does not have a configuration related to distribution between first passage portion 316 and second passage portion 317, but is otherwise similar in configuration. That is, it includes second large winning opening 322 which is an opening formed in bottom portion 302 of ball passage 301, second shutter 323 which slides back and forth and can move between a protruding position that blocks second large winning opening 322 and a retracted position, a second special electric driving unit that drives second shutter 323, winning detection sensor 328 that detects gaming balls that have won in second large winning opening 322, and deceleration unit 306 that decelerates gaming balls rolling on second shutter 323.
[0261] In this embodiment, the special symbol variation start processing executed by the CPU 112 is different from that in the first embodiment. Hereinafter, the special symbol variation start processing in this embodiment will be described with reference to the flowchart in Fig. 25. Note that the special symbol variation start processing is not executed in a situation where a game has already been played, or in a situation where a big win game or a small win game is being played (in the case of a special game state).
[0262] (Special chart change start processing) In the special symbol variation start process, first, it is determined whether or not a start winning flag is set in RAM 114 (S1401). In this embodiment, the hold function shown in the first embodiment is omitted, and when a win occurs in the first start port 282 or the second start port 283, the hold information is directly stored in the execution area 212c. The start winning flag is broadly divided into a first start winning flag that is set when a win in the first start port 282 is identified in the hold information acquisition process (see FIG. 13), and a second start winning flag that is set when a win in the second start port 283 is identified. Note that these start winning flags are erased when the special symbol variation start process is completed.
[0263] If the start winning flag is set (S1401: YES), the process proceeds to S1402, where it is determined whether the current start winning flag is the second start winning flag. If it is the first start winning flag (S1402: NO), the win / loss determination table for the first special symbol stored in ROM 113 is read into RAM 114 (S1403). On the other hand, if it is the second start winning flag (S1402: YES), the win / loss determination table for the second special symbol stored in ROM 113 is read into RAM 114 (S1404).
[0264] In this embodiment, a high probability state / low probability state is not provided as a game state, and one hit / miss determination table for the first special symbol and one hit / miss determination table for the second special symbol are stored in the ROM 113. As for the type of jackpot result (type of jackpot symbol), there is one for each of the first special symbol and the second special symbol, and the type determination table for the jackpot result is omitted.
[0265] After reading the win / loss determination table, the information for win / loss determination, i.e., the value obtained from the win random number counter C1, is read from the pending information stored in the execution area 212c, and it is determined whether the read value matches any of the values set as the big win result or the small win result in the win / loss determination table read above (S1405).
[0266] In the hit / miss determination table for the first special design, among the values of the hit random number counter C1 from "0" to "65535", "0" to "3276" are associated with the jackpot result (jackpot probability: approximately 1 / 20), and "3277 to 65535" are associated with the miss result (see Figure 26(a)). In other words, a lottery based on winning into the first starting hole 282 will not result in a small hit. On the other hand, in the hit / miss determination table for the second special design, among the values of the hit random number counter C1 from "0" to "65535", "0" to "3276" are associated with the jackpot result (jackpot probability: approximately 1 / 20). On the other hand, the values of "3277" to "65535" are associated with the small hit result, not the miss result (see Figure 26(b)). That is, the lottery based on the winning of the second starting port 283 will result in either a big win result or a small win result.
[0267] If the result of the win / loss determination process is a jackpot result (S1406: YES), a jackpot flag is set in RAM 114 (S1407), and a symbol setting process for the jackpot result (stop result setting process) is executed (S1408). Specifically, information is set to identify the special symbol that will ultimately be stopped and displayed on either the first special symbol display 103a or the second special symbol display 103b, which are the starting targets for the current game round. If a jackpot result is achieved, the game transitions to the first time-saving state after the jackpot game ends, and the number of time-saving times is set to "5 times" (see FIG. 26(d)). This number of time-saving times is decremented by one each time a game round is played, regardless of whether the first start slot 282 or the second start slot 283 is won.
[0268] If the result of the win / loss determination process is a small win (S1406: NO, S1409: YES), a flag for a small win is set in RAM 114, and a symbol setting process for a small win result (stop result setting process) is executed (S1408). Specifically, information is set to identify the special symbol to be ultimately stopped and displayed on the second special symbol display 103b, which is the target for starting the current game round. If a small win result is achieved, a win (V win) occurs in the second passage section 317 during the small win game, transitioning to a V win game (special game state), and after the V win game ends, transitioning to the first time-saving state. At this time, the number of time-saving times is set to "5 times." This time-saving time is decremented by one each time a game round is executed, regardless of whether a win occurs in the first start port 282 or the second start port 283.
[0269] If the result of the win / loss determination process is a loss result (S1406: NO, S1409: NO), a type determination process for loss is executed (S1404). In this type determination process, a type determination table for the first special symbol is read from the ROM 113 to the RAM 114. After reading the type determination table, type determination information, i.e., the value acquired from the type random number counter C2, is read from the reserved information stored in the execution area 212c, and by referring to the type determination table, it is determined which special symbol (type of loss) the read value corresponds to.
[0270] Here, in this embodiment, two types of first special symbols corresponding to a miss result are provided: "Special symbol 1_Missing symbol A" and "Special symbol 1_Missing symbol B." In the type determination table for the first special symbol (for a miss result), among the values of the type random number counter C2 from "0" to "19," "0" to "3" correspond to "Special symbol 1_Missing symbol A," i.e., the first time-saving result, and "4" to "19" correspond to "Special symbol 1_Missing symbol B," i.e., the second time-saving result (see FIG. 26(c)). The first time-saving result is a result that triggers a transition to the first time-saving state (except when invalid), and a number of times that is not actually reached (e.g., "76 times") is set as the number of time-saving times when transitioning to the first time-saving state. The second time-saving result is a result that can trigger a transition to the second time-saving state, and a number of times that is not actually reached (e.g., "76 times") is set as the number of time-saving times when transitioning to the second time-saving state. The number of time-saving times is decremented by one each time a game is played, regardless of whether the first start slot 282 or the second start slot 283 is won, but the first time-saving state, which is triggered by the first time-saving result, and the second time-saving state, which is triggered by the second time-saving result, will continue until the next jackpot or V-win. The difference between the first time-saving state and the second time-saving state will be described later.
[0271] After the type determination process is executed, a flag corresponding to the type of loss result identified in the type determination process, i.e., a loss flag, is set (S1413). Then, a symbol setting process for the loss result (stop result setting process) is executed (S1414). Specifically, information for identifying the special symbol to be finally stopped and displayed on the first special symbol display 103a is set.
[0272] After the symbol setting process (S1408, S1411, S1414) is executed, a process for determining the variable display time is executed (S1415). The variable display time of the second special symbol is set to "10 seconds" regardless of the result of the win / loss judgment and the game state (time-saving state, non-time-saving state), and the variable display time of the first special symbol is set to a variable display time that varies depending on the result of the win / loss judgment and the game state.
[0273] Specifically, as shown in FIG. 26(e), in the non-time-saving state, the variable display time of the first special symbol is set to "10 seconds" regardless of whether a jackpot result, a first time-saving result, or a second time-saving result is achieved. As will be described in detail later, in this embodiment, a branch from the non-time-saving state to the first or second time-saving state may occur based on a win in the first start slot 282. In this case, time is reserved for executing the branching effect on the image display device 90, etc. Meanwhile, in the first or second time-saving state, the variable display time of the second special symbol is set to "5 seconds" in the case of a jackpot result, and "0.1 seconds" in the case of a first or second time-saving result. In the first or second time-saving state, the benefit of winning in the second start slot 283 is significant, so it is expected that players will play while hoping for a win in the second start slot 283. In this case, if a winning entry into the first starting gate 282 occurs, the variable display of the first special symbol is promptly ended, thereby reducing the chances of a winning entry into the second starting gate 283 being wasted due to the timing of the winning entry overlapping with the second starting gate 283.
[0274] Although not shown, in the first time-saving state, in the final game when the first time-saving state ends, the display time for the first and second special symbols may be significantly extended to, for example, 15 seconds, and a presentation (e.g., a chance zone entry presentation) may be implemented during this display to suggest a pseudo-high probability state due to a state transition. In this case, if the time-saving flag is erased when the special symbols are statically displayed (at the start of the display), the auxiliary game by the normal power device 291 can be terminated during this presentation. Therefore, after the transition to the non-time-saving state, the normal power device 291 supplies a game ball to the lower crane 252, reducing the chances that this game ball will enter either of the starting slots 282, 283, resulting in a lottery.
[0275] Thereafter, the variable command and the type command are set (S1416), the process of starting the variable display of the special symbol is performed (S1417), and the value of the special symbol / special power counter is incremented by 1 (S1418). The type command includes information on whether the game round to be started this time corresponds to a jackpot result, a small jackpot result, a first time-saving result, or a second time-saving result.
[0276] (Time-saving result setting process) Next, referring to the flowchart of Fig. 27, the setting process for the time-saving result executed as part of the special chart determination process (see Fig. 15) by the CPU 112 of the main control board 110 will be described. The setting process for the time-saving result is executed after the process of S907 in the special chart determination process.
