Game machine
The gaming machine addresses enjoyment and soundness issues by implementing sequential and suggestive game effects, enhancing player engagement and preventing fraud.
Patent Information
- Application Number
- JP2025139965
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-08-25
- Publication Date
- 2025-11-26
AI Technical Summary
Gaming machines, such as pachinko and slot machines, lack enhancements to increase enjoyment and soundness, particularly in preventing fraudulent behavior and improving game experience.
A gaming machine equipped with performance execution means for sequential non-overlapping effects, setting means for effect duration, operation receiving means for player input, and effect variation based on input mode, along with suggestive effects for game progress.
Enhances player interest and engagement through varied and timed game effects, reducing fraudulent behavior by incorporating suggestive performance variations.
Smart Images

Figure 2025172822000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements have been made from various perspectives, such as structure, control, and presentation, with the aim of increasing the enjoyment of the game and providing a more sound game experience (for example, Patent Document 1).
[0003] In addition to increasing the enjoyment of gaming, various technical improvements have also been made with the aim of improving the soundness of gaming, such as detecting and preventing fraudulent behavior by players and fraudulent modifications to gaming machines. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-172988 Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those described above, further technological improvements are desired in order to increase the enjoyment of the game and provide a more sound game. [Means for solving the problem]
[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized in the following aspects.
[0007] [form] a performance execution means capable of sequentially executing predetermined performances without overlapping in time; a setting means for setting a time length of a performance execution period during which the predetermined performances can be executed sequentially to a predetermined length; operation receiving means for receiving input operations from a player; A gaming machine comprising: the predetermined effect includes an acceptance period during which the input operation is acceptable; The performance execution means a means for varying the time length of the predetermined effect in accordance with the mode of the input operation during the reception period of the predetermined effect; means for starting the next predetermined effect when the remaining time of the effect executable period at the time when one of the predetermined effects has ended is equal to or greater than a predetermined time; a means for executing a suggestion effect that suggests that the number of times the predetermined effect has been executed has reached the predetermined number of times after the predetermined effect has ended, when the number of times the predetermined effect has been executed during the effect executable period has reached the predetermined number of times; Equipped with A gaming machine characterized by: [Effects of the Invention]
[0008] According to the gaming machine of the above-described form, it is possible to increase the interest in the game. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. [Figure 4] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6] FIG. 2 is an explanatory diagram illustrating the contents of various counters. [Figure 7] This is an explanatory diagram showing the win / loss table stored in the win / loss table storage area. [Figure 8] FIG. 1 is an explanatory diagram showing the contents of a distribution table set in a pachinko machine. [Figure 9] 10 is a time chart illustrating an example of processing executed by a pachinko machine. [Figure 10] An explanatory diagram showing examples of suggestive effects, specific end effects, and specific start effects. [Figure 11] 10 is a timing chart showing an example of processing executed by a pachinko machine in a standby state. [Figure 12] 10 is a timing chart showing an example of processing when a return condition is met after the volume of background music has reached zero and before the display of a demo video begins. [Figure 13] 10 is a timing chart showing an example of processing when a restoration condition is met while the volume of background music is being reduced. [Figure 14] 10 is a flowchart showing a timer interrupt process. [Figure 15] A flowchart showing the winning process for the starting gate. [Figure 16] 10 is a flowchart showing a destination determination process. [Figure 17] 10 is a flowchart showing the winning process for skipping. [Figure 18] 10 is a flowchart showing a normal process. [Figure 19] 10 is a flowchart showing a game play control process. [Figure 20] 10 is a flowchart showing a data setting process. [Figure 21] 10 is a flowchart showing a fluctuation start process. [Figure 22] 10 is a flowchart showing a variable time setting process. [Figure 23] 10 is a flowchart showing a game state transition process. [Figure 24] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 25] 10 is a flowchart showing a condition determination process. [Figure 26] 10 is a flowchart showing an ending time setting process. [Figure 27]10 is a flowchart showing a transition process at the end of an ending period. [Figure 28] 10 is a flowchart showing processing for electric utility support. [Figure 29] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 30] 10 is a flowchart showing a standby process. [Figure 31] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 32] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 33] 10 is a flowchart showing a command response process. [Figure 34] 10 is a flowchart showing a startup command response process. [Figure 35] 10 is a flowchart showing a pending command response process. [Figure 36] 10 is a flowchart showing an update process when a prize is won. [Figure 37] 10 is a flowchart showing a performance setting process. [Figure 38] 10 is a flowchart showing the update process at the start of fluctuation. [Figure 39] 10 is a flowchart showing an opening effect setting process. [Figure 40] 10 is a flowchart showing an ending effect setting process. [Figure 41] 10 is a flowchart showing a standby state transition process. [Figure 42] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 43] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 44] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 45] 10 is a flowchart showing a command response process. [Figure 46] 10 is a time chart showing the processing executed by a pachinko machine in the second embodiment. [Figure 47] An explanatory diagram showing the display mode of the pattern display device when a suggestive performance is executed in a prior game round. [Figure 48] 10 is a time chart showing the processing executed by a pachinko machine in the third embodiment. [Figure 49] 10 is a time chart showing the processing executed by a pachinko machine in the fourth embodiment. [Figure 50] FIG. 10 is an explanatory diagram showing an overview of the process for setting a performance type. [Figure 51] FIG. 2 is an explanatory diagram showing an object A which is an object image. [Figure 52] FIG. 10 is an explanatory diagram showing an object B which is an object image. [Figure 53] FIG. 10 is an explanatory diagram showing an object C which is an object image. [Figure 54] FIG. 10 is an explanatory diagram showing a display pattern table for object A. [Figure 55] FIG. 10 is an explanatory diagram showing a placement and timing setting table. [Figure 56] FIG. 10 is an explanatory diagram showing an example of a preview effect in which multiple objects are combined. [Figure 57] 10 is a flowchart showing a process for setting a type of effect. [Figure 58] FIG. 20 is an explanatory diagram showing an overview of the process for setting the type of effect in the sixth embodiment. [Figure 59] FIG. 10 is an explanatory diagram illustrating an example of a display object table. [Figure 60] FIG. 10 is an explanatory diagram showing an AC display pattern table. [Figure 61] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2 / C1-C2-C3) is set. [Figure 62] FIG. 10 is an explanatory diagram showing a display pattern table for A. [Figure 63] FIG. 10 is an explanatory diagram showing a display pattern table for B. [Figure 64] FIG. 10 is an explanatory diagram showing a display pattern table for C. [Figure 65] FIG. 10 is an explanatory diagram showing a display pattern table for AB. [Figure 66] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2 / B1-B2-B3) is set. [Figure 67] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2-A3 / B1) is set. [Figure 68] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2-A3 / B1-B2-B3) is set. [Figure 69] FIG. 10 is an explanatory diagram showing a BC display pattern table. [Figure 70] This is an explanatory diagram showing the preview effect when the display pattern (B2-B3 / C1-C3) is set. [Figure 71] An explanatory diagram showing the preview effect when the display pattern (B2-B3 / C1) is set. [Figure 72] This is an explanatory diagram showing the preview effect when the display pattern (B1 / C1-C2-C3) is set. [Figure 73] FIG. 10 is an explanatory diagram showing an ABC display pattern table. [Figure 74] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2 / B1-B2-B3 / C1-C2-C3) is set. [Figure 75] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2 / B1-B2 / C1-C2-C3) is set. [Figure 76] This is an explanatory diagram showing the preview effect when the display pattern (A1-A2-A3 / B1-B2-B3 / C1-C2-C3) is set. [Figure 77] 13 is a flowchart showing the process of setting the type of effect in the sixth embodiment. [Figure 78] FIG. 10 is an explanatory diagram showing an example of a sequel effect executed as a reach effect. [Figure 79]FIG. 13 is a block diagram showing the electrical configuration of a pachinko machine in a seventh embodiment. [Figure 80] 10 is a timing chart showing an example of processing when an RTC effect start condition is met while the pattern display device is displaying a background video. [Figure 81] 10 is a timing chart showing an example of processing when an RTC effect start condition is met while the pattern display device is displaying a demo video. [Figure 82] 10 is a timing chart showing an example of processing when a transition condition is met while the pattern display device is displaying an RTC effect video. [Figure 83] 10 is a timing chart showing an example of processing when a return condition is met while the pattern display device is displaying an RTC effect video. [Figure 84] 13 is a flowchart showing a timer interrupt process executed in the sound and light side MPU of the seventh embodiment. [Figure 85] 13 is a flowchart showing the RTC effect processing executed in the sound and light side MPU of the seventh embodiment. [Figure 86] 13 is a flowchart showing a standby state transition process executed in the acoustic / optical side MPU of the seventh embodiment. [Figure 87] 13 is a flowchart showing a command response process executed in the display-side MPU of the seventh embodiment. [Figure 88] FIG. 13 is an explanatory diagram illustrating an outline of the processing executed by a pachinko machine in the eighth embodiment. [Figure 89] FIG. 13 is an explanatory diagram illustrating the suggestive effects executed by the pachinko machine in the eighth embodiment. [Figure 90] FIG. 13 is an explanatory diagram illustrating the suggestive effects executed by the pachinko machine in the eighth embodiment. [Figure 91] 13 is a flowchart showing the update process when a prize is won in the eighth embodiment. [Figure 92] An explanatory diagram illustrating the memory area for hold effects in the eighth embodiment. [Figure 93]13 is a flowchart showing the parameter setting process for hold effects in the eighth embodiment. [Figure 94] 13 is a flowchart showing a display level upper limit value setting process in the eighth embodiment. [Figure 95] FIG. 20 is an explanatory diagram showing an upper limit value table in the eighth embodiment. [Figure 96] 13 is a flowchart showing a performance setting process in the eighth embodiment. [Figure 97] 13 is a flowchart showing the hold effect setting process in the eighth embodiment. [Figure 98] 13 is a flowchart showing the process of determining the content of reserved performance in the eighth embodiment. [Figure 99] An explanatory diagram illustrating the table for determining hold effects in the eighth embodiment. [Figure 100] FIG. 13 is an explanatory diagram illustrating suggestive effects performed by a pachinko machine in the ninth embodiment. [Figure 101] An explanatory diagram illustrating the memory area for hold effects in the 9th embodiment. [Figure 102] A flowchart showing the parameter setting process for hold effects in the ninth embodiment. [Figure 103] 13 is a flowchart showing a hold effect setting process in the ninth embodiment. [Figure 104] 13 is a flowchart showing the process of determining the content of the reserved performance in the ninth embodiment. [Figure 105] FIG. 20 is an explanatory diagram showing suggestive effects executed by a pachinko machine in the tenth embodiment (variant example 1). [Figure 106] This is a storage area for hold effect in the tenth embodiment (another example 1). [Figure 107] FIG. 20 is an explanatory diagram showing suggestive effects executed by a pachinko machine in the tenth embodiment (another example 2). [Figure 108] FIG. 20 is an explanatory diagram showing suggestive effects executed by a pachinko machine in the tenth embodiment (variant example 3). [Figure 109]FIG. 20 is an explanatory diagram showing suggestive effects executed by a pachinko machine in the tenth embodiment (variant example 4). [Figure 110] FIG. 19 is a perspective view of a pachinko machine according to an eleventh embodiment. [Figure 111] FIG. 22 is a front view of the game board in the eleventh embodiment. [Figure 112] An explanatory diagram showing the patterns and display surface that are variably displayed in the pattern display device in the 11th embodiment. [Figure 113] FIG. 20 is a block diagram showing the electrical configuration of a pachinko machine in an eleventh embodiment. [Figure 114] An explanatory diagram showing the contents of various counters used in the jackpot lottery in the 11th embodiment. [Figure 115] An explanatory diagram showing the contents of the hit / miss table for the first starting port in the 11th embodiment. [Figure 116] An explanatory diagram showing the contents of the hit / miss table for the second starting port in the 11th embodiment. [Figure 117] FIG. 23 is an explanatory diagram showing the contents of a distribution table in the eleventh embodiment. [Figure 118] An explanatory diagram showing the contents of the winning / losing table for the electric feature opening lottery used when conducting the electric feature opening lottery in the 11th embodiment. [Figure 119] 16 is a time chart illustrating an example of processing executed by a pachinko machine in the eleventh embodiment. [Figure 120] An explanatory diagram showing the display mode of a result image in the pattern display device of the 11th embodiment. [Figure 121] 16 is a time chart illustrating another example of the processing executed by the pachinko machine in the eleventh embodiment. [Figure 122] FIG. 20 is an explanatory diagram illustrating the display mode of a demo image displayed by a pachinko machine in the 11th embodiment. [Figure 123] FIG. 23 is an explanatory diagram illustrating the relationship between the RTC effect video and the demo video in the eleventh embodiment. [Figure 124]23 is a flowchart showing a timer interrupt process executed by a main MPU in the eleventh embodiment. [Figure 125] A flowchart showing the ball entry processing for the starting hole executed by the main MPU in the 11th embodiment. [Figure 126] 16 is a flowchart showing the ball entry processing for the through gate executed by the main MPU in the 11th embodiment. [Figure 127] 23 is a flowchart showing normal processing executed by a main MPU in the eleventh embodiment. [Figure 128] 13 is a flowchart showing the game play control processing executed by the main MPU in the 11th embodiment. [Figure 129] A flowchart showing the variation start processing for the first pattern display unit executed by the main MPU in the 11th embodiment. [Figure 130] 16 is a flowchart showing the game count processing executed by the main MPU in the eleventh embodiment. [Figure 131] A flowchart showing the pending information shift processing for the first pattern display unit executed by the main MPU in the 11th embodiment. [Figure 132] A flowchart showing the judgment processing for the first pattern display unit executed by the main MPU in the 11th embodiment. [Figure 133] A flowchart showing the variable time setting process for the first pattern display unit executed by the main MPU in the 11th embodiment. [Figure 134] 19 is a flowchart showing the high probability mode termination process executed by the main MPU in the 11th embodiment. [Figure 135] A flowchart showing the variation start processing for the second pattern display section executed by the main MPU in the 11th embodiment. [Figure 136] A flowchart showing the pending information shift processing for the second pattern display unit executed by the main MPU in the 11th embodiment. [Figure 137] A flowchart showing the judgment processing for the second pattern display unit executed by the main MPU in the 11th embodiment. [Figure 138] A flowchart showing the variable time setting process for the second pattern display unit executed by the main MPU in the 11th embodiment. [Figure 139] 16 is a flowchart showing the fluctuation stop processing executed by the main MPU in the eleventh embodiment. [Figure 140] 13 is a flowchart showing the game state transition processing executed by the main MPU in the 11th embodiment. [Figure 141] 23 is a flowchart showing an opening time setting process executed by a main MPU in the eleventh embodiment. [Figure 142] 23 is a flowchart showing a number of rounds setting process executed by a master MPU in the eleventh embodiment. [Figure 143] A flowchart showing the large prize opening and closing process executed by the main MPU in the 11th embodiment. [Figure 144] A flowchart showing the goal counter setting process performed by the main MPU in the 11th embodiment. [Figure 145] A flowchart showing the process of setting the opening time limit for the large prize opening executed by the main MPU in the 11th embodiment. [Figure 146] A flowchart showing the V prize opening and closing process performed by the main MPU in the 11th embodiment. [Figure 147] A flowchart showing the V prize opening limit time setting process executed by the main MPU in the 11th embodiment. [Figure 148] 23 is a flowchart showing an ending time setting process executed by a main MPU in the eleventh embodiment. [Figure 149] 19 is a flowchart showing the transition process at the end of the ending period executed by the main MPU in the eleventh embodiment. [Figure 150] 13 is a flowchart showing the electric utility support processing executed by the main MPU in the 11th embodiment. [Figure 151]16 is a flowchart showing the electric utility switching process executed by the main MPU in the eleventh embodiment. [Figure 152] 16 is a flowchart showing the game ball launch control processing executed by the main MPU in the 11th embodiment. [Figure 153] FIG. 20 is a block diagram showing mainly the electrical configuration of an audio and light emission control device and a display control device in the eleventh embodiment. [Fig. 154] 23 is a flowchart showing a timer interrupt process executed by the sound and light side MPU in the eleventh embodiment. [Figure 155] 23 is a flowchart showing a display mode switching process executed by the sound and light side MPU in the eleventh embodiment. [Figure 156] 13 is a flowchart showing the processing for special 1 game presentation executed by the sound and light side MPU in the 11th embodiment. [Figure 157] A flowchart showing the processing for special 2 game round presentation executed by the sound and light side MPU in the 11th embodiment. [Figure 158] 23 is a flowchart showing a standby process executed by the acoustic / optical side MPU in the eleventh embodiment. [Figure 159] 23 is a flowchart showing a special use transition preparation process executed by the audio / optical side MPU in the eleventh embodiment. [Figure 160] 23 is a flowchart showing a special-use transition preparation process executed by the audio-visual side MPU in the eleventh embodiment. [Figure 161] 23 is a flowchart showing a main demo transition process executed by the audio / visual side MPU in the eleventh embodiment. [Figure 162] 23 is a flowchart showing a sub-demo transition process executed by the audio / visual side MPU in the eleventh embodiment. [Figure 163] 23 is a flowchart showing a recovery process executed by the acoustic / optical side MPU in the eleventh embodiment. [Fig. 164] 16 is a flowchart showing the RTC effect processing executed by the sound and light side MPU in the eleventh embodiment. [Figure 165]23 is a flowchart showing a result display process executed by the acoustic / optical side MPU in the eleventh embodiment. [Figure 166] 23 is a flowchart showing a main process executed by a display-side MPU in the eleventh embodiment. [Figure 167] 23 is a flowchart showing a command interrupt process executed by a display-side MPU in the eleventh embodiment. [Figure 168] 23 is a flowchart showing a V interrupt process executed by a display-side MPU in the eleventh embodiment. [Figure 169] 16 is a flowchart showing a result display process executed by the acoustic / optical side MPU in aspect 12 of the eleventh embodiment. [Figure 170] An explanatory diagram schematically showing the configuration of the right-hand hitting unit provided in a pachinko machine of the twelfth embodiment. [Figure 171] A time chart showing the behavior of a game ball that reaches the right-hand hitting unit of the 12th embodiment. [Fig. 172] An explanatory diagram showing an image displayed on the pattern display device during high probability mode and high frequency support mode. [Figure 173] This is an explanatory diagram showing the changes in the remaining number of balls obtained when a jackpot is won in the jackpot lottery during high probability mode. [Fig. 174] 13 is a flowchart showing the process for displaying the remaining number of acquired balls executed by the sound and light side MPU 92 in the 12th embodiment. [Figure 175] FIG. 23 is a perspective view of a pachinko machine according to the thirteenth embodiment. [Figure 176] FIG. 23 is a rear view of the pachinko machine according to the thirteenth embodiment. [Figure 177] FIG. 23 is a front view of the game board in the thirteenth embodiment. [Figure 178] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 179] FIG. 22 is a block diagram showing the electrical configuration of a pachinko machine according to a thirteenth embodiment. [Figure 180]A block diagram showing in detail the configuration of the main control device and the inspection machine provided in the pachinko machine of the thirteenth embodiment. [Figure 181] 10 is an explanatory diagram showing a schematic diagram of the processing contents in the gaming history management chip and the inspection machine. FIG. [Figure 182] 23 is a flowchart showing a main process executed by a main MPU in the thirteenth embodiment. [Figure 183] 23 is a flowchart showing a timer interrupt process executed by a main MPU in the thirteenth embodiment. [Figure 184] FIG. 23 is an explanatory diagram illustrating the configuration of an input port provided in a main MPU in the thirteenth embodiment. [Figure 185] An explanatory diagram illustrating the ball entry detection process performed by the main MPU in the 13th embodiment. [Figure 186] 13 is a flowchart showing the scoring determination process executed by the main MPU in the 13th embodiment. [Figure 187] FIG. 10 is an explanatory diagram illustrating how the presence or absence of a goal is detected. [Figure 188] 10 is a flowchart showing main processing executed by the CPU of the game history management chip. [Figure 189] A block diagram showing in detail the configuration of the main control device and the configuration of the inspection machine provided in a pachinko machine of aspect 6 of the thirteenth embodiment. [Figure 190] FIG. 22 is an explanatory diagram showing a schematic diagram of the processing contents in the gaming history management chip and inspection machine of aspect 6 of the thirteenth embodiment. [Figure 191] A block diagram showing in detail the configuration of the main control device and the configuration of the inspection machine provided in a pachinko machine of aspect 7 of the thirteenth embodiment. [Figure 192] FIG. 22 is an explanatory diagram showing a schematic overview of the processing in the gaming history management chip and inspection machine of aspect 7 of the thirteenth embodiment. [Figure 193] FIG. 20 is a block diagram showing the electrical configuration of a pachinko machine in aspect 11 of the thirteenth embodiment. [Figure 194] FIG. 22 is an explanatory diagram showing a schematic overview of the processing in the main MPU in aspect 11 of the thirteenth embodiment. [Figure 195] FIG. 13 is a block diagram showing the electrical configuration of a pachinko machine in aspect 12 of the thirteenth embodiment. [Figure 196] FIG. 22 is a perspective view of a pachinko machine according to a fourteenth embodiment. [Figure 197] FIG. [Figure 198] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 199] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 200] An explanatory diagram showing the contents of various counters used in jackpot lotteries, etc. [Figure 201] An explanatory diagram showing the contents of the hit / miss table for the first starting port. [Figure 202] An explanatory diagram showing the contents of the hit / miss table for the second starting port. [Figure 203] FIG. 10 is an explanatory diagram showing the contents of a distribution table. [Figure 204] An explanatory diagram showing the contents of a winning / losing table for the lottery to open electric gimmicks. [Figure 205] FIG. 10 is an explanatory diagram illustrating the split-personality effect during reserved play. [Figure 206] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 207] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 208] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 209] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 210] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 211] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 212] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 213] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 214] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 215] FIG. 10 is an explanatory diagram illustrating the result notification suggestion effect. [Figure 216] 10 is a flowchart showing a timer interrupt process. [Figure 217] A flowchart showing the winning process for the starting gate. [Figure 218] 10 is a flowchart showing a destination determination process. [Figure 219] 10 is a flowchart showing a process for acquiring jackpot and reach information. [Figure 220] 10 is a flowchart showing a variable time information acquisition process. [Figure 221] 10 is a flowchart showing the winning process for skipping. [Figure 222] 10 is a flowchart showing a normal process. [Figure 223] 10 is a flowchart showing a game play control process. [Figure 224] 10 is a flowchart showing a data setting process. [Figure 225] 10 is a flowchart showing a fluctuation start process. [Figure 226] 10 is a flowchart showing a variable time setting process. [Figure 227] 10 is a flowchart showing a game state transition process. [Figure 228] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 229] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 230] 10 is a flowchart showing processing for electric utility support. [Figure 231] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 232] 2 is a block diagram mainly showing the electrical configuration of the audio and light emission control device and the display control device. FIG. [Figure 233] 10 is a flowchart showing a timer interrupt process executed in the sound / light side MPU. [Figure 234] 10 is a flowchart showing a hold display setting process. [Figure 235] 10 is a flowchart showing an update process when a prize is won. [Figure 236] 10 is a flowchart showing a hold effect setting process. [Figure 237] An explanatory diagram explaining a table for determining the number of numerical hold displays. [Figure 238] 10 is a flowchart showing a process for determining whether to execute a clone effect; [Figure 239] FIG. 10 is an explanatory diagram illustrating a table for determining a type of performance. [Figure 240] FIG. 10 is an explanatory diagram illustrating the configuration of a performance storage area. [Figure 241] 10 is a flowchart showing a first numerical information acquisition process. [Figure 242] FIG. 3 is an explanatory diagram illustrating the configuration of a first numerical information table. [Figure 243] 10 is a flowchart showing a performance setting process. [Figure 244] 10 is a flowchart showing the result notification suggestion effect setting process. [Figure 245] An explanatory diagram illustrating a result notification suggestion presentation pattern table for a jackpot. [Figure 246] An explanatory diagram illustrating a result notification suggestion presentation pattern table for reach. [Figure 247] 10 is a flowchart showing a normal effect setting process. [Figure 248] 4 is a flowchart showing main processing executed in an MPU of the display control device. [Figure 249] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 250] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 251] An explanatory diagram showing how a presentation suggesting the number of times the result notification suggestion presentation will be performed is executed during a game. [Figure 252] An explanatory diagram showing the appearance of the display surface when the presentation time correlation amount indicates the duration of the presentation executed in a game session. [Figure 253] An explanatory diagram showing the appearance of the display surface when the presentation time correlation amount indicates the duration of the presentation executed in a game session. [Figure 254] An explanatory diagram showing the appearance of the display surface when the presentation time correlation amount indicates the duration of the presentation executed in a game session. [Figure 255] An explanatory diagram showing the appearance of the display surface when the performance time correlation amount is displayed as a gauge. [Figure 256] An explanatory diagram showing the appearance of the display surface when the performance time correlation amount is displayed as a gauge. [Figure 257] An explanatory diagram showing the appearance of the display surface when the performance time correlation amount is displayed as a gauge. [Figure 258] FIG. 10 is an explanatory diagram illustrating another form suggesting the performance time correlation amount. [Figure 259] FIG. 10 is an explanatory diagram illustrating another form suggesting the performance time correlation amount. [Figure 260] This is an explanatory diagram that explains a pending display that indicates information indicating the presentation time correlation amount and information indicating the possibility of winning the jackpot in the jackpot lottery for the game corresponding to the pending display. [Figure 261] FIG. 10 is an explanatory diagram illustrating an example of suggesting expectation information using a performance time correlation amount. [Figure 262] FIG. 20 is a perspective view of a pachinko machine according to a fifteenth embodiment. [Figure 263] FIG. 2 is a rear view of the pachinko machine. [Figure 264] FIG. [Figure 265] 1 is an explanatory diagram showing the patterns and display surface that are variably displayed on a pattern display device. FIG. [Figure 266] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 267] FIG. 10 is an explanatory diagram illustrating the contents of various counters used in jackpot lotteries, etc. [Figure 268] This is an explanatory diagram explaining the win / loss table stored in the win / loss table storage area. [Figure 269]FIG. 1 is an explanatory diagram illustrating the contents of a distribution table set in a pachinko machine. [Figure 270] 10 is a time chart illustrating the successive transformation effects that can be performed by the pachinko machine of this embodiment. [Figure 271] FIG. 10 is an explanatory diagram showing an example of a transformation effect. [Fig. 272] 20 is a time chart showing an example of a presentation pattern executed by a pachinko machine of the fifteenth embodiment. [Fig. 273] 20 is a time chart showing an example of a presentation pattern executed by a pachinko machine of the fifteenth embodiment. [Fig. 274] 20 is a time chart showing an example of a presentation pattern executed by a pachinko machine of the fifteenth embodiment. [Figure 275] 20 is a time chart showing an example of a presentation pattern executed by a pachinko machine of the fifteenth embodiment. [Figure 276] 20 is a time chart showing an example of a presentation pattern executed by a pachinko machine of the fifteenth embodiment. [Figure 277] 16 is a time chart showing another example of the effect pattern executed by the pachinko machine of the fifteenth embodiment. [Fig. 278] 16 is a time chart showing another example of the effect pattern executed by the pachinko machine of the fifteenth embodiment. [Figure 279] 10 is a flowchart showing a timer interrupt process. [Figure 280] This is a flowchart showing the ball entry processing for the starting hole. [Figure 281] 10 is a flowchart showing a destination determination process. [Figure 282] 10 is a flowchart showing a through ball entry process. [Figure 283] 10 is a flowchart showing a normal process. [Fig. 284] 10 is a flowchart showing a game play control process. [Figure 285] 10 is a flowchart showing a data setting process. [Figure 286] 10 is a flowchart showing a fluctuation start process. [Figure 287] 10 is a flowchart showing a variable time setting process. [Figure 288] 10 is a flowchart showing a game state transition process. [Figure 289] 10 is a flowchart showing the process of opening and closing the large prize opening. [Figure 290] 10 is a flowchart showing a transition process at the end of an ending period. [Figure 291] 10 is a flowchart showing processing for electric utility support. [Figure 292] 10 is a flowchart showing an electric utility opening / closing control process. [Figure 293] 1 is a block diagram mainly showing the electrical configuration of an audio and light emission control device 90 and a display control device 100. FIG. [Fig. 294] 10 is a flowchart showing a timer interrupt process executed in the sound and light side MPU 92. [Figure 295] 10 is a flowchart showing processing for game play presentation. [Figure 296] 10 is a flowchart showing the game play presentation setting process. [Figure 297] 10 is a flowchart showing a performance pattern setting process. [Figure 298] 10 is a flowchart showing a performance pattern setting process. [Figure 299] 10 is a flowchart showing a process for executing a successive transformation effect. [Figure 300] 10 is a flowchart showing a main process executed in the MPU of the display control device. [Figure 301] 10 is a flowchart showing a command interrupt process executed in the MPU of the display control device. [Figure 302] 10 is a flowchart showing a V interrupt process executed in the MPU of the display control device. [Figure 303] An explanatory diagram showing an object D that can be used for preview performances. [Figure 304] FIG. 10 is an explanatory diagram showing an image (object D+image E) in which object D is combined with image E. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of a gaming machine according to the present invention will be described in the following order with reference to the drawings. A. First embodiment: B. Second embodiment: C. Third embodiment: D. Fourth embodiment: E. Fifth embodiment (example of setting process for effect type): F. Sixth embodiment (another example of the process for setting the effect type): G. Seventh embodiment (configuration including RTC): H. Eighth embodiment: I. Ninth embodiment: J. Tenth embodiment: K. Eleventh embodiment: L. Twelfth embodiment: M. Thirteenth embodiment: N. Fourteenth embodiment: O. Fifteenth embodiment: P. Variations: Q. Regarding the inventions extracted from the above embodiments:
[0011] A. First embodiment: A1. Structure of the gaming machine: FIG. 1 is a perspective view of a pachinko gaming machine (hereinafter also referred to as a "pachinko machine") according to one embodiment of the present invention. The pachinko machine 10 includes a wooden outer frame 11 assembled into a generally rectangular shape. When the pachinko machine 10 is installed in a gaming hall, the outer frame 11 is fixed to the gaming hall's island equipment. The pachinko machine 10 also includes a pachinko machine main body 12 rotatably supported by the outer frame 11. The pachinko machine main body 12 includes an inner frame 13 and a front door frame 14 disposed in front of the inner frame 13. The inner frame 13 is rotatably supported to the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported to the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine main body 12, such as a main control device, an audio / light-emitting control device, and a display control device, are disposed on the back of the inner frame 13. Details of these control devices will be described later. The pachinko machine 10 also includes a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 so that it cannot be opened, and the function of locking the front door frame 14 to the inner frame 13 so that it cannot be opened. Each lock is unlocked by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window 18 is formed in the approximate center of the front door frame 14. Resin components and decorative illumination components for decorating the pachinko machine 10 are provided around the window 18 of the front door frame 14. The decorative illumination components are composed of light-emitting means consisting of various lamps such as LEDs. The light-emitting means serves to enhance the presentation effect by lighting up or flashing during each game played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. A glass unit 19 consisting of two sheets of glass is disposed on the back side of the front door frame 14, and the open window 18 is sealed by the glass unit 19. A game board (described later) is detachably attached to the inner frame 13, and a player of the pachinko machine 10 can view the game board through the glass unit 19 from the front of the pachinko machine 10. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in a box shape with an open top, and stores game balls such as loaned balls loaned from a loaner machine (not shown) and prize balls discharged from the pachinko machine main body 12. The game balls stored in the upper tray 20 are supplied to a game ball launching mechanism provided in the pachinko machine main body 12. The game ball launching mechanism is driven by the player operating the operating handle 25, and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is disposed below the upper tray 20 and is formed in a box shape with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. A discharge port 22 is formed in the bottom surface of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the outlet 22, and the player can switch between a closed state and an open state of the outlet 22 by operating the lever 23. When the player operates the lever 23 to open the outlet 22, the game balls fall from the outlet 22 and are discharged from the lower tray 21 to the outside.
