Gaming machine
The gaming machine adjusts noise levels through volume and effect sound frequency, improving entertainment value while addressing environmental and health concerns.
Patent Information
- Application Number
- JP2024105815
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-29
- Publication Date
- 2026-01-16
AI Technical Summary
Conventional gaming machines emit sounds that contribute to player entertainment but also pose challenges for the working environment of hall employees and player health, necessitating improvements in noise levels.
A gaming machine equipped with first and second operating means, a display means, and sound output means, capable of adjusting equivalent noise levels through volume reduction and effect sound frequency, optimizing entertainment value while minimizing noise impact.
The solution enhances game entertainment value while optimizing noise levels, benefiting both players and hall employees by reducing noise exposure.
Smart Images

Figure 2026006676000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pinball gaming machines (including revolving gaming machines) and slot machine gaming machines (including those using electronic media). [Background technology]
[0002] It has been known that in conventional gaming machines, such as pinball gaming machines, a lottery for winning is executed when a ball enters a starting hole, and that a display device is used to variably display symbols and a speaker is used to output predetermined sound effects. Among such gaming machines, there are known gaming machines that allow a player to adjust the volume of the predetermined sound effects (for example, Patent Document 1 below). Furthermore, there are also known gaming machines that allow the player to adjust the pitch of the sound in addition to adjusting the volume (for example, Patent Document 2 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-099794 [Patent Document 2] Japanese Patent Application Publication No. 2019-017701 Summary of the Invention [Problem to be solved by the invention]
[0004] However, while the sounds emitted from gaming machines contribute to entertaining players as part of the performance, there are also calls for improvements from the perspective of the working environment for hall employees and the prevention of health damage to the players themselves.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a gaming machine that can improve the entertainment value of the game while optimizing the equivalent noise level. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means. (1) a first operating means arranged so as to be operable by a player; a second operating means arranged so as not to be operable by a player; a display means capable of displaying a predetermined image; a sound output means capable of outputting a predetermined sound; a first equivalent noise level changing means for changing an equivalent noise level related to a sound emitted by the gaming machine by a first method; a second equivalent continuous A-weighted sound level changing means for changing the equivalent continuous A-weighted sound level by a second method, A gaming machine that can hold a lottery when a predetermined condition is met and can award a benefit according to the result of the lottery, the first equivalent continuous noise level changing means and the second equivalent continuous noise level changing means are both capable of changing the equivalent continuous noise level by operating the first operating means, the first equivalent continuous A-weighted sound level changing means is capable of lowering the equivalent continuous A-weighted sound level by gradually reducing the overall volume of the sound output from the sound output means as the first method, The second equivalent noise level changing means, as the second method, is capable of lowering the equivalent noise level by suppressing the occurrence frequency per unit time of a specific effect accompanied by an effect sound of a predetermined volume, When the second operating means is operated, it affects the adjustment of the equivalent continuous A-weighted noise level by the first equivalent continuous A-weighted noise level changing means but does not affect the adjustment of the equivalent continuous A-weighted noise level by the second equivalent continuous A-weighted noise level changing means. A gaming machine characterized by: [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that can improve the entertainment value of the game while optimizing the equivalent noise level. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing the game board and effect buttons. [Figure 3] FIG. 2 is a block diagram showing a control device. [Figure 4] An explanatory diagram for explaining winning types and game state transitions. [Figure 5A] FIG. 2 is an explanatory diagram illustrating a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram for explaining the preview performance. [Figure 6] 10 is a flowchart showing the main processing on the main control side. [Figure 7] 10 is a flowchart showing main control side timer interrupt processing. [Figure 8] 8 is a flowchart showing a special symbol management process in FIG. 7. [Figure 9] This is a flowchart showing the special diagram 1 starting port check processing in Figure 8. [Figure 10] 9 is a flowchart showing the special symbol variation start processing in FIG. 8. [Figure 11] 11 is a flowchart showing the game state transition preparation process in FIG. [Figure 12] 9 is a flowchart showing the processing during the special pattern change in FIG. 8. [Figure 13A] 9 is a flowchart showing the first half of the special symbol confirmation time processing in FIG. 8. [Figure 13B] 9 is a flowchart showing the latter half of the special symbol confirmation time process in FIG. 8. [Figure 14] 8 is a flowchart showing the special electric accessory management process in FIG. 7. [Figure 