[0277] In the time-saving result setting process, first, it is determined whether the current lottery result is a time-saving result (S1501). If it is a time-saving result (S1501: YES), it is determined whether any time-saving flag, specifically, either the first time-saving flag or the second time-saving flag, is set in RAM 114 (S1502). The first time-saving flag and the second time-saving flag are flags referenced by CPU 112 when identifying the game state, with the first time-saving flag associated with the first time-saving state and the second time-saving flag associated with the second time-saving state. CPU 112 identifies whether the game state is non-time-saving state, first time-saving state, or second time-saving state based on the first time-saving flag and the second time-saving flag. If either the first time-saving flag or the second time-saving flag is set, even if a time-saving result is obtained, this setting process is terminated without performing any transition of the game state, etc. In other words, if a time-saving result is obtained in the time-saving state, the time-saving result is invalid and treated the same as a normal losing result.
[0278] If neither the first time-saving flag nor the second time-saving flag is set, i.e., if the game is in a non-time-saving state, either the first time-saving flag or the second time-saving flag is set according to the result of the current time-saving. Specifically, if the result is the first time-saving result (S1503: YES), the first time-saving flag is set in RAM 114 (S1504), and if the result is the second time-saving result (S1503: NO), the second time-saving flag is set in RAM 114 (S1505). Thereafter, the time-saving state counter in RAM 114 is set to "76" (S1506), and a state designation command is set (S1507).
[0279] Here, with reference to FIG. 28, the three states of the non-time-saving state, the first time-saving state, and the second time-saving state in this embodiment will be compared.
[0280] In the winning / losing judgment table for normal figures, for all of the non-time-saving state, the first time-saving state, and the second time-saving state, among the values of the normal figure random number counter C5 from "0" to "65535", "1" to "65535" are associated with "normal winning symbols" and "0" is associated with "normal losing symbols". In other words, there is no difference in the probability of a winning result (normal winning result) in the non-time-saving state, the first time-saving state, and the second time-saving state (see Figure 28(a)).
[0281] Next, in the variable pattern table for normal symbols, the variable display time is set differently for each state. Specifically, in the non-time-saving state, the variable display time of the normal symbol on the normal symbol display device 101 is set to "60 seconds" and the fixed display time of the normal symbol is set to "0.5 seconds." In the first time-saving state, the variable display time of the normal symbol is set to "5 seconds" and the fixed display time of the normal symbol is set to "0.5 seconds." In the second time-saving state, the variable display time of the normal symbol is set to "59 seconds" and the fixed display time of the normal symbol is set to "0.5 seconds" (see Figure 28(b)). In other words, in both the first time-saving state and the second time-saving state, the variable display time is significantly shortened compared to the non-time-saving state, but the degree of shortening is different. In other words, the first time-saving state is favored over the second time-saving state in terms of shortening the variable time.
[0282] In addition, comparing the operation patterns (support patterns) when a normal winning result (support win) occurs and an auxiliary game is executed by the normal power device 291, in the non-time-shortening state, the number of times (support count) that the normal power device 291 switches to the support state is "1 time," and the time (support time) that the support state is maintained is "0.05 seconds." In contrast, in the first time-shortening state, the number of times (support count) that the normal power device 291 switches to the support state is "2 times," the time (support time) that the support state is maintained is "1.5 seconds," and the interval time is "5 seconds." In the second time-shortening state, the number of times (support count) that the normal power device 291 switches to the support state is "1 time," and the time (support time) that the support state is maintained is "0.1 seconds."
[0283] Here, in the normal electric device 291 shown in this embodiment, the game ball rolls on the shutter 296 and heads toward the inlet 292. The time T1 (see FIG. 23) required for the ball to cross the shutter 296 and reach the inlet 292 is longer than the support time in the non-time-shortening state (specifically, "0.05 sec") and the support time in the second time-shortening state (specifically, "0.1 sec"), and is slightly shorter than the support time in the first time-shortening state (specifically, "1.5 sec").
[0284] In the non-time-saving state, the support time is extremely short, making it virtually impossible to supply game balls to the lower crane 252 via the inlet 292 → second passage 258. This is also true in the second time-saving state, although the support time is longer than in the non-time-saving state. In contrast, during the first time-saving state, the supply of game balls to the lower crane 252 via the inlet 292 → second passage 258 is permitted. However, the inflow of game balls is limited to "one" game ball per opening, and the interval time is set to "5 seconds," preventing multiple game balls from reaching the lower crane 252 at the same time. This interval time is longer than the expected design time (design value: "4 seconds") of a game ball that reaches the lower crane 252. This is intended to reduce the chance of multiple game balls being present on the lower crane 252 at the same time. The same applies to the reason why the fluctuation display time is set to "5 seconds" in the fluctuation pattern table described above.
[0285] Generally speaking, the first time-saving state and the second time-saving state are both time-saving states, and although they are more favorable than the non-time-saving state in that the variable time is shortened, the auxiliary game by the normal electric device 291 is only effective in the first time-saving state. In other words, in the second time-saving state, just like the non-time-saving state, the player can play more advantageously by shooting the game ball to the left route than by shooting the game ball to the right route, so there is no point in shooting the game ball to the right route.
[0286] Next, the relationship between game states will be described with reference to the block diagram of FIG.
[0287] In the non-time-saving mode, it is more advantageous for the player to launch the game ball along the left route than along the right route. When a game ball launched along the left route enters the ball entrance 256 of the accessory unit 250, and the game ball that enters the ball entrance 256 reaches the lower crane 252 and enters the second starting port 283, it results in either a big win or a small win. The probability of a big win is approximately 1 / 20, and the probability of a small win is approximately 19 / 20. Therefore, in most cases, a small win results, and the game transitions to a small win game (a special game state corresponding to a small win result). When a small win results and the ball enters the V area (second passage portion 317) of the first special electric winning device 311, the game transitions to a V win game (a special game state corresponding to a V win). After the V-win game or the jackpot game ends, the game transitions to the first time-saving state (normal time-saving), where the number of time-saving times is 5. In the first time-saving state, it is more advantageous to shoot the game ball to the right route than to the left route. The game ball shot to the right route is guided to the lower crane 252 of the accessory unit 250 by the auxiliary play of the normal electric accessory 291. This allows the player to wait for the next jackpot or small jackpot while reducing their investment.
[0288] However, in the first time-saving state, even if a winning entry into the first start opening 282 results in the first time-saving result or the second time-saving result, those results are invalid. In other words, in the first time-saving state, the game waits for a winning entry into the second start opening 283 to result in a big win or small win result, or for a winning entry into the first start opening 282 to result in a big win result. If a big win or small win result is achieved, the game enters a special game state and the first time-saving state loops. This provides a chance to win a large number of prize balls.
[0289] On the other hand, if the time-saving period expires during the first time-saving state, the game returns to the non-time-saving state. Here, during the first time-saving state, if a ball enters the first starting slot 282, resulting in the first or second time-saving result, the time-saving result becomes valid, and the game transitions to the first or second time-saving state. When the first time-saving result is obtained, the game transitions to the first time-saving state, which essentially continues until the next time, so a single jackpot or V-win can be expected. On the other hand, when the second time-saving result is obtained during the non-time-saving state, the game transitions to the second time-saving state, which essentially continues until the next time. In the second time-saving state, the auxiliary play by the normal electric device 291 does not function properly, so the player must launch the game ball along the left route, aiming for it to enter the ball entrance 256 of the device unit 250, just as in the non-time-saving state.
[0290] In the second time-shortening state, as in the first time-shortening state, even if a winning entry into the first start port 282 results in the first time-shortening result or the second time-shortening result, those results are invalid. In other words, in the second time-shortening state, the player waits to see whether a winning entry into the first start port 282 will result in a jackpot result, or whether a winning entry into the second start port 283 will result in a jackpot result or a small jackpot result. The second time-shortening state can be said to be a gaming state that is more disadvantageous to the player than the non-time-shortening state.
[0291] As described above, in this embodiment, the non-time-saving state functions as a high-probability zone that artificially increases the probability of winning. In other words, in the first time-saving state and the second time-saving state, the existence of the first time-saving result, which is invalidated, also creates a chance of winning in the first starting slot 282. In consideration of these circumstances, one of the features of this embodiment is the ingenuity of the presentation to attract the player's attention. Here, referring again to Figures 24(a) and (b), a supplementary explanation will be given of the configuration of the upper and lower runners 251 and 252.
[0292] As shown in FIG. 24(a), in the upper groove 251, of the first ball entrance 272 and the second ball entrance 273, a game ball that enters the second ball entrance 273 is guided to the lower groove 252. In other words, the second ball entrance 273 is an entrance that is advantageous for the player. A light-emitting unit 274 is provided around the second ball entrance 273 so as to surround the second ball entrance 273. The light-emitting unit 274 is connected to the lamp control board 160 and is controlled to be constantly lit (for example, red). By illuminating the area around the second ball entrance 273 in this way, attention is drawn to the second ball entrance 273.