[0014] A performance operation button 24 is provided as an operation receiving means in front of the periphery of the upper tray 20. The performance operation button 24 is an operation unit that allows the player to perform input operations for game performances performed by the pachinko machine 10. When the player operates the performance operation button 24 at a predetermined timing prepared by the pachinko machine 10, the pachinko machine 10 performs a game performance that reflects the operation.
[0015] Furthermore, an operating handle 25 for the player to operate is provided on the right side of the front door frame 14 as viewed from the front. When the player operates the operating handle 25, gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board in response to the operation. Inside the operating handle 25 are a touch sensor for permitting the operation of the gaming ball launching mechanism, a wait button that the player presses to stop the launch of gaming balls by the gaming ball launching mechanism, and a variable resistor that detects the amount of rotation of the operating handle 25 by changes in electrical resistance. When the player grips the operating handle 25, the touch sensor turns on. When the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor changes in accordance with the amount of rotation, and gaming balls are launched from the gaming ball launching mechanism toward the front of the gaming board with a strength corresponding to the resistance value of the variable resistor.
[0016] Next, we will explain the configuration of the back surface of the pachinko machine 10. On the back surface of the pachinko machine 10, control devices for controlling the operation of the pachinko machine 10 are arranged.
[0017] 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 is equipped with a first control unit 51, a second control unit 52, and a third control unit 53. Specifically, these mechanical parts are provided on the rear surface of the inner frame 13.
[0018] The first control unit 51 includes a main control device 60. The main control device 60 has a main control board that has the function of controlling the main game and the function of monitoring the power supply. The main control board is housed in a board box made of a transparent resin material.
[0019] The second control unit 52 includes an audio and light emitting control device 90 and a display control device 100. The audio and light emitting control device 90 controls light emitting means such as speakers and various lamps provided on the front of the pachinko machine 10 based on commands sent from the main control device 60. The display control device 100 controls the symbol display device based on commands sent from the audio and light emitting control device 90. The symbol display device includes a liquid crystal display that displays symbols and images for effects.
[0020] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 controls the payout of prize balls. When a command to launch game balls is input from the main control device 60, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. Additionally, the back surface of the inner frame 13 is provided with several devices necessary for the operation of the pachinko machine 10, such as a tank 54 that receives game balls supplied from the island facilities of the gaming hall, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and pays out a predetermined number of game balls in response to a command from the payout control device 70.
[0021] Next, the game board will be described. The game board is detachably attached to the front surface of the inner frame 13.
[0022] FIG. 3 is a front view of a game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail portion 31a and an outer rail portion 31b are attached to the game board 30 so as to define a portion of the outer edge of the game area PA. A guide rail 31 for guiding game balls is formed between the inner rail portion 31a and the outer rail portion 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. A plurality of nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various devices such as windmills are also arranged. These nails 42 and windmills disperse and organize the falling direction of game balls flowing down the game area PA.
[0023] The game board 30 has a plurality of openings formed therethrough in the front-to-rear direction. Each opening is provided with a general winning opening 32, a first starting opening 33, a second starting opening 34, a through gate 35, and a variable winning device 36. The game board 30 also has a variable display unit 40 and a main display section 45. The main display section 45 has a special symbol unit 37, a general symbol unit 38, and a round display section 39.
[0024] As shown in the figure, a plurality of general winning openings 32 are provided on the gaming board 30. In this embodiment, when a gaming ball enters a general winning opening 32, 10 gaming balls are paid out from the payout device 71 as prize balls.
[0025] The first starting hole 33 and the second starting hole 34 both open upward and are arranged vertically side by side so that the first starting hole 33 is higher than the second starting hole 34. In this embodiment, when a game ball enters the first starting hole 33, three game balls are paid out as prize balls. The second starting hole 34 is provided with an electric device 34a consisting of a pair of left and right movable pieces. When the electric device 34a is in a closed state, the game ball cannot enter the second starting hole 34. On the other hand, when the electric device 34a is in an open state, the game ball can enter the second starting hole 34. In this embodiment, when a game ball enters the second starting hole 34, four game balls are paid out as prize balls. An outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various winning holes are discharged from the game area PA through the outlet 43.
[0026] The through gate 35 has a through hole that penetrates vertically. When a gaming ball enters the through gate 35, i.e., when the gaming ball passes through the through hole of the through gate 35, the main control device 60 triggers an internal lottery (electric role release lottery) using the winning entry as a trigger. If the result of the internal lottery is a winning entry for the electric role release, the electric role 34a transitions to an electric role release state in which it is opened in a predetermined manner. Because the through gate 35 is located upstream of the second start opening 34 in the flow direction of the gaming ball, a gaming ball that enters the through gate 35 can flow down the game area PA after entering and enter the second start opening 34. Note that in this embodiment, even if a gaming ball enters the through gate 35, a prize ball is not paid out.
[0027] The variable winning device 36 includes a jackpot opening 36a that leads to the back side of the gaming board 30, and an opening / closing door 36b that opens and closes the jackpot opening 36a. The opening / closing door 36b is normally in a closed state, preventing game balls from entering the jackpot opening 36a. If a jackpot is won as a result of an internal lottery (jackpot lottery) by the main control device 60 and the system transitions to an opening / closing execution mode, the opening / closing door 36b alternates between an open state, allowing game balls to enter, and a closed state. The opening / closing execution mode is a mode that is entered when a jackpot is won as a result of a jackpot lottery by the main control device 60, triggered by a win in the first starting hole 33 or the second starting hole 34, and the opening / closing door 36b alternates between an open state and a closed state. In other words, if a jackpot is won as a result of a jackpot lottery based on a win in the first starting hole 33, the system transitions to an opening / closing execution mode, allowing a game ball to enter the jackpot opening 36a of the variable winning device 36. Similarly, if a jackpot is won as a result of a jackpot lottery based on winning at the second starting opening 34, the system transitions to an opening / closing execution mode in which a prize can be won at the large prize opening 36a of the variable prize winning device 36. In this embodiment, when a game ball wins at the large prize opening 36a of the variable prize winning device 36, 15 game balls are paid out by the payout device 71 as prize balls.
[0028] The special chart unit 37 includes a first result display unit 37a and a second result display unit 37b. The first result display unit 37a and the second result display unit 37b are each configured as a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner. When a jackpot lottery is held, triggered by a win in the first starting slot 33, the first result display unit 37a causes the segment display to display a variable display or a predetermined display as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the first result display unit 37a causes the segment display to display a predetermined mode corresponding to the lottery result.
[0029] When a jackpot lottery is held, triggered by winning the second starting hole 34, the second result display unit 37b causes the segment display to display a variable display or a predetermined display as a display mode until a display corresponding to the lottery result is displayed. When the lottery is completed, the second result display unit 37b causes the segment display to display a predetermined mode corresponding to the lottery result.
[0030] The special chart unit 37 further includes a first reserve display unit 37c and a second reserve display unit 37d, each consisting of an LED lamp, located adjacent to the first result display unit 37a and the second result display unit 37b. In this embodiment, up to four game balls that have entered the first starting hole 33 are reserved. The first reserve display unit 37c displays the number of reserved balls in the first starting hole 33 by the color and combination of the LED lamps that are lit. In this embodiment, up to four game balls that have entered the second starting hole 34 are reserved. The second reserve display unit 37d displays the number of reserved balls in the second starting hole 34 by the color and combination of the LED lamps that are lit.
[0031] The general map unit 38 is composed of a light-emitting display unit in which multiple LED lamps are arranged in a predetermined manner. When a lottery to open an electric gimmick is held, triggered by winning at the through gate 35, the general map unit 38 causes the light-emitting display to light up, flash, or display in a predetermined manner. When the lottery to open an electric gimmick is completed, the general map unit 38 displays in a predetermined manner corresponding to the lottery result. Note that the special map unit 37 and the general map unit 38 are not limited to being composed of light-emitting displays using segment displays or LED lamps, and may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display.
[0032] The round display unit 39 is composed of a light-emitting display unit with multiple LED lamps arranged in a predetermined pattern, and displays the number of rounds occurring in the open / close execution mode or a corresponding display. A round is a game in which the open / close door 36b remains open until one of the following conditions is met: a predetermined maximum duration has elapsed, or a predetermined maximum number of game balls have entered the variable winning device 36. The number of rounds varies depending on the type of jackpot that triggered the transition. The round display unit 39 begins displaying the number of rounds when the open / close execution mode is initiated, and ends when the open / close execution mode ends and a new game session begins.
[0033] The variable display unit 40 is disposed approximately in the center of the play area PA. The variable display unit 40 includes a pattern display device 41. The pattern display device 41 is configured by a liquid crystal display device equipped with a liquid crystal display. The display content of the pattern display device 41 is controlled by the display control device 100. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be configured by various display devices such as a plasma display device, an organic EL display device, or a CRT.
[0034] When the first result display unit 37a displays a variable or predetermined display based on a win in the first start gate 33, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. Also, when the second result display unit 37b displays a variable or predetermined display based on a win in the second start gate 34, the pattern display device 41 displays a variable or predetermined display of the pattern accordingly. The pattern display device 41 is not limited to display effects triggered by a win in the first start gate 33 or the second start gate 34, but also displays effects during the opening and closing execution mode to which the mode shifts when a jackpot is won. Details of the pattern display device 41 will be explained below.
[0035] Fig. 4 is an explanatory diagram showing the patterns and display surface 41a variably displayed on the pattern display device 41. Fig. 4(a) is an explanatory diagram showing the patterns variably displayed on the pattern display device 41. As shown in Fig. 4(a), patterns representing the numbers 1 to 8 are variably displayed on the pattern display device 41. Note that the variably displayed patterns may be patterns in which each of the numbers 1 to 8 is accompanied by a picture of a character or the like.
[0036] FIG. 4(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, three symbol columns Z1, Z2, and Z3, namely, left, center, and right, are displayed on the display surface 41a. In each of the symbol columns Z1 to Z3, the numbers 1 to 8 shown in FIG. 4(a) are arranged in ascending or descending numerical order, and each symbol column is displayed in a variable display, scrolling from top to bottom or bottom to top periodically. As shown in FIG. 4(b), after the variable display by scrolling, one symbol for each symbol column is displayed in a stationary state on the pay line L. Specifically, when a gaming ball enters the first start hole 33 or the second start hole 34, a variable display begins in which the symbols in each symbol column Z1 to Z3 scroll in a predetermined direction periodically. Then, the scrolling symbols switch from variable display to standby display in the order of symbol column Z1, symbol column Z3, and symbol column Z2, and finally, predetermined symbols are displayed stationary in each of symbol columns Z1 to Z3. When the variable display of symbols ends and the display is stationary, if the result of the jackpot lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the activated line L. For example, a combination of the same symbols is formed on the activated line L. Note that the manner of variable display of symbols in the symbol display device 41 is not limited to the above-mentioned manner, and various other manners of variable display of symbols can be adopted, such as the number of symbol columns, the number of activated lines, the direction of variable display of symbols in the symbol columns, and the number of symbols in each symbol column.
[0037] Here, a game round is one unit of processing for notifying a player of the results of a jackpot lottery for special information acquired based on a win in either the first start port 33 or the second start port 34. In other words, the pachinko machine 10 notifies a player of the results of one jackpot lottery for one piece of special information for each game round. When the pachinko machine 10 of this embodiment acquires special information based on a win in either the first start port 33 or the second start port 34, it variably displays the segment display in either the first result display unit 37a or the second result display unit 37b for each game round, and then stops the segment display so that the display corresponds to the lottery result for the acquired special information. Furthermore, when the pachinko machine 10 of this embodiment acquires special information based on a winning entry in either the first starting slot 33 or the second starting slot 34, it causes the symbol display device 41 to variably display a predetermined symbol sequence for each play, and then causes the symbol sequence to be statically displayed so as to correspond to the lottery result of the acquired special information. The time required for one play is also called the unit play time. The unit play time is composed of the variable time, which is the time from when the variable display starts to when the predetermined lottery result is statically displayed, and the static time, which is the time during which the predetermined lottery result is statically displayed.
[0038] Furthermore, as shown in Fig. 4(b), a first reserve display area Ds1 and a second reserve display area Ds2 are displayed on the display surface 41a of the pattern display device 41. The first reserve display area Ds1 displays the number of reserved balls based on winning at the first start port 33. The second reserve display area Ds2 displays the number of reserved balls based on winning at the second start port 34. In this embodiment, as described above, the number of reserved game balls that have won at the first start port 33 and the second start port 34 is up to four each.
[0039] A2.Electrical configuration of the gaming machine: Next, a description will be given of the electrical configuration of the pachinko machine 10. In this description, the electrical configuration of the pachinko machine 10 will be explained using a block diagram.
[0040] FIG. 5 is a block diagram showing the electrical configuration of a pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes an audio / light-emitting control device 90 and a display control device 100. The main control device 60 includes a main control board 61 that is responsible for the main control of the game. The main control board 61 includes an MPU 62 that is composed of elements having multiple functions. The MPU 62 includes a ROM 63 that stores various control programs and fixed value data, and a RAM 64 that is a memory for temporarily storing various data when executing the programs stored in the ROM 63. The MPU 62 also includes an interrupt circuit, a timer circuit, a data input / output circuit, and a counter circuit that functions as a random number generator. Note that some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.
[0041] The main control board 61 is provided with input and output ports. The input side of the main control board 61 is connected to various detection sensors 67a-67e, the payout control device 70, and a power outage monitoring circuit 86 provided in the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to a commercial power source as an external power source, and converts the external power supplied from the commercial power source into the operating power required by the main control unit 60, the payout control device 70, and other devices, and supplies power to each device. The main control board 61 is also connected to a plurality of detection sensors 67a-67e provided in various winning openings, such as the general winning opening 32, the first starting opening 33, the second starting opening 34, the through gate 35, and the variable winning device 36. The main MPU 62 of the main control board 61 determines whether or not a game ball flowing down the game area PA during play has entered each winning port. Furthermore, the MPU 62 executes a lottery for a big win based on the winning of the first starting port 33 and the second starting port 34, and also executes a lottery for opening an electric accessory based on the winning of the through gate 35.
[0042] The output side of the main control board 61 is connected to a variable winning drive unit 36c that opens and closes the opening and closing door 36b of the variable winning device 36, an electric role drive unit 34b that opens and closes the electric role 34a of the second starting port 34, and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 controls the drive of the various drive units through these driver circuits.
[0043] Specifically, in the opening / closing execution mode, the MPU 62 executes drive control of the variable winning drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the electric role opening is won as a result of the electric role opening lottery, the MPU 62 executes drive control of the electric role drive unit 34b so that the electric role 34a is opened. In each game round, the MPU 62 executes display control of the first result display unit 37a or the second result display unit 37b in the main display unit 45, and in the opening / closing execution mode, executes display control of the round display unit 39 in the main display unit 45.
[0044] The payout control device 70 and the audio / light-emitting control device 90 are connected to the transmitting side of the main control board 61. For example, the main control device 60 transmits a prize ball command to the payout control device 70 based on the winning determination result. When the main control device 60 transmits the prize ball command, the MPU 62 of the main control board 61 references the command information storage area 63f of the ROM 63. Specifically, if a win in the general winning slot 32 is identified, the main control device 60 transmits a prize ball command corresponding to the payout of 10 game balls. If a win in the first starting slot 33 is identified, the main control device 60 transmits a prize ball command corresponding to the payout of 3 game balls. If a win in the second starting slot 34 is identified, the main control device 60 transmits a prize ball command corresponding to the payout of 1 game ball. The payout control device 70 controls the payout device 71 to pay out prize balls based on the prize ball command received from the main control device 60. A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of the game ball launch mechanism 81. The game ball launch mechanism 81 is driven when predetermined launch conditions are met.
[0045] The audio and light emission control device 90 receives various commands sent from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 sends various commands, it refers to the command information storage area 63f of the ROM 63. Details of these various commands will be described later.
[0046] Additionally, based on various commands received from the main control device 60, the audio and light emitting control device 90 controls the driving of various lamps 47 consisting of light emitting means such as LEDs arranged on the front door frame 14, controls the driving of the speaker 46, and controls the display control device 100. Also, the effect operation button 24 is connected to the audio and light emitting control device 90, and when the effect operation button 24 is operated by a player at a predetermined timing, the audio and light emitting control device 90 controls the various lamps 47, speaker 46, display control device 100, etc. to perform a game effect that reflects the operation.
[0047] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the audio and light-emitting control device 90. Specifically, based on various commands received from the audio and light-emitting control device 90, the display control device 100 determines the symbol variation time on the symbol display device 41 and the type of symbol combination that will ultimately be stopped and displayed, as well as whether or not a reach has occurred, the content of the reach effect, and the content of the preview effect that will be executed in each game round. In this embodiment, the stop time, which is the time during which the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0048] Fig. 6 is an explanatory diagram illustrating the contents of various counters used in the jackpot lottery, etc. The various counter information is used when the MPU 62 performs the jackpot lottery, sets the display of the main display unit 45, and sets the symbol display of the symbol display device 41. Specifically, a jackpot random number counter C1 is used in the jackpot lottery. A jackpot type counter C2 is used to determine the type of jackpot, such as a probability variable jackpot result or a normal jackpot result. A reach random number counter C3 is used in the reach lottery to determine whether or not a reach will occur when the symbol sequence displayed on the symbol display device 41 is changed to a miss.
[0049] A random number initial value counter CINI is used to set the initial value of the jackpot random number counter C1. A fluctuation type counter CS is used to determine the fluctuation time in the first result display section 37a and the second result display section 37b of the main display section 45, and in the symbol display device 41. Furthermore, an electric device opening counter C4 is used for the electric device opening lottery to determine whether or not the electric device 34a of the second starting hole 34 is opened.
[0050] Each of the counters C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to its counter value each time it is updated and returns to 0 after reaching its maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 64a set in a predetermined area of the RAM 64.
[0051] The RAM 64 is provided with a reserve information storage area 64b. The reserve information storage area 64b is composed of a first reserve area Ra, a second reserve area Rb, an execution area AE, and a total reserve number storage area. When game balls enter the first start hole 33 or the second start hole 34 sequentially, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of the winning are stored in chronological order in the reserve information storage area 64b.
[0052] The jackpot random number counter C1 will now be described in detail. As mentioned above, the jackpot random number counter C1 is used in the jackpot lottery. The jackpot random number counter C1 is configured to increment by 1 in sequence within a range of 0 to 599, and return to 0 after reaching a maximum value. When the jackpot random number counter C1 goes through one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 599).
[0053] The jackpot random number counter C1 is periodically updated, and the updated value is stored in the reserved information storage area 64b of the RAM 64 at the time when the gaming ball enters the first start hole 33 or the second start hole 34. Specifically, the updated value of the jackpot random number counter C1 is stored in the first reserved area Ra of the reserved information storage area 64b at the time when the gaming ball enters the first start hole 33, and is stored in the second reserved area Rb of the reserved information storage area 64b at the time when the gaming ball enters the second start hole 34. The value of the random number that results in a jackpot win is stored as a win / lose table in the win / lose table storage area 63a of the ROM 63.
[0054] FIG. 7 is an explanatory diagram illustrating the hit / miss table stored in the hit / miss table storage area 63a. The pachinko machine 10 has a low-probability mode and a high-probability mode set as lottery modes for the jackpot lottery. FIG. 7(a) shows the hit / miss table for the low-probability mode, and FIG. 7(b) shows the hit / miss table for the high-probability mode. As shown in FIG. 7(a), in a gaming state where the hit / miss table for the low-probability mode is referenced in the jackpot lottery, two random numbers result in a jackpot win. On the other hand, as shown in FIG. 7(b), in a gaming state where the hit / miss table for the high-probability mode is referenced in the jackpot lottery, 20 random numbers result in a jackpot win. The set of values of the jackpot random number counter C1 that result in a jackpot win in the low-probability mode is included in the set of values of the jackpot random number counter C1 that result in a jackpot win in the high-probability mode. The number and values of the random numbers that result in a win are arbitrary, as long as the probability of winning is higher in the high-probability mode than in the low-probability mode.