15] This is a flowchart showing the jackpot end processing in Figure 14. [Figure 16] 10 is a flowchart showing the main processing on the performance control side. [Figure 17] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 18] 17 is a flowchart showing pending addition command reception processing in the command analysis processing in FIG. 16. [Figure 19] 17 is a flowchart showing a decorative symbol designation command receiving process in the command analysis process in FIG. 16. [Figure 20] FIG. 10 is a diagram showing a variation pattern allocation designation number table. [Figure 21] FIG. 10 is a diagram showing a game state transition table selection table. [Figure 22] FIG. 10 is a diagram showing a game state transition table. [Figure 23] A figure showing a fluctuation pattern allocation table selection table. [Figure 24] This is a diagram showing a winning fluctuation pattern allocation table (also used when winning). [Figure 25] This is a diagram showing a losing variation pattern allocation table (also used when winning). [Figure 26] This is a diagram showing a list of winning commands and winning variation pattern designation commands when a win occurs. [Figure 27] A diagram showing a list of winning commands and loss variation pattern designation commands when a loss occurs. [Figure 28] FIG. 1 is a diagram showing an example of an interior floor plan of an amusement parlor (hall). [Figure 29] FIG. 10 is a diagram illustrating the distance between a gaming machine and a player, and the distance between a gaming machine and an employee. [Figure 30] FIG. 1 is a diagram showing an example of an equivalent noise level (average volume per predetermined time). [Figure 31] FIG. 1 is a diagram showing an example of sound generated in a hall. [Figure 32] FIG. 10 is a diagram showing an example of a type of effect accompanied by sound generation. [Figure 33] FIG. 10 is a diagram showing an example of a case where multiple effect occurrence timings overlap. [Figure 34(a)] This is a diagram for explaining the "unit time" when calculating the equivalent noise level, and is an example in which the object to be protected from noise is a "player." [Figure 34(b)] This figure explains the "unit time" used when calculating the equivalent noise level, and shows an example in which the target to be protected from noise is "hall staff." [Figure 35]FIG. 10 is a diagram showing an example of the base volume and overall volume of a gaming machine. [Figure 36] FIG. 10 is a diagram showing specific examples of the base volume and warning volume of a gaming machine. [Figure 37] FIG. 10 is a diagram showing an example of the volume transition of a gaming machine when there is no volume adjustment. [Figure 38] FIG. 10 is a diagram showing an example of the transition of volume in a gaming machine when volume adjustment 1 (lowering the overall volume) is performed. [Figure 39] FIG. 10 is a diagram showing an example of the transition in volume of a gaming machine and the equivalent noise level in unit time 1 (when the unit time is "11 hours"). [Figure 40] FIG. 10 is a diagram showing an example of the transition in volume of a gaming machine and the equivalent noise level over unit time 2 (when the unit time is "6 hours"). [Figure 41] FIG. 10 is a diagram showing an example of the transition in volume of a gaming machine and the equivalent noise level over unit time 3 (when the unit time is "1 hour"). [Figure 42] FIG. 10 is a diagram showing an example of the transition of sound volume and equivalent noise level of a gaming machine for unit times 4 to 8. [Figure 43(a)] FIG. 10 is a diagram showing an example of the transition of volume and equivalent noise level of a gaming machine when solution 1 (reducing the warning volume above a predetermined volume) is used. [Figure 43(b)] This is a graph of Figure 43(a). [Figure 44(a)] FIG. 10 is a diagram showing an example of the volume transition and equivalent noise level of a gaming machine when solution 2 (not issuing warnings at a volume higher than a predetermined volume) is used. [Figure 44(b)] This is a graph of Figure 44(a). [Figure 45(a)] FIG. 10 is a diagram showing an example of the volume transition and equivalent noise level of a gaming machine when solution 3 (replacing a notice with a volume equal to or greater than a predetermined volume) is used. [Figure 45(b)] This is a graph of Figure 45(a). [Figure 46(a)] FIG. 10 is a diagram showing an example of the transition of volume and equivalent noise level of a gaming machine when solution 4 (lowering the warning volume during a predetermined state) is used. [Figure 46(b)] This is a graph of Figure 46(a). [Figure 47(a)] FIG. 10 is a diagram showing an example of the transition in volume and equivalent noise level of a gaming machine when solution 5 (when the equivalent noise level reaches or exceeds a predetermined value, the volume is reduced thereafter) is used. [Figure 47(b)] This is a graph of Figure 47(a). [Figure 48(a)] 10 is an example of an adjustment screen (display UI) for adjusting the first equivalent continuous noise level adjustment means and the second equivalent continuous noise level. [Figure 48(b)] 10 is another example of an adjustment screen (display UI) for the first equivalent continuous noise level adjustment means and the second equivalent continuous noise level. [Figure 49] FIG. 10 is an explanatory diagram illustrating a hall-side volume setting means. DETAILED DESCRIPTION OF THE INVENTION
[0009] A preferred embodiment of the gaming machine according to the present invention will be described in detail below with reference to the drawings. In the following embodiment, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] <1. Overview of the configuration: Figures 1 and 2> An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the appearance of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of the gaming board.