[0293] As shown in FIG. 24(b), the lower roulette 252 is also provided with a second light-emitting element 286 around the second starting hole 283, which is the ball entry hole on the advantageous side. The second light-emitting element 286 is also connected to the lamp control board 160 and controlled to be constantly lit (e.g., red). Here, the lower roulette 252 is provided with a first light-emitting element 285 around the first starting hole 282, in addition to the second light-emitting element 286 on the advantageous side. These first light-emitting elements 285 are also connected to the lamp control board 160, which controls the light emission of the first light-emitting elements 285 in accordance with instructions from the sub-control board 120. Specifically, in the first and second time-saving states, in which a time-saving result resulting from a win at the first starting hole 282 is invalidated, i.e., in the state in which the function of artificially increasing the probability of winning by the time-saving result as described above is not operating, the first light-emitting element 285 is turned off (see FIG. 29(b)). On the other hand, in the non-time-saving state, that is, in the state where the function of artificially increasing the probability of winning is operating based on the result of the time-saving state, the first light-emitting portion 285 is turned on (see FIG. 29(c)). Specifically, it is made to emit light in a color (e.g., blue) different from that of the second light-emitting portion 286. This makes it possible to give the player the impression that the advantage of the second light-emitting portion 286 has increased while maintaining the advantage of the second starting hole 283. This is preferable in terms of increasing the attention paid to the game. It is also possible to make the light-emitting color of the second light-emitting portion 286 the same as that of the first light-emitting portion 285 (e.g., red).
[0294] Next, the main flow of the game will be described with reference to the flowchart in FIG.
[0295] When the launched game ball reaches the lower crane 252 (ST1), the game ball will enter either the first start hole 282 or the second start hole 283. If the game ball enters the first start hole 282 (ST2) and a time-saving result occurs during the first or second time-saving state (ST3) (ST4), the time-saving result is invalid and the game is treated the same as a normal miss (ST5). On the other hand, even if the game ball enters the first start hole 282, if the time-saving result occurs during a non-time-saving state (ST6) (ST7), the time-saving result is valid (ST8). If the current time-saving result is the second time-saving result (ST9), the game transitions to the second time-saving state (ST10). In this case, the game will proceed by hitting the ball left (ST10). If the current time-saving result is the first time-saving result (ST12), the game transitions to the first time-saving state (ST13). This first time-saving state essentially continues until the next jackpot or V prize, so by continuing to hit the right, you can wait for the jackpot or small prize while suppressing the loss (investment) of the game balls you have (ST14). Then, by supplemental play with the normal electric device 291, many game balls are supplied to the lower crane 252 in a short period of time, which will soon result in a prize being awarded to the second starting port 283, resulting in a small prize or jackpot. In other words, it can be said that the first time-saving state, when not in the time-saving state, results in a direct connection to a win.
[0296] For example, if a launched game ball reaches the lower crane 252 (ST1), enters the second starting slot 283 (ST15), and results in a small win (ST16), a right hit (ST17) will result in a V win (ST18). This results in a V win (ST19), and after the V win game ends, the game transitions to the first time-saving state (ST20). In the first time-saving state, a right hit again allows the game to proceed while suppressing the loss of game balls (investment) held (ST21). However, since the first time-saving state transitions after the V win ends, the number of time-saving times is "5." If a small win or a big win result is not achieved by the time-saving times, the game transitions to the non-time-saving game state. In other words, ST6 to ST14 shown in FIG. 30 constitute one return route for returning to the first game state after the first game state ends.
[0297] According to the second embodiment described above in detail, the following excellent effects can be expected.
[0298] A gaming ball that reaches the lower crane 252 enters either the first starting hole 282 or the second starting hole 283. Then, a judgment (lottery) is made according to the winning destination, and a bonus corresponding to the judgment result is awarded to the player. Here, if the gaming state is the non-time-shortening state, if the ball enters the first starting hole 282 and a small win result is obtained, the game shifts to a small win game, and if the ball enters the second starting hole 283 and a first time-shortening result is obtained, the game shifts to a first time-shortening state. On the other hand, if the gaming state is the second time-shortening state, if the ball enters the second starting hole 283 and a small win result is obtained, the game shifts to a small win game, but even if the ball enters the first starting hole 282 and a first time-shortening result is obtained, the transition to the first time-shortening state is invalidated. In other words, when comparing the non-time-saving state with the second time-saving state, the probability of obtaining a bonus differs depending on the game ball that reaches the lower crane 252, and the non-time-saving state becomes a kind of high-probability state (hereinafter referred to as a pseudo-high-probability state). In other words, in the second time-saving state, winning at the first start port 282 is unlikely, and the target to aim for is the second start port 283. In contrast, in the non-time-saving state, a win at the first start port 282 will cause a transition to the first time-saving state, so there is hope for winning at the first start port 282 as well. In other words, a game ball that reaches the lower crane 252 will win at either the first start port 282 or the second start port 283, so a bonus can be expected regardless of the winning destination. In this way, by configuring the game so that it appears as if the number of winning holes has increased depending on the game state, or more specifically by configuring the game so that a situation arises in which there is hope for all the holes, it is possible to prevent the game from becoming monotonous and contribute to increasing attention to the game.
[0299] In this embodiment, the non-time-saving state (pseudo-high-probability state) increases the advantage of the unfavorable first starting hole 282 rather than the favorable second starting hole 283. This allows players to have hope for any hole (starting hole) as long as the gaming ball reaches the lower crown 252. Therefore, the player's sense of security increases in the non-time-saving state. In gaming machines, slight deviations in the movement of the gaming ball reaching the lower crown 252 can occur due to manufacturing errors, installation errors, and other factors (so-called quirks). Therefore, even if the advantage of the favorable second starting hole 283 is increased, the player may not benefit from it. In light of these circumstances, there is technical significance in increasing the advantage of the unfavorable first starting hole 282 as described above in the pseudo-high-probability state. This configuration is also preferable in terms of generating an advantageous state while preventing excessive gambling.
[0300] When comparing the non-time-saving state, which is a pseudo-high probability state, with the second time-saving state, which is a pseudo-low probability state, the number of game balls flowing into the lower crane 252 does not increase. This is preferable in terms of ensuring that the player has time to follow the movement of the game balls in the lower crane 252 with their eyes in a state where the pseudo-high probability state has been established and the advantage has increased for the second starting port 283, that is, in a state where the player's attention is more likely to be directed.
[0301] If a winning entry into the first starting hole 282 occurs during the non-time-shortening state, resulting in the first time-shortening result, the game transitions to the first time-shortening state, which is more advantageous than the second time-shortening state (pseudo low probability state) and the non-time-shortening state. In this way, the first time-shortening result becomes an opportunity to transition to a more advantageous game state, which can contribute to maintaining the player's motivation to play.
[0302] According to the configuration shown in this feature, the non-time-saving state (pseudo high probability state) is entered, and the candidates for which the invalidation is released also include an unfavorable result for the player (second time-saving result). This configuration can increase the sense of tension in the non-time-saving state.
[0303] Furthermore, in the second time-saving state, the second time-saving result is invalidated. In other words, the number of time-saving bets is not reset or increased. In other words, the desire for diversity in the results in the non-time-saving state does not further reduce the player's advantage in the second time-saving state. This prevents a decline in the player's motivation to play in the second time-saving state.
[0304] According to the configuration shown in this embodiment, in the first time-saving state, many game balls reach the lower crane 252, and depending on the number of game balls, it becomes more likely that they will enter the second starting hole 283, resulting in a small win game (V win game). In other words, while it is similar to the non-time-saving state in that it is a certain advantageous state, the specific means for obtaining a bonus are different. That is, in the non-time-saving state, a pseudo-high probability state in which the advantage of the second starting hole 283 is increased makes it easier to obtain a bonus, and in the first time-saving state, it becomes easier to obtain a bonus by increasing the number of game balls that reach the lower crane 252. It is innovative to have these two patterns coexist in one gaming machine, and it is expected to increase attention to the game.
[0305] <Third embodiment> With regard to the accessory unit 250 shown in the second embodiment, there is a possibility that the probability of winning into the second starting hole 283 may vary slightly from machine to machine due to quirks caused by manufacturing errors or installation errors of the pachinko machine 10. There is a concern that such variations may work to the disadvantage of players and reduce their motivation to play. One of the features of this embodiment is that it has been designed to take such circumstances into consideration. Below, the characteristic configuration of this embodiment will be explained, focusing on the differences from the second embodiment.
[0306] As shown in FIG. 31 , in this embodiment, when the second time-saving result is reached and the game transitions to the second time-saving state, the number of time-saving times is set to "5." The remaining number of time-saving times in the second time-saving state is reduced by one when the first starting slot 282 is won and the first special symbol is displayed. In other words, as long as a gaming ball reaches the lower crane 252, the time-saving time is consumed even if the game does not result in a jackpot or a small jackpot. In the second time-saving state, if the remaining number of time-saving times reaches 0 without a jackpot or a small jackpot, i.e., when five gaming balls reach the lower crane 252, the game transitions from the second time-saving state to a non-time-saving state, which is more advantageous to the player than the second time-saving state. In other words, by setting the number of time-saving times to be set when the second time-saving result is reached to a number that can actually be consumed, a kind of ceiling function can be imparted to the lower crane 252. In particular, when the advantageous first time-saving result is obtained and the game transitions to the first time-saving state, the number of time-saving times continues substantially until the next time a winning entry is made into the second starting hole 283, as in the second embodiment, so the benefit of transitioning to the non-time-saving state by the above-mentioned ceiling function is great. In other words, a combination in which the number of time-saving times is set to a large number that cannot be substantially consumed for the advantageous first time-saving result, while the number of time-saving times is set to a small number that can be substantially consumed for the unfavorable second time-saving result, is preferable in terms of preventing the ceiling function from becoming obsolete.