[0055] Next, the details of the jackpot type counter C2 will be explained. The jackpot type counter C2 is used to determine the type of jackpot, such as a probability jackpot or a normal jackpot. The jackpot type counter C2 is configured to be incremented by one in sequence within a range of 0 to 29, and to return to 0 after reaching a maximum value. The jackpot type counter C2 is periodically updated, and is stored in the reserve information storage area 64b of the RAM 64 when a gaming ball enters the first start hole 33 or the second start hole 34. More specifically, when a gaming ball enters the first start hole 33, it is stored in the first reserve area Ra of the reserve information storage area 64b (RAM64), and when a gaming ball enters the second start hole 34, it is stored in the second reserve area Rb of the reserve information storage area 64b (RAM64).
[0056] Here, we will explain the types of jackpots in the pachinko machine 10. Multiple types of jackpots can be set in the pachinko machine 10. Specifically, for example, multiple types of jackpots can be set by providing differences in the following three aspects or modes. (1) Opening and closing control of the variable winning device 36 in the opening and closing execution mode (2) Lottery mode for the big prize lottery after the opening and closing execution mode is over (3) Support mode of the electric accessory 34a of the second starting port 34 after the opening / closing execution mode ends
[0057] In the pachinko machine 10, as a mode of controlling the opening and closing of the variable winning device 36 in the above-mentioned (1) opening and closing execution mode, a high-frequency winning mode and a low-frequency winning mode can be set so that the frequency of winning in the variable winning device 36 is relatively high and low from the start to the end of the opening and closing execution mode. For example, in the high-frequency winning mode, the opening and closing door 36b can be set to open and close 15 times from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 30 seconds have passed or until 10 prizes have been won through the opening and closing door 36b. On the other hand, in the low-frequency winning mode, the opening and closing door 36b can be set to open and close twice from the start to the end of the opening and closing execution mode, and each opening can be set to continue until 0.2 seconds have passed or until 10 prizes have been won through the opening and closing door 36b.
[0058] When the player operates the operating handle 25, the game ball launching mechanism 81 is controlled to launch one game ball toward the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of the opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of the opening / closing door 36b is shorter than the game ball launch cycle. Therefore, in the opening / closing execution mode for the low-frequency winning mode, no game ball wins. However, the system may be set so that a game ball wins even in the opening / closing execution mode for the low-frequency winning mode.
[0059] The number of times the door 36b is opened and closed, the limit time for opening each time, and the limit number of balls to be opened each time are arbitrary, as long as the frequency of winning the variable prize winning device 36 from the start to the end of the opening and closing execution mode is higher in the high-frequency winning mode than in the low-frequency winning mode. Specifically, the high-frequency winning mode may be set to have a greater number of times the door 36b is opened and closed, a longer limit time for opening each time, or a larger limit number of balls to be opened each time than in the low-frequency winning mode. To clearly distinguish between the high-frequency winning mode and the low-frequency winning mode, the low-frequency winning mode may be configured so that winning the variable prize winning device 36 does not actually occur in the opening and closing execution mode.
[0060] In the pachinko machine 10, as the lottery mode for the jackpot lottery after the above (2) opening / closing execution mode ends, it is possible to set a probability variation lottery mode in which the jackpot lottery is performed using a high probability win / loss table as the win / loss table, and a normal lottery mode in which the jackpot lottery is performed using a low probability win / loss table as the win / loss table. As explained using Figure 7, the probability of winning a jackpot is higher when the jackpot lottery is performed using a high probability win / loss table than when the jackpot lottery is performed using a low probability win / loss table.
[0061] In the pachinko machine 10, as the support mode of the electric device 34a of the second starting port 34 after the above (3) opening / closing execution mode ends, a high frequency support mode and a low frequency support mode can be set so that the frequency with which the electric device 34a of the second starting port 34 is in an open state per unit time is relatively high or low when compared with a situation in which game balls continue to be fired in a similar manner into the game area PA.
[0062] Specifically, the probability of winning the electric role release lottery using the electric role release counter C4 is the same in the high-frequency support mode and the low-frequency support mode, but the number of times the electric role 34a is opened when the electric role release lottery is won is set to be more in the high-frequency support mode than in the low-frequency support mode, and the opening time for each opening may be set to be longer. Also, when the electric role release lottery is won in the high-frequency support mode and the electric role 34a is opened multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time for each opening. Furthermore, the minimum time ensured between one electric role release lottery and the next electric role release lottery may be set to be shorter in the high-frequency support mode than in the low-frequency support mode.
[0063] As described above, in the high frequency support mode, the probability of winning the second starting hole 34 is higher than in the low frequency support mode. In other words, the high frequency support mode functions as an auxiliary game state that assists in achieving the conditions for obtaining special information.
[0064] In the low frequency support mode, the probability of winning is higher in the first start hole 33 than in the second start hole 34, but in the high frequency support mode, the probability of winning is higher in the second start hole 34 than in the first start hole 33. When a win occurs in the second start hole 34, a predetermined number of game balls are paid out, so in the high frequency support mode, the player can play without losing too many balls.
[0065] Note that the configuration for increasing the frequency of electric role release state per unit time in the high-frequency support mode compared to the low-frequency support mode is not limited to the above, and may be, for example, a configuration for increasing the probability of winning an electric role release in an electric role release lottery. Furthermore, in a configuration in which multiple types of reserved time are provided for between one electric role release lottery and the next, the high-frequency support mode may be configured so that a shorter reserved time is more likely to be selected or the average reserved time is shorter than in the low-frequency support mode. Furthermore, the advantage of the high-frequency support mode over the low-frequency support mode may be increased by applying any one or any combination of the following conditions: increasing the number of releases, lengthening the open time, shortening the reserved time between one electric role release lottery and the next, shortening the average reserved time, and increasing the winning probability.
[0066] As described above, multiple types of jackpots can be set in the pachinko machine 10. In this embodiment, when a jackpot is won in the jackpot lottery, multiple types of jackpots are allocated using the jackpot type counter C2. The allocation destinations of the jackpot types corresponding to the value of the jackpot type counter C2 are stored as an allocation table in the allocation table storage area 63b of the ROM 63.
[0067] Figure 8 is an explanatory diagram illustrating the contents of the distribution table set in the pachinko machine 10. Figure 8(a) shows the distribution table for the first starting hole, and Figure 8(b) shows the distribution table for the second starting hole.
[0068] As shown in the distribution table for the first starting port in Figure 8(a), in the pachinko machine 10 of this embodiment, the types of jackpots based on the first starting port 33 are set as 16R special jackpot, 8R special jackpot, 16R normal jackpot, and 8R normal jackpot.
[0069] The 16R and 8R probability variable jackpots are jackpots in which the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is a high frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a high probability mode, and the support mode after the opening and closing execution mode ends is a high frequency support mode.
[0070] The 16R normal jackpot and 8R normal jackpot are jackpots in which the opening and closing control mode of the variable winning device 36 in the opening and closing execution mode is a high-frequency winning mode, the win / lose lottery mode after the opening and closing execution mode ends is a low-probability mode, and the support mode after the opening and closing execution mode ends is a high-frequency support mode.
[0071] In the distribution table for the first starting port, of the values of the jackpot type counter C2 from "0 to 39", "0 to 13" corresponds to a 16R special jackpot, "14 to 27" corresponds to an 8R regular jackpot, "28 to 33" corresponds to a 16R regular jackpot, and "34 to 39" corresponds to an 8R regular jackpot.
[0072] As described above, the pachinko machine 10 of this embodiment has four types of jackpots. Therefore, the jackpot patterns are diverse. When comparing these four types of jackpots, the 16R variable jackpot is the most advantageous to the player, followed by the 8R variable jackpot, then the 16R regular jackpot, and finally the 8R regular jackpot. By providing multiple types of jackpots with different advantages to the player in this way, monotony in the game is prevented, and it is possible to increase attention to the game.
[0073] Next, as shown in the allocation table for the second starting port in FIG. 8(b), in the pachinko machine 10 of this embodiment, a 16R variable probability jackpot and an 8R variable probability jackpot are set as jackpot types based on the second starting port 34. In the allocation table for the second starting port, of the values of the jackpot type counter C2 from "0 to 39," "0 to 27" corresponds to a 16R variable probability jackpot, and "28 to 39" corresponds to an 8R variable probability jackpot. That is, in the pachinko machine 10 of this embodiment, all jackpots based on winning in the second starting port 34 are variable probability jackpots. As described above, in the pachinko machine 10 of this embodiment, the allocation pattern of the jackpot type when a jackpot is won differs between when the jackpot is won based on winning in the first starting port 33 and when the jackpot is won based on winning in the second starting port 34.
[0074] In this way, the allocation of the jackpot types between the first start opening 33 and the second start opening 34 clearly differs in the advantages to the player. Therefore, the player plays the game in the hope that the second start opening 34 will win, out of the first start opening 33 and the second start opening 34. If the winning / losing lottery results in a loss, the game does not switch to the open / close execution mode, and the winning / losing lottery mode and the support mode do not change.
[0075] As described above, the MPU 62 performs a jackpot lottery using the value of the jackpot random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE, but the MPU 62 also uses the value of the jackpot random number counter C1 and the value of the jackpot type counter C2 to determine the display mode of the segment indicators to be stopped and displayed on the first result display unit 37a and the second result display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63e of the ROM 63 is referenced.
[0076] Next, the reach random number counter C3 will be described in detail. The reach random number counter C3 is configured to be incremented by one within a range of, for example, 0 to 238 and return to 0 after reaching a maximum value. The reach random number counter C3 is periodically updated and stored in the reserve information storage area 64b of the RAM 64 when a gaming ball enters the first start hole 33 or the second start hole 34. Specifically, when a gaming ball enters the first start hole 33, the updated value of the reach random number counter C3 is stored in the first reserve area Ra of the RAM 64, and when a gaming ball enters the second start hole 34, the updated value of the reach random number counter C3 is stored in the second reserve area Rb of the RAM 64. The value of the reach random number counter C3 stored in the first reserve area Ra or the second reserve area Rb is then moved to the execution area AE and compared with the reach determination table stored in the reach determination table storage area 63c of the ROM 63 to determine whether or not a reach will occur. However, if a jackpot is won as a result of the jackpot lottery and the mode shifts to the open / close execution mode, the MPU 62 determines whether a reach has occurred regardless of the value of the reach random number counter C3.
[0077] A "reach" refers to a display state in which, for some of the multiple symbol columns displayed on the display screen of the symbol display device 41, a partial combination of symbols that may result in a jackpot is displayed as a static symbol, and the remaining symbol columns are displayed as a variable symbol. In the pachinko machine 10 of this embodiment, a symbol combination corresponding to a jackpot refers to a combination of identical symbols on a predetermined pay line. Specifically, on the display surface 41a of FIG. 4(b), a symbol is first displayed as a static symbol in symbol column Z1, and then the same symbol as Z1 is displayed as a static symbol in symbol column Z3, forming a reach line. While the reach line is formed, a variable symbol is displayed in symbol column Z2, resulting in a reach. When a jackpot occurs, the same symbol as the symbol forming the reach line is displayed as a static symbol in symbol column Z2.
[0078] Further, reach includes a reach effect in which, when a reach line is formed, the remaining symbol rows are displayed with varying symbols, and a predetermined character or the like is displayed as a moving image on the background screen, and a reach effect is performed by reducing or hiding the symbol combination on which the reach line is formed, and then displaying a predetermined character or the like as a moving image on substantially the entire display surface 41a. Furthermore, when a reach effect is being performed or before a reach display, the reach random number counter C3 or another counter may be used to determine whether or not to display a notice using a predetermined image such as a predetermined character.
[0079] Next, the details of the fluctuation type counter CS will be explained. The fluctuation type counter CS is configured to be incremented by one within a range of, for example, 0 to 198, and to return to 0 after reaching a maximum value. The fluctuation type counter CS is used when the MPU 62 determines the fluctuation time in the first result display unit 37a and the second result display unit 37b and the fluctuation time of the symbols in the symbol display device 41. The fluctuation type counter CS is updated once each time a normal process described below is executed, and is also repeatedly updated within the remaining time in the normal process. The buffer value of the fluctuation type counter CS is acquired when determining the fluctuation pattern at the start of the fluctuation display in the first result display unit 37a or the second result display unit 37b and at the start of the symbol fluctuation by the symbol display device 41. A fluctuation time table stored in the fluctuation time table storage area 63d of the ROM 63 is used when determining the fluctuation time in the first result display unit 37a and the second result display unit 37b.
[0080] Next, the details of the electric accessory opening counter C4 will be explained. The electric accessory opening counter C4 is configured to be incremented by one in sequence within a range of, for example, 0 to 249, and to return to 0 after reaching a maximum value. The electric accessory opening counter C4 is periodically updated and stored in the electric accessory holding area 64c of the RAM 64 when a gaming ball enters the through gate 35. Then, at a predetermined timing, a lottery is performed using the stored value of the electric accessory opening counter C4 to determine whether or not to control the electric accessory 34a to an open state. For example, if C4 = 0 to 199, the electric accessory 34a is controlled to an open state, and if C4 = 200 to 249, the electric accessory 34a is controlled to a closed state.
[0081] In addition, a combination of the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 stored in the first holding area Ra corresponds to the holding information related to the first start port 33, and a combination of the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 stored in the second holding area Rb corresponds to the holding information related to the second start port 34, and these holding information correspond to the special information in the present invention.
[0082] A3. Overview of the process performed by the gaming machine: Next, an outline of the processing executed by the pachinko machine 10 of this embodiment will be described.
[0083] 9 is a time chart illustrating an example of the processing executed by the pachinko machine 10 in this embodiment. In this explanation, the characteristics of the processing executed by the pachinko machine 10 will be explained using two cases, Case a1 and Case a2, as examples.
[0084] FIG. 9(a) shows, as case a1, the processing executed by the pachinko machine 10 when a player wins the jackpot lottery in a first game round (hereinafter simply referred to as a "jackpot") and loses the jackpot lottery in a second game round that is executed after the first game round. In this embodiment, a case will be described in which the jackpot lottery in the game round immediately before the first game round is a loss, and there is no other game round between the first game round and the second game round. Note that there may be another game round between the first game round and the second game round. The processing executed by the pachinko machine 10 when there is another game round between the first game round and the second game round will be described later.
[0085] As shown in FIG. 9(a), when the jackpot lottery is won in the first game round, the pachinko machine 10 executes a preview effect and a reach effect. The preview effect is an effect executed immediately before or after the start of the pattern variation, and is an effect for suggesting to the player the likelihood of winning the jackpot lottery. The reach effect is an effect executed after the reach effect, and is an effect for suggesting to the player the likelihood of winning the jackpot lottery. After executing the reach effect, the pachinko machine 10 executes a result announcement effect for notifying the player of the result of the jackpot lottery for the first game round. In the first game round, the jackpot is announced as a result announcement effect.
[0086] Thereafter, the pachinko machine 10 transitions the gaming state to a special gaming state. The special gaming state is a state in which a bonus is awarded to the player. As shown in the figure, the pachinko machine 10 executes an opening effect, an opening / closing execution mode, and an ending effect in the special gaming state. As the opening effect, the pachinko machine 10 executes an effect suggesting the start of the opening / closing execution mode. Thereafter, the pachinko machine 10 executes the opening / closing execution mode in which the opening and closing door 36b is repeatedly opened and closed. During the execution period of the opening / closing execution mode, a predetermined effect for the opening / closing execution mode is executed. After the opening / closing execution mode ends, the pachinko machine 10 executes an ending effect. As shown in FIG. 9(a), in this description, the period for executing the ending effect is referred to as the ending period.
[0087] Here, the pachinko machine 10 executes suggestive effects, special game state reproduction effects, and specific end effects during the ending period. The suggestive effects are effects that suggest reproducing effects that have already been executed. In this embodiment, the suggestive effects are effects that suggest reproducing the preview effects, reach effects, and result announcement effects that were selected and executed from multiple types in the first game round. Furthermore, the special game state reproduction effects are effects that reproduce at least a part of effects that have already been executed in the special game state.
[0088] 10A and 10B are explanatory diagrams showing examples of suggestive effects, specific end effects, and specific start effects described later. Fig. 10A shows suggestive effects, Fig. 10B shows specific end effects, and Fig. 10C shows specific start effects. The suggestive effects shown in Fig. 10A are effects that suggest that the female character will reproduce the effects executed in the first game round, i.e., the preview effect, reach effect, and result announcement effect.
[0089] As shown in FIG. 9(a), after executing the suggestive effect during the ending period, the pachinko machine 10 reproduces the preview effect, reach effect, and result notification effect executed in the first game round as the special game state reproduction effect. In this embodiment, the preview effect, reach effect, and result notification effect executed in the first game round are reproduced as the special game state reproduction effect. However, only a part of the preview effect, reach effect, or result notification effect executed in the first game round may be reproduced. For example, when executing the preview effect, reach effect, and result notification effect as the special game state reproduction effect, the reach effect and result notification effect may be reproduced preferentially, and some or all of the preview effects may be omitted. By omitting some or all of the preview effects that are frequently executed during normal play and preferentially reproducing the reach effect and result notification effect (jackpot announcement) that are executed only when a reach effect or jackpot occurs, the special game state reproduction effect can be executed by focusing on the effects that the player strongly desires to see, thereby increasing the enjoyment of the game.
[0090] In addition, when the variable and stopped display of the patterns is reproduced as a special game state reproduction effect, the content of the patterns displayed on the display surface 41a when the special game state reproduction effect is executed is partially different from the content of the patterns actually displayed in the first game round.
[0091] After executing the special game state reproduction effect, the pachinko machine 10 executes a special end effect. Figure 10 (b) shows an example of the special end effect. As shown in the figure, the special end effect in this embodiment is an effect in which the female character suggests that the special game state reproduction effect has ended.
[0092] Returning to FIG. 9(a) for explanation, the pachinko machine 10 ends the ending period and the special game state with the end of the special ending effect. Thereafter, the second game round is executed. The jackpot lottery for the second game round is a miss. In the second game round, the pachinko machine 10 executes a normal notice effect (also called a normal notice effect) that notifies the result of the jackpot lottery, and a result announcement effect (miss announcement). Case a1 has been described above.
[0093] Next, case a2 will be described. Figure 9(b) shows, as case a2, the processing executed by the pachinko machine 10 when the jackpot lottery is won in the first game and also in the second game.
[0094] As shown in Figure 9(b), when the jackpot lottery is won in the first game round, the pachinko machine 10 executes a notice effect and a reach effect. After executing the reach effect, the pachinko machine 10 executes a result notification effect to notify the player of the result of the jackpot lottery for the first game round. In the first game round, the jackpot is notified as the result notification effect.
[0095] Thereafter, the pachinko machine 10 transitions the gaming state to a special gaming state. As shown in the figure, the pachinko machine 10 executes an opening effect, an opening / closing execution mode, and an ending effect in the special gaming state. As the opening effect, the pachinko machine 10 executes an effect suggesting the start of the opening / closing execution mode. Thereafter, the pachinko machine 10 executes an opening / closing execution mode in which the opening and closing door 36b is repeatedly opened and closed. After the opening / closing execution mode ends, the pachinko machine 10 executes the ending effect during the ending period.
[0096] In case a2, unlike case a1, the pachinko machine 10 executes only the suggestive effect during the ending period. The content of the suggestive effect is the same as the content of the suggestive effect executed in case a1. The pachinko machine 10 ends the special game state upon the end of the suggestive effect. In other words, the ending period in case a2 is shorter than the ending period in case a1.
[0097] The pachinko machine 10 ends the special game state with the end of the suggestive effect. Thereafter, a second game round is executed. In case a2, the jackpot lottery is won in the second game round as well. The pachinko machine 10 executes a game round replay effect as the effect in the second game round. The game round replay effect is an effect that reproduces at least a part of the effect that has already been executed in the game round. In this embodiment, the effect executed in the first game round is reproduced as the game round replay effect. That is, the preview effect, reach effect, and result announcement effect (jackpot announcement) executed in the first game round are executed. In this case, this result announcement effect (jackpot announcement) functions as part of the game round replay effect and also functions as an announcement of the result of the jackpot lottery in the second game round. Then, the second game round ends with the end of the game round replay effect.
[0098] As will be explained later using a flowchart, in this embodiment, the fluctuation time of the game round in which the jackpot lottery is won is constant. That is, in case a2, since both the first game round and the second game round are game rounds in which the jackpot lottery is won, the fluctuation time of the first game round and the fluctuation time of the second game round are the same. Therefore, the notice effect, reach effect, and result announcement effect executed in the first game round can be executed as a game round reproduction effect in the second game round.
[0099] In this embodiment, the variable time of a game play that wins a jackpot lottery is controlled to be constant. However, the variable time of a game play that wins a jackpot lottery may be set using a random number, so that the variable time of the game play at the time of a jackpot is different each time. In this case, if the second game play is longer than the first game play, a pre-prepared suggestive effect may be performed at the start of the second game play using the difference in the variable time between the second game play and the first game play (excess time). By preparing multiple types of suggestive effects for each length of excess time, suggestive effects can be performed at the start of the second game play even if the excess time varies each time. The suggestive effect performed using the excess time is performed after the suggestive effect performed in the special game state after the first game play. Therefore, the content of the suggestive effect performed using the excess time may be set so that the suggestive effect performed in the special game state and the suggestive effect performed using the excess time have continuity. By doing this, even if the second game round is longer than the first game round, the game round reproduction performance can be executed in the second game round without giving the player a sense of incongruity.
[0100] Furthermore, if the second game round is shorter than the first game round, only some of the preview effects, reach effects, and result announcement effects executed in the first game round may be executed as game round reproduction effects. For example, when preview effects, reach effects, and result announcement effects are executed as game round reproduction effects, the reach effects and result announcement effects may be reproduced preferentially, and some or all of the preview effects may be omitted to execute the game round reproduction effects. By omitting some or all of the preview effects that are executed frequently under normal circumstances and preferentially reproducing the reach effects and result announcement effects (jackpot announcements) that are executed only when a reach effect or jackpot occurs, it is possible to preferentially reproduce effects that the player strongly desires to see reproduced.
[0101] As shown in Figure 9(b), after the second game round ends, the pachinko machine 10 transitions the game state to a special game state. The pachinko machine 10 executes a special start effect in the opening effect of the special game state. The special start effect is executed as the opening effect of the subsequent special game state when the jackpot lottery for the second game round is won and a game round reproduction effect is executed in the second game round.
[0102] FIG. 10(c) shows an example of a special start effect. The special start effect shown in the figure is an effect suggesting that the female character has won the jackpot lottery in the second game round, and is an effect suggesting that a special game state (open / close execution mode) will be initiated due to the jackpot in the second game round. After executing the special start effect, the pachinko machine 10 executes the open / close execution mode and the ending effect. In this case, the effect executed in the open / close execution mode and the ending effect (normal ending effect) are effects executed in the normal jackpot. The normal ending effect executed as the ending effect is an effect suggesting that the special game state will end.
[0103] The processing executed by the pachinko machine 10 has been explained above using two cases, Case a1 and Case a2. As explained in Case a1, if the jackpot lottery for the second game round is a miss, the advance notice effect, reach effect, and result announcement effect executed after the suggestive effect are executed as special game state reproducing effects that reproduce the effects executed in the first game round, and the player also recognizes them as reproducing effects that have already been executed. On the other hand, as in Case a2, if the jackpot lottery for the second game round is a win, the advance notice effect, reach effect, and result announcement effect executed after the suggestive effect are executed as effects that reproduce effects that have already been executed, but in reality, they are game round reproducing effects that have been executed as a result of winning the jackpot lottery for the second game round. If the player has first viewed the special game state reproduction effect in case a1, the player will recognize the game round reproduction effect in the second game round in case a2 as merely a reproduction of the effect executed in the first game round, just like in case a1, and will be unlikely to predict that he will have won the jackpot lottery for the second game round. In this state, when the preview effect and reach effect are executed in the second game round and the result announcement effect announces that the player has won the jackpot lottery for the second game round, the player will realize for the first time that the preview effect, reach effect, and result announcement effect executed in the second game round are not simply a reproduction of the effects executed in the first game round, but are executed as a result of winning the jackpot lottery for the second game round. By executing the special game state reproduction effect in case a1 and the game round reproduction effect in case a2 in this way, it is possible to add an element of surprise to the game and create a sense of anticipation in the player for the effect that reproduces at least a part of the effect executed in the first game round. Also, by making the second game round in case a2 develop in a way that the player does not expect, it is possible to surprise the player and increase the interest in the game.
[0104] Furthermore, in case a2, even though the jackpot lottery in the second game round has been won, a suggestion effect is executed that suggests that the preview effect, reach effect, and result announcement effect executed in the first game round will be reproduced, making it even more difficult for the player to predict that the jackpot lottery for the second game round has been won. Therefore, an element of surprise can be further added to the game.
[0105] Furthermore, as in case a2, if the preview effect, reach effect, and result announcement effect executed in the first game round are reproduced exactly and executed in the second game round, even when the result announcement effect in the second game round is executed, there is a possibility that the player will not realize that he has won the jackpot lottery in the second game round. However, after the second game round ends, a specific start effect is executed in the special game state, so at the time the specific start effect is executed, the player can be made to realize that he has won the jackpot lottery in the second game round.
[0106] A4. Overview of the process in standby mode: Next, an outline of the processing executed by the pachinko machine 10 of this embodiment in the standby state will be described. The standby state refers to the state after the game round has ended, and neither the special game state nor the next game round has started.
[0107] Fig. 11 is a timing chart showing an example of processing executed by the pachinko machine 10 of this embodiment in a standby state. Fig. 11 shows a state diagram indicating whether the symbols displayed on the main display unit 45 are changing or not, the display mode of the symbol display device 41, the output content of the sound output from the sound and light emission control device 90, and the output level (volume) of the sound. Fig. 11 also shows the ON / OFF state of the standby state flag in the main control device 60, the ON / OFF state of the transition condition establishment flag in the main control device 60, and the ON / OFF state of the cue determination flag in the sound and light emission control device 90. These flags will be described later.