[0011] The pachinko gaming machine 1 (hereinafter referred to as "gaming machine 1") shown in Figure 1 has a frame-like front frame 2 attached to the front of a wooden outer frame 4 so as to be able to open and close, a gaming board 3 (see Figure 2) mounted within a gaming board storage frame (not shown) attached to the back of the front frame 2, and a gaming area 3a formed on the surface of this gaming board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this gaming area 3a. Various control boards (see Figure 3) for controlling gaming operations are arranged on the back side of the gaming board 3.
[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it to one side, the glass door 6 is unlocked from the front frame 2, and by operating it to the other side, the front frame 2 is unlocked from the outer frame 4, allowing the door to be opened to the front.
[0013] A front operation panel 7 is disposed below the glass door 6 and is pivotally supported by a hinge (not shown) on the front frame 2 so that it can be opened and closed freely. An upper tray unit 8 is provided on the front operation panel 7, and this upper tray unit 8 is formed with an upper tray 9 for storing discharged game balls.
[0014] The upper tray unit 8 is also provided with a ball removal button 14 for removing game balls stored in the upper tray 9 below the gaming machine 1, a ball lending button 11 for requesting the payout of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.
[0015] The upper tray unit 8 also includes a push-button effect button 13 (first operating means) and a cross-shaped directional keypad 75 (second operating means) consisting of an up button 75a, a right button 75b, a down button 75c, and a left button 75d, which can be used to input up, down, left, and right. The effect button 13 and directional keypad 75 function as operating means that can be operated by the player. During a specific operation valid acceptance period (button valid period) in a specific preview effect (such as the "player participation effect" described below), operation input is enabled. When a specific operation (e.g., a single press, a long press, or repeated taps) is performed during this valid period, it is possible to change the effect before and after the operation. These operating means are also used by the player to set their preferred game settings on the "Game Setting Screen" during customer waiting (during the "Demo Start Waiting Effect" or "Customer Waiting Effect (Demo Screen)" described below). This game setting screen is, for example, a menu screen on which the player can set game settings such as the volume and light intensity of his / her preference. Note that the effect button 13 is provided with a built-in lamp (button LED 13b) therein, and different light emission patterns of the button LED 13b can indicate an operation acceptance valid period (for example, when it is lit or flashing in a predetermined color) and an operation acceptance invalid period (for example, when it is turned off).
[0016] A firing operation handle 15 for operating a firing device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. This firing device 32 has a firing capacity of about 100 rounds per minute.
[0017] In addition, speakers 46 that use sound to create a sound effect (sound effects) are provided on both sides of the upper part of the front frame 2 and above the launch operation handle 15. In addition, multiple decorative lamps 45 (LEDs for effect) that use light decoration to create a light effect are provided in appropriate locations on the gaming machine, such as in the decorative member around the front frame of the glass door 6 and inside the center decorative body 48 (see Figure 2).
[0018] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Figure 2. As shown in the figure, a ball guide rail 5 that guides the launched game ball is attached to the game board 3 in a ring shape as a board surface partition member, and the approximately circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.
[0019] A liquid crystal display (LCD) 36 is provided in the approximate center of this gaming area 3a. Under the control of the effect control unit 24 (described later), this LCD display 36 displays various effects as images in a predetermined display area (variable symbol display area), including the variable display operation (variable display and stationary display) of multiple types of decorative symbols (for example, three decorative symbols: left symbol, center symbol, and right symbol (see FIG. 5A)) that are independently made up of numbers, characters, symbols, and the like.
[0020] Within the game area 3a, a center decorative body 48 is provided, surrounding the display surface of the LCD display device 36 at a distance. The center decorative body 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and a frame 48b that forms the outer periphery of the center decorative body 48 and surrounds the display screen of the LCD display device 36. This protects the display surface of the LCD display device 36 from surrounding game balls and also functions as a flow path distribution means that allows the game balls to be diverted to the left or right depending on the strength or stroke length of the game ball's launch. In this embodiment, a free movement area through which game balls can pass is formed between the upper surface of the center decorative body 48 and the ball guide rail 5. Game balls shot into the upper side of the game area 3a by the launching device 32 are diverted to the left or right at the upper side of the frame 48b and flow down either the left flow path 3b on the left side of the center decorative body 48 or the right flow path 3c on the right side.
[0021] The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions. It includes special symbol display device 38a (first special symbol display device: first special symbol display means) and special symbol display device 38b (second special symbol display device: second special symbol display means), which are arranged horizontally with 7-segment displays (with dots) corresponding to the upper starting slot 34 (for the first special symbol) and the lower starting slot 35 (for the second special symbol). The special symbol display devices 38a and 38b execute a 'special symbol variable display game' by displaying (variable display and static display) the 'special symbol' represented by the 7-segment display. The LCD display device 36 displays decorative symbols in a variable manner in time with the display of the special symbols by the special symbol display devices 38a and 38b, executing a 'decorative symbol variable display game' along with various preview effects (effect images). Details of the special symbol variation display game and the decorative symbol variation display game will be explained later.