[0307] As shown in the second embodiment above, even if the game has transitioned to the non-time-saving state, if the first start slot 282 is won, the second time-saving result may occur again, so there is a possibility of returning to the second time-saving state from the non-time-saving state without a big win or small win. However, even if the habit described above has kept the player from winning the second start slot 283, there is a one in five chance of winning the first start slot 282. It is preferable to configure the ceiling function so that it can be activated repeatedly rather than being activated only once, in order to improve player satisfaction.
[0308] Furthermore, if winnings continue at the first starting gate 282, coupled with the image of the above-mentioned habit, it is assumed that the player will likely have the impression that they will also win at the first starting gate 282 next time. When the ceiling function is activated, a configuration that guarantees the benefit of winning at the advantageous second starting gate 283 while also creating a chance of winning at the unfavorable first starting gate 282, in other words, a configuration that increases the advantage of the unfavorable first starting gate 282 rather than further increasing the advantage of the advantageous second starting gate 283, has the technical significance of being able to improve player satisfaction while suppressing excessive benefits.
[0309] <Variation 1> In the second and third embodiments described above, the number of first starting ports 282 (starting ports on the disadvantageous side) provided in the lower crew member 252 is greater than the number of second starting ports 283 (starting ports on the advantageous side), but this is not limited to this. For example, the number of first starting ports 282 and the number of second starting ports 283 may be the same, or the number of second starting ports 283 may be greater than the number of first starting ports 282.
[0310] <Variation 2> In the second and third embodiments described above, the lottery based on winning at the first starting port 282 is configured so that the rate of the second time-shortening result is higher than the rate of the first time-shortening result, but this is not limited to this. The lottery based on winning at the first starting port 282 may be configured so that the rate of the second time-shortening result is the same as the rate of the first time-shortening result, or may be configured so that the rate of the first time-shortening result is higher than the rate of the second time-shortening result. <Variation 3> In the second and third embodiments, the lottery result based on winning at the first start slot 282 is valid in the non-time-saving state, making the non-time-saving state more advantageous for the player than the second time-saving state. In other words, the non-time-saving state is configured to be a pseudo-high-probability state. Focusing on ensuring this functionality, it is also possible to omit the second time-saving result from the types of lottery results based on winning at the first start slot 282. In other words, the lottery result based on winning at the first start slot 282 may be configured to be either a jackpot result or a first time-saving result. In this case, in the non-time-saving state, a win can be virtually guaranteed regardless of whether the first start slot 282 or the second start slot 283 wins. In such a configuration, it is preferable to provide a trigger for transitioning to the second time-saving state other than the second time-saving result. For example, if a small win is obtained in a lottery based on winning into the second starting port 283, a configuration may be adopted in which a transition is made to the second time-shortening state in part or in whole.
[0311] <Variation 4> In the second and third embodiments, the first special symbol reserve area 212a and the second special symbol reserve area 212b of the special symbol reserve storage area 212 are omitted, and information acquired based on winning at the first start port 282 and winning at the second start port 283 is directly stored in the execution area 212c. In other words, the configuration is such that the first special symbol reserve and the second special symbol reserve cannot be accumulated. This can be modified to a configuration in which the first special symbol reserve and the second special symbol reserve can be accumulated. However, considering that the non-time-saving state after the time-saving state ends is a watershed in whether the subsequent development will be advantageous or disadvantageous to the player, and taking into consideration that the non-time-saving state ends after one game, it is preferable to reserve only one special symbol in either the first special symbol reserve or the second special symbol reserve.
[0312] <Variation 6> In the second and third embodiments, the time-saving feature is increased (the number of remaining time-saving features is reduced) whether a game round is executed based on a winning entry into the first start opening 282 or a game round is executed based on a winning entry into the second start opening 283, but the present invention is not limited to this. For example, the time-saving feature may be increased when a game round is executed based on a winning entry into the first start opening 282, while the time-saving feature may not be increased (the number of remaining time-saving features is not reduced) when a game round is executed based on a winning entry into the second start opening 283. In this case, it is preferable to configure the lottery based on a winning entry into the second start opening 283 to result in a losing result, for example.
[0313] <Variation 7> The time-saving state shown in the second and third embodiments above may be configured to end when the set number of game plays have been played, or in addition, to end when the end lottery result is obtained in a lottery based on winning at the first start port 282 (end lottery processing).
[0314] <Variation 8> In the lottery based on winning the first starting gate 282, multiple types of second time-saving results may be possible, and the number of time-saving times set when transitioning to the second time-saving state may differ depending on each second time-saving result. For example, as shown in FIG. 32(a), second time-saving results A to C are provided, and when second time-saving result A is obtained, the number of time-saving times set when transitioning to the second time-saving state is "3." When second time-saving result B is obtained, the number of time-saving times set when transitioning to the second time-saving state is "5." When second time-saving result C is obtained, the number of time-saving times set when transitioning to the second time-saving state is "7." Each of these numbers of time-saving times is a practically achievable number. This allows for a variety of ceilings.
[0315] <Variation 9> In the second and third embodiments described above, a transition to the second time-shortened state occurs when a prize is won at the first starting port 282 during a non-time-shortened state, and a lottery based on the prize wins results in a second time-shortened result. However, the trigger for transition to the second time-shortened state is not limited to the second time-shortened result. Alternatively or in addition to this, a transition to the second time-shortened state may occur in some cases where a jackpot result is obtained (for example, jackpot result C shown in FIG. 32(b)). As with the third embodiment, when a jackpot result is obtained and transition to the second time-shortened state occurs, it is advisable to set the number of time-shortened times that can be substantially consumed (for example, "3 times" or "5 times").
[0316] <Modification 10> In the third embodiment described above, when a jackpot or V hit occurs, the system goes through the first time-shortening state or the second time-shortening state, and then transitions to a non-time-shortening state, which is a chance state. However, in addition to this configuration, in some cases of a jackpot or V hit (see, for example, jackpot result B in Figure 32(b)), the system may be configured to transition directly to a non-time-shortening state, which is a chance state, without going through the first time-shortening state or the second time-shortening state.
[0317] <Variation 11> In the second and third embodiments, if the lottery based on the winning entry into the first starting gate 282 results in a losing result, either the first time-shortened result or the second time-shortened result will be selected. This may be modified so that a losing result can result in a normal losing result in addition to the first time-shortened result or the second time-shortened result (see, for example, FIG. 32(c)). If a winning entry into the first starting gate 282 occurs in a non-time-shortened state, the state will generally transition to the first time-shortened state or the second time-shortened state. In this case, since the normal losing result is selected, the decision on the transition destination is left to the next game ball. This game ball does not necessarily win the first starting gate 282 again, and may win the second starting gate 283. In this way, using a normal losing result as an opportunity for a pseudo-replay (retry) can contribute to diversifying games in a non-time-shortened state.
[0318] <Variation 12> In the second and third embodiments, the inlet 292 of the normal power device 291 may be changed to the second start port. That is, in the non-time-shortening state and the second time-shortening state (slight time-shortening state), winning occurs in the second start port (second start port 283) via the upper crane 251 or the lower crane 252 of the device unit 250, while in the first time-shortening state (normal time-shortening state), winning occurs in the second start port without passing through the device unit 250. Incidentally, it is also possible to configure the game ball that flows into the inlet 292 to be guided to the second start port 283 through the connecting passage 298 and the second passage 258.
[0319] When adopting such a configuration, it is preferable to use the following configuration in combination. That is, in the second and third embodiments, a small win result is determined by lottery based on winning at the second starting port 283. However, it is preferable to divide the small win result into a small win result that triggers a transition to the first time-shortening state and a small win result that triggers a transition to the non-time-shortening state. When a small win is obtained by winning at the second starting port 283, if a configuration is adopted in which a transition to the first time-shortening state via a special game state or a transition to the non-time-shortening state occurs, the type of small win result determines whether the consecutive wins will continue or not. Eliminating the need to wait for the distribution of game balls at the lower wheel 252 in the first time-shortening state contributes to an improved sense of speed during consecutive wins.
[0320] <Fourth embodiment> In the first embodiment, a configuration was adopted in which a player would receive a jackpot during a highly advantageous game state (high probability / time-saving state) and the number of game balls held would increase by looping the highly advantageous game state, i.e., the key to maintaining the advantageous state was to obtain a highly advantageous jackpot during the highly advantageous game state. In this embodiment, the configuration for maintaining the advantageous state for the player differs from the first embodiment. Below, the characteristic configuration of this embodiment will be explained, focusing on this difference. Note that in this embodiment, some configurations are similar to those of the second embodiment. For these similar configurations, the explanation of the second embodiment will be used as appropriate.
[0321] In this embodiment, the game board 50 is provided with a gate 65, a second starting opening 63X with a normal electric device 291X, a first special electric winning device 311X, and a special electric winning unit 300X having a second special electric winning device 321 on the right route of the game area PA (see FIG. 33). These gates 65, second starting opening 63X, first special electric winning device 311X, and second special electric winning device 321 allow game balls flowing down the right route to enter, while game balls launched down the left route cannot enter. Note that almost all game balls launched down the right route pass through the gate 65 and reach the normal electric device 291X. Furthermore, even for game balls that pass through the normal electric device 291X without entering the second starting opening 63X, most of them are configured to flow into the special electric winning unit 300X (ball passage 301, described later).