[0108] Numbers such as "01" written in the display mode of the pattern display device 41 indicate the temporal position of the video data, with "01" indicating the beginning position of the video data. The temporal position of the video data is the position of the video data corresponding to each time of the video displayed with a temporal length, and is the position of the video data corresponding to the temporal position of the video when the video data is viewed in terms of temporal length. For example, the time code recorded in the video data can be used as the temporal position of the video data. In this embodiment, when the video data of the background video is displayed up to the temporal position "30", it returns to the temporal position "01" and is displayed from the beginning again.
[0109] Numbers such as "01" written in the audio output content indicate the temporal position of the music data, with "01" indicating the beginning of the music data. The temporal position of the music data is the position of the music data corresponding to each time of the music output having a temporal length, and is the position of the music data corresponding to the temporal position of the music when the music data is viewed in terms of temporal length. For example, the time code recorded in the music data can be used as the temporal position of the music data. In this embodiment, when the background music data has been output up to the temporal position "30", it returns to the temporal position "01" and is output from the beginning again.
[0110] The display control device 100 displays a background video on the symbol display device 41 during a game round that displays a result of a jackpot lottery, and also causes the symbol display device 41 to continue displaying the background video even in a standby state after the game round has ended. The background video is a video displayed on the symbol display device 41 in the background, and when images or videos of the above-mentioned preview effects and reach effects are displayed, it is displayed on the background of these images or videos. The background video in this embodiment is a video of a character dancing to the rhythm of background music, which will be described later.
[0111] The audio and light emission control device 90 outputs background music (BGM) corresponding to the background video from the speaker 46 during a game round, and also continues to output the background music from the speaker 46 in a standby state after a game round has ended. In this embodiment, the background music is music that is continuously output in response to the background video and has the same time length as the background video. Therefore, in this embodiment, for example, by outputting background music at time position "10" at the timing when the background video at time position "10" is displayed, an effect is realized in which the display of the background video and the rhythm of the background music correspond one-to-one.
[0112] 11, when a game round ends, that is, when the variation of the symbols on the main display unit 45 stops, the main control unit 60 turns on the standby state flag (time t1). Then, after the variation of the symbols on the main display unit 45 stops and the standby state is entered, if 15 seconds have passed without the start of either the special game state or the next game round, that is, if 15 seconds have passed since the standby state flag was turned on, the main control unit 60 determines that the transition condition has been met, and turns on the transition condition met flag and turns off the standby state flag (time t2).
[0113] The transition condition is a condition for transitioning the audio output mode from a mode in which background music is output at a volume preset by the player to a mode in which the volume of the background music is zero (a muted state), and for transitioning the display mode of the symbol display device 41 from a mode in which a background video is displayed to a mode in which a demo video is displayed. In other words, when the transition condition is met, the audio output mode transitions to a mode in which the continuity of the background music is interrupted, and the display mode of the symbol display device 41 transitions to a mode in which the continuity of the background video is interrupted. Note that the demo video is a video different from the background video and is a video for conveying the appeal of the pachinko machine 10 to the player. For example, the demo video displays the model name of the pachinko machine 10, explains how to play the pachinko machine 10, and explains the characters and story that appear in the pachinko machine 10. Note that the demo video is also sometimes called an attract video.
[0114] As shown in FIG. 11, when a transition condition is met at time t2, the audio and light emission control device 90 transitions the audio output mode from a mode in which background music is output at a volume preset by the player (mode up to time t2), through a mode in which the background music continues to be output while the volume of the background music is reduced (faded out) over time (mode from time t2 to time t3), to a mode in which the volume of the background music is zero (mode from time t3 onwards). In this embodiment, the audio and light emission control device 90 continues to output the background music until five seconds have elapsed since the volume of the background music became zero, and stops outputting the background music at the timing (time t4) when five seconds have elapsed since the volume of the background music became zero. In the example shown in FIG. 11, the volume preset by the gaming ball is maximum volume.
[0115] When the transition condition is met, the display control device 100 transitions the display mode of the pattern display device 41 to a mode in which the demo video is displayed 5 seconds after the volume of the background music becomes zero (time t4). The audio and light emission control device 90 turns on a cue determination flag at the timing when the display of the demo video starts (time t4). The cue determination flag is a flag for determining whether or not to start displaying and outputting the background video and background music from their temporal beginning positions "01" when a return condition, which will be described later, is met. In this embodiment, the cue determination flag is turned on when the audio output mode transitions to a mode in which the continuity of the background music is interrupted and the display mode of the pattern display device 41 transitions to a mode in which the continuity of the background video is interrupted.
[0116] After the transition condition is met, when a game ball enters the first start hole 33 or the second start hole 34 and a game turn (variable display of symbols) begins, the main control device 60 determines that the return condition is met and turns off the transition condition met flag. The return condition is a condition for returning the display mode of the symbol display device 41 to a mode in which a background video is displayed, and returning the audio output mode to a mode in which background music is output at a volume preset by the player.
[0117] As shown in FIG. 11 , if the restoration condition is met after the volume of the background music has reached zero and the display of the demo video has begun (time t5), the cue determination flag is ON, and the display control device 100 and the audio and light-emitting control device 90 execute a cue process for the background video and background music. Specifically, the display control device 100 restores the display mode of the symbol display device 41 from a mode displaying the demo video to a mode displaying the background video. Then, when displaying the background video on the symbol display device 41, the display control device 100 starts displaying the background video from the temporal start position "01" of the background video. The audio and light-emitting control device 90 executes a process for restoring the volume of the background music to the volume preset by the player, and when outputting the background music, starts outputting the background music from the temporal start position "01". Therefore, the display and output of both the background video and the background music begin from their temporal start positions.
[0118] The audio and light emission control device 90 may be configured to be capable of outputting multiple types of background music, and when executing cueing processing for background music and background video (processing for starting music output or video display from the temporal starting position "01"), the type of background music for which cueing processing is to be executed may be selected randomly by lottery, and the display control device 100 may be configured to be capable of displaying multiple types of background video corresponding to multiple types of background music, and to execute cueing processing by selecting a background video corresponding to the selected background music. With such a configuration, the player can enjoy multiple types of background music and background video, thereby increasing the enjoyment of the game.
[0119] 12 is a timing chart showing an example of processing when the return condition is satisfied after the volume of the background music has reached zero and before the display of the demo video begins. As shown in FIG. 12, if the return condition is satisfied after the volume of the background music has reached zero and before the display of the demo video begins (time t4), the cue determination flag is OFF, so the display control device 100 continues to display the background video on the symbol display device 41, and the audio and light emission control device 90 executes processing to return the volume of the background music to the volume previously set by the player. In this way, the display mode and audio output mode of the symbol display device 41 return to the mode before the transition condition was satisfied.
[0120] 13 is a timing chart showing an example of processing when a return condition is met while the volume of background music is being reduced. As shown in FIG. 13, when the return condition is met while the volume of background music is being reduced (at time t3), the cue determination flag is OFF, so the display control device 100 continues to display the background video on the symbol display device 41, and the sound and light emission control device 90 executes processing to return the volume of the background music to the volume previously set by the player. In this way, the display mode and sound output mode of the symbol display device 41 return to the mode before the transition condition was met.
[0121] As described above, according to this embodiment, if the restoration condition is met after the volume of the background music has reached zero and the display of the demo video has begun (FIG. 11), the display control device 100 restores the display mode of the symbol display device 41 from the mode displaying the demo video to the mode displaying the background video. Then, when displaying the background video on the symbol display device 41, the display control device 100 starts displaying the background video from a predetermined time position in the background video. Furthermore, the audio and light emission control device 90 executes a process to restore the volume of the background music to the volume preset by the player, and when outputting the background music, starts outputting the background music from a predetermined time position in the background music. Therefore, compared to a configuration in which the time position at which the display of the background video begins varies depending on the timing at which the restoration condition is met, the display of the background video and the output of the background music can be easily synchronized. As a result, the quality of the game presentation can be improved, and the enjoyment of the game can be enhanced. Examples of configurations in which the temporal position at which the display of the background video begins varies depending on the timing at which the return condition is met include a configuration in which, when the return condition is met after the display of a demo video has begun, the display of the background video begins from the temporal position of the background video that was displayed just before the transition to the mode in which the demo video is displayed; a configuration in which, when returning from the mode in which the demo video is displayed to the mode in which the background video is displayed, the temporal position at which the display of the background video begins is determined based on the elapsed time since the transition to the mode in which the demo video is displayed; a configuration in which the playback of the background video continues as an internal process even after the transition from the mode in which the background video is displayed to the mode in which the demo video is displayed, and the background video that continues to be played as an internal process is displayed when returning from the mode in which the demo video is displayed to the mode in which the background video is displayed.
[0122] Furthermore, according to this embodiment, when a return condition is met after the volume of the background music has reached zero and the display of the demo video has begun (FIG. 11), the display control device 100 starts displaying the background video from its temporal beginning position "01," and the audio and light-emission control device 90 starts outputting the background music from its temporal beginning position "01." Therefore, compared to a configuration in which the display starts from a temporal beginning position of the background video and the output of the background music starts from a temporal beginning position, the sense of discomfort felt by the player can be reduced. For example, if a configuration in which the display starts from a temporal beginning position of the background video and the output of the background music starts from a temporal beginning position is adopted, the player will have to enjoy the background video and background music from a temporal beginning position after the return condition is met, which may cause the player to feel uncomfortable or dissatisfied, as if there are parts of the background video and background music that they have not enjoyed. In contrast, according to this embodiment, the player can enjoy the background video and background music from the beginning in time, which reduces the sense of discomfort felt by the player and gives the player a sense of satisfaction that he or she is able to enjoy the entire background video and background music from the beginning in time, thereby increasing the player's interest in the game.
[0123] Furthermore, according to this embodiment, if the return condition is met after the volume of the background music has reached zero and before the display of the demo video begins (Figure 12), the display control device 100 continues to display the background video on the pattern display device 41, and the audio and light emission control device 90 executes a process to return the volume of the background music to the volume previously set by the player, thereby allowing the state before the transition condition was met to be returned to in a natural and seamless manner while maintaining synchronization between the display of the background video and the output of the background music.
[0124] Furthermore, according to this embodiment, if the return condition is met while the volume of the background music is being reduced (Figure 13), the display control device 100 continues to display the background video on the pattern display device 41, and the audio and light emission control device 90 executes a process to return the volume of the background music to the volume previously set by the player, so that the state before the transition condition was met can be returned to in a natural and seamless manner while maintaining synchronization between the display of the background video and the output of the background music.
[0125] Furthermore, according to this embodiment, the transition condition is determined to be met if 15 seconds have passed after the end of a game round without either the special game state or the next game round being started, so the volume of the background music can be reduced over time in a state where it is highly likely that the player is not playing.
[0126] Furthermore, according to this embodiment, when a game round starts in the standby state, it is determined that the return condition has been met, and the display mode of the pattern display device 41 returns to a mode in which a background video is displayed, and the audio output mode returns to a mode in which background music is output at a volume preset by the player, thereby increasing the sense of anticipation that a game round has started and increasing the enjoyment of the game.
[0127] A5. Various processes performed by the main control unit: Next, we will explain an example of specific control for executing the processes shown in Case a1 and Case a2 in the pachinko machine 10. First, we will explain the process executed in the main control device 60, and then we will explain the process executed in the sound and light emission control device 90 and the display control device 100.
[0128] In order to progress each game, the main MPU 62 of the main control device 60 executes timer interrupt processing and normal processing. In addition to the timer interrupt processing and normal processing, the MPU 62 executes NMI interrupt processing which is activated by input of a power outage signal, but a description of these processes will be omitted.
[0129] <Timer interrupt processing> 14 is a flowchart showing the timer interrupt process. As described above, the timer interrupt process is started by the MPU 62 of the main control device 60 periodically (for example, every 2 msec).
[0130] In step S101, a reading process of the various detection sensors 67a to 67e is executed. That is, the state of the various detection sensors 67a to 67e connected to the main control device 60 is read, the state of the sensor is determined, and the detection information (winning detection information) is saved. Then, the process proceeds to step S102.
[0131] In step S102, the random number initial value counter CINI is updated. Specifically, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of the RAM 64. After that, the process proceeds to step S103.
[0132] In step S103, the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4 are updated. Specifically, 1 is added to each of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric accessory opening counter C4, and when each counter value reaches its maximum value, each is cleared to 0. Then, the updated values of each counter C1 to C4 are stored in the corresponding buffer area of RAM 64. After that, the process proceeds to step S104.
[0133] In step S104, a prize winning process for the start port is executed in response to a win at the first start port 33 and the second start port 34. The details of the prize winning process for the start port in step S104 will be described later. After executing step S104, the process proceeds to step S105.
[0134] In step S105, a win process for through is executed in response to a win at the through gate 35. The details of the win process for through in step S105 will be described later. After executing step S105, the MPU 62 ends the timer interrupt process.
[0135] <Winning process for starting gate> Next, the winning process for the start port will be described. The winning process for the start port is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 14: S104).
[0136] 15 is a flowchart showing the winning process for the start opening. In step S201, whether or not the gaming ball has won the first start opening 33 (start winning) is determined based on the detection state of the detection sensor corresponding to the first start opening 33. In step S201, if it is determined that the gaming ball has won the first start opening 33 (S201: YES), the process proceeds to step S202, where a winning ball command is set to the payout control device 70 to pay out three gaming balls. Thereafter, the process proceeds to step S203.
[0137] In step S203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the first starting hole 33. Thereafter, the process proceeds to step S204.
[0138] In step S204, the start pending number RaN (hereinafter also referred to as the first start pending number RaN), which is the value stored in the pending number storage area of the first pending area Ra, is read out, and the first start pending number RaN is set as the target of processing described later. The first start pending number RaN indicates the number of reserved balls based on winnings in the first start opening 33. Then, the process proceeds to step S209.
[0139] In step S201, if it is determined that the game ball has not entered the first starting hole 33 (S201: NO), the process proceeds to step S205, where it is determined whether the game ball has entered the second starting hole 34 based on the detection state of the detection sensor corresponding to the second starting hole 34.
[0140] In step S205, if it is determined that the gaming ball has entered the second start opening 34 (S205: YES), the process proceeds to step S206, where a prize ball command is set to cause the payout control device 70 to pay out four gaming balls. Then, the process proceeds to step S207. On the other hand, in step S205, if it is determined that the gaming ball has not entered the second start opening 34 (S205: NO), the winning process for this start opening is terminated.
[0141] In step S207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second starting hole 34. Thereafter, the process proceeds to step S208.
[0142] In step S208, the start pending number RbN (hereinafter also referred to as the second start pending number RbN), which is the value stored in the pending number storage area of the second pending area Rb, is read out, and the second start pending number RbN is set as the target of the processing described below. The second start pending number RbN indicates the number of reserved balls based on winnings in the second start opening 34. Then, the process proceeds to step S209.
[0143] In step S209, it is determined whether the start pending number N (RaN or RbN) set in the above-mentioned step S204 or step S208 is less than the upper limit value (4 in this embodiment). In step S209, if the start pending number N is not less than the upper limit value (S209: NO), the winning process for this start port is terminated.
[0144] On the other hand, in step S209, if the start pending number N is less than the upper limit (S209: YES), proceed to step S210, add 1 to the start pending number N in the corresponding pending area, and then proceed to step S211, add 1 to the value stored in the total pending number storage area (hereinafter referred to as the total pending number CRN). The total pending number CRN indicates the sum of the first start pending number RaN and the second start pending number RbN. Then proceed to step S212.
[0145] In step S212, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 (Fig. 14) are stored in the first storage area among the empty storage areas of the corresponding reserve area, i.e., the storage area corresponding to the reserved number to which 1 was added in step S210. Specifically, when the first start reserved number RaN is set as the processing target, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 (Fig. 14) are stored in the first storage area among the empty storage areas of the first reserve area Ra, i.e., the storage area corresponding to the first start reserved number RaN to which 1 was added in step S210. Also, when the second start pending number RbN is set as the processing target, the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S103 (FIG. 14) are stored in the first storage area among the empty storage areas of the second holding area Rb, that is, the storage area corresponding to the second start pending number RbN to which 1 was added in step S210. After executing step S212, proceed to step S213.
[0146] In step S213, a first determination process is executed. The first determination process is a process that executes a determination of the result of the jackpot lottery (lottery result), the type of jackpot, whether or not a reach has occurred, etc. based on the information (reserved information) of each value of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, before the reserved information becomes the subject of the jackpot lottery by the main control device 60. The details of the first determination process will be described later. After executing step S213, the process proceeds to step S214.
[0147] In step S214, a process for setting a reserved command is executed. Specifically, the determination result of the first determination process executed based on the information (reserved information) of the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 is set as a reserved command.
[0148] The hold command is a command for causing the sub-side control device to confirm that a win has occurred in the first start port 33 or the second start port 34 and the result of the judgment made by the advance judgment process based on the hold information acquired based on the win, before the hold information becomes the subject of the jackpot lottery by the main control device 60. The hold command is sent to the audio and light emission control device 90 in the command output process (FIG. 18: step S503) of the normal process described later.
[0149] Furthermore, when the audio and light emitting control device 90 receives a hold command transmitted based on a win at the first start gate 33, it transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of hold balls. The display control device 100, which has received the command, changes the display in the first hold display area Ds1 of the pattern display device 41 to correspond to the increase in the number of hold balls. On the other hand, when the audio and light emitting control device 90 receives a hold command transmitted based on a win at the second start gate 34, it transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of hold balls. The display control device 100, which has received the command, changes the display in the second hold display area Ds2 of the pattern display device 41 to correspond to the increase in the number of hold balls.
[0150] After executing step S214, the main MPU 62 ends the winning process for this starting slot.
[0151] <First Determination Process> Next, the first determination process will be described. The first determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the winning process for the starting hole (FIG. 15: S213).
[0152] 16 is a flowchart showing the first determination process. As described above, the first determination process is a process that executes, based on the reserved information, determination of whether the jackpot lottery will be won or not, determination of the type of jackpot, determination of whether a reach will occur, and other determination results before the reserved information becomes the subject of the jackpot lottery by the main control device 60.
[0153] In step S301, the value of the jackpot random number counter C1 stored in the memory area due to a win at the start port in the winning process for the start port (Fig. 15) is read out. Then, the process proceeds to step S302, where the lottery mode at the time when the jackpot lottery for this win is executed as a game round is determined. Specifically, the determination result of the prior determination process executed due to a win prior to this win is read out from the corresponding memory area, and the presence or absence of a probability variable jackpot that occurs prior to the jackpot lottery for this win is determined, thereby determining the lottery mode at the time when the jackpot lottery for this win is executed as a game round.
[0154] In step S302, when the lottery mode is determined to be the low probability mode at the time when the jackpot lottery due to this winning is executed as a game round (S302: YES), the process proceeds to step S303, where the win / loss table for the low probability mode stored in the win / loss table storage area 63a is referenced. After that, the process proceeds to step S305, where the result of reference to the win / loss table for the low probability mode is used to determine whether the value information of the jackpot random number counter C1 read this time corresponds to a jackpot.
[0155] On the other hand, in step S302, when the lottery mode is determined not to be the low probability mode at the time when the jackpot lottery for this winning is executed as a game round (S302: NO), the process proceeds to step S304, where the hit / miss table for the high probability mode is referenced to determine whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot. Thereafter, the process proceeds to step S305, where the hit / miss table for the high probability mode is referenced to determine whether the value of the jackpot random number counter C1 read this time corresponds to a jackpot.
[0156] In step S305, if it is determined that the value of the jackpot random number counter C1 read this time corresponds to a jackpot (S305: YES), the process proceeds to step S306, where the value of the jackpot type counter C2 stored in the memory area due to winning in the current start port is read. Then, the process proceeds to step S307, where the allocation table stored in the allocation table memory area 63b is referenced. Specifically, if the jackpot type counter C2 that is the subject of this allocation was acquired based on winning in the first start port 33, the allocation table for the first start port is referenced, and if it was acquired based on winning in the second start port 34, the allocation table for the second start port is referenced. After executing step S307, the process proceeds to step S308.
[0157] In step S308, the allocation table is referenced to determine whether the value of the jackpot type counter C2 read this time corresponds to a variable probability jackpot. If it is determined in step S308 that it corresponds to a variable probability jackpot (S308: YES), the process proceeds to step S309, where variable probability jackpot information is stored in the first determination processing result storage area 64f. The first determination processing is then terminated. On the other hand, if it is determined in step S308 that it does not correspond to a variable probability jackpot (S308: NO), the process proceeds to step S310, where normal jackpot information is stored in the first determination processing result storage area 64f. The first determination processing is then terminated.
[0158] In step S305, if it is determined that the value of the jackpot random number counter C1 read this time does not correspond to a jackpot (S305: NO), the process proceeds to step S311, where the value of the reach random number counter C3 stored in the memory area due to the current winning into the starting hole is read. Then, the process proceeds to step S312, where the reach determination table stored in the reach determination table memory area 63c is referenced. Then, the process proceeds to step S313, where, as a result of referencing the reach determination table, it is determined whether the value of the reach random number counter C3 read this time corresponds to the occurrence of a reach.
[0159] In step S313, if it is determined that the reach occurrence is possible (S313: YES), the process proceeds to step S314, and reach occurrence information is stored in the first position determination process result storage area 64f. Thereafter, the first position determination process is terminated. On the other hand, in step S313, if it is determined that the reach occurrence is not possible (S313: NO), the first position determination process is terminated.
[0160] <Winning process for skipping> Next, the skip winning process will be described. The skip winning process is executed by the MPU 62 of the main control device 60 as a subroutine of the timer interrupt process (FIG. 14: S105).
[0161] 17 is a flowchart showing the winning process for through play. In step S401, it is determined whether or not the gaming ball has entered the through gate 35. If it is determined in step S401 that the gaming ball has entered the through gate 35 (S401: YES), the process proceeds to step S402, where it is determined whether or not the number of reserved accessory items SN is less than the upper limit (4 in this embodiment). The number of reserved accessory items SN is a value indicating the number of winning items in the through gate 35 that are reserved for the purpose of holding a lottery to open an electric accessory. In this embodiment, the maximum value of the number of reserved accessory items SN is 4. On the other hand, if it is determined in step S401 that the gaming ball has not entered the through gate 35 (S401: NO), the winning process for through play is terminated.
[0162] In step S402, if it is determined that the number of reserved reel items SN is less than the upper limit (less than 4) (S402: YES), proceed to step S403, and add 1 to the number of reserved reel items SN. Then, proceed to step S404.
[0163] In step S404, the value of the electric accessory opening counter C4 updated in step S103 (FIG. 14) is stored in the first storage area among the empty storage areas in the electric accessory reserve area 64c of the RAM 64. After that, the winning process for the through is completed.
[0164] On the other hand, in step S402, if it is determined that the value of the number of reserved reels SN is not less than the upper limit value (S402: NO), that is, if it is determined that the value of the number of reserved reels SN is equal to or greater than the upper limit value, the winning process for the through reels is terminated without storing the value of the electric reel opening counter C4.
[0165] <Normal processing> Next, the normal processing will be described. The normal processing is processing that is started by the MPU 62 of the main control device 60 when the power is turned on. In the normal processing, the main processing of the game is executed.
[0166] 18 is a flowchart showing normal processing. In step S501, start-up processing is executed. Specifically, initial settings of each control device are performed when power is turned on, and the validity of data stored and held in RAM 64 is determined. Then, the process proceeds to step S502.
[0167] In step S502, a startup command is set. The startup command is a command for causing each control device on the sub-side to start a demo video when power is turned on. Then, the process proceeds to step S503.
[0168] In step S503, output data such as the start-up command set in step S502, the command set in the timer interrupt process or the previously executed normal process, etc. are sent to each control device on the sub-side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 70. Also, if commands related to effects such as a start-up command, a variable command, a type command, or a hold command are set, they are sent to the sound and light emission control device 90. After executing step S503, proceed to step S504.
[0169] In step S504, the fluctuation type counter CS is updated. Specifically, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, the counter value is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding buffer area of RAM 64. Then, the process proceeds to step S505.
[0170] In step S505, the prize ball count signal and payout abnormality signal received from the payout control device 70 are read, and the process proceeds to step S506. In step S506, a game round control process is executed to control the game in each game round. The game round control process includes the setting of a jackpot lottery, the variable display of patterns by the pattern display device 41, and display control of the first result display unit 37a and the second result display unit 37b. Details of the game round control process will be described later. After executing step S506, the process proceeds to step S507.
[0171] In step S507, a game state transition process is executed to transition the game state. By executing the game state transition process, the game state transitions to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game state transition process will be described later. Then, the process proceeds to step S508.
[0172] In step S508, an electric role support process is executed to drive and control the electric role 34a provided in the second starting port 34. In the electric role support process, it is determined whether or not to open the electric role 34a. The details of the electric role support process will be described later. Then, the process proceeds to step S509.
[0173] In step S509, when a predetermined time has elapsed in the standby state, standby processing is executed to cause each control device on the sub-side to start a demo video. The details of the standby processing will be described later. Then, the process proceeds to step S510.
[0174] In step S510, it is determined whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (strictly speaking, the start of the command output processing in step S503). That is, it is determined whether the timing for executing the next normal processing has arrived. If it is determined in step S510 that the predetermined time (4 msec) has not elapsed since the start of the current normal processing (S510: NO), in steps S511 and S512, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated within the remaining time until the timing for executing the next normal processing. Specifically, in step S511, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the random number initial value counter CINI is then stored in a corresponding buffer area of RAM 64. In addition, in step S512, 1 is added to the fluctuation type counter CS, and when the counter value reaches its maximum value, the counter is cleared to 0. The updated value of the fluctuation type counter CS is then stored in a corresponding buffer area of RAM 64. On the other hand, if it is determined in step S510 that the predetermined time (4 msec) has elapsed since the start of this normal process (S510: YES), the process returns to step S503 and executes the processes from step S503 to step S508.