[0022] In addition, the various function display section has a composite display device (LED display for combined reserved display) 38c consisting of a 7-segment display (with dots) arranged next to the special symbol display devices 38a and 38b. It is called a composite because it is a reserved / time-saving / high-probability combined display device (hereinafter simply referred to as the "composite display device") with five display functions: displaying the number of activated reserved balls for special symbol 1, displaying the number of activated reserved balls for special symbol 2, displaying the number of activated reserved balls for normal symbols, and notifying the status when the variable time-saving function is in operation (during time-saving) and when in a high-probability state (during high probability).
[0023] In addition, the various function display unit is provided with a normal symbol display device 39a (normal symbol display means) next to the composite display device 38c, which is configured with a plurality of (two in this embodiment) LEDs. In the normal symbol display device 39a according to this embodiment, a normal symbol variable display game is executed by the variable display operation of the normal symbols represented by the two LEDs. For example, as a variable display operation, the normal symbols displayed by the LEDs alternately turn on and off like a seesaw, and when one side stops in the lit state, the result of the normal symbol variable display game is determined.
[0024] In addition, a right-hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hit display device 39b indicates, by a combination of the on / off states of the LED, whether a "right hit," which aims to make the gaming ball pass (flow down) through the right flow path 3c, is advantageous, or whether a "left hit," which aims to make the gaming ball pass (flow down) through the left flow path 3b, is advantageous. For example, if the LED is lit, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.
[0025] In addition, a round number display device 39c is provided adjacent to the right-hit display device 39b, and is made up of two LEDs (round display LEDs). This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to a jackpot by combining the on / off states of multiple LEDs.
[0026] Below the center decorative body 48, there are provided above and below a normal variable winning device 41 equipped with an upper starting port 34 (first special pattern starting port: first starting means) and a lower starting port 35 (second special pattern starting port: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting port sensor 34a, lower starting port sensor 35a: see Figure 3) that detect the passage of the game ball.
[0027] The upper starting opening 34, which is the first special symbol starting opening, is a winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1" and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "fixed winning rate winning device" that does not have a "starting opening opening / closing means" that makes it possible to open or enlarge the starting opening. In this embodiment, due to the action of a game ball fall direction changing member (for example, a game nail (not shown), a windmill 44, a center decorative body 48, etc.) in the game area 3a, the upper starting opening 34 is configured to be easy for game balls that have flowed down the left flow path 3b to enter (win), but is configured to be difficult or impossible for game balls that have flowed down the right flow path 3c to enter.
[0028] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can change the winning rate of game balls in the starting hole by a starting hole opening / closing means. In this embodiment, the starting hole opening / closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged.
[0029] In addition, the lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting conditions for the variable display operation of the second special pattern (hereinafter, the second special pattern will be referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of this lower starting opening 35 is converted into an open state (easy winning state) that makes winning easier, and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operating, it maintains the closed state (unable to win) that makes winning at the lower starting opening 35 impossible.
[0030] In addition, five general winning ports 43 are arranged on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and each port has a general winning port sensor 43h (see Figure 3) formed inside it that detects the passage of the game ball.
[0031] Also, diagonally above the right of the normal variable winning device 41, that is, above the middle of the right flow-down path 3c, there is provided a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass. This normal symbol start port 37 is a winning port related to the normal symbol variable display operation in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects game balls passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side, and not on the left flow-down path 3b side, but it is not limited to this and may be formed on both flow-down paths.
[0032] Along the route from the normal symbol starting port 37 to the normal variable prize winning device 41 in the right flow path 3c, there is provided a special variable prize winning device 52 (special electric device) which is configured to be able to open or expand the large prize winning port 50 using a retractable opening door 52b, and inside it is formed a large prize winning port sensor 52a (see Figure 3) which detects game balls that have entered the large prize winning port 50.
[0033] The area surrounding the special prize opening 50 is a bulge (decorative member) 55 that bulges out from the surface of the gaming board 3, and the upper edge 55a of this bulge 55 forms a downstream guide for the right-hand flow path 3c. When the special prize opening 50 is closed by the opening door 52b (special prize opening closed state), a surface continuous with the upper edge 55a of this bulge 55 forms part of the downstream guide (upper edge 55a) for the right-hand flow path 3c. In addition, in the downstream area of the right-hand flow path 3c, in the area above the upper edge 55a of the bulge 55, or more precisely, in the playing area above the special prize opening 50, a flow path correcting plate 51d is protruded substantially parallel to the direction in which the game balls flow, and functions to guide the flowing game balls toward the special prize opening 50.