[0322] (Regular electric equipment 291X) Regarding the normal power device 291X, although the inlet 292 of the normal power device 291 shown in the second embodiment is replaced with the second starting port 63X, the other configuration is the same as that of the normal power device 291. That is, it is provided with a horizontally elongated passage section 293 capable of guiding the game ball that has passed through the gate 65 to the second starting port 63X that is opened sideways, a forward / backward sliding shutter 296 that can move between a protruding position that blocks an intermittent section 295 formed in a rolling surface 294 of the passage section 293 and a retracted position that opens the intermittent section 295, and a normal power drive section that drives the shutter 296. When the shutter 296 is positioned in the protruding position, the shutter 296 complements the passage section 293 (rolling surface 294), and game balls rolling on the shutter 296 head toward the second starting port 63X, and when the shutter 296 is positioned in the retracted position, game balls passing through the passage section 293 fall just before the inlet 292 through the intermittent section 295, and movement toward the second starting port 63X is avoided.
[0323] In the following explanation, the state in which the shutter 296 is placed in the retracted position will be referred to as the "non-support state" of the normal power device 291X, and the state in which the shutter 296 is placed in the protruding position will be referred to as the "support state" of the normal power device 291X. When a normal winning result is obtained by a lottery based on winning at gate 65 and an auxiliary game is played, the normal power device 291X will switch from the non-support state to the support state.
[0324] (Special Call Award Winning Unit 300X) Next, the special electric winning unit 300X will be described. The special electric winning unit 300X has a horizontally long ball passage 301 formed therein. A first special electric winning device 311X is disposed in the upstream portion of the ball passage 301, and a second special electric winning device 321 is disposed in the downstream portion. The second special electric winning device 321 has the same configuration as that shown in the second embodiment, and includes a second large winning opening 322 which is an opening formed in the bottom surface portion 302 of the ball passage 301, a second shutter 323 which slides back and forth and can move between a protruding position that blocks the second large winning opening 322 and a retracted position, a second special electric driving unit which drives the second shutter 323, a winning detection sensor 328 which detects a gaming ball that has won in the second large winning opening 322, and a deceleration unit 306 which decelerates the gaming ball rolling on the second shutter 323. On the other hand, the first special electric winning device 311X omits various components related to the V prize, and has the same basic configuration as the second special electric winning device 321. Specifically, it comprises a first large prize opening 312 which is an opening formed in the bottom surface 302 of the ball passage 301, a first shutter 313 of a sliding type which can move back and forth between a protruding position which blocks the first large prize opening 312 and a retracted position, a first special electric driving unit which drives the first shutter 313, a winning detection sensor 318 which detects a gaming ball which has won in the first large prize opening 312, and a deceleration unit 305 which decelerates the gaming ball rolling on the first shutter 313.
[0325] Here, in this embodiment, there is no function for switching between the high probability state and the low probability state, and there is only one win / loss determination table for the first special symbol and one win / loss determination table for the second special symbol stored in the ROM 113. Also, there is only one type of jackpot result (type of jackpot pattern) for each of the first special symbol and the second special symbol, and the type determination table for the jackpot result is omitted. Below, a supplementary explanation will be given of various tables related to the lottery for special symbols.
[0326] (various tables) Regarding the hit / miss determination table for the first special design, among the values of the hit random number counter C1 from "0" to "65535", "0" to "328" are associated with the jackpot result (jackpot probability: approximately 1 / 200), and "329" to "65535" are associated with the miss result (hereinafter referred to as the normal miss result) (see Figure 34(a)). Meanwhile, regarding the hit / miss determination table for the second special design, among the values of the hit random number counter C1 from "0" to "65535", "0" to "328" are associated with the jackpot result, which is the same as the hit / miss determination table for the first special design (jackpot probability: approximately 1 / 200). On the other hand, for each value of "329" to "65535", "329" to "49150" are associated with small win results, and "49151" to "65535" are associated with special miss results (hereinafter also referred to as time-saving results) (see FIG. 34(b)). In other words, the lottery based on winning the second starting port 63X differs from the first embodiment in that it may result in not only a big win result but also a small win result or a special miss result.
[0327] In this embodiment, one second special pattern is provided corresponding to a small win result, and one second special pattern is provided corresponding to a special miss result, and the type of pattern is not determined by the type random number counter C2, but this does not deny the possibility of having multiple types of second special patterns corresponding to small win results or multiple types of second special patterns corresponding to special miss results.
[0328] As shown in Figure 34(c), for the jackpot game (special game state corresponding to the jackpot result) to which a transition occurs after a jackpot result, the opening target is the second special electric winning device 321, the number of rounds is "6", the opening time is "29.5 seconds", and the interval time is "3 seconds". The upper limit for winning in each round is "10 balls", and the number of prize balls in the second special electric winning device 321 is "15", so approximately "900" prize balls can be won in one jackpot game. After the jackpot game ends, the game transitions to a time-saving state where the number of time-saving times is "1 time".
[0329] For a small win game (a special game state corresponding to a small win result) that transitions to after a small win result, the opening target is the first special electric winning device 311X, the opening time is 0.9 seconds x 2 times, and the interval time is 3 seconds. Here, the time T2 (see FIG. 33) required for a game ball rolling on the first shutter 313 of the first special electric winning device 311X to pass through the first shutter 313 is approximately 3 seconds. Because the game ball launch cycle is 0.6 seconds, approximately 3 to 5 game balls can be present on the first shutter 313 at the same time. When the first shutter 313 is in the open state, the game balls on the first shutter 313 fall into the first large prize opening 312, so a large number of prizes (approximately 5 balls) can be won even if the opening time is short. Then, during the interval time of 3 seconds, subsequent game balls accumulate in the first shutter 313, and approximately five prize balls will be won the next time the shutter is opened. The upper limit for prizes is 10 balls, and the number of prize balls in the second special electric prize-winning device 321 is 15, so approximately 150 prize balls can be won in one small prize game. Details will be described later, but in this embodiment, if a special state advantageous to the player continues, a maximum of four small prizes will occur in succession, and if the special state ceases to continue, a maximum of five small prizes will occur in succession. In the latter case, approximately 750 prize balls can be won, and in the former case, approximately 600 prize balls can be won.
[0330] The special miss result is a result that triggers a switch from the non-time-saving state to the time-saving state, just like the first time-saving result shown in the second embodiment. In the following description, this special miss result is also referred to as the time-saving result.
[0331] When the final display of the special symbol corresponding to the time-saving result is completed in a game that has resulted in a time-saving result, the game transitions to the time-saving state, provided that the current state is not in the time-saving state. In this case, the number of time-saving times set is "1 time." In other words, the variable display of the next special symbol that resulted in the time-saving result will be executed under the time-saving state. Note that, in the time-saving state in this embodiment, the remaining number of time-saving times is deducted when a game involving the second special symbol is executed, but the remaining number of time-saving times is not deducted even if a game involving the first special symbol is executed.
[0332] Here, the relationship between game states in this embodiment will be described with reference to the block diagram of FIG.
[0333] (Game flow) When the time-saving mode is not active and the second special symbol reserve is set to "0," winning through the second starting hole 63X is not possible, making the left route more advantageous to the player than the right route. When a game ball launched down the left route enters the first starting hole 62, a lottery is held based on that winning. If this winning results in a jackpot, the game transitions to a time-saving mode limited to one playthrough after a jackpot game. In the time-saving mode, the normal power device 291X supports winning through the second starting hole 63X. When a game ball launched down the right route enters the second starting hole 63X, the variable display of the second special symbol begins (a playthrough related to the second special symbol begins). In conjunction with this, a display effect corresponding to the current playthrough begins on the display surface 91 of the image display device 90.
[0334] It should be noted that when the game transitions to the time-saving mode, the first special symbol reserve may be stored, but in the time-saving mode, the variable display time of the first special symbol is significantly shortened (for example, to "0.5 seconds"), and the first special symbol reserve is quickly consumed. When the first special symbol reserve is consumed, the game presentation related to the first special symbol reserve in the image display device 90 is not executed unless a jackpot result is obtained, and the game presentation starts after waiting for the winning of the second start port 63X.
[0335] When the time-saving state is entered and a win occurs in the second starting hole 63X, the normal symbol variation / determined display and the operation of the normal electric device 291X (low frequency winning operation) that were set when the time-saving state was not entered have already ended, so when the second special symbol variation display begins in the time-saving state, the normal symbol variation / determined display and the operation of the normal electric device 291X (high frequency winning operation) will occur. In other words, a win in the second starting hole 63X will occur immediately.
[0336] In the time-saving state, one auxiliary play using the normal power device 291X will result in about two to four wins in the second starting slot 63X. In other words, two auxiliary plays are sufficient to raise the second special symbol reserve from "0" to its upper limit of "4," and the variable display time of the second special symbol is set to a value longer than the total required time. Specifically, the first special time ("12 seconds" in this embodiment) is set to a value longer than the sum of the variable display time and fixed display time of the normal symbol in the time-saving state and the execution time of the auxiliary game of the normal power device 291X (total support time + interval time) (see Figures 36(a) to 36(c)).