[0175] Since the execution time of each process from step S503 to step S507 changes depending on the state of the game, the remaining time until the timing of the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI and the variation type counter CS using this remaining time, the values of these counters can be updated randomly.
[0176] <Game Play Control Processing> Next, the game play control process will be described. The game play control process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 18: S506).
[0177] FIG. 19 is a flowchart showing the game play control process. In step S601, it is determined whether or not a special game state is in progress. Specifically, it is determined whether or not any of the opening period flag, the opening / closing execution mode flag, and the ending period flag in the various flag storage area 64e of the RAM 64 is ON. The opening period flag is turned ON at the start of the opening period and turned OFF at the end of the opening period. The opening / closing execution mode flag is turned ON when the game state is transitioned to the opening / closing execution mode in the game state transition process described below, and is turned OFF when the opening / closing execution mode is terminated in the game state transition process. The ending period flag is turned ON at the end of the opening / closing execution mode in the special game state (at the start of the ending period) and turned OFF at the end of the ending period.
[0178] If it is determined in step S601 that any one of the opening period flag, the opening / closing execution mode flag, and the ending period flag is ON (S601: YES), it is determined that the special game state is in progress, and this game round control process is terminated without executing any of the processes from step S602 onwards. In other words, if the special game state is in progress, no game round will be started regardless of whether a win has occurred in the first start port 33 or the second start port 34. On the other hand, if it is determined in step S601 that the special game state is not in progress (S601: NO), the process proceeds to step S602.
[0179] In step S602, it is determined whether the main display unit 45 is currently displaying a change. Specifically, it is determined whether either the first result display unit 37a or the second result display unit 37b is currently displaying a change. This determination is made by determining whether the change display flag in the change display flag storage area in the various flag storage area 64e of the RAM 64 is ON. The change display flag is turned ON when change display is to be started for either the first result display unit 37a or the second result display unit 37b, and is turned OFF when the change display ends.
[0180] In step S602, if it is determined that the main display unit 45 is not in a variable display state (S602: NO), the process proceeds to step S603 to step S605 for processing to start a game round. In step S603, it is determined whether the total reserved number CRN is "0". If the total reserved number CRN is "0", this means that the start reserved number is "0" for both the first start port 33 and the second start port 34. Therefore, in step S603, if it is determined that the total reserved number CRN is "0" (S603: YES), the game round control process is terminated. On the other hand, in step S603, if it is determined that the total reserved number CRN is not "0" (S603: NO), the process proceeds to step S604.
[0181] In step S604, a data setting process is executed to set the data stored in the first holding area Ra or the second holding area Rb to the state after the start of fluctuation, and the process proceeds to step S605. The data setting process will be described in detail later.
[0182] In step S605, a change start process is executed to start the change display in the main display unit 45 and the change display in the pattern display device 41. The change start process will be described in detail later. Then, the process proceeds to step S606.
[0183] In step S606, the value of the game count counter PNC is decremented by 1. The game count counter PNC is a counter for counting the number of games executed in the high frequency support mode. After executing step S606, the process proceeds to step S607.
[0184] In step S607, the standby state flag is turned OFF. The standby state flag is turned ON when the standby state starts, and is turned OFF when the variable display of the main display unit 45 starts or when 15 seconds have passed since the standby state started. After executing step S607, the process proceeds to step S608.
[0185] In step S608, it is determined whether the transition condition establishment flag is ON. The transition condition establishment flag is a flag that is turned ON when 15 seconds have elapsed since the standby state began, and is turned OFF when the variable display of the main display unit 45 begins. In step S608, if it is determined that the transition condition establishment flag is ON (S608: YES), the process proceeds to step S609. On the other hand, in step S608, if it is determined that the transition condition establishment flag is not ON (S608: NO), the game number control process is terminated.
[0186] In step S609, a return condition satisfaction command is set. The return condition satisfaction command is a command for making each sub-control device recognize that the variable display of the main display unit 45 has started, i.e., that the return condition has been satisfied. After step S609 is executed, the process proceeds to step S610.
[0187] In step S610, the transition condition establishment flag is turned OFF, and then the game number control process is terminated.
[0188] On the other hand, in step S602, if it is determined that the main display unit 45 is in the process of variable display (S602: YES), the process for progressing the game round in steps S611 to S615 is executed.
[0189] In step S611, it is determined whether the variable time for the current game has elapsed. As described above, the variable time is the time from when the symbol row starts to change until all the symbol rows stop, and is part of the unit game time. Specifically, in step S611, it is determined whether the value of the variable time information stored in the variable time counter area (various counter area 64d) of RAM 64 has become "0". The value of the variable time information is set in the variable time setting process (FIG. 22) described later. The value of this set variable time information is decremented by 1 each time the timer interrupt process is started.
[0190] In step S611, if it is determined that the variable time has not elapsed (S611: NO), the process proceeds to step S612, where a variable display process is executed. The variable display process is a process for changing the display mode in the result display section for the current game round. After step S612 is executed, the game round control process is terminated.
[0191] In step S611, if it is determined that the fluctuation time has elapsed (S611: YES), the process proceeds to step S613, where a fluctuation end process is executed. The fluctuation end process controls the display of the result display unit so that the pattern to be displayed in the result display unit determined in the fluctuation start process (FIG. 21) described later is displayed on the result display unit related to the current game round. After executing step S613, the process proceeds to step S614.
[0192] In step S614, the standby state flag is turned OFF. Then, the process proceeds to step S615, where the standby state time setting process is executed. Specifically, the standby state timer counter Tw stored in the various counter area 64d is set to "7500" (i.e., 15.0 sec). The standby state timer counter Tw is a counter for measuring the elapsed time since the standby state started, and is decremented by 1 each time the timer interrupt process is started, i.e., every 2 msec. cycle. After step S615 is executed, the game play control process is terminated.
[0193] <Data setting process> Next, the data setting process will be described. The data setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game play control process (FIG. 19: S604).
[0194] 20 is a flowchart showing the data setting process. In step S701, it is determined whether the holding area to be processed for executing the data setting process is the first holding area Ra. Specifically, if the earliest-stored holding information (holding information stored in the first area of the first holding area Ra) among the holding information stored in chronological order in the first holding area Ra (FIG. 6) is stored in the holding area earlier than the earliest-stored holding information (holding information stored in the first area of the second holding area Rb) among the holding information stored in chronological order in the second holding area Rb (FIG. 6), the holding area to be processed is determined to be the first holding area Ra. On the other hand, if the earliest-stored holding information among the holding information stored in chronological order in the second holding area Rb (FIG. 6) is stored in the holding area earlier than the earliest-stored holding information among the holding information stored in chronological order in the first holding area Ra (FIG. 6), the holding area to be processed is determined to be the second holding area Rb. That is, by executing the process of step S701, the reserved information can be processed in the order in which it was stored in the first reserved area Ra or the second reserved area Rb.
[0195] In step S701, if it is determined that the retaining area to be processed is the first retaining area Ra (step S701: YES), data setting processing for the first retaining area is executed in steps S702 to S707. On the other hand, in step S701, if it is determined that the retaining area to be processed is not the first retaining area Ra, that is, if it is determined that the retaining area to be processed is the second retaining area Rb (step S701: NO), data setting processing for the second retaining area is executed in steps S708 to S713.
[0196] In step S702, the first start pending number RaN in the first holding area Ra is decremented by 1, and then the process proceeds to step S703, where the total pending number CRN is decremented by 1. Then, the process proceeds to step S704. In step S704, the data stored in the first area of the first holding area Ra is moved to the execution area AE. Then, the process proceeds to step S705.
[0197] In step S705, a process is executed to shift the data stored in the storage area of the first reserved area Ra. This data shift process is a process to shift the data stored in the first to fourth areas sequentially toward the lower areas. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area, and so on. After executing step S705, the process proceeds to step S706.
[0198] In step S706, if the second result display unit flag in the various flags storage area 64e is ON, the flag is turned OFF, and if it is not ON, the flag is maintained in that state. The second result display unit flag is information for identifying whether the current variable display will start from the first result display unit 37a or the second result display unit 37b. Then, the process proceeds to step S707.
[0199] In step S707, a shift command is set. The shift command is a command containing information for causing the audio and light emission control device 90, which is the sub-control device, to recognize that a shift of data from the holding area has occurred. In this case, a shift command containing information indicating that the holding area targeted for this data shift corresponds to the first holding area Ra, i.e., corresponds to the first starting port 33, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio and light emission control device 90. Thereafter, the data setting process is terminated.
[0200] The shift command set in step S707 is transmitted to the audio and light emitting control device 90 in step S503 of normal processing (FIG. 18). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of hold items. Upon receiving the command, the display control device 100 changes the display in the first hold display area Ds1 of the pattern display device 41 in accordance with the reduction in the number of hold items.
[0201] In step S701, if it is determined that the holding area to be processed is not the first holding area Ra, that is, if it is determined that the holding area to be processed is the second holding area Rb (step S701: NO), proceed to step S708.
[0202] In step S708, the second start pending number RbN in the second holding area Rb is decremented by 1. Then, the process proceeds to step S709. In step S709, the total pending number CRN is decremented by 1, and the process proceeds to step S710, where the data stored in the first area of the second holding area Rb is moved to the execution area AE. Then, the process proceeds to step S711.
[0203] In step S711, a process is executed to shift the data stored in the storage area of the second reserve area Rb. This data shift process shifts the data stored in the first to fourth areas sequentially toward the lower areas. Specifically, the data in the first area is cleared, and the data in each area is shifted from the second area to the first area, the third area to the second area, and the fourth area to the third area, and so on. After executing step S711, the process proceeds to step S712.
[0204] In step S712, if the second result display section flag in the various flags storage area 64e is not ON, the flag is turned ON, and if it is ON, the state is maintained.Then, the process proceeds to step S713.
[0205] In step S713, a shift command is set. The shift command is a command containing information for causing the audio / light-emitting control device 90, which is the sub-control device, to recognize that a data shift of the holding area has occurred. In this case, a shift command containing information that the holding area targeted for this data shift corresponds to the second holding area Rb, i.e., corresponds to the second starting port 34, is selected from the command information storage area 63f of ROM 63, and the selected shift command is set as the command to be sent to the audio / light-emitting control device 90. Thereafter, this data setting process is terminated.
[0206] The shift command set in step S713 is transmitted to the audio and light emitting control device 90 in step S503 of normal processing (FIG. 18). Based on the received shift command, the audio and light emitting control device 90 transmits a command to the display control device 100 to change the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items. Upon receiving the command, the display control device 100 changes the display in the second hold display area Ds2 of the pattern display device 41 in accordance with the reduction in the number of reserved items.
[0207] <Fluctuation start processing> Next, the fluctuation start processing will be described. The fluctuation start processing is executed by the MPU 62 of the main control device 60 as a subroutine of the game number control processing (FIG. 19: S605).
[0208] FIG. 21 is a flowchart showing the fluctuation start process. In step S801, it is determined whether the win / loss lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64e of the RAM 64 is ON. The high probability mode flag is a flag for specifying in the MPU 62 whether the win / loss lottery mode is the high probability mode or not, and in this embodiment, it is turned ON when the opening / closing execution mode related to the winning of a variable probability jackpot ends, and is turned OFF if a normal jackpot is won thereafter. In step S801, if it is determined to be the high probability mode (S801: YES), the process proceeds to step S802.
[0209] In step S802, a win / loss determination is made by referring to the win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the high probability mode shown in Figure 7(b). Then, proceed to step S804. On the other hand, if it is determined in step S801 that the mode is not the high probability mode (S801: NO), proceed to step S803.
[0210] In step S803, a win / loss determination is made by referring to the win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value set as a jackpot win in the win / loss table for the low probability mode shown in Figure 7(a). Then, the process proceeds to step S804.
[0211] In step S804, it is determined whether or not the result of the hit / miss determination (jackpot lottery) in step S802 or step S803 is a jackpot win. In step S804, if the result of the hit / miss determination is a jackpot win (S804: YES), in steps S805 to S812, processing for setting the game result and processing for setting the stop result in the case of a jackpot win are executed.
[0212] In step S805, it is determined whether the second result display unit flag in RAM 64 is ON. If it is determined in step S805 that the second result display unit flag is not ON (S805: NO), the process proceeds to step S806, where an allocation determination is made by referring to the allocation table for the first starting port (see FIG. 8(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable probability jackpot, the numerical range of an 8R variable probability jackpot, the numerical range of a 16R normal jackpot, or the numerical range of an 8R normal jackpot.
[0213] On the other hand, if it is determined in step S805 that the second result display unit flag is ON (S805: YES), the process proceeds to step S807, where an allocation determination is made by referring to the allocation table for the second starting port (see FIG. 8(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE is included in the numerical range of a 16R variable probability jackpot, the numerical range of an 8R variable probability jackpot, the numerical range of a 16R normal jackpot, or the numerical range of an 8R normal jackpot. After executing the process of step S806 or step S807, the process proceeds to step S808.
[0214] In step S808, it is determined whether the type of the jackpot allocated in step S806 or step S807 is a variable probability jackpot. In step S808, if it is determined that the game result is a variable probability jackpot (S808: YES), the process proceeds to step S809.
[0215] In step S809, a stop result setting process for a probability variable jackpot is executed. The stop result setting process for a probability variable jackpot is a process for setting which stop result will be displayed in the first result display unit 37a or the second result display unit 37b when the variable display ends in the current game round in which a probability variable jackpot is won. Specifically, by referencing the stop result table for a probability variable jackpot stored in the stop result table storage area 63e, address information for the stop result data corresponding to the type of jackpot assigned in step S806 or step S807 is obtained, and the address information is stored in the stop result address storage area of RAM 64. After executing step S809, the process proceeds to step S810.
[0216] In step S810, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step S806 or step S807 is turned ON. Specifically, if it is a 16R probability variable jackpot, the 16R probability variable flag is turned ON, and if it is an 8R probability variable jackpot, the 8R probability variable flag is turned ON. Then, proceed to step S814.
[0217] In step S808, if it is determined that the type of jackpot allocated in step S806 or step S807 is not a variable jackpot (S808: NO), that is, if the type of jackpot allocated is a normal jackpot, the process proceeds to step S811.
[0218] In step S811, a stop result setting process for a normal jackpot is executed. The stop result setting process for a normal jackpot is a process for setting which stop result will be displayed in the first result display unit 37a or the second result display unit 37b when the variable display ends in the current game round in which a normal jackpot is won. Specifically, by referring to the stop result table for a normal jackpot stored in the stop result table storage area 63e, address information of the stop result data corresponding to the type of jackpot assigned in step S806 or step S807 is obtained, and the address information is stored in the stop result address storage area of RAM 64. After executing step S811, the process proceeds to step S812.
[0219] In step S812, a flag (jackpot type flag) corresponding to the type of jackpot allocated in step S806 or step S807 is turned ON. Specifically, if it is a 16R normal jackpot, the 16R normal flag is turned ON, and if it is an 8R normal jackpot, the 8R normal flag is turned ON. Then, proceed to step S814.
[0220] In step S804, if the result of the jackpot lottery in step S802 or step S803 is not a jackpot win (S804: NO), the process proceeds to step S813, where a stop result setting process for a loss is executed. The stop result setting process for a loss is a process for setting which stop result will be displayed in the first result display unit 37a or the second result display unit 37b when the variable display ends in the current game round, which results in a loss. Specifically, by referencing the stop result table for a loss in the stop result table storage area 63e, address information of the stop result data corresponding to the value of the jackpot random number counter C1 stored in the execution area AE is obtained, and the address information is stored in the stop result address storage area of RAM 64. After executing step S813, the process proceeds to step S814.
[0221] In step S814, a variable time setting process is executed. The variable time setting process is a process for setting the variable time, which is the time required for the current game round in the first result display section 37a or the second result display section 37b, based on whether or not a jackpot has been achieved or whether or not a reach has occurred. The variable time setting process will be described in detail later. After executing step S814, the process proceeds to step S815.
[0222] In step S815, it is determined whether the second result display unit flag in RAM 64 is ON. If it is determined in step S815 that the second result display unit flag in RAM 64 is not ON (S815: NO), the process proceeds to step S816, where a first variable command is set. The first variable command includes information indicating that the current game round is related to the reserved information acquired based on a win in the first start port 33, as well as information on whether a reach has occurred and information on the variable time set in step S814. On the other hand, if it is determined in step S815 that the second result display unit flag is ON (S815: YES), the process proceeds to step S817, where a second variable command is set. The second variable command includes information indicating that the current game round is related to the reserved information acquired based on a win in the second start port 34, as well as information on whether a reach has occurred and information on the variable time set in step S814. After executing step S816 or step S817, the process proceeds to step S818.
[0223] In step S818, a type command is set. The type command includes information on whether or not there is a jackpot and the results of the allocation determination. In other words, the type command includes information on the type of jackpot, such as 16R probability variable jackpot information, 8R probability variable jackpot information, 16R normal jackpot information, 8R normal jackpot information, or information on the result of a miss.
[0224] The variation command and type command set in steps S816 to S818 are sent to the sound and light emission control device 90 in step S503 of the normal processing (Fig. 18). The sound and light emission control device 90 determines the content of the presentation for that game round based on the received variation command and type command, and controls various devices so that the determined content of the presentation is executed. After executing step S818, the process proceeds to step S819.
[0225] In step S819, the result display unit corresponding to the current game round, either the first result display unit 37a or the second result display unit 37b, starts displaying a varying pattern. Specifically, if the second result display unit flag in RAM 64 is not ON, the result display unit corresponding to the current game round is identified as the first result display unit 37a and starts displaying a varying pattern, and if the second result display unit flag is ON, the result display unit corresponding to the current game round is identified as the second result display unit 37b and starts displaying a varying pattern. After step S819 is executed, this variation start process ends.
[0226] <Variable time setting process> Next, the variable time setting process will be described. The variable time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the variable start process (FIG. 21: S814).
[0227] 22 is a flowchart showing the process of setting the variable time. In step S901, the value of the variable type counter CS is obtained, which is stored in the variable type counter buffer in the lottery counter buffer 64a of the RAM 64. Thereafter, the process proceeds to step S902.
[0228] In step S902, it is determined whether the jackpot lottery for the current game is a win. Specifically, it is determined whether the probability variable jackpot flag or the normal jackpot flag in RAM 64 is ON, and if either flag is ON (S902: YES), the process proceeds to step S903.
[0229] In step S903, the jackpot variable time table stored in the variable time table storage area 63d of the ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. In the pachinko machine 10 of this embodiment, the variable time for the number of games in which the jackpot lottery is won is fixed. Then, the process proceeds to step S904, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64d of the RAM 64. Then, the variable time setting process is terminated.
[0230] In step S902, if it is determined that the jackpot lottery for the current game round is not a win (S902: NO), the process proceeds to step S905, where it is determined whether or not a reach will occur in the current game round. Since this process (S905) is executed if the jackpot lottery for the current game round is not a win in step S902, in step S905 it is determined whether or not a reach will occur among the game rounds for which the jackpot lottery has not been won. Specifically, if the value of the reach random number counter C3 stored in the execution area AE is a value corresponding to the occurrence of a reach, it is determined that a reach will occur (S905: YES), and the process proceeds to step S906. Note that when determining whether or not a reach will occur using the value of the reach random number counter C3, a reach determination table stored in the reach determination table storage area of ROM 63 is referenced.
[0231] In step S906, the variable time table for reaching a winning position stored in the variable time table storage area 63d of the ROM 63 is referenced to acquire variable time information corresponding to the current value of the variable type counter CS. In the pachinko machine 10 of this embodiment, the variable time for reaching a winning position is fixed. Then, the process proceeds to step S904, where the acquired variable time information is set in the variable time counter area provided in the various counter area 64d of the RAM 64. Then, the variable time setting process is terminated.
[0232] In step S905, if it is determined that a reach will not occur in the current game (S905: NO), the process proceeds to step S907, where the non-reach-occurrence variable time table stored in the variable time table storage area 63d is referenced to obtain the variable time corresponding to the current value of the variable type counter CS. Then, the process proceeds to step S904, where the obtained variable time information is set in the variable time counter area provided in the various counter area 64d of the RAM 64. Then, the variable time setting process is terminated.
[0233] In the pachinko machine 10 of this embodiment, the variable time information stored in the non-reach variable time table is set so that the greater the total reserved number CRN, the shorter the variable time. However, this is not limited to this. For example, the variable time may be configured so that it is independent of the total reserved number CRN, or so that the smaller the total reserved number CRN, the shorter the variable time. Furthermore, when the second start reserved number RbN is "0," the variable time may be set so that the greater the first start reserved number RaN, and when the second start reserved number RbN is "1" or greater, the variable time may be set so that the greater the second start reserved number RbN, the shorter the variable time. Furthermore, when the second start reserved number RbN is "0," the variable time may be set so that the greater the first start reserved number RaN, the longer the variable time. When the second start reserved number RbN is "1" or greater, the variable time may be set so that the greater the second start reserved number RbN, the longer the variable time, or so that the variable time is constant and independent of the reserved numbers RaN and RbN.
[0234] In addition, the non-reach variable time table may be set so that a shorter variable time is selected when the support mode is the high-frequency support mode than when the support mode is the low-frequency support mode, when the number of pending information items is the same. However, this is not limited to this, and the selected variable time may be the same, or the above relationship may be reversed.
[0235] Furthermore, the above configuration may be applied to the variable time when a reach occurs, and a configuration may be adopted in which the variable time that is likely to be selected when a jackpot is won and when a miss reach occurs are different from the variable time that is unlikely to be selected. Also, a configuration may be adopted in which a variable time table for a probability variable jackpot, a variable time table for a normal jackpot, a variable time table for a miss reach, and a variable time table for a complete miss are each set individually.
[0236] <Game status transition processing> Next, the gaming state transition process will be described. The gaming state transition process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 18: S507).
[0237] 23 is a flowchart showing the game state transition process. In step S1001, it is determined whether the ending period flag is ON. The ending period flag is turned ON at the end of the opening / closing execution mode in the special game state (at the start of the ending period), and is turned OFF at the end of the ending period. The ending period is a period for executing the ending effect in the special game state, as described in FIG. 9.
[0238] In step S1001, if it is determined that the ending period flag is not ON (S1001: NO), the process proceeds to step S1002, where it is determined whether the opening and closing execution mode flag is ON. As described above, the opening and closing execution mode flag is turned ON when the game state is to be shifted to the opening and closing execution mode, and is turned OFF when the opening and closing execution mode is to be ended.
[0239] If it is determined in step S1002 that the opening / closing execution mode flag is not ON (S1002: NO), the process proceeds to step S1003, where it is determined whether the opening period flag is ON. The opening period flag is set to ON at the start of the opening period and set to OFF at the end of the opening period.
[0240] In step S1003, if it is determined that the opening period flag is not ON (S1003: NO), the process proceeds to step S1004, where it is determined whether or not the timing has come when the variable display of the symbols in the first result display section 37a or the second result display section 37b has ended. In step S1004, if it is determined that the variable display has not ended (S1004: NO), the game state transition process ends.
[0241] In step S1004, if it is determined that the timing for the variable display has ended (S1004: YES), the process proceeds to step S1005, where it is determined whether the game result of this game (the result of the jackpot lottery) corresponds to the transition to the open / close execution mode. Specifically, it is determined whether any of the 16R probability flag, 8R probability flag, 16R normal flag, and 8R normal flag in RAM 64 is ON. If it is determined that none of the above flags is ON (S1005: NO), the game state transition process is terminated.
[0242] In step S1005, if it is determined that the game result of this game (the result of the big win lottery) corresponds to the transition to the open / close execution mode (S1005: YES), the process proceeds to step S1006, where the standby state flag is turned OFF, and the process proceeds to step S1007, where the high probability mode flag is turned OFF. Thereafter, the process proceeds to step S1008.
[0243] In step S1008, an opening time setting process is executed. The opening time setting process is a process for setting the time length of the opening period in the special game state (hereinafter also referred to as the opening time). In this embodiment, the same fixed opening time length is set for each opening period. Specifically, "3000" (i.e., 6 seconds) is set in the third timer counter area T3, which determines the opening time. The third timer counter area T3 is provided in the various timer counter area 64d of the RAM 64. After executing step S1008, the process proceeds to step S1009.
[0244] In step S1009, an opening command is set. The set opening command is sent to the audio and light emitting control device 90 in step S503 of the normal processing (FIG. 18). This opening command includes information on the set opening time and the number of rounds in the current opening / closing execution mode. Based on the received opening command, the audio and light emitting control device 90 determines the content of the presentation corresponding to the opening time and opening / closing execution mode, and controls various devices so that the determined content is executed. After executing step S1009, the process proceeds to step S1010, where the opening period flag is set ON. Thereafter, the game state transition process ends.
[0245] In step S1003, if it is determined that the opening period flag is ON (S1003: YES), the process proceeds to step S1011.
[0246] In step S1011, it is determined whether the opening period has ended. Specifically, it is determined whether the value of the third timer counter area T3 is "0." If it is determined in step S1011 that the opening period has ended (S1011: YES), the process proceeds to step S1012, where the opening period flag is set to OFF. Thereafter, the process proceeds to step S1013.
[0247] In step S1013, a process for starting a round display for notifying the type of current open / close execution mode is executed. Specifically, the address information stored in the stop result address storage area of RAM 64 is confirmed. Then, based on the confirmed address information, stop result data corresponding to the address information is identified from the stop result data group stored in ROM 63, and the details of the number of rounds are confirmed from the identified stop result data. Thereafter, the details of the confirmed number of rounds are output to the round display unit 39 in the main display unit 45. As a result, the round information related to the output is displayed on the round display unit 39. After executing step S1013, the process proceeds to step S1014.
[0248] In step S1014, the number of rounds in the current opening / closing execution mode is determined. Specifically, the jackpot type flag (16R probability flag, 8R probability flag, 16R normal flag, 8R probability flag) stored in RAM 64 is checked. In step S1014, if it is determined that the jackpot type flag stored in RAM 64 is a 16R probability flag or a 16R normal flag (S1014: YES), the process proceeds to step S1015, where "16" is set in a first round counter area RC1 provided in the various counter area 64d of RAM 64. The first round counter area RC1 is a counter area for counting the number of times the opening / closing door 36b has been opened.