[0034] The process by which a gaming ball enters the large prize opening 50 is as follows: After passing through the free movement area between the upper surface of the center decorative body 48 and the ball guide rail 5, the gaming ball flows down along the top surface (upper edge) 55a of the bulge 55, which protrudes from the gaming board 3 and functions as a guide for the gaming ball. The gaming ball then comes into contact with the right end of the flow path correcting plate 51d protruding from the surface of the gaming board 3, thereby correcting the flow direction of the gaming ball toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the gaming ball rolls over this and is further guided toward the tulip-type regular variable prize opening device 41 (lower starting opening 35) by a gauge configuration (arrangement of gaming nails), not shown. At this time, if the lower starting opening 35 is in a winning state (starting opening open state), the game ball can enter the lower starting opening 35, but if the opening door 52b is retracted into the game board and the special winning opening 50 is open (special winning opening open state), the game ball is guided into the special winning opening 50. In addition, in the gaming machine 1 of this embodiment, if the player aims the launch position toward the special variable winning device 52 (if the player aims so that the game ball passes through the right flow path 3c), the game ball is difficult to or cannot be guided toward the upper starting opening 34. Therefore, if the special variable winning opening is in the "special winning opening closed state," it is difficult or impossible for the game ball to enter each starting opening 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is activated.
[0035] The winning means described above can be classified according to whether they belong to the left or right flow path, that is, whether game balls flowing down the left flow path 3b or the right flow path 3c can win a prize. The winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left-side general winning openings 43a-43d, while the winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the normal symbol starting opening 37, the big winning opening 50, and the right-side general winning opening 43e. Note that when the movable wing piece 47 is in the open state (starting opening open state), the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c, and it is possible to win a prize from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when the game ball passes through (wins) the normal symbol starting opening 37 located on the right side of the game area 3a, so it can be said that it essentially belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.
[0036] (Right-handed advantage configuration under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is made aiming for the gaming ball to pass through the right flow path 3c, the gaming ball is likely to enter the normal symbol start opening 37, but is difficult or impossible to guide to the upper start opening 34. Therefore, in the "big prize opening closed state," it is difficult or impossible for the gaming ball to enter each start opening 34, 35 unless the movable wing piece 47 of the normal variable prize winning device 41 is activated. However, when the "electric support state (electric support state)" described below occurs, this movable wing piece 47 operates in an opening and closing pattern that is more advantageous than at least the normal state (normal gaming state). Therefore, under non-electric support conditions (a state without electric support, as described below), it is more advantageous to "hit left," aiming the game ball so that it passes through the left flow path 3b, rather than "hit right," aiming the game ball so that it passes through the right flow path 3c, whereas under electric support conditions, conversely, "hit right," rather than "hit left," is considered advantageous. In other words, depending on the game state, whether the game ball is made to flow down the left flow path 3b or the right flow path 3c will have an advantageous or disadvantageous effect on the game progress for the player, and whether "hit left" or "hit right" will result in an advantageous situation for the player (advantageous game progress for the player) varies depending on the game state, with "hit left" being advantageous in game conditions accompanied by a non-electric support condition (for example, a normal state or a potential state), and "hit right" being advantageous in game conditions accompanied by an electric support condition (for example, a time-saving state or a probability state).
[0037] Each of the above-mentioned prize openings, such as the upper starting opening 34, the lower starting opening 35, the normal symbol starting opening 37, the large prize opening 50, and the general prize openings 43a-43e, functions as a prize-winning means located within the game area 3a. Furthermore, detection switches (prize-winning detection switches) such as the upper starting opening sensor 34a, the lower starting opening sensor 35a, the normal symbol starting opening sensor 37a, the large prize opening sensor 52a, and the general prize opening sensor 43h (corresponding to each of the general prize openings 43a-43e) function as a prize-winning detection means for detecting game balls entering the prize-winning means. The number, shape, and location of each of the above-mentioned prize-winning means can be changed as appropriate depending on the gameplay. Furthermore, for each prize-winning means, whether the game balls flowing down the left flow path 3b and / or the right flow path 3c are difficult to win, impossible to win, or winnable can also be changed as appropriate depending on the gameplay.
[0038] When a game ball enters a winning slot, the number of prize balls per winning ball, designated for that slot, is paid out from the game ball payout device 19 (see FIG. 3). For example, three balls are paid out from the upper starting slot 34, one from the lower starting slot 35, zero (no prize balls) from the normal symbol starting slot 37, 15 from the large prize slot 50, and three from the general prize slots 43a-e. Game balls that do not enter the winning slots are discharged from the game area 3a via the outlet 49. Here, "winning" refers to the entrance of a game ball into the winning slot, or, in the case of a winning slot that does not have a structure that allows game balls to enter but is a pass-through gate (e.g., the normal symbol starting slot 37), the game ball passing through the gate. In practice, when a game ball is detected by the winning detection switch provided for each winning slot, that winning slot is considered to have "won." The game balls involved in this winning are also called "winning balls."