[0337] During the transition to the time-saving mode and while a game involving the second special symbol is being played, if winnings occur repeatedly in the second starting slot 63X, and the number of reserved second special symbols reaches the upper limit of "4," the game is ready. After that, the game switches from the time-saving mode to the non-time-saving mode when the current game ends, specifically, when the fixed display of the second special symbol begins. In this embodiment, the fixed display time for the fixed display of the second special symbol executed in the time-saving mode is significantly extended compared to normal. Specifically, a special fixed time is set so that the normal symbol variation / fixed display and the operation of the normal power-on device 291X, which are initiated in the time-saving mode, are completed within the fixed display time. More specifically, the special fixed time is longer ("8 seconds" in this embodiment) than the total time ("8 seconds" in this embodiment) of the variable display time and fixed display time of the normal symbol in the time-saving mode and the execution time of the auxiliary game of the normal power-on device 291X (total support time + interval time) (see Figures 36(a)-(c)).
[0338] For the second special symbol reserved, most of the time results in a small win, resulting in a time-saving result less frequently than a small win. In other words, the number of game balls held increases as small wins are played repeatedly. If a time-saving result is obtained for any of the second special symbol reserved, the game transitions back to the time-saving state, and the consumed second special symbol reserved is replenished (stocked), repeating this process. In other words, the game related to the second special symbol alternates between the time-saving state and the non-time-saving state. In the following explanation, the state in which the game state is in the time-saving state and the second special symbol reserved is stocked is referred to as the first special state, and the state in which the stocked second special symbol reserved is consumed is referred to as the second special state. These two states are collectively referred to as the special state. Furthermore, the non-time-saving state in which a game related to the first special symbol is played is referred to as the normal state to distinguish it from the normal state.
[0339] Furthermore, when the game transitions from the first special state (time-saving state) to the second special state (non-time-saving state), the referenced second special symbol variation pattern table also switches from the time-saving state variation pattern table to the non-time-saving state variation pattern table. The variation display time for the second special symbol variation pattern table varies depending on the number of reserved second special symbols. Specifically, when the reserved number is "1" or greater, the variation display time for jackpot and time-saving results is "5 seconds," and the variation display time for small jackpot results is "1 second." When the reserved number is "0," the variation display time is "5 seconds" regardless of whether the result is a jackpot, small jackpot, or time-saving result. When the reserved number is "1" or greater, the variation display of the second special symbol ends quickly in a game that results in a small jackpot, thereby increasing the game's progress speed. This allows small jackpot games to be repeated in a short period of time. On the other hand, when the number of reserved balls reaches "0," it may be the last game to transition from the second special state to the normal state, so the variable display time is extended to ensure time to execute the final judgment effect. The final judgment effect is an effect that occurs in the normal effect pattern described below, and is an effect that notifies the player whether the current state will continue or not.
[0340] Here, referring to Figure 37, the flow of the loop between the first special state and the second special state by stock and release will be explained using the second special symbol reservation area 212b and the execution area 212c. For convenience, in Figure 37, identifiers "a" to "h" are assigned to each reserved information.
[0341] A jackpot result in the normal state transitions to a jackpot game (a special game state corresponding to the jackpot result), which is the entrance to the special state (S1). After the jackpot game ends, the game transitions to the first special state, but at this point, both the second special symbol reserve area 212b and the execution area 212c are empty. During the first special state, firing the game ball to the right route results in a win in the second starting hole 63X, and the second reserved information is stored in the empty execution area 212c (S1 → S2). This initiates the variable display of the second special symbol, and the time-saving state is maintained until the variable display ends. In other words, it is necessary to stock the second reserved information (second special symbol reserve) until the variable display ends.
[0342] In the first special state, by continuing to launch the game ball toward the right route, a win occurs in the second starting hole 63X. Then, the stock is completed when the second reserved information is stored in all of the first area BE1 to the fourth area BE4 of the second special symbol reserved area 212b (S3). In the example shown in FIG. 37, the second reserved information (reserved c) stored in the second area BE2 corresponds to the time-saving result, and all other second special symbol reserved information corresponds to the small win result. The time-saving state ends when the variable display for the game number related to the first acquired second reserved information ends, and thereafter the game proceeds in the second special state, which is a non-time-saving state.
[0343] In the second special state, after two small wins (S3 → S5), the game transitions again to the first special state, which is a time-saving state (S6). At this point, the second reserved information remains in the execution area 212c and the first area BE1, and the second areas BE2 to BE4 are empty. In the first special state, by continuing to launch the game ball toward the right route, a prize is awarded to the second starting hole 63X, and second reserved information is added to the second areas BE2 to BE4 (S7, reserved information f to h). In the example shown in Figure 37, the second reserved information (reserved information f to h) stored in the second areas BE2 to BE4 all correspond to the small win result. Because no reserved information corresponding to the time-saving result is stored, the game proceeds without another opportunity to stock the second special reserved information (S8 → S9).
[0344] After that, all of the second pending information stored in the execution area 212c and the first area BE1 to the fourth area BE4 is consumed, and the special state loop (the loop between the first special state and the second special state) ends (S10).
[0345] As detailed above, when the first special state and the second special state are looping, the second special symbol reserve may remain in the execution area 212c or the second special symbol reserve area 212b upon transition to the first special state (see, for example, S6). Here, because the second special state is a non-time-saving state, the possibility cannot be denied that the variable or fixed display of the normal symbol that started during the non-time-saving state continues in the first special state, which is the time-saving state. This is because, when small wins are repeatedly achieved in the second special state, the game ball continues to be launched toward the right route, potentially storing the normal symbol reserve in the normal symbol reserve storage area 213. While it is conceivable to stop the right-hit notification during a game that results in a time-saving result, the above-mentioned concerns still remain. When the reserve number is "1," the number of second special symbol reserves to be acquired is greater than when the reserve number is "2" or greater. Therefore, the variable display time is set longer when the reserve number is "1" than when it is "2" or greater. In other words, when the number of reserved balls is "2" or more, the variable display time is shorter than when the number of reserved balls is "1" (see Figure 36(c)). This is preferable in order to prevent the decrease in the sense of exhilaration caused by the prolongation of play during stocking.
[0346] In this embodiment, the variable display time and fixed display time of the second special symbol in a game run executed in the time-saving state are extended to some extent so that the second special symbol reserve can be appropriately acquired. Using the time secured in this way, the image display device 90 or other devices execute a stock effect that prompts the player to acquire the second special symbol reserve, a preview effect that notifies (indicates) the contents of the stored second special symbol reserve, and a release effect that notifies the results of each stored second special symbol reserve. Here, to provide a variety of these effects, we will explain the processing executed by the CPU 112 of the main control board 110, specifically, the advance confirmation processing that advances confirmation of the outline of the special symbol reserve. The advance confirmation processing is processing executed between the processing of S704 and S705 and between the processing of S709 and S710 in the reserve information acquisition processing (see FIG. 13).
[0347] (Pre-check process) As shown in the flowchart of Fig. 38, in the advance confirmation process, if the reserved information acquired this time is the first reserved information (S1601: NO), the winning / losing determination table for the first special symbol stored in ROM 113 is read into RAM 114 (S1602). If the reserved information acquired this time is the second reserved information (S1601: YES), the winning / losing determination table for the second special symbol stored in ROM 113 is read into RAM 114 (S1602).
[0348] After reading the win / loss determination table, the information for win / loss determination, i.e., the value obtained from the win random number counter C1, is read from the pending information obtained this time, and it is determined whether the read value matches any of the values set as the jackpot result in the win / loss determination table read above (S1604).
[0349] If the result of the hit / miss determination process is a jackpot result (S1605: YES), information indicating that it is a jackpot result is stored (S1603). If the result of the hit / miss determination is a small hit result (S1605: NO, S1607: YES), information indicating that it is a small hit result is stored (S1608). If the result of the hit / miss determination is a time-saving result (S1605, S1607: NO, S1609: YES), information indicating that it is a time-saving result is stored (S1610). If the result of the hit / miss determination is a normal miss result (S1605, S1607, S1609: NO), information indicating that it is a normal miss result is stored.
[0350] After storing the information on the lottery result (S1606, S1608, S1610, S1611), the process for checking the outline of the fluctuation pattern is executed. Specifically, the value of the reach random number counter C3 is referenced to check whether or not a reach display has occurred, and the result is stored.
[0351] The stored information on the result of the win / loss determination and the presence or absence of a reach display is added to the hold command set in S705 and S710 of the hold information acquisition process. As already explained, the set hold command is sent to the sub-control board 120 in the above-mentioned output process (S207). The CPU 122 of the sub-control board 120 grasps the information on the result of the win / loss determination and the presence or absence of a reach display from the received hold command before the corresponding game round starts, more specifically when the hold information is acquired.
[0352] When the special state described above occurs or is in progress, various presentation patterns such as stock presentation, notice presentation, and release presentation are determined based on the information on the result of the hit / miss determination among the information grasped in advance. Hereinafter, the flow of the game and the various presentations that occur in accordance with it will be explained with reference to Figures 39 to 41. Figure 39(a) illustrates an example of a case where a jackpot result occurs and the game transitions to the first special state (time-shortened state), and Figure 39(b) illustrates an example of a case where a time-shortened result occurs and the game transitions to the first special state (time-shortened state). Also, Figures 40 and 41 illustrate examples of stock presentation, notice presentation, and the like.