[0249] On the other hand, in step S1014, if it is determined that the jackpot type flag stored in RAM 64 is an 8R probability flag or an 8R normal flag (S1014: NO), the process proceeds to step S1016, where "8" is set in the first round counter area RC1 provided in the various counter area 64d of RAM 64. After executing step S1015 or step S1016, the process proceeds to step S1017.
[0250] In step S1017, the open / close execution mode flag is turned ON, and then the game state transition process is terminated.
[0251] If it is determined in step S1002 that the opening / closing execution mode flag is ON (S1002: YES), the process proceeds to step S1018, where the special prize opening opening / closing process is executed. Specifically, if the special prize opening 36a is closed, the special prize opening 36a is opened by driving the variable prize drive unit 36c, provided that the first round counter area RC1 is "1" or greater. Also, if the special prize opening 36a is open, the drive state of the variable prize drive unit 36c is stopped, and the special prize opening 36a is closed, provided that the opening limit time has elapsed since the special prize opening 36a was opened, or the opening limit number of prizes has been won. Details of the special prize opening opening / closing process will be described later. After executing step S1018, the process proceeds to step S1019.
[0252] In step S1019, it is determined whether the value of the first round counter area RC1 is "0". If it is determined that the value of the first round counter area RC1 is not "0" (S1019: NO), the game state transition process is terminated. On the other hand, if it is determined that the value of the first round counter area RC1 is "0" (S1019: YES), the process proceeds to step S1020, where the open / close execution mode flag is turned OFF. After executing step S1020, the process proceeds to step S1021.
[0253] In step S1021, processing for ending the round display is executed. In this processing, display control of the round display section 39 is ended so that the round display section 39 in the main display unit 45 is turned off. After executing step S1021, the process proceeds to step S1022.
[0254] In step S1022, a condition determination process is executed. The condition determination process is a process for determining whether or not the case corresponds to case a2 shown in FIG. 9. Specifically, by winning the jackpot lottery in the next game round, a suggestion effect is executed in the ending period, and it is determined whether or not a process for reproducing the effects executed in the current game round (pre-announcement effect, reach effect, and result announcement effect (jackpot announcement)) is executed in the variable time of the next game round. The condition determination process will be described later. After executing step S1022, the process proceeds to step S1023.
[0255] In step S1023, an ending time setting process is executed. The ending time setting process is a process for setting the time length of the ending period in the special game state (hereinafter also referred to as ending time). The ending time setting process will be described later. After executing step S1023, the process proceeds to step S1024.
[0256] In step S1024, an ending command is set. This set ending command is sent to the audio and light emission control device 90 in step S503 of the normal processing (FIG. 18). Upon receiving the ending command, the audio and light emission control device 90 ends the performance corresponding to the opening / closing execution mode. After executing step S1024, the process proceeds to step S1025.
[0257] In step S1025, the ending period flag is turned ON, and then the game state transition process is terminated.
[0258] In step S1001, if it is determined that the ending period flag is ON (S1001: YES), the process proceeds to step S1026.
[0259] In step S1026, it is determined whether the ending period has ended. Specifically, it is determined whether the value of the fourth timer counter area T4, which was set as the ending time in the ending time setting process (S1023), is "0." The value of the fourth timer counter area T4 is set in the ending time setting process (FIG. 25), which will be described later. In step S1026, if it is determined that the value of the fourth timer counter area T4, which was set as the ending time, is "0" (S1026: YES), the process proceeds to step S1027.
[0260] In step S1027, the ending period flag is turned OFF. Then, the process proceeds to step S1028, where the transition process at the end of the ending period is executed. The transition process at the end of the ending period is a process for setting various modes for the game round after the current ending period has ended. The details of the transition process at the end of the ending period will be described later. After executing step S1028, the process proceeds to step S1029.
[0261] In step S1029, the standby state flag is turned ON. Then, the process proceeds to step S1030, where a standby state time setting process is executed. Specifically, the standby state timer counter Tw stored in the various counter area 64d is set to "7500" (i.e., 15.0 seconds). After executing step S1030, the game state transition process is terminated.
[0262] On the other hand, in step S1026, if it is determined that the value of the fourth timer counter area T4 set as the ending time is not "0" (S1026: NO), the game state transition process is ended as is.
[0263] <Big prize opening and closing process> Next, the special prize opening / closing process will be described. The special prize opening / closing process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (1017 in FIG. 23).
[0264] FIG. 24 is a flowchart showing the special prize opening opening / closing process. In step S1101, it is determined whether the special prize opening 36a is open. Specifically, this determination is made based on the drive state of the variable prize opening drive unit 36c. If it is determined in step S1101 that the special prize opening 36a is not open (S1101: NO), the process proceeds to step S1102, where it is determined whether the value of the first round counter area RC1 is "0." If it is determined in step S1102 that the value of the first round counter area RC1 is "0" (S1102: YES), the special prize opening opening / closing process is terminated. On the other hand, if it is determined in step S1102 that the value of the first round counter area RC1 is not "0" (S1102: NO), the process proceeds to step S1103.
[0265] In step S1103, it is determined whether the value of the first timer counter area T1 provided in the various counter areas 64d of the RAM 64 is "0." In this case, the first timer counter area T1 is used as a parameter for measuring the duration of closure of the special prize opening 36a. In step S1103, if it is determined that the value of the first timer counter area T1 is not "0" (S1103: NO), the special prize opening opening opening process is terminated. On the other hand, in step S1103, if it is determined that the value of the first timer counter area T1 is "0" (S1103: YES), the process proceeds to step S1104, where the variable prize drive unit 36c is driven to open the special prize opening 36a. Then, the process proceeds to step S1105.
[0266] In step S1105, a setting process for each round is executed. In the case of the pachinko machine 10 of this embodiment, since all set winning modes are high-frequency winning modes, "15000" (i.e., 30 seconds) is set in the first timer counter area T1. Furthermore, to count the number of winning balls in the large winning slot 36a, "10" is set in the winning counter area PC provided in the various counter area 64d of the RAM 64. The count value set in the first timer counter area T1 is decremented by 1 each time the timer interrupt process is initiated, i.e., every 2 msec. If the pachinko machine 10 is set to the low-frequency winning mode, for example, "100" (i.e., 0.2 seconds) may be set in the first timer counter area T1 and "6" may be set in the winning counter area PC. After executing step S1105, the process proceeds to step S1106.
[0267] In step S1106, an opening command is set. Then, the special prize opening opening / closing process is terminated. The opening command includes information for the sub-controllers, the audio and light-emitting control device 90 and the display control device 100, to recognize that the opening of the special prize opening 36a has begun. The opening command is transmitted to the audio and light-emitting control device 90 by the external output process of the normal process (FIG. 18: step S503). Based on the received opening command, the audio and light-emitting control device 90 determines that the opening of the special prize opening 36a for one round has begun, and updates the effects displayed on the various lamps 47 and the speaker 46 to correspond to the fact that the opening of the special prize opening 36a has begun. The audio and light-emitting control device 90 also transmits the opening command to the display control device 100 while maintaining its information format. Based on the received opening command, the display control device 100 determines that the opening of the special prize opening 36a for one round has begun, and updates the effects displayed on the symbol display device 41 to correspond to the fact that the opening of the special prize opening 36a has begun.
[0268] In step S1101, if it is determined that the special prize opening 36a is open (step S1101: YES), the process proceeds to step S1107, where it is determined whether the value in the first timer counter area T1 is "0." In this case, the first timer counter area T1 is used as a parameter for measuring the duration that the special prize opening 36a remains open. In step S1107, if it is determined that the value in the first timer counter area T1 is not "0" (S1107: NO), the process proceeds to step S1108.
[0269] In step S1108, it is determined whether or not a gaming ball has entered the special prize opening 36a based on the detection state of the detection sensor corresponding to the variable prize opening device 36. If it is determined in step S1108 that no prize has been won (S1108: NO), the special prize opening opening opening process is terminated. On the other hand, if it is determined in step S1108 that a prize has been won (S1108: YES), the process proceeds to step S1109, where the value of the prize counter area PC is decremented by 1. Then, the process proceeds to step S1110.
[0270] In step S1110, it is determined whether the value of the winning counter area PC is 0. If it is determined in step S1110 that the value of the winning counter area PC is not 0 (S1110: NO), the big winning opening opening process is terminated.
[0271] If it is determined in step S1107 that the value of the first timer counter area T1 is "0" (S1107: YES), or if it is determined in step S1110 that the value of the prize counter area PC is "0" (S1110: YES), the process proceeds to step S1111, where the special prize opening closing process is executed. Specifically, the variable prize opening drive unit 36c is set to a non-driving state in order to close the special prize opening 36a. Then, the process proceeds to step S1112.
[0272] In step S1112, the value of the first round counter area RC1 is decremented by 1. Then, the process proceeds to step S1113, where it is determined whether the value of the first round counter area RC1 is "0." If it is determined in step S1113 that the value of the first round counter area RC1 is "0" (S1113: YES), the large prize opening opening / closing process is terminated. On the other hand, if it is determined in step S1113 that the value of the first round counter area RC1 is not "0" (S1113: NO), the first timer counter area T1 is set to "1000" (i.e., 2 seconds). In this case, the first timer counter area T1 is used as a parameter for measuring the duration of closure of the large prize opening 36a. After executing step S1114, the process proceeds to step S1115, where a closing command is set. Then, the large prize opening opening / closing process is terminated.
[0273] This set close command is a command containing information for causing the audio and light emitting control device 90 and the display control device 100, which are sub-control devices, to recognize that the opening of the special prize opening 36a has been completed, and is transmitted to the audio and light emitting control device 90 during the external output process of the normal process (FIG. 18: step S503). Based on the received close command, the audio and light emitting control device 90 determines that the opening of the special prize opening 36a for one round has been completed, and updates the presentation content on the various lamps 47 and the speaker 46 to content corresponding to the completion of the opening of the special prize opening 36a. The audio and light emitting control device 90 also transmits the above close command to the display control device 100 while maintaining its information format. Based on the received close command, the display control device 100 determines that the opening of the special prize opening 36a for one round has been completed, and updates the presentation content on the pattern display device 41 to content corresponding to the completion of the opening of the special prize opening 36a.
[0274] <Condition judgment processing> Next, the condition determination process will be described. The condition determination process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 23: S1022).
[0275] As described above, the condition determination process is a process for determining whether or not the case corresponds to case a2 shown in Fig. 9. The condition that enables the process of case a2 to be executed is that the jackpot lottery in the first game round is won and the jackpot lottery in the second game round is also won. This condition determination process is executed immediately before the end of the open / close execution mode after the jackpot lottery in the game round is won, and is a process for determining whether or not the jackpot lottery in the next game round will be won.
[0276] 25 is a flowchart showing the condition determination process. In step S1201, it is determined whether the number of reserved items CRN>0. By executing this process, when a special game state is being executed after the first game, it is confirmed whether there is a game round immediately after the special game state. If there is no game round, there is no game round equivalent to the second game round that can execute the game round reproduction effect immediately after the suggestion effect, and it is impossible to execute the process for case a2.
[0277] In step S1201, if it is determined that the reserved number CRN>0 (S1201: YES), the process proceeds to step S1202. On the other hand, in step S1201, if it is determined that the reserved number CRN>0 is not satisfied (S1201: NO), the process ends.
[0278] In step S1202, the value of the jackpot random number counter C1 for the next game is read. Specifically, the value of the jackpot random number counter C1 stored in the memory area by winning the starting hole in the winning process for the starting hole (FIG. 15) is read. Then, the process proceeds to step S1203.
[0279] In step S1203, it is determined whether the normal jackpot flag is ON. By executing this process, it is determined whether the jackpot lottery for the next game will be executed in the high probability mode or the low probability mode.
[0280] In step S1203, if it is determined that the normal jackpot flag is ON (S1203: YES), the process proceeds to step S1204, where the win / loss table for the low probability mode stored in the win / loss table storage area 63a is referenced. After that, the process proceeds to step S1206, where it is determined whether the value information of the jackpot random number counter C1 read this time corresponds to a jackpot as a result of reference to the win / loss table for the low probability mode.
[0281] On the other hand, if it is determined in step S1203 that the normal jackpot flag is not ON (S1203: NO), the process proceeds to step S1205, where the hit / miss table for the high probability mode stored in the hit / miss table storage area 63a is referenced. After that, the process proceeds to step S1206, where it is determined whether the value information of the jackpot random number counter C1 read this time corresponds to a jackpot as a result of reference to the hit / miss table for the high probability mode.
[0282] In step S1206, if it is determined that the value of the jackpot random number counter C1 read this time corresponds to a jackpot (S1206: YES), the process proceeds to step S1207.
[0283] In step S1207, it is determined whether the effect overlap avoidance flag is ON. The effect overlap avoidance flag is a flag used in case a2 (FIG. 9) to prevent the game round replay effect executed in the second game round from being further reproduced and executed during the ending period of the special game state after the second game round. In step S1207, if it is determined that the effect overlap avoidance flag is not ON (S1207: NO), the process proceeds to step S1208, where the condition fulfillment flag is set ON. Thereafter, the process proceeds to step S1209.
[0284] In step S1209, a condition fulfillment command is set. The condition fulfillment command is a command including information for causing the audio and light emission control device 90, which is the sub-side, to recognize that the condition fulfillment flag is ON. The condition fulfillment command is transmitted to the audio and light emission control device 90 by the external output process of the normal process (FIG. 18: step S503). Thereafter, the condition determination process ends.
[0285] On the other hand, if it is determined in step S1206 that the value of the jackpot random number counter C1 read this time does not correspond to a jackpot (S1206: NO), or if it is determined in step S1207 that the performance overlap avoidance flag is ON (S1207: YES), the condition determination process is terminated.
[0286] <Ending time setting process> Next, the ending time setting process will be described. The ending time setting process is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 23: S1023).
[0287] 26 is a flowchart showing the ending time setting process. In step S1301, it is determined whether or not the effect overlap avoidance flag is ON.
[0288] In step S1301, if it is determined that the effect overlap avoidance flag is not ON (S1301: NO), the process proceeds to step S1302, where it is determined whether the condition fulfillment flag is ON. In step S1302, if it is determined that the condition fulfillment flag is ON (S1302: YES), the process proceeds to step S1303.
[0289] In step S1303, the fourth timer counter area T4, which is a timer for the ending time, is set to "3000" (6 seconds). The processing in step S1303 is processing for setting the ending time in the special game state after the first game round in case a2 of FIG. 9. In case a2, only the suggestive effect is executed during the ending period, and the effect executed in the first game round is not reproduced. Therefore, in this embodiment, 6 seconds is secured as the ending time required to execute the suggestive effect. After executing step S1303, proceed to step S1304, and turn off the condition fulfillment flag. Then, proceed to step S1305.
[0290] In step S1305, the effect overlap avoidance flag is turned ON, and then the ending time setting process is terminated.
[0291] On the other hand, if it is determined in step S1302 that the condition fulfillment flag is not ON (S1302: NO), the process proceeds to step S1306.
[0292] In step S1306, the fourth timer counter area T4 is set to "15000" (30 seconds). The processing in step S1306 is processing for setting the ending time in the special game state after the first game round in case a1 of FIG. 9. In case a1, the suggestive effect and the special game state reproduction effect are executed during the ending period. Therefore, in this embodiment, 30 seconds are secured as the ending time required to execute the suggestive effect and the special game state reproduction effect. Note that in this embodiment, the time required for the suggestive effect is fixed at 6 seconds, and the time required for the special game state reproduction effect is fixed at 24 seconds. After executing step S1303, this ending time setting processing is terminated.
[0293] In step S1301, if it is determined that the effect overlap avoidance flag is ON (S1301: YES), the process proceeds to step S1307, where a effect overlap avoidance command is set. The effect overlap avoidance command is a command that includes information for causing the audio and light emission control device 90, which is the sub-side, to recognize that the effect overlap avoidance flag is ON. The effect overlap avoidance command is transmitted to the audio and light emission control device 90 in the command output process of the normal process (FIG. 18: step S503). After executing step S1307, the process proceeds to step S1308.
[0294] In step S1308, "4000" (8 seconds) is set in the fourth timer counter area T4. The processing in step S1308 is processing for setting the ending time in the special game state after the second game round in case a2 of FIG. 9. In case a2, the normal ending presentation is executed during the ending period. Therefore, in this embodiment, 8 seconds is secured as the ending time required to execute the normal ending presentation.
[0295] <Transition process at the end of the ending period> Next, the transition process at the end of the ending period will be described. The transition process at the end of the ending period is executed by the MPU 62 of the main control device 60 as a subroutine of the game state transition process (FIG. 23: S1028).
[0296] 27 is a flowchart showing the transition process at the end of the ending period. In step S1401, it is determined whether a flag corresponding to a probability variable jackpot is set to ON as a jackpot type flag in RAM 64. That is, it is determined whether a 16R probability variable flag or an 8R probability variable flag in RAM 64 is ON.
[0297] In step S1401, if it is determined that the 16R probability variable flag or the 8R probability variable flag of RAM64 is ON (S1401: YES), the process proceeds to step S1402, where a flag deletion process is executed. Specifically, if the 16R probability variable flag, the 8R probability variable flag, the 16 normal flag, the 8R normal flag, and the high frequency support mode flag are ON, they are turned OFF, and if they are not ON, they are maintained in that state. After executing step S1402, the process proceeds to step S1403.
[0298] In step S1403, the high probability mode flag is turned ON, and then the process proceeds to step S1404, where the high frequency support mode flag is turned ON. As a result, after the opening / closing execution mode is terminated, the game state shifts to a high probability mode in the win / loss lottery mode and a high frequency support mode in the support mode. Note that these high probability mode and high frequency support mode are maintained at least until the next jackpot win occurs. Then the process proceeds to step S1405.
[0299] In step S1405, the game count counter PNC provided in the various counter area 64d of RAM 64 is set to 100. The value set in the game count counter PNC is a value indicating the number of games when the high frequency support mode is executed with the number of games limited. Then, the process proceeds to step S1406.
[0300] In step S1406, a high probability mode command, which is a command including information for making the sub-side control device recognize that the win / lose lottery mode is the high probability mode, is set as a command to be transmitted to the audio and light emission control device 90. Then, the process proceeds to step S1410.
[0301] On the other hand, in step S1401, if it is determined that the 16R normal flag or the 8R normal flag is ON in RAM 64 (S1401: NO), the process proceeds to step S1407, where a flag erasure process is executed. Specifically, if the 16R probability variable flag, the 8R probability variable flag, the 16 normal flag, the 8R normal flag, and the high frequency support mode flag are ON, they are turned OFF, and if they are not ON, they are maintained in that state. Then, the process proceeds to step S1408.
[0302] In step S1408, the high frequency support mode flag is turned ON, and then the process proceeds to step S1409, where the number of games counter PNC provided in the various counter area 64d of the RAM 64 is set to 100. Thereafter, the process proceeds to step S1410.
[0303] In step S1410, a high-frequency support mode command, which is a command including information for making the sub-side control device recognize that the support mode is the high-frequency support mode, is set as a command to be sent to the audio and light emission control device 90. Thereafter, the transition process at the end of the ending period is terminated.
[0304] <Electrical support processing> Next, the electric utility support process will be described. The electric utility support process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 18: S508).
[0305] 28 is a flowchart showing the electric role support processing. In step S1501, it is determined whether or not support is in progress. Specifically, it is determined whether or not the support in progress flag in the various flag storage area 64e of the RAM 64 is ON. The support in progress flag is a flag that is turned ON when the electric role 34a of the second starting port 34 is opened, and is turned OFF when the electric role 34a is returned to the closed state. In step S1501, if it is determined that the support in progress flag is not ON (S1501: NO), the process proceeds to step S1502.
[0306] In step S1502, it is determined whether or not the support win flag in the various flag storage area 64e of the RAM 64 is ON. The support win flag is a flag that is turned ON when an open state win is achieved in the electric role opening lottery to determine whether or not the electric role 34a is opened, and is turned OFF when the support in progress flag is ON. In step S1502, if it is determined that the support win flag is not ON (S1502: NO), the process proceeds to step S1503.
[0307] In step S1503, it is determined whether the value of the second timer counter area T2 provided in the various counter area 64d of the RAM 64 is "0." In this case, the second timer counter area T2 is used as a parameter for measuring the fluctuation time of the general unit 38. The count value set in the second timer counter area T2 is decremented by 1 each time the timer interrupt process is started, i.e., every 2 msec.
[0308] In step S1503, if it is determined that the value in the second timer counter area T2 is not "0" (S1503: NO), the main power support process ends. On the other hand, if it is determined that the value in the second timer counter area T2 is "0" (S1503: YES), the process proceeds to step S1504.
[0309] In step S1504, it is determined whether it is time to end the variable display of the symbols in the regular map unit 38. If it is determined in step S1504 that it is time to end the variable display (S1504: YES), the process proceeds to step S1505, where a miss display is set, and the process for supporting this electric role is terminated. By setting the miss display, the variable display of the symbols in the regular map unit 38 is terminated with the miss display stopped. On the other hand, if it is determined in step S1504 that it is not time to end the variable display (S1504: NO), the process proceeds to step S1506.
[0310] In step S1506, it is determined whether the value of the number of reserved reel items SN is greater than "0". In step S1506, if it is determined that the value of the number of reserved reel items SN is "0" (S1506: NO), the main electric reel support processing is terminated. On the other hand, in step S1506, if it is determined that the value of the number of reserved reel items SN is greater than "0" (S1506: YES), the process proceeds to step S1507.
[0311] In step S1507, it is determined whether the game is in the opening / closing execution mode, and then the program proceeds to step S1508 to determine whether the game is in the high-frequency support mode. If the game is not in the opening / closing execution mode in step S1507 (S1507: NO) and the game is in the high-frequency support mode in step S1508 (S1508: YES), the program proceeds to step S1509 to perform a lottery to open an electric role. Specifically, the value stored in the electric role reserve area 64c is shifted, and if the value of the electric role release counter C4 shifted to the execution area is between 0 and 190, the game is won in the lottery to open an electric role. In addition, simultaneously with the lottery to open an electric role, "750" (i.e., 1.5 seconds) is set in the second timer counter area T2. The second timer counter area T2 is decremented by 1 each time the timer interrupt process is activated. Then the program proceeds to step S1510.
[0312] In step S1510, it is determined whether the result of the electric reel opening lottery in step S1509 is a support win. If it is determined in step S1510 that the result of the electric reel opening lottery is a support win (S1510: YES), the process proceeds to step S1511, where a support win flag is turned ON and "3" is set in a second round counter area RC2 provided in the various counter areas 64d of RAM 64. The second round counter area RC2 is a counter area for counting the number of times the electric reel 34a has been opened. Thereafter, the process proceeds to step S1512. On the other hand, if it is determined in step S1510 that the result of the electric reel opening lottery is not a support win (S1510: NO), the process proceeds to step S1512 without executing the processing of step S1511.
[0313] In step S1512, it is determined whether the winning / losing lottery mode is the low probability mode. If it is determined in step S1512 that the winning / losing lottery mode is the low probability mode (S1512: YES), the process proceeds to step S1513. On the other hand, if it is determined in step S1512 that the winning / losing lottery mode is not the low probability mode (S1512: NO), the main electric role support process is terminated.
[0314] In step S1513, it is determined whether the game count counter area is "0". The game count counter is decremented by 1 each time one game is completed when the low probability mode is in high frequency support mode. In step S1513, if it is determined that the game count counter area is not "0" (S1513: NO), the main electric role support processing is terminated. On the other hand, in step S1513, if it is determined that the game count counter area is "0", the processing proceeds to step S1514, where the high frequency support mode flag is turned OFF. Thereafter, the processing proceeds to step S1515.
[0315] In step S1515, a low-frequency support command, which is a command including information for making the sub-side control device recognize that the support mode is the low-frequency support mode, is set as a command to be sent to the audio and light-emitting control device 90. Thereafter, the electric support processing is terminated.
[0316] The low-frequency support command set in step S1515 is transmitted to the audio and light emission control device 90 in the external output process of the normal process (FIG. 18: step S503). Based on receiving the low-frequency support command, the audio and light emission control device 90 determines that the support mode is the low-frequency support mode, and executes processing corresponding to that.
[0317] If it is determined in step S1507 that the mode is the open / close execution mode (S1507: YES), or if it is determined in step S1518 that the mode is not the high frequency support mode (S1508: NO), the process proceeds to step S1516, where a lottery is held to open an electric role. Specifically, the value stored in the electric role reserve area 64c is shifted, and if the value of the electric role opening counter C4 shifted to the execution area is 0 to 190, the electric role opening lottery is won. In addition, simultaneously with the electric role opening lottery, "14750" (i.e., 29.5 sec) is set in the second timer counter area T2. Then, the process proceeds to step S1517.
[0318] In step S1517, it is determined whether or not the result of the electric role opening lottery in step S1516 is a support win. If it is determined in step S1517 that there is no support win (S1517: NO), the main electric role support processing ends. On the other hand, if it is determined in step S1517 that there is a support win (S1517: YES), the process proceeds to step S1518, the support win flag is turned ON, and "1" is set in the second round counter area RC2, and then the main electric role support processing ends.
[0319] In step S1502, if it is determined that the support winning flag is ON (S1502: YES), the process proceeds to step S1519, where it is determined whether the value of the second timer counter area T2 is "0." In this case, the second timer counter area T2 is used as a parameter for measuring the fluctuation time of the normal picture unit 38. In step S1519, if it is determined that the value of the second timer counter area T2 is not "0" (S1519: NO), the image fluctuation display in the normal picture unit 38 is in progress, so the main electric role support processing is terminated. On the other hand, in step S1519, if it is determined that the value of the second timer counter area T2 is "0" (S1519: YES), the process proceeds to step S1520.
[0320] In step S1520, a winning display is set. As a result, the variable display of the image in the normal unit 38 is terminated with the winning display stopped. Then, proceed to step S1521, turn on the support flag, and turn off the support winning flag. Then, end the main electric role support processing.