[0039] <Moving parts> Additionally, multiple movable device elements are positioned within the game area 3a so as not to obstruct the flow of game balls. In this embodiment, a first movable device element 80 is positioned in the upper right corner of the center ornament 48, and a second movable device element 90 is positioned diagonally below it to the right. The first movable device element 80 includes a clock face 81 consisting of a number display section divided into 12 number sectors marked with the Roman letters "I" through "XII," and clock hands 82 consisting of hour and minute hands rotatably formed on the clock face 81, forming a "wall clock" as a whole. In this sense, the first movable device element 80 is also referred to as a "clock-type device." The clock face 81 has full-color LEDs on the back or inside for each sector indicated by the hour hand, or the number sectors themselves are composed of full-color LEDs, allowing each number sector to independently emit different colors.
[0040] The second movable body accessory 90 has a flower-shaped part 91 (first movable body 91) in the shape of a flower, with a corolla consisting of multiple petals arranged around the center of the flower and a sepal arranged around the outside of the corolla to create a double perianth, and the flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) that can swing, and the whole is configured as flower-shaped accessory 90. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower as a central axis. This flower-shaped accessory 90 is normally stationary in an original position (shown by a solid line in FIG. 2) set on the edge of the LCD screen or to the side outside the LCD screen, and when a predetermined operating condition is met, the arm 92 tilts, and the flower-shaped part 91 moves together with the arm 92 to a position (shown by a dashed line in FIG. 2) where it covers the LCD screen. When the flower-shaped element 90 moves to the performance position shown by the dashed line in FIG. 2, the flower-shaped element 91 rotates at the end of the arm, and the translucent center and petals are illuminated from behind by a lamp or full-color LED, creating a beautiful glow. When the flower-shaped element 90 finishes its operation, it returns from the performance position shown by the dashed line to the starting position shown by the solid line. The flower-shaped element 91 can rotate its petals in multiple patterns, including high-speed rotation, low-speed rotation, and reverse rotation. The arm 92 can also tilt fully to the dashed line, tilt to a predetermined angle, vibrate, or move in a gradual motion. The clock-shaped element 80 (clock hands 82) and the flower-shaped element 90 (first movable element 91, second movable element 92) can be used for preview performances, depending on their operating modes, as well as for executing (manifesting) the setting suggestion performances described below.
[0041] <2. Control device: Figure 3> Next, a control device that controls the gaming operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.
[0042] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") that controls all game operations (game operation control), a presentation control board (presentation control means) 24 (hereinafter referred to as the "presentation control unit 24") that receives presentation control commands from the main control unit 20 and controls the execution (appearance) of presentations by the presentation means, a payout control board (payout control means) 29 that controls the payout of prize balls by the game ball payout device 19, and a power supply board (power control means (not shown)) that generates and supplies the necessary power (including backup power) from an external power source to each board of the gaming machine. A liquid crystal display device 36 is connected to the presentation control unit 24 as an image display device. The power supply route is omitted in FIG. 3.
[0043] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program that describes the game operation control procedures, as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).
[0044] Although not shown, the main control unit 20 also includes a CTC that provides the Z80 system with periodic interrupts, a constant-period pulse output generation function (bit rate generator), and a time measurement function, an interrupt controller circuit that performs interrupt enable / disable functions such as a timer interrupt that provides an interrupt signal to the CPU, a reset circuit that detects power-on / power-off and power abnormalities and outputs a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors abnormal operation of the control program, an IAT (Inhibit Abort Away) circuit that monitors whether the program is running correctly within a preset address range, and a counter circuit for generating random numbers within a certain range (hard random numbers) by hardware. At least the main control unit (main control board) 20 and the payout control board 29 are capable of receiving a voltage drop signal (power abnormality signal) from the power supply board (not shown) to initiate backup processing prior to power shutdown, allowing game operation to resume as before the power shutdown after power is restored (backup function).
[0045] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit depending on the processing state, thereby obtaining the value indicated by the random number generation circuit as a random number value for internal lottery (random number for determining whether or not there is a jackpot (size of random number: 65536)), and uses this random number value for the jackpot lottery. Note that the random number for internal lottery is obtained by adding a software random number value generated by appropriate software processing and a hard random number value to prevent cheating such as targeting a jackpot.
[0046] In addition, the main control unit 20 is connected to an upper start opening sensor 34a that detects winning at the upper start opening 34, a lower start opening sensor 35a that detects winning at the lower start opening 35, a normal pattern start opening sensor 37a that detects the passage of the gaming ball into the normal pattern start opening 37, a special prize opening sensor 52a that detects winning at the special prize opening 50, and a general prize opening sensor 43h that detects winning at the general prize opening 43, and the main control unit 20 is able to receive detection signals from these. Based on the detection signals from these sensors, the main control unit 20 determines which prize opening the gaming ball has won (entered).