[0353] In the example shown in FIG. 39(a), a transition to a special game state corresponding to the jackpot result occurs at timing tb1. At timing tb2, when the round play in the special game state ends and transition to the ending occurs, a stock effect begins prior to transition to the first special state (time-saving state). Specifically, as shown in FIG. 40(a), a message indicating that a situation requiring reserve accumulation is imminent, such as "STANDBY! Reserve Charge," is displayed in the center of the display surface 91 of the image display device 90. Additionally, at the edge (more specifically, the left edge) of the display surface 91, multiple symbols, specifically, ball symbols CBs in the same number as the maximum number of reserve information that can be acquired, are displayed lined up along the edge. In this embodiment, a total of five reserve information pieces are acquired: four in the second special symbol reserve area 212b and one in the execution area 212c, so the number of ball symbols CBs is also five. It should be noted that the ball pattern CB can be displayed in an off state (first display) to indicate that the reservation has not been acquired, or in an illuminating state (second display) to indicate that the reservation has been acquired, but since the number of reservation information acquired at this point is "0", all ball patterns CB are displayed in an off state. It should be noted that the pattern display area MA in which the ball pattern CB is displayed is set so as not to overlap with the area in which the above message is displayed.
[0354] Returning to the explanation of Figure 39(a), at the timing tb3 when the special game state ends, the game transitions to the time-saving state. At this timing, the message displayed on the display surface 91 is changed to a message indicating that it is time to accumulate reserves, for example, "STAR! Reserve CHARGE." In addition, in line with this, the right-hit notification area SA, which is set in a corner of the display surface 91 (specifically, the upper right corner), displays the words "Right Hit" and a right arrow icon (see Figure 40(b)).
[0355] At timing tb4 after the transition to the time-saving mode, a win occurs in the second starting slot 63X, and the variable display of the second special symbol begins. As shown in Figure 40(c), based on the acquisition of one reserved information, one of the five ball symbols CB (specifically, the bottommost ball symbol CB) switches from a non-illuminated display to a luminous display. Then, the message displayed in the center of the display surface 91 is changed to a message indicating the remaining time for winning in the second starting slot 63X (in this embodiment, the remaining time of the variable display), for example, "12 seconds remaining, reserved CHARGE."
[0356] As shown in Figure 39(a), by continuing to fire game balls toward the right route, the number of acquired pending information reaches five by time tb5, before the remaining time reaches zero. Each time new pending information is acquired, the ball symbols CB, which are displayed in an unlit state, switch one by one to an illuminated state. Then, at time tb5, when all five pending information have been acquired, as shown in Figure 40(d), all ball symbols CB switch to an illuminated state. Then, the message displayed in the center of the display surface 91 changes to a message indicating that pending information has been acquired, specifically, "Complete Pending CHARGE." Note that in the example shown in Figure 40(d), the time-saving state, i.e., the variable display of the second special symbol, is still in progress, so the notification in the right-hit notification area SA continues.
[0357] In this embodiment, the stock effect is switched to the notice effect at the timing of tb6, when a predetermined time has elapsed since the start of the variable display of the second special symbol. The predetermined time is set to be shorter than the variable display time, and the notice effect is configured to start before the variable display ends.
[0358] In this preview effect, the ball symbols CB displayed in the symbol display area MA move one by one toward the center of the display surface 91. At this time, the ball symbols CB are enlarged, and as the ball symbols CB break and disappear, a V symbol CV, larger than the ball symbols CB, is displayed. This effect is intended to make it appear as if the V symbol CV has popped out from the ball symbol CB. The V symbol CV is a symbol that indicates a small win. The V symbol CV displayed in the center shrinks and moves next to the right-hit notification area SA. By repeating this pattern replacement display, in this preview effect, all of the ball symbols CB displayed in the symbol display area MA disappear and are replaced with V symbols CV, etc., which are displayed at the top of the display surface 91. At the top of the display surface 91, the number of V symbols CV is displayed as a consolidated display, such as "V x 4" (see Figure 41(e)), compressing the display area for the V symbols CV, etc. This is a design to reduce the pressure on the area when the second special state is entered and a release effect, etc., is executed. In addition to the V symbol, the symbols that replace the ball symbol CB include the CHARGE symbol CC (see FIG. 41(c)) and the BONUS & CHARGE symbol (not shown). The aggregated display as described above is also preferable for improving the visibility of these various symbols.
[0359] Here, the CHARGE symbol CC is associated with the time-saving result, and the BONUS & CHARGE symbol is associated with the jackpot result. The display of the CHARGE symbol CC indicates to the player that the second special state will return to the first special state, and the display of the BONUS & CHARGE symbol indicates to the player that a jackpot will occur. The CHARGE symbol CC, like the V symbol CV, is also displayed in a reduced size at the top of the display surface 91 (see Figure 41(c) → Figure 41(d)).
[0360] As shown in Figures 41(b) and 41(c), the CHARGE symbol CC and the BONUS & CHARGE symbol may be directly replaced by the ball symbol CB, or may be replaced by a V symbol CV and then rewritten to a CHARGE symbol or the like at any time during the preview or release performance. In other words, even when the V symbol CV is displayed, a return to the second special state is not denied, so a decrease in the player's motivation to play can be suppressed. In particular, in this embodiment, the special state ends when five consecutive small wins are achieved, so there is technical significance in configuring the special state to continue by rewriting as described above even when a display such as "V x 5" is displayed.
[0361] As mentioned above, the reason why the preview effect is started at the timing of tb6 before the second special symbol is stopped and displayed is to execute the preview display corresponding to the current game at the timing when the second special symbol is stopped and displayed. For example, referring to Figures 40(e) to 40(h), the display effect of Figure 40(e) → Figure 40(f) → Figure 40(g) is executed in parallel with the variable display of the second special symbol, and the display effect of Figure 40(h) is executed at the same timing as the stop display of the second special symbol. In addition, considering that when the reserved information is acquired, the ball symbol CB is displayed so that it accumulates from the bottom, it is preferable that the ball symbol CB handled first in the preview effect be the lowest ball symbol CB.
[0362] Returning to the explanation of Figure 39(a), the confirmation display starts at the timing of tb7, and at the timing of tb8 during the confirmation display, the preview effect ends and the release effect begins. At this time, a message indicating the transition to the release effect, specifically the words "STOCK RELEASE", is displayed in the center of the display surface 91 (see Figure 41(f)).
[0363] Next, referring to Figure 39 (b), we will explain the flow of the presentation when the time-saving result is obtained. Even when the time-saving result is obtained, the basic flow of the presentation (stock presentation → notice presentation → release presentation) is the same as when the jackpot result is obtained.
[0364] In the example shown in Figure 39(b), a game round corresponding to the time-saving result begins at timing tc1. For this game round, a continuation effect indicating that the time-saving result has been achieved is executed using the first half of the time during which the variable display of the second special symbol is being performed, i.e., the continuation effect indicating that the special game state will continue. This continuation effect ends at timing tc2, during which the variable display of the second special symbol is being performed, and the stock effect begins. In other words, the introductory part of the stock effect (see Figure 40(a)) is executed using part of the variable display time and the final display time of the game round that resulted in the time-saving result. At timing tc3, when this game round ends and the game transitions to the time-saving state (first special state), the stock start part of the stock effect (see Figure 40(b)) is executed. The subsequent flow is the same as in Figure 39(a), so a description thereof will be omitted.
[0365] As already explained, in this embodiment, all five pieces of reserved information acquired correspond to small win results. If none of the pieces of reserved information correspond to a time-saving or jackpot result, the special state ends after the five pieces of reserved information are consumed. The display effects during this time basically consist of a repetition of the stock effect, preview effect, and release effect. Regarding the second half (including the release effect) that is executed after the first half, which consists of the stock effect and preview effect, if certain conditions are met, an ending effect may be executed instead of the release effect. In this embodiment, as shown in FIG. 42(a), the following four conditions are set as specific conditions: the number of times a loop due to reserved charge has occurred during a series of special states (specifically, the number of times a time-saving or jackpot result has occurred) exceeds the reference number (20 times in this embodiment); five pieces of reserved information have been acquired; all of the reserved information corresponds to small win results; and, if these three conditions are met, the lottery to execute the ending effect is won (with a probability of 1 / 2). If all of these conditions are met, an ending effect is set as the performance pattern for the second half, rather than a release effect. As shown in Figure 42(b), the release effects are individual effects that are executed individually for each game round and are executed alternately with the effects for small win games, whereas the ending effects are effects that display a series of ending movies across five game rounds and five small win games.The ending effects can be said to ensure that the player has time to enjoy the ending by combining the execution time of multiple game rounds and multiple small win games.
[0366] According to the fourth embodiment described above in detail, the following excellent effects can be expected.
[0367] According to the configuration described in this embodiment, special information acquired during the time-saving state is consumed during the non-time-saving state. If the acquired second reserved information includes information corresponding to the time-saving result, it becomes possible to acquire the second reserved information again. However, if all acquired second reserved information corresponds to the small win result, further acquisition of second reserved information is prohibited. In other words, by transitioning to the small win game each time a time-saving result is obtained, prize balls are acquired, and by repeating (continuing) the process of returning to the time-saving state and replenishing (adding) special information (a loop between the time-saving state (first special state) and the non-time-saving state (second special state)), a large number of prize balls can be acquired. This innovative continuation system is expected to increase attention to the game. In particular, by switching (looping) between the second special state (consumption) and the first special state (replenishment), the game progress can be enhanced compared to gaming machines that simply maintain the same advantageous state during continuation. Even if the loop ends and the game is discontinued, the game will eventually transition to a small win game equal to the number of second reserved information items that can be stored (in this embodiment, 1 + 4 = 5), and a large number of prize balls can be acquired. This is preferable in terms of preventing a decrease in the player's motivation to play due to the end of the loop.