[0321] In step S1501, if it is determined that the support flag is ON (S1501: YES), the process proceeds to step S1522, where an electric role opening / closing control process for controlling the opening and closing of the electric role 34a is executed. After that, the electric role support process is terminated.
[0322] <Electric switching control processing> Next, the electric utility switching control process will be described. The electric utility switching control process is executed by the MPU 62 of the main control device 60 as a subroutine of the electric utility support process (FIG. 28: S1522).
[0323] 29 is a flowchart showing the electric role opening / closing control process. In step S1601, it is determined whether the electric role 34a is open. Whether the electric role 34a is open is determined by whether the electric role drive unit 34b is in a driving state. If it is determined that the electric role 34a is open (S1601: YES), the process proceeds to step S1602.
[0324] In step S1602, it is determined whether the value of the second timer counter area T2 is "0." In this case, the second timer counter area T2 is used as a parameter for measuring the open duration of the electric role 34a. In step S1602, if it is determined that the value of the second timer counter area T2 is not "0" (S1602: NO), the main electric role opening / closing control process is terminated. In other words, if the open duration of the electric role 34a has not ended, the main electric role opening / closing control process is terminated.
[0325] In step S1602, if it is determined that the value of the second timer counter area T2 is "0" (S1602: YES), the process proceeds to step S1603, where a closing process is performed to control the electric role 34a to a closed state, and "250" (i.e., 0.5 seconds) is set in the second timer counter area T2. In other words, if the second timer counter area T2, which serves as a means for measuring the open duration of the electric role 34a, is "0," the electric role 34a is closed, and the second timer counter area T2 is then used as a parameter for measuring the closed duration of the electric role 34a, and "250" is set in the second timer counter area T2. After executing step S1603, the process proceeds to step S1604.
[0326] In step S1604, the value of the second round counter area RC2 is decremented by 1, and then the process proceeds to step S1605, where it is determined whether the value of the second round counter area RC2 is "0". If it is determined in step S1605 that the value of the second round counter area RC2 is not "0" (S1605: NO), the main electric role opening / closing control process is terminated. On the other hand, if it is determined in step S1605 that the value of the second round counter area RC2 is "0" (S1605: YES), the process proceeds to step S1606, where the support in progress flag is turned OFF. Then, the main electric role opening / closing control process is terminated.
[0327] In step S1601, if it is determined that the electric role 34a is not open (S1601: NO), the process proceeds to step S1607, where it is determined whether the second timer counter area T2 is "0." In this case, the second timer counter area T2 is used as a parameter for measuring the duration of the closed state of the electric role 34a. In step S1607, if it is determined that the second timer counter area T2 is not "0" (S1607: NO), the electric role open / close control process is terminated. On the other hand, in step S1507, if it is determined that the second timer counter area T2 is "0" (S1607: YES), the process proceeds to step S1608, where an open process is executed to control the electric role 34a to the open state. Thereafter, the process proceeds to step S1609.
[0328] In step S1609, it is determined whether or not the system is in the opening and closing execution mode. If it is determined that the system is not in the opening and closing execution mode (S1609: NO), the process proceeds to step S1610, where it is determined whether or not the system is in the high frequency support mode.
[0329] In step S1610, if it is determined that the high frequency support mode is in effect (S1610: YES), the process proceeds to step S1611, where the second timer counter area T2 is set to "800" (i.e., 1.6 seconds). After that, the main electric component opening / closing control process is terminated.
[0330] On the other hand, if it is determined in step S1609 that the switching execution mode is active (S1609: YES), or if it is determined in step S1610 that the high frequency support mode is not active (S1610: NO), the process proceeds to step S1612, where the second timer counter area T2 is set to "100" (i.e., 0.2 seconds). Then, the main electric switch switching control process is terminated.
[0331] <Waiting process> Next, the standby process will be described. The standby process is executed by the MPU 62 of the main control device 60 as a subroutine of the normal process (FIG. 18: S509).
[0332] 30 is a flowchart showing the standby process. In step S1701, it is determined whether the standby state flag is ON. If it is determined in step S1701 that the standby state flag is ON (S1701: YES), the process proceeds to step S1702. On the other hand, if it is determined in step S1701 that the standby state flag is not ON (S1701: NO), the standby process ends.
[0333] In step S1702, it is determined whether 15 seconds have passed since the standby state flag was turned ON. Specifically, it is determined whether the value of the standby state timer counter Tw is 0, and if the value of the standby state timer counter Tw is 0, it is determined that 15 seconds have passed since the standby state flag was turned ON. If it is determined in step S1702 that 15 seconds have passed since the standby state flag was turned ON, the process proceeds to step S1703. On the other hand, if it is determined in step S1702 that 15 seconds have not passed since the standby state flag was turned ON, this standby process is terminated.
[0334] In step S1703, the standby state flag is turned OFF, and the process proceeds to step S1704, where the transition condition satisfaction flag is turned ON. Then, the process proceeds to step S1705, where a transition condition satisfaction command is set. The transition condition satisfaction command is a command for each sub-side control device to recognize that 15 seconds have passed since the standby state began, i.e., that the transition condition has been satisfied. After step S1705 is executed, this standby process ends.
[0335] A6. Electrical configuration of the audio / light emitting control device and display control device: Next, the electrical configuration of the audio and light emission control device 90 and the display control device 100 will be described.
[0336] 31 is a block diagram mainly showing the electrical configuration of the audio and light emitting control device 90 and the display control device 100. Note that some components such as the power supply device 85 are omitted. An MPU 92 is mounted on an audio and light emitting control board 91 provided in the audio and light emitting control device 90. The MPU 92 is an element that incorporates a ROM 93, a RAM 94, an interrupt circuit, a timer circuit, a data input / output circuit, etc.
[0337] The ROM 93 stores various control programs, fixed value data, tables, etc., which are executed by the MPU 92. For example, a part of the area of the ROM 93 is provided with an effect pattern table storage area 93a, a variable display pattern table storage area 93b, etc.
[0338] The RAM 94 is a memory for temporarily storing various data and the like when executing the control program stored in the ROM 93. For example, a various flag storage area 94a, a various counter area 94b, a lottery counter area 94c, etc. are provided in part of the area of the RAM 94. It is not essential that the ROM 93 and RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into a separate chip.
[0339] The MPU 92 is provided with an input port and an output port. The main control device 60 is connected to the input side of the MPU 92. Various commands are received from the main control device 60. The performance operation button 24, speaker 46, various lamps 47, and the display control device 100 are connected to the output side of the MPU 92.
[0340] A display control board 101 provided in the display control device 100 is equipped with an MPU 102, which is an element in which a program ROM 103 and a work RAM 104 are integrated into a single chip, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not essential that the program ROM 103 and the work RAM 104 are integrated into a single chip for the MPU 102, and each may be integrated into a separate chip.
[0341] The MPU 102 analyzes various commands received from the audio and light emission control device 90 or performs predetermined calculation processing based on the various received commands, thereby controlling the VDP 105 (specifically, generating internal commands for the VDP 105).
[0342] The program ROM 103 is a memory for storing various control programs executed by the MPU 102 and fixed value data, and also stores JPEG format image data for background images.
[0343] The work RAM 104 is a memory for temporarily storing work data, flags, etc. that are used when the MPU 102 executes various programs.
[0344] The VDP 105 is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. The VDP 105 is also called a "drawing chip" because it is an IC chip, and is a type of microcomputer chip with built-in firmware dedicated to drawing processing. The VDP 105 adjusts the timing of the MPU 102, video RAM 107, etc. to intervene in the reading and writing of data, and also reads image data to be stored in the video RAM 107 from the character ROM 106 at a predetermined timing and displays it on the pattern display device 41.
[0345] The character ROM 106 serves as an image data library for storing character data such as the designs to be displayed on the design display device 41. The character ROM 106 stores bitmap image data of various display designs, a color palette table to be referenced when determining the color to be displayed for each dot of the bitmap image, and the like. It is also possible to provide a plurality of character ROMs 106, and have each character ROM 106 store image data and the like. It is also possible to configure the character ROM 106 to store JPEG image data for background images stored in the program ROM 103.
[0346] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the content of the video RAM 107.
[0347] In the following, the MPU 62, ROM 63, and RAM 64 of the main control unit 60 will also be referred to as the main side MPU 62, main side ROM 63, and main side RAM 64, respectively, the MPU 92, ROM 93, and RAM 94 of the audio-light emitting control unit 90 will also be referred to as the audio-light side MPU 92, audio-light side ROM 93, and audio-light side RAM 94, respectively, and the MPU 102 of the display control unit 100 will also be referred to as the display side MPU 102.
[0348] A7. Various processes executed in the audio / light emitting control device and the display control device: Next, an example of specific control executed in the audio and light emission control device and the display control device will be described. First, the process executed in the audio and light emission control device 90 will be described, and then the process executed in the display control device 100 will be described.
[0349] <Various processes executed in the audio and light emission control device> <Timer interrupt processing> First, the timer interrupt process executed by the sound and light side MPU 92 will be described.
[0350] 32 is a flowchart showing the timer interrupt process executed in the acoustic / optical side MPU 92. The timer interrupt process is repeatedly executed at a relatively short cycle (for example, every 2 msec). Below, the processing of each step executed in the timer interrupt process will be described.
[0351] In step S1801, a command storage process is executed. The command storage process is a process for storing a received command in the acoustic / optical side RAM 94 when a command is received from the main side MPU 62. The acoustic / optical side RAM 94 is provided with a ring buffer for enabling the storage and reading of commands received from the main side MPU 62, and the commands received from the main side MPU 62 are sequentially stored in the ring buffer and are also sequentially read out in the order in which they were stored. After executing step S1801, the process proceeds to step S1802.
[0352] In step S1802, command response processing is executed to perform processing corresponding to the received command. Details of the command response processing will be described later. After step S1802 is executed, the process proceeds to step S1803.
[0353] In step S1803, a standby state transition process is executed to reduce the audio output level (volume) in the standby state and start a demo video. The standby state transition process will be described in detail later. After step S1803 is executed, the process proceeds to step S1804.
[0354] In step S1804, light emission control processing is executed to control the light emission of the various lamps 47. In the light emission control processing, light emission control of the various lamps 47 is executed based on the light emission data read in the command response processing in step S1802 above. After step S1804 is executed, the process proceeds to step S1805.
[0355] In step S1805, an audio output control process is executed to control the audio output of the speaker 46. In the audio output control process, audio output control of the speaker 46 is executed based on the audio output data read in the command response process in step S1802. After step S1805 is executed, this timer interrupt process ends.
[0356] <Command response processing> Next, the command response process will be described. The command response process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the timer interrupt process (FIG. 32: S1802).
[0357] 33 is a flowchart showing the command response processing. As described above, in the command response processing, processing is performed in response to a command received from the main MPU 62. The processing of each step performed in the command response processing will be described below.
[0358] In step S1901, it is determined whether a startup command has been received from the main MPU 62. If it is determined in step S1901 that a startup command has been received from the main MPU 62 (S1901: YES), the process proceeds to step S1902, where startup command response processing is executed. Details of the startup command response processing will be described later. After executing step S1902, the process proceeds to step S1903. On the other hand, if it is determined in step S1901 that a startup command has not been received from the main MPU 62 (S1901: NO), the process proceeds to step S1903 without executing step S1902.
[0359] In step S1903, it is determined whether or not a hold command has been received from the primary MPU 62. If it is determined in step S1903 that a hold command has been received from the primary MPU 62 (S1903: YES), the process proceeds to step S1904, where a hold command response process is executed. Details of the hold command response process will be described later. After executing step S1904, the process proceeds to step S1905. On the other hand, if it is determined in step S1903 that a hold command has not been received from the primary MPU 62 (S1903: NO), the process proceeds to step S1905 without executing step S1904.
[0360] In step S1905, it is determined whether or not a fluctuation command and a type command have been received from the main MPU 62. If it is determined in step S1905 that a fluctuation command and a type command have been received (S1905: YES), the process proceeds to step S1906. On the other hand, if it is determined in step S1905 that a fluctuation command and a type command have not been received (S1905: NO), the process proceeds to step S1907.
[0361] In step S1906, an effect setting process is executed. In the effect setting process, the preview effect, reach effect, stop symbols, variable display pattern, etc. to be executed in the current game round are set. The effect setting process will be described in detail later. After executing step S1906, the process proceeds to step S1907.
[0362] In step S1907, it is determined whether an opening command has been received from the main MPU 62. If it is determined in step S1907 that an opening command has been received from the main MPU 62 (S1907: YES), the process proceeds to step S1908, where an opening effect setting process is executed. In the opening effect setting process, the type of jackpot included in the currently received opening command is identified, the content of the opening effect corresponding to that type of jackpot is set, and an opening effect command with information corresponding to the content of the effect set is sent to the display MPU 102. Thereafter, the process proceeds to step S1909.
[0363] In step S1909, an opening / closing execution mode effect setting process is executed. In the opening / closing execution mode effect setting process, the content of the effect to be executed in the opening / closing execution mode is set based on the information on the number of rounds and the information on the type of big win included in the opening command. After executing step S1909, the process proceeds to step S1910.
[0364] If it is determined in step S1907 that an opening command has not been received (S1907: NO), the process proceeds to step S1910 without executing steps S1908 and S1909.
[0365] In step S1910, it is determined whether a condition fulfillment command has been received from the main MPU 62. If it is determined in step S1910 that a condition fulfillment command has been received from the main MPU 62 (S1910: YES), the process proceeds to step S1911, where the acoustic / optical side condition fulfillment flag stored in the various flags storage area 94a of the acoustic / optical side RAM 94 is turned ON. After executing step S1911, the process proceeds to step S1912. On the other hand, if it is determined in step S1910 that a condition fulfillment command has not been received (S1910: NO), the process proceeds to step S1912 without executing step S1911.
[0366] In step S1912, it is determined whether or not a performance overlap avoidance command has been received from the main MPU 62. If it is determined in step S1912 that a performance overlap avoidance command has been received from the main MPU 62 (S1912: YES), the process proceeds to step S1913, where the sound / light side performance overlap flag stored in the various flags storage area 94a of the sound / light side RAM 94 is turned ON. After executing step S1913, the process proceeds to step S1914. On the other hand, if it is determined in step S1912 that a performance overlap avoidance command has not been received (S1912: NO), the process proceeds to step S1914 without executing step S1913.
[0367] In step S1914, it is determined whether an ending command has been received. If it is determined in step S1914 that an ending command has been received (S1914: YES), the process proceeds to step S1915, where an ending performance setting process is executed. The ending performance setting process is a process for setting the content of the ending performance during the ending period based on information regarding the ending time included in the currently received ending command and information on whether the sound / light side condition fulfillment flag is ON / OFF. The ending performance setting process will be described later. After executing step S1915, the process proceeds to step S1920.
[0368] If it is determined in step S1914 that the ending command has not been received (S1914: NO), the process proceeds to step S1916 without executing step S1915.
[0369] In step S1916, it is determined whether a transition condition satisfaction command has been received from the main MPU 62. If it is determined in step S1916 that a transition condition satisfaction command has been received from the main MPU 62 (S1916: YES), the process proceeds to step S1917, where a volume reduction flag is set ON. The volume reduction flag is stored in the various flag storage area 94a, and is set ON when processing to reduce the audio output level (volume) is started, and is set OFF when the audio output level (volume) becomes zero. After executing step S1917, the process proceeds to step S1918. On the other hand, if it is determined in step S1916 that a transition condition satisfaction command has not been received from the main MPU 62 (S1916: NO), the process proceeds to step S1918 without executing step S1917.
[0370] In step S1918, it is determined whether a return condition satisfaction command has been received from the main MPU 62. If it is determined in step S1918 that a return condition satisfaction command has been received from the main MPU 62 (S1918: YES), the process proceeds to step S1919, where a return condition satisfaction flag is set ON. The return condition satisfaction flag is stored in the various flag storage area 94a, and is set ON when processing to restore the audio output level (volume) or to end the demo video is started, and is set OFF when the audio output level (volume) has been restored and the demo video has ended. After executing step S1919, the process proceeds to step S1920. On the other hand, if it is determined in step S1918 that a return condition satisfaction command has not been received from the main MPU 62 (S1918: NO), the process proceeds to step S1920 without executing step S1919.
[0371] In step S1920, other setting processes are executed. In the other setting processes, for example, the performance contents corresponding to the high frequency support mode command, the low frequency support mode command, the open command, and the close command are set. Furthermore, when the performance operation button 24 is pressed, a performance operation command for recognizing that the performance operation button 24 has been pressed is sent to the display side MPU 102. After executing step S1920, this command response process ends.
[0372] <Startup command response processing> Next, the startup command response process will be described. The startup command response process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the command response process (FIG. 33: S1902).
[0373] 34 is a flowchart showing the startup command response process. As described above, the startup command response process is a process that is executed when a startup command is received from the main MPU 62. Below, the processing of each step executed in the startup command response process will be described.
[0374] In step S2001, a demo video start command is sent to the display side MPU 102. The demo video start command is a command for causing the display side MPU 102 to start displaying the demo video. Upon receiving the demo video start command, the display side MPU 102 starts processing for displaying the demo video on the pattern display device 41. After executing step S2001, the process proceeds to step S2002.
[0375] In step S2002, the demo video display flag is turned ON. The demo video display flag is a flag indicating that a demo video is being displayed on the pattern display device 41, and is turned ON when the display of the demo video starts and is turned OFF when the display of the demo video ends. After executing step S2002, the process proceeds to step S2003.
[0376] In step S2003, the cue determination flag is turned ON. As described above, the cue determination flag is a flag for determining whether or not to start outputting and displaying the background music and background video from their temporal beginnings when the return condition is met and the output of the background music and the display of the background video are started. If the cue determination flag is ON when the return condition is met, the outputting and displaying of the background music and background video are started from their temporal beginnings. After step S2003 is executed, this startup command response process ends.
[0377] <Pending command processing> Next, the hold command response process will be described. The hold command response process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the command response process (FIG. 33: S1904).
[0378] 35 is a flowchart showing the pending command response process. As described above, the pending command response process is a process that is executed when a pending command is received from the main MPU 62. The following describes the processing of each step that is executed in the pending command response process.
[0379] In step S2101, update processing is performed when a prize is won. In the update processing when a prize is won, processing is performed to enable the sound / light side MPU 92 to identify the number of pending information pieces acquired based on a prize won at the first start port 33, the number of pending information pieces acquired based on a prize won at the second start port 34, and the total number of these pending information pieces. Details of the update processing when a prize is won in step S2101 will be described later. Hereinafter, the number of pending information pieces acquired based on a prize won at the first start port 33 will also be referred to as the "first pending number," the number of pending information pieces acquired based on a prize won at the second start port 34 will also be referred to as the "second pending number," and the total number of the first pending number and the second pending number will also be referred to as the "total pending number." After executing step S2101, proceed to step S2102.
[0380] In step S2102, a hold display control process is executed. Specifically, the display mode (color and combination of the LED lamps to be lit) of the first hold display unit 37c and the second hold display unit 37d is controlled based on the number of hold information acquired based on winning at the first start port 33 specified in step S2101 and the number of hold information acquired based on winning at the second start port 34. After executing step S2102, the hold command response process is terminated.
[0381] <Update process when winning> Next, the update process when a prize is won will be described. The update process when a prize is won is executed by the MPU 92 of the sound and light emission control device 90 as a subroutine of the pending command response process (FIG. 35: S2101).
[0382] FIG. 36 is a flowchart showing the update process when a prize is won. In step S2201, it is determined whether the pending command to be read this time was sent based on a prize won at the first start opening 33. If it is determined in step S2201 that the pending command to be read this time was sent based on a prize won at the first start opening 33 (S2201: YES), the process proceeds to step S2202, where an update process is performed on the first pending number counter area provided in the various counter area 94b of the sound / light side RAM 94. The first pending number counter area is a counter area used by the sound / light side MPU 92 to identify the number of pending information acquired based on a prize won at the first start opening 33. In the update process of the first pending number counter area, the information in the first pending number counter area is updated to the information on the number of pending information included in the pending command to be read this time. After executing step S2202, the process proceeds to step S2204.
[0383] In step S2201, if it is determined that the pending command to be read this time was not sent based on a win at the first start port 33 (S2201: NO), that is, if it is determined that the pending command was sent based on a win at the second start port 34, the process proceeds to step S2203, where an update process is performed on the second pending number counter area provided in the various counter area 94b of the sound / light side RAM 94. The second pending number counter area is a counter area for specifying the number of pending information acquired based on a win at the second start port 34 in the sound / light side MPU 92. In the update process on the second pending number counter area, the information in the second pending number counter area is updated to the information on the number of pending information included in the command to be read this time. After executing step S2203, the process proceeds to step S2204.
[0384] The reason for the above-described processing of steps S2202 and S2203 will be explained. In this embodiment, while the power to the pachinko machine 10 is cut off, backup power is supplied to the RAM 64 of the main control device 60, but backup power is not supplied to the RAM 94 of the sound and light-emitting control device 90. Therefore, if the power is cut off in a situation where reserved information related to a win in the first start hole 33 or the second start hole 34 is stored in the RAM 64 of the main control device 60, the reserved information is stored and maintained in the main control device 60, but the sound and light-emitting control device 90 recognizes that there is zero reserved information. In this case, if a configuration is adopted in which the sound and light-emitting control device 90 counts up the first reserved number counter area or the second reserved number counter area each time it receives a reserve command, a problem may occur in which the number of reserved information actually stored in the main control device 60 does not match the number of reserved information recognized by the sound and light-emitting control device 90. In contrast to this, as in the above-described embodiment, the main control unit 60 sends a hold command including information on the number of items on hold, and the audio / light-emitting control unit 90 adopts a configuration in which, each time it receives a hold command, it sets the information on the number of items on hold contained in the command in the first hold number counter area or the second hold number counter area, thereby preventing the occurrence of the above-described inconveniences.
[0385] In step S2204, an update process is executed for the total reserved number counter area provided in the various counter areas 94b of the sound / light side RAM 94. The total reserved number counter area is a counter area for specifying in the sound / light side MPU 92 the sum of the number of reserved information acquired based on winning at the first start port 33 and the number of reserved information acquired based on winning at the second start port 34. In this update process, the information in the total reserved number counter area is updated to the sum of the information on the number of reserved items measured in the first reserved number counter area and the information on the number of reserved items measured in the second reserved number counter area. After executing step S2204, the update process for this winning event is terminated.
[0386] <Performance setting processing> Next, the effect setting process will be described. The effect setting process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the command response process (FIG. 33: S1906).
[0387] 37 is a flowchart showing the effect setting process. As described above, the effect setting process is executed when it is determined that a variable command and a type command have been received, and is a process for setting the content of the effect to be executed in the current game. The specific process of the effect setting process will be described below.
[0388] In step S2301, the currently received command for variation is read, and information on whether or not a jackpot has occurred, the type of jackpot, whether or not a reach has occurred, and the variation time is read from the command.Then, the read information is stored in a register of the sound / light side MPU 92.After that, the process proceeds to step S2302.
[0389] In step S2302, it is determined whether the sound / light side condition fulfillment flag is ON. If it is determined in step S2302 that the sound / light side condition fulfillment flag is not ON (S2302: NO), the process proceeds to step S2303.
[0390] In step S2303, a process for setting the type of effect is executed. The process for setting the type of effect executed in step S2303 is a process for setting the contents of the preview effect and reach effect in the game round. The process for setting the type of effect will be described later. After executing step S2303, the process proceeds to step S2304.
[0391] In step S2304, a process for setting the stop symbols is executed. In the process for setting the stop symbols, if the result of the jackpot lottery for the current game is a 16R probability jackpot, an 8R probability jackpot, a 16R normal jackpot, or an 8R normal jackpot, information corresponding to the stop result in which the same symbol combination is formed on the active line L is set as the information for the current stop symbols. Specifically, if the result of the jackpot lottery for the current game is a 16R probability jackpot or an 8R probability jackpot, a combination of the same odd symbols may be selected as the same symbol combination, and a combination of the same even symbols may be selected. In the pachinko machine 10 of this embodiment, the selection rate is the same for combinations of the same odd symbols and combinations of the same even symbols. Alternatively, the former may be selected at a higher rate than the latter, or the latter may be selected at a higher rate than the former. Furthermore, the "7" symbol combination is selected only in the case of a 16R probability jackpot. In addition, if the result of the jackpot lottery in this game is a 16R normal jackpot or an 8R normal jackpot, a combination of the same even number symbols is selected as a combination of the same symbols.
[0392] If the result of the jackpot lottery for the current game is a miss, it is determined whether or not a reach has occurred based on the content of the variable command. If it is determined that a reach has occurred, information corresponding to a stop result in which a combination of identical symbols is not formed on the active line L and a reach symbol combination is formed on the active line L is determined as the information on the current stop result. On the other hand, if it is determined that a reach has not occurred, information corresponding to a stop result in which a combination of identical symbols is not formed on the active line L and a reach symbol combination is not formed on the active line L is set as the information on the current stop symbol. After executing step S2304, the process proceeds to step S2305.
[0393] In step S2305, a process is executed to determine the variable display pattern for the current game round. In this process, the variable time information for the current game round is identified from the content of the currently received variable command, and a variable display pattern corresponding to the combination of the variable time information and the information on the stopped symbols identified in step S2304 is selected. When selecting this variable display pattern, the variable display pattern table stored in the variable display pattern table storage area 93b of the sound / light side ROM 93 is referenced. Then, the process proceeds to step S2306.
[0394] In step S2306, it is determined whether or not the jackpot lottery for the current game has been won. Specifically, it is determined whether or not there has been a jackpot based on the received fluctuation command. In step S2306, if it is determined that the jackpot lottery for the current game has been won (S2306: YES), the process proceeds to step S2307.
[0395] In step S2307, information on the effect type, stop symbols, and variable display pattern set for the current game round is stored. Specifically, the settings made in the effect setting process of step S2303 are stored. This process is performed to reproduce the effects of the game round in which the jackpot lottery was won. After step S2307 is executed, the process proceeds to step S2312. On the other hand, if it is determined in step S2306 that the jackpot lottery for the current game round has not been won (S2306: NO), the process proceeds to step S2312 without executing step S2307.