[0047] An OUT monitoring switch 49a that detects game balls (so-called "out balls") discharged from the gaming machine through the outlet 49 and each winning port is also connected to the main control unit 20, and the main control unit 20 is capable of receiving a detection signal from the OUT monitoring switch 49a. The main control unit 20 is provided with a counting means that counts the number of out balls based on the detection signal from the OUT monitoring switch 49a, and information regarding the number of out balls is used to calculate a base value (game performance information) described below.
[0048] In addition, the main control unit 20 is connected to a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor: not shown) for detecting fraudulent behavior against the gaming machine 1, and the main control unit 20 is able to monitor fraudulent behavior against the gaming machine based on the detection signal from the fraud detection sensor.
[0049] In addition, the main control unit 20 is connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.
[0050] In addition, the main control unit 20 is connected to a special symbol display device 38a and a special symbol display device 38b, and the main control unit 20 is capable of transmitting control signals for displaying and controlling special symbols 1 and 2. In addition, the main control unit 20 is connected to a normal symbol display device 39a, and is capable of transmitting control signals for displaying and controlling normal symbols.
[0051] In addition, the main control unit 20 is connected to a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c, and the main control unit 20 is capable of transmitting control signals to control the display of various information displayed on these devices.
[0052] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can output one or more outer end signals containing specific game information via the frame external terminal board 21 to external devices such as a hall computer HC or a data counter (not shown) installed outside the gaming machine. The game information contained in the outer end signals includes, for example, winning game start / end information, winning information, special symbol variation start / stop information, prize ball count information, and various security information (such as information on fraud detection, RAM clear, door opening, and setting change occurrence information). The "hall computer HC" is a management computer dedicated to gaming parlors that monitors and collects game machine information based on the game information contained in the outer end signals and comprehensively manages the operating status of gaming machines installed in pachinko parlors.
[0053] The main control unit 20 is also connected to a RAM clear switch 98 for initializing a predetermined area (internal memory) of the RAM 203, a setting key switch 94 for switching to a setting change permission state in which the setting value can be changed as described below, a setting change switch 95 for changing the setting value in the setting change permission state, and a setting change completion switch 96 for confirming the setting value selected by the setting change switch 95, and the main control unit 20 is capable of receiving detection signals from these switches.
[0054] In this embodiment, the RAM clear switch 98, setting change switch 95, and setting change completion switch 96 are all push-button switches that can be operated by an operator. The setting key switch 94 is a key switch that can be switched between a setting change permitted state (ON) and a setting change prohibited state (OFF) by inserting a setting key and turning it ON / OFF. These switches 95, 96, and 98 are formed in appropriate locations inside the gaming machine to prevent cheating (fraudulent acts) such as tampering with the setting values, and cannot be turned ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0055] A setting display 97 (setting display means) that displays information about setting values is also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for display control of this display. The setting display 97 according to this embodiment is composed of one 7-segment display, and is mounted on the main control unit (main control board) 20. The setting display 97 is not limited to being provided on the main control board 20, but can also be provided in an appropriate location inside the gaming machine, such as on the launch control board 28, payout control board 29, relay board (a relay board that relays connections between various display devices, switches, etc. and the control board; not shown), or performance control unit (performance control board (including LCD control board)) 24.
[0056] (About the setting value) The main control unit 20 is provided with a "setting change function" that can change the expected value (profit) of the profit to be awarded to the player, such as the payout rate (also known as the payout rate or payout rate), in stages. The "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set as appropriate by the hall staff based solely on the business strategy of the pachinko hall (game parlor).
[0057] The "setting value" defines, for example, the probability of winning (winning probability) a jackpot (a type of winning that activates a condition device described below) in stages. The higher the setting value, the higher the jackpot winning probability (jackpot winning probability), which is set to be advantageous to the player. Such setting values can be set in at least two stages (at least a first setting value and a second setting value). In this embodiment, six setting values, from 1 to 6, are provided. For example, at low probability, setting 1 is 1 / 280, setting 2 is 1 / 275, setting 3 is 1 / 270, setting 4 is 1 / 265, setting 5 is 1 / 260, and setting 6 is 1 / 255. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the machine payout), which is advantageous to the player. In this way, the "setting value" defines events that affect the machine payout in stages, and refers to a value related to the degree of likelihood of a special event, such as a jackpot, occurring. In other words, the probability of winning a jackpot at low probability and / or the probability of winning a jackpot at low probability can be configured to vary depending on the setting value. When the jackpot probability is high (when the special symbol probability change function described below is activated), the probability can increase to a value not exceeding 10 times. However, the increase rate may be the same for each setting value or may be different. In this embodiment, the increase rate is the same for each setting value. Taking the above example, if the jackpot probability at low probability is 1 / 280 to 1 / 255 for settings 1 to 6 and the increase rate is 5 times, the jackpot probability at high probability will be 1 / 56 to 1 / 51 for settings 1 to 6.