[0368] If the second reserved information acquired during the first special state includes information corresponding to the time-saving result, the first special state can be restored and the second reserved information can be replenished (added). Here, a small win result directly leads to the acquisition of prize balls, while a time-saving result does not directly lead to the acquisition of prize balls. As shown in this embodiment, by making the probability of a small win result higher than the probability of a time-saving result, it is possible to effectively achieve the effect of increasing attention to the game by configuring the game so that the player can easily experience the benefits of continuation.
[0369] In the first special state described above, the normal power device 291X makes it easier to support winnings in the second starting slot 63X, making it easier to acquire the maximum number of second reserved information that can be stored. Here, if the number of time-saving times is set to multiple, the first play in the first special state will attract more attention to the game of acquiring the second reserved information, while in subsequent play, adding one second reserved information is sufficient, so the impact of replenishing the second reserved information will be reduced. In light of this situation, as shown in this embodiment, the number of time-saving times is set to one, and after the first special state = second reserved information is replenished, the second special state = second reserved information is quickly consumed, allowing the game to proceed at a good pace.
[0370] The small win result triggers the acquisition of prize balls but does not trigger a transition to the time-saving state, and the time-saving result triggers a transition to the time-saving state but does not trigger the acquisition of prize balls. As shown in this embodiment, the existence of a jackpot result, that is, a judgment result that triggers both the acquisition of prize balls and a transition to the time-saving state, allows for further diversification of games.
[0371] By configuring the game machine to set the same number of time-saving events for both the time-saving result and the jackpot result, it is possible to correlate these two events. This is preferable in that it realizes diversification of games while preventing players from becoming overly complicated. In a gaming machine that has a novel continuation system as shown in this embodiment, it is technically significant to prevent the system as a whole from becoming overly complicated while maintaining its originality.
[0372] <Variation 1> In the fourth embodiment, if a lottery based on winning the second starting hole 63X results in a jackpot, the game transitions to a time-shortened state after the jackpot game (special game state) ends. This may be modified so that the game does not transition to a time-shortened state after the jackpot game ends, but instead enters a non-time-shortened state. In other words, in the fourth embodiment, the condition for the continuation of the special state was that either a time-shortened result or a jackpot result was obtained in a lottery based on winning the second starting hole 63X, but the condition may be limited to only a time-shortened result.
[0373] <Variation 2> In the above fourth embodiment, the variable display time of the second special pattern set in the time-saving state is configured to differ depending on the number of subsequent second special patterns reserved (see Figure 36 (c)), but the variable display time may also be configured to be constant regardless of the number of second special patterns reserved.
[0374] <Variation 3> In the fourth embodiment, the probability of a time-saving result in the lottery based on winning the second starting slot 63X is set to be lower than the probability of a small win result, but this is not limited to this. The probability of a time-saving result in the lottery based on winning the second starting slot 63X may be set to be the same as or higher than the probability of a small win result. However, with such a configuration, there is a concern that frequent charge effects may slow down the game progress. Therefore, in order to increase the probability of a time-saving result and realize a special state with a high continuation rate, it is preferable to take measures such as making the variable display time of the second special symbol when a time-saving result is obtained the same as or shorter than the variable display time when a small win result is obtained.
[0375] <Variation 4> In the above fourth embodiment, the number of reserved information that can be stored in the second special chart reserved area 212b is "four", but it is not limited to this. The number of reserved information that can be stored in the second special chart reserved area 212b is arbitrary as long as it is plural, and may be "two" or "three". In addition, it is not denied that it may be "five" or more.
[0376] <Variation 5> In the fourth embodiment, the number of prize balls (900) expected to be acquired in the event of a big win in the lottery based on winning into the second starting hole 63X is configured to be greater than the number of prize balls (750) expected to be acquired in the event of five consecutive small wins (at the end of the special state), but this is not limited to this.The number of prize balls expected to be acquired in the event of five consecutive small wins in the special state (at the end of the special state) may also be configured to be greater than the number of prize balls expected to be acquired in the event of a big win.
[0377] <Variation 6> In a configuration in which all the stored second reserved information (second special symbol reserved) becomes reserved information corresponding to a small win result and the special game ends when small wins occur "five" times in a row, the range of play can be expanded by adopting the following configuration: The number of rounds when a jackpot result is obtained by a lottery based on winning into the second starting port 63X is set to the same number (5 rounds) as the maximum number (5) of second reserved information that can be obtained, the interval time between each round is set to match (preferably to be the same length) the variable display time and fixed display time of the second special symbol when small wins occur consecutively, and further, the number of time-saving modes to which the transition is made after the end of the jackpot game (special game state) is set to be the same number as the number of time-saving modes applied in the case of a time-saving result, and the special electric winning device to be opened in a jackpot game and the special electric winning device to be opened in a small win game are the same (preferably, the first special electric winning device 311X for a small win game is also opened in a jackpot game). In addition, it is advisable to align the operation pattern of the special electric prize winning device in the big win game with the operation pattern of the special electric prize winning device in the small win game. With this configuration, it is possible to make the round play x "5 times" in the big win game look like "5 times" of small win game in a row.
[0378] Here, in the special state effects executed by the image display device 90, etc., it is advisable to execute a revival effect in which the special state continues while making it appear as if the small wins have ended five times in a row. This makes it possible to expect a revival afterwards even if the small wins are actually executed "five times," which can contribute to further increasing the enjoyment of the game in the special state.
[0379] <Variation 7> In the fourth embodiment, the time-saving state is terminated when the display of the second special symbol begins, but the present invention is not limited to this. For example, the time-saving state can be terminated when the display of the second special symbol ends.
[0380] <Variation 8> In the fourth embodiment, a special electric winning device (first special electric winning device 311X) that is opened in a small win game and a special electric winning device (second special electric winning device 321) that is opened in a big win game are provided, but this is not limited to this. One special electric winning device may be used in both a big win game and a small win game.
[0381] <Variation 9> In the fourth embodiment, the number of time-saving times set when the lottery based on winning the second starting hole 63X results in a jackpot and when the lottery results in a time-saving result is "1 time," but the number of time-saving times set is arbitrary. For example, it is not denied that it can be "2 times" or "10 times." In addition, it is also possible to set the number of time-saving times set when the lottery based on winning the second starting hole 63X results in a jackpot and the number of time-saving times set when the lottery results in a time-saving result to be different.
[0382] <Modification 10> It is also possible to provide a V area in the first special winning device 311X, which opens when a small win occurs, and transition to a V win game when the game ball that flows into the first large winning port 312 passes through the V area. In this case, by providing cases where a V win can occur and cases where a V win cannot occur depending on the type of small win result, it is possible to prevent the rhythm of play in the second special state from becoming monotonous. In addition, in order to allow a small win result and a time-saving result (special miss result) to coexist, it is preferable to configure the game so that a V win does not trigger a transition to the time-saving state, and after a V win occurs and transition to a V win game, return to the second special state, which is a non-time-saving state.
[0383] <Variation 11> When time-saving results are consecutive in a special state, it is possible to configure the device to either display a presentation for reserved stock related to the earlier time-saving result or a presentation for reserved stock related to the later time-saving result, preferably not displaying the presentation for the earlier reserved stock.
[0384] <Variation 12> In the above fourth embodiment, the possibility of a special presentation pattern (ending presentation) is determined based on the number of times a time-saving result occurs during the current special state, but this can also be changed to a co...
Claims
1. a wireless connection means capable of wirelessly connecting to a listening device that outputs sound based on an input audio signal; a switching means for switching the state of the wireless connection means between an enabled state in which the wireless connection function is enabled and an disabled state in which the wireless connection function is disabled; Equipped with The gaming machine is characterized in that the switching means has a means for, when the connection between the wireless connection means and the listening device is disconnected, maintaining the wireless connection means in the enabled state until a predetermined period of time has elapsed since the disconnection, and for switching the wireless connection means to the disabled state based on the elapse of the predetermined period of time.
2. a wireless connection means capable of wirelessly connecting to a listening device that outputs sound based on an input audio signal; a switching means for switching the state of the wireless connection means between an enabled state in which the wireless connection function is enabled and an disabled state in which the wireless connection function is disabled; Equipped with The gaming machine is characterized in that the switching means has a means for, when the connection between the wireless connection means and the listening device is disconnected, maintaining the wireless connection means in the enabled state until a predetermined period of time has elapsed since the disconnection, and for switching the wireless connection means to the disabled state based on the predetermined period having elapsed without a game being played.
3. The wireless connection means an identification information storage means for storing identification information of the listening device; a confirmation means for acquiring the identification information from the listening device and confirming whether the acquired identification information matches the identification information stored in the identification information storage means; and the listening device and the wireless connection means are configured to be wirelessly connected when the wireless connection function of the wireless connection means is in the enabled state and the identification information is confirmed to match by the confirmation means, the predetermined period is a first predetermined period, A gaming machine as described in claim 1 or claim 2, characterized in that it is provided with a means for erasing the identification information stored in the identification information storage means when the connection with the listening device is disconnected and a second predetermined period longer than the first predetermined period has elapsed since the disconnection.
Citation Information
Patent Citations
Earphone for game machine, earphone connection port, and game machine
JP2007275347A