[0396] In step S2302, if it is determined that the sound / light side condition fulfillment flag is ON (S2302: YES), the process proceeds to step S2308. In other words, if it is determined that processing corresponding to case a2 described in FIG. 9 is to be executed, the process proceeds to step S2308.
[0397] In step S2308, the information on the effect type, stop symbols, and variable display pattern stored in step S2307 of the effect setting process for the previous game is read out. After that, the process proceeds to step S2309.
[0398] In step S2309, the process executes a process for setting the type of effect based on the information on the type of effect, the symbols to be stopped, and the variable display pattern read in step S2308. That is, the process sets the same effect as that executed in the previous game. Then, the process proceeds to step S2310.
[0399] In step S2310, the process executes a process for setting the stop symbols based on the information on the effect type, stop symbols, and variable display pattern read in step S2308. That is, the process sets the stop symbols to the same content as the stop symbols displayed in the previous game. Then, the process proceeds to step S2311.
[0400] In step S2311, a variable display pattern setting process is executed based on the information on the effect type, stop symbols, and variable display pattern read in step S2308. That is, a variable display pattern with the same content as the variable display pattern displayed in the previous game is set. Then, the process proceeds to step S2312.
[0401] In step S2312, the information on the effect type, stop symbols, and variable display pattern set for the current game round is set in the effect command. Then, the process proceeds to step S2313, where the effect command is sent to the display side MPU 102. The display side MPU 102 executes processing to display the effect content corresponding to the received effect command on the symbol display device 41. After executing step S2313, the process proceeds to step S2314, where update processing at the start of fluctuation is executed, and then the effect setting processing is terminated. Details of the update processing at the start of fluctuation will be described later.
[0402] <Update process at the start of fluctuation> Next, the update process at the start of fluctuation will be described. The update process at the start of fluctuation is executed by the MPU 92 of the sound and light emission control device 90 as a subroutine of the effect setting process (FIG. 37: S2314).
[0403] 38 is a flowchart showing the update process at the start of fluctuation. In step S2401, it is determined whether the currently received fluctuation command is the first fluctuation command. In step S2401, if it is determined that the currently received fluctuation command is the first fluctuation command (S2401: YES), the process proceeds to step S2402, where the first pending number counter stored in the sound / light side RAM 94 is decremented by 1. Thereafter, the process proceeds to step S2404.
[0404] On the other hand, if it is determined in step S2401 that the currently received fluctuation command is not the first fluctuation command (S2401: NO), the process proceeds to step S2403, where the second reserved number counter stored in the sound / light side RAM 94 is decremented by 1. Thereafter, the process proceeds to step S2404.
[0405] In step S2404, the information in the total reserved number counter area of the sound / light side RAM 94 is updated so that the total reserved number stored in the total reserved number counter area is decremented by 1. Thereafter, the update process at the start of fluctuation is terminated.
[0406] <Opening performance setting process> Next, the opening effect setting process will be described. The opening effect setting process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the command response process (FIG. 33: S1908).
[0407] 39 is a flowchart showing the opening effect setting process. In step S2501, it is determined whether the sound / light side condition fulfillment flag is ON. If it is determined in step S2501 that the sound / light side condition fulfillment flag is not ON (S2501: NO), the process proceeds to step S2502.
[0408] In step S2502, a normal start effect is set as the opening effect. In this embodiment, as explained in case a2 of FIG. 9, an opening effect that is executed only in special cases such as a specific start effect (see FIG. 10(c)) is prepared as the opening effect in the special game state. In step S2502, a start effect (normal start effect) that is executed in cases other than special cases such as case a2 is set as the opening effect. After executing step S2502, proceed to step S2505.
[0409] In step S2501, if it is determined that the sound / light side condition fulfillment flag is ON (S2501: YES), the process proceeds to step S2503. In step S2503, a specific start effect is set as the opening effect. After step S2503 is executed, the process proceeds to step S2504, where the sound / light side condition fulfillment flag is turned OFF. Then, the process proceeds to step S2505.
[0410] In step S2505, an opening effect command is sent to the display side MPU 102. The opening effect command includes information about the opening effect set in step S2502 or step S2503. The display side MPU 102 executes a process to display the effect content corresponding to the received opening effect command on the pattern display device 41. After executing step S2505, this opening effect setting process ends.
[0411] <Ending performance setting process> Next, the ending effect setting process will be described. The ending effect setting process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the command response process (FIG. 33: S1915).
[0412] 40 is a flowchart showing the ending effect setting process. In step S2601, it is determined whether the sound / light effect overlap flag is ON. If it is determined in step S2601 that the sound / light effect overlap flag is not ON (S2601: NO), the process proceeds to step S2602.
[0413] In step S2602, it is determined whether the sound / light side condition fulfillment flag is ON. If it is determined in step S2602 that the sound / light side condition fulfillment flag is not ON (S2602: NO), the process proceeds to step S2603. That is, if it is determined that the effects (suggestion effects, special game state reproduction effects, and specific ending effects) corresponding to the ending period in the special game state after the first game round in case a1 of FIG. 9 will be executed, the process proceeds to step S2603.
[0414] In step S2603, the information on the effect type, stop symbols, and variable display pattern stored in step S2307 of the effect setting process (FIG. 37) is read out. After that, the process proceeds to step S2604.
[0415] In step S2604, a special game state reproduction effect is constructed from the information read in step S2603. Then, in step S2605, the suggestion effect, the special game state reproduction effect, and the specific ending effect are set as ending effects. That is, effects to be executed during the ending period in the special game state after the first game in case a1 of FIG. 9 are set. Then, in step S2609, the process proceeds.
[0416] On the other hand, in step S2602, if it is determined that the sound / light side condition fulfillment flag is ON (S2602: YES), the process proceeds to step S2606. That is, if it is determined that the effect (suggestion effect) corresponding to the ending period in the special game state after the first game round in case a2 of FIG. 9 is to be executed, the process proceeds to step S2606.
[0417] In step S2606, the suggestive effect is set as the ending effect, and then the process proceeds to step S2609.
[0418] In step S2601, if it is determined that the sound / light side effect overlap flag is ON (S2601: YES), the process proceeds to step S2607. That is, if it is determined that the effect corresponding to the ending period in the special game state after the second game round in case a2 of FIG. 9 (normal ending effect) is to be executed, the process proceeds to step S2607.
[0419] In step S2607, the normal ending effect is set as the ending effect. As described above, the normal ending effect is an effect that suggests that the special game state is ending. Then, the process proceeds to step S2608.
[0420] In step S2608, the sound / light performance overlap flag is turned OFF, and then the process proceeds to step S2609.
[0421] In step S2609, an ending effect command including information corresponding to the effect content set in step S2605, step S2606, or step S2607 is sent to the display-side MPU 102 of the display control device 100. The display-side MPU 102 executes processing to display the effect content corresponding to the received ending effect command on the pattern display device 41. After executing step S2609, this ending effect setting processing ends.
[0422] In this embodiment, when the special game state reproducing effect is executed, the audio and light emitting control device 90 stores information indicating the effect type, stop symbols, and variable display pattern executed in the first game round, as shown in steps S2603 to S2605 and S2609. When the special game state reproducing effect is executed, a command indicating the effect type, stop symbols, and variable display pattern executed in the first game round is again transmitted from the audio and light emitting control device 90 to the display control device 100 as part of an ending command, thereby causing the pattern display device 41 to display an image corresponding to the special game state reproducing effect. Specifically, when the MPU 102 of the display control device 100 receives a command indicating the effect type, stop symbols, and variable display pattern executed in the first game round as part of the ending command from the audio and light emitting control device 90, the MPU 102 reads from the program ROM 103 a pattern data table corresponding to the combination of the effect type, stop symbols, and variable display pattern indicated by the received command, and writes the pattern data table to the work RAM 104. The pattern data table is a group of information that defines the processing required to display one frame of image at the timing of image update when displaying a video corresponding to the effect for the current game on the display surface 41a of the pattern display device 41. In other words, the pattern data table defines a group of information that corresponds to each frame from the start timing to the end timing of the effect for the current game.
[0423] The MPU 102 of the display control device 100 reads out a group of information corresponding to each frame and issues a drawing instruction to the VDP 105 to display one frame's worth of image. In accordance with the drawing instruction from the MPU 102, the VDP 105 reads out an image from the character ROM 106, generates image data to be displayed on the display surface 41a in the video RAM 107, and outputs the generated image data to the symbol display device 41, thereby displaying one frame of image on the display surface 41a. The MPU 102 of the display control device 100 sequentially issues drawing instructions to the VDP 105 for the group of information for each frame stored in the pattern data table, thereby enabling the effect type, stop symbols, and variable display pattern executed in the first game round to be executed as a special game state reproduction effect.
[0424] In this embodiment, the special game state reproduction effect is executed by executing the above processing, but other processing may be adopted in the audio and light emitting control device 90 and the display control device 100 as processing for executing the special game state reproduction effect. For example, instead of the processing in which information indicating the effect type, stopping symbols, and variable display patterns executed in the first game round is stored in the audio and light emitting control device 90 as in this embodiment, the audio and light emitting control device 90 transmits a command to the display control device 100 instructing it to temporarily store a pattern data table corresponding to the combination of the effect type, stopping symbols, and variable display patterns executed in the first game round. In accordance with this command, the display control device 100 temporarily stores a pattern data table corresponding to the combination of the effect type, stopping symbols, and variable display patterns executed in the first game round.
[0425] Thereafter, when a special game state reproduction effect is to be executed, the audio and light emitting control device 90 outputs a command to the display control device 100 indicating that a drawing instruction should be given to the VDP 105 in accordance with the temporarily stored pattern data table. The display control device 100 can execute the special game state reproduction effect by issuing a drawing instruction to the VDP 105 in accordance with the temporarily stored pattern data table in accordance with the command. In this way, various processes can be adopted in the audio and light emitting control device 90 and the display control device 100 as the process for executing the special game state reproduction effect.
[0426] <Waiting state transition process> Next, the standby state transition process will be described. The standby state transition process is executed by the MPU 92 of the audio and light emission control device 90 as a subroutine of the timer interrupt process (FIG. 32: S1803).
[0427] 41 is a flowchart showing the standby state transition process. In step S2701, it is determined whether the return condition fulfillment flag is ON. If it is determined in step S2701 that the return condition fulfillment flag is not ON (S2701: NO), the process proceeds to step S2702.
[0428] In step S2702, it is determined whether the demo video display flag is ON. If it is determined in step S2702 that the demo video display flag is not ON (S2702: NO), the process proceeds to step S2703. On the other hand, if it is determined in step S2702 that the demo video display flag is ON (S2702: YES), the standby state transition process ends.
[0429] In step S2703, it is determined whether the demo video start waiting flag is ON. The demo video start waiting flag is a flag that allows the audio and light emission control device 90 to identify that it is waiting for the demo video to start, and is turned ON when the audio output level (volume) reaches zero and is turned OFF when five seconds have passed since the audio output level (volume) reached zero without the return condition being met. In step S2703, if it is determined that the demo video start waiting flag is not ON (S2703: NO), the process proceeds to step S2704.
[0430] In step S2704, it is determined whether the volume reduction flag is ON. If it is determined in step S2704 that the volume reduction flag is ON (S2704: YES), the process proceeds to step S2705. On the other hand, if it is determined in step S2704 that the volume reduction flag is not ON (S2704: NO), the standby state transition process ends.
[0431] In step S2705, processing is performed to reduce the audio output level (volume). Specifically, in this embodiment, the audio output level (volume) is set to 3000 levels, and processing is performed to reduce the audio output level by one level. In this embodiment, the standby state transition processing is performed every 2 msec, so the audio output level (volume) goes from the maximum value to zero in about 6 seconds. After executing step S2705, the process proceeds to step S2706.
[0432] In step S2706, it is determined whether the audio output level (volume) has reached zero. If it is determined in step S2706 that the audio output level (volume) has reached zero (S2706: YES), the process proceeds to step S2707, where the volume reduction flag is turned OFF, and to step S2708, where the demo video start waiting flag is turned ON. Thereafter, the process proceeds to step S2709. On the other hand, if it is determined in step S2706 that the audio output level (volume) has not reached zero (S2706: NO), this standby state transition process ends.
[0433] In step S2709, a demo video start waiting time setting process is executed. Specifically, the demo video start waiting timer counter Tx stored in the various counter area 94b is set to "2500" (i.e., 5.0 seconds). The demo video start waiting timer counter Tx is a counter for measuring the elapsed time since the audio output level (volume) became zero, and is decremented by 1 each time the timer interrupt process is started, i.e., every 2 msec. After step S2709 is executed, this standby state transition process is terminated.
[0434] If it is determined in step S2703 that the demonstration video start waiting flag is ON (S2703: YES), the process proceeds to step S2710.
[0435] In step S2710, it is determined whether the 5-second demo video start waiting period has ended. Specifically, it is determined whether the value of the demo video start waiting timer counter Tx is 0, and if the value of the demo video start waiting timer counter Tx is 0, it is determined that the 5-second demo video start waiting period has ended. If it is determined in step S2710 that the demo video start waiting period has ended, the process proceeds to step S2711. On the other hand, if it is determined in step S2710 that the demo video start waiting period has not ended, the standby state transition process is terminated.
[0436] In step S2711, processing to stop output of background music is executed. Thereafter, the process proceeds to step S2712, where a demo video start command is sent to the display side MPU 102. Upon receiving the demo video start command, the display side MPU 102 starts processing to display the demo video on the pattern display device 41. After executing step S2712, the process proceeds to step S2713.
[0437] In step S2713, the demo video start waiting flag is turned OFF, and the process proceeds to step S2714 where the demo video display flag is turned ON. Thereafter, the process proceeds to step S2715 where the cue determination flag is turned ON, and this standby state transition process ends.
[0438] If it is determined in step S2701 that the return condition fulfillment flag is ON (S2701: YES), the process proceeds to step S2716, where it is determined whether the start-of-game determination flag is ON. If it is determined in step S2716 that the start-of-game determination flag is not ON (S2716: NO), the process proceeds to step S2717, where the audio output level (volume) is restored to the value preset by the player. In this embodiment, the value preset by the player is the maximum value, so the audio output level (volume) is restored to the maximum value. After executing step S2717, the process proceeds to step S2718.
[0439] In step S2718, it is determined whether the volume reduction flag is ON. If it is determined in step S2718 that the volume reduction flag is ON (S2718: YES), the process proceeds to step S2719, where the volume reduction flag is set to OFF. Thereafter, the process proceeds to step S2720. On the other hand, if it is determined in step S2718 that the volume reduction flag is not ON (S2718: NO), the process proceeds to step S2720 without executing step S2719.
[0440] In step S2720, it is determined whether the demo video start waiting flag is ON. If it is determined in step S2720 that the demo video start waiting flag is ON (S2720: YES), the process proceeds to step S2721, where the demo video start waiting flag is turned OFF. Thereafter, the process proceeds to step S2722, where the return condition fulfillment flag is turned OFF. On the other hand, if it is determined in step S2720 that the demo video start waiting flag is not ON (S2720: NO), the process proceeds to step S2722 without executing step S2721, where the return condition fulfillment flag is turned OFF. After executing step S2722, this standby state transition process ends.
[0441] If it is determined in step S2716 that the cue determination flag is ON (S2716: YES), the process proceeds to step S2723, where a demo video end command is sent to the display MPU 102. Upon receiving the demo video end command, the display MPU 102 executes processing to end the display of the demo video. After executing step S2723, the process proceeds to step S2724, where the demo video display flag is turned OFF. Then, the process proceeds to step S2725.
[0442] In step S2725, a background video start command is sent to the display side MPU 102. Upon receiving the background video start command, the display side MPU 102 starts processing to display the background video from the temporal beginning position on the pattern display device 41. Then, the process proceeds to step S2726.
[0443] In step S2726, the audio output level (volume) is restored to the value preset by the player. In this embodiment, the value preset by the player is the maximum value, so the audio output level (volume) is restored to the maximum value. After step S2726 is executed, the process proceeds to step S2727.
[0444] In step S2727, background music output start processing is executed. Specifically, since the cue determination flag is ON, output of the background music begins from its temporal beginning. After that, processing proceeds to step S2728, where the cue determination flag is turned OFF. After that, processing proceeds to step S2729, where the return condition satisfaction flag is turned OFF, and this standby state transition processing ends.
[0445] <Various processes executed in the display control device> Next, the processing executed in the MPU 102 of the display control device 100 will be described.
[0446] The processes executed in the MPU 102 of the display control device 100 mainly include a main process that is repeatedly executed from when the power is turned on until the power is turned off, a command interrupt process that is executed when a command is received from the audio and light emission control device 90, and a V interrupt process that is executed when a V interrupt signal transmitted from the VDP 105 is detected. The V interrupt signal is a signal that is transmitted from the VDP 105 to the MPU 102 every 20 milliseconds when the drawing process for one frame of image is completed.
[0447] After powering on, the MPU 102 executes main processing, and executes command interrupt processing and V interrupt processing in response to the reception of a command or the detection of a V interrupt signal. Note that if the reception of a command and the detection of a V interrupt signal occur simultaneously, the command interrupt processing is executed with priority. Therefore, the contents of the command received from the audio and light emission control device 90 can be quickly reflected and the V interrupt processing can be executed.
[0448] <Main processing> Next, the main processing executed by the MPU 102 of the display control device 100 will be described.
[0449] 42 is a flowchart showing the main processing executed in the MPU 102 of the display control device 100. As described above, the main processing is executed when the power is turned on and continues to be executed until the power is turned off. The processing of each step executed in the main processing will be described below.
[0450] In step S2801, initial setting processing is executed. Specifically, first, the MPU 102 is initialized, and processing to clear the memories of the work RAM 104 and the video RAM 107 is performed. Then, the compressed character information stored in the character ROM 106 is read out, the read character information is decompressed, and the decompressed character information is stored in the character area of the video RAM 107. Further, in order to display the initial screen, information corresponding to the initial screen is extracted from the character information written in the video RAM 107, and the extracted character information is written in the frame buffer area of the video RAM 107. Also, settings necessary for other initializations are performed. After that, the process proceeds to step S2802.
[0451] In step S2802, interrupt permission setting is executed. When the interrupt permission setting is executed, hereafter, in the main process, infinite loop processing is executed until the power is turned off. As a result, after the interrupt permission is set, in accordance with the reception of a command and the detection of a V interrupt signal, command interrupt processing and V interrupt processing described below are executed.
[0452] <Command Interrupt Processing> Next, command interrupt processing executed in the MPU 102 of the display control device 100 will be described. As described above, the command interrupt processing is processing that is executed every time a command is received from the voice light emission control device 90.
[0453] FIG. 43 is a flowchart showing command interrupt processing executed in the MPU 102 of the display control device 100. In step S2901, command storage processing is executed. In the command storage processing, the received command data is extracted, and the extracted command data is stored in the command storage area provided in the work RAM 104. Various commands stored in the command storage area by the command storage processing are read out by the command determination processing of the V interrupt processing described later, and processing corresponding to the command is executed.
[0454] <V Interrupt Processing> Next, the V interrupt process executed in the MPU 102 of the display control device 100 will be described.
[0455] 44 is a flowchart showing the V interrupt processing executed in the MPU 102 of the display control device 100. As described above, the V interrupt processing is a processing executed when a V interrupt signal from the VDP 105 is detected. In the V interrupt processing, various processing corresponding to the command stored in the command memory area by the command interrupt processing is executed, and an image to be displayed on the pattern display device 41 is specified, and then an instruction to the VDP 105 to draw and display the image is executed.
[0456] As described above, the V interrupt signal is generated by the VDP 105 every 20 milliseconds when the drawing process for one frame of an image is completed, and is transmitted to the MPU 102. Therefore, by the MPU 102 executing the V interrupt process in synchronization with this V interrupt signal, a drawing instruction is issued to the VDP 105 every 20 milliseconds when the drawing process for one frame of an image is completed. As a result, the VDP 105 does not receive a drawing instruction for the next image before the drawing process or display process for the image is completed, thereby preventing the start of drawing a new image in the middle of drawing an image, or the development of an image associated with a new drawing instruction in the frame buffer area where the image information currently being displayed is stored. The processing of each step of the V interrupt process will be described in detail below.
[0457] In step S3001, a command response process is executed. In the command response process, the contents of the command stored in the command memory area by the command interrupt process (Fig. 43) are analyzed, and a process corresponding to the command is executed. Specifically, for example, if a performance command is stored, control of drawing and displaying an image is started so that the performance mode specified by the performance command is displayed on the pattern display device 41.
[0458] If a performance operation command has been stored, it is determined whether or not it is the period for accepting pressing of the performance operation button 24, and if it is determined that it is the period for accepting pressing of the performance operation button 24, control of drawing and display of the image is started so that the performance mode corresponding to the pressing of the performance operation button 24 is displayed on the pattern display device 41. On the other hand, if it is determined that it is not the period for accepting pressing of the performance operation button 24, the content of the next command is analyzed without executing any processing.
[0459] In the command response process (S3001), all commands stored in the command storage area at that time are analyzed, and processing corresponding to all the analyzed commands is executed. The reason for this is explained below. The command determination process is performed every 20 milliseconds when the V interrupt process is executed, and it is highly likely that multiple commands are stored in the command storage area during those 20 milliseconds. In particular, when the content of the effect is set by the sound and light-emitting control device 90 and the effect starts, it is highly likely that various commands for specifying the content of the effect are simultaneously stored in the command storage area. Therefore, by analyzing and executing these commands at once, it is possible to quickly grasp the effect aspects, such as the preview effect and the stop patterns set by the sound and light-emitting control device 90, and control the drawing of images so that the effect image corresponding to that aspect is displayed on the pattern display device 41. The command response process will be described in detail later.
[0460] In step S3002, a display setting process is executed. In the display setting process, the content of one frame of image to be displayed next on the pattern display device 41 is specified based on the type of screen to be displayed on the pattern display device 41 set by the command response process (S3001) or the like. Then, the process proceeds to step S3003.
[0461] In step S3003, task processing is executed. In the task processing, the type of characters (sprites, display objects) that make up the image is identified based on the content of the next frame of image to be displayed on the pattern display device 41, as identified in the display setting processing (S3002), and various parameters necessary for drawing, such as the display coordinate position, magnification rate, and rotation angle, are determined for each character (sprite). Then, the process proceeds to step S3004.
[0462] In step S3004, drawing processing is executed. In the drawing processing, the types of various characters that make up one frame and the parameters required to draw each character, which were determined in the task processing (S3003), are sent to the VDP 105. The VDP 105 executes image drawing processing based on this information, and also sends the image data to the pattern display device 41 together with a drive signal so that the image drawn based on the information received in the previous V interrupt processing is displayed on the pattern display device 41. Thereafter, the process proceeds to step S3005, where other processing is executed, and the V interrupt processing is terminated.
[0463] <Command response processing> Next, the command response processing will be described. The command response processing is executed by the MPU 102 of the display control device 100 as a subroutine of the V interrupt processing (FIG. 44: S3001).
[0464] FIG. 45 is a flowchart showing command response processing. In step S3101, it is determined whether or not a performance command is stored in the command memory area provided in work RAM 104. If it is determined in step S3101 that a performance command is stored, the process proceeds to step S3102, where a display start process for a performance corresponding to the performance command is executed. Specifically, control of image drawing and display is started so that the performance mode specified by the performance command is displayed on the pattern display device 41. After executing step S3102, the process proceeds to step S3103. On the other hand, if it is determined in step S3101 that a performance command is not stored, the process proceeds to step S3103 without executing step S3102.
[0465] In step S3103, it is determined whether an opening effect command is stored in the command storage area provided in work RAM 104. If it is determined in step S3103 that an opening effect command is stored, the process proceeds to step S3104, where display start processing for the opening effect corresponding to the opening effect command is executed. Specifically, image drawing and display control is started so that the effect mode specified by the opening effect command is displayed on pattern display device 41. Furthermore, after the opening effect has ended, image drawing and display control is started so that the open / close execution mode effect is displayed on pattern display device 41. After executing step S3104, the process proceeds to step S3105. On the other hand, if it is determined in step S3103 that an opening effect command is not stored, the process proceeds to step S3105 without executing step S3104.
[0466] In step S3105, it is determined whether an ending performance command is stored in the command storage area provided in work RAM 104. If it is determined in step S3105 that an ending performance command is stored, the process proceeds to step S3106, where display start processing for the ending performance corresponding to the ending performance command is executed. Specifically, image drawing and display control is started so that the performance mode specified by the ending performance command is displayed on pattern display device 41. After executing step S3106, the process proceeds to step S3107. On the other hand, if it is determined in step S3105 that an ending performance command is not stored, the process proceeds to step S3107 without executing step S3106.
[0467] In step S3107, it is determined whether a demo video start command is stored in the command storage area provided in work RAM 104. If it is determined in step S3107 that a demo video start command is stored, the process proceeds to step S3108, where demo video display start processing is executed. Specifically, image drawing and display control is started so that the demo video specified by the demo video start command is displayed on pattern display device 41. Note that in this embodiment, the de...
Claims
[Claim 1] a performance execution means capable of sequentially executing predetermined performances without overlapping in time; a setting means for setting a time length of a performance execution period during which the predetermined performances can be executed sequentially to a predetermined length; operation receiving means for receiving input operations from a player; A gaming machine comprising: the predetermined effect includes an acceptance period during which the input operation is acceptable; The performance execution means a means for varying the time length of the predetermined effect in accordance with the mode of the input operation during the reception period of the predetermined effect; means for starting the next predetermined effect when the remaining time of the effect executable period at the time when one of the predetermined effects has ended is equal to or greater than a predetermined time; a means for executing a suggestion effect that suggests that the number of times the predetermined effect has been executed has reached the predetermined number of times after the predetermined effect has ended, when the number of times the predetermined effect has been executed during the effect executable period has reached the predetermined number of times; Equipped with A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
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Gaming Machines
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Game machine
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