[0058] Also, if there are multiple types of jackpots, the winning probability of one or more types of jackpots can be changed depending on the setting value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the setting value, the higher the winning probability of all jackpots 1 to 4, or the higher the winning probability of only some of the jackpots, jackpots 1 to 3 (in this case, the winning probability for jackpot 4 is the same for all setting values), or the higher the winning probability of only a specific jackpot (for example, only jackpot 1) (in this case, the winning probability for jackpots 2 to 4 is the same for all setting values). Also, the higher the setting value, the higher the combined winning probability of jackpots 1 to 4. Also, the winning probability of minor jackpots that do not trigger the activation of the condition device may be changed depending on the setting value, as in the case of the jackpot described above.
[0059] (Regarding changing settings) In this embodiment, when power is turned on, the setting change permitting state is established if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state. When power is turned on by any other switch operation, the setting change prohibiting state is established. In this setting change permitting state, turning the setting change switch 95 ON causes the current display value of the setting indicator 97 to cycle through the range of 1 to 6, such as "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 → 3 →...." When the desired setting value is displayed, turning the setting change completion switch 96 ON (setting confirmation operation) confirms the current display value as the current setting value, stores the setting value data in a predetermined area (setting value storage area) of the RAM 203, and clears the predetermined area (internal memory) of the RAM 203. When the setting key switch 94 is turned OFF from its current ON state, the setting change permitting state is terminated, and gameplay begins under the confirmed setting value. The main control unit 20 of this embodiment is equipped with a setting value selection means for selecting one of a plurality of setting values with different advantageous degrees to the player, and a setting value setting means for setting the setting value selected by the setting value selection means. Note that the gaming machine may be a "setting-less gaming machine" that does not have the setting function described above.
[0060] Furthermore, the main control unit 20 can transmit various game processing information, such as information on the special symbol variable display game and error information, to the performance control unit 24 using performance control commands depending on the processing state. However, in order to prevent cheating from outside, the main control unit 20 is configured for one-way communication, where it can only transmit signals to the performance control unit 24 and cannot receive signals from the performance control unit 24.
[0061] (About Performance Indicator 99) Also connected to the main control unit 20 is a performance indicator 99 (information display means) that reports information (hereinafter referred to as "performance information") related to game results for a predetermined period (specific game period), and the main control unit 20 is capable of transmitting control signals for display control of this. The performance indicator 99 of this embodiment is made up of multiple 7-segment LEDs, and more specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which the display unit and circuit unit are unitized are arranged horizontally, and these are mounted on the main control board 20, for example, to form a display that can display four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. The "performance information" is primarily used by pachinko parlors and relevant authorities for verification and investigation purposes, such as to determine whether there are any abnormalities in the ball-dispensing performance due to improper adjustment of game pins or cheating, and whether the gaming machine's original ball-dispensing performance (designed ball-dispensing performance) is being properly realized. In other words, it is "information about game performance (game performance information)." Therefore, unlike the preview effects and setting suggestion effects described below, the performance information itself is not directly related to the game progress itself when a player is playing a game. For this reason, the performance indicator 99 is not installed in a location visible to the player, but is instead mounted in a location inside the gaming machine that is easily visible, such as on the control board or a board case that protects it. Furthermore, at least one of the four segments 99a-99d of the performance indicator 99 may be configured to be used as the setting indicator 97.
[0062] In this embodiment, the total number of payouts (normal payouts) during the normal state (a state in which the probability of winning a jackpot is low (normal probability) and there is no electric support, as described below) and the cumulative number of out balls during the normal state (normal outs) are measured in real time, and the value obtained by dividing the normal payouts by the normal outs is multiplied by 100 (the base value calculated by: normal payouts ÷ normal outs × 100) is used as the "performance information" and displayed in a predetermined manner by the performance display 99. Note that the base value is rounded to the nearest whole number and displayed on the performance display 99. However, rather than simply measuring continuously and displaying the base value (performance information), when the number of outs during measurement reaches a predetermined number (for example, 60,000), the measurement is stopped temporarily, and the base value at the time of measurement completion is stored in RAM 203 as history information (the current base value is stored), and measurement of a new base value is started again. In this embodiment, the "prescribed number (60,000)" that triggers the end of measurement does not refer to the number of balls out during normal play, but rather to the cumulative number of balls out (number of balls out in all states) measured during all game states (including during winning play), and this "number of balls out in all states" is also measured in real time. The processing program and its work area for display control and base values in the performance indicator 99 are defined in an area (external memory) that is different from the area (internal memory) that the CPU 201 accesses during normal game progress. Furthermore, the performance information is not limited to the above-mentioned base values during normal play, and is not particularly limited as long as it is useful game performance information.
[0063] In addition, a payout control board (payout control unit) 29 is connected to the main control unit 20, and this payout control board 29 is connected to a launch control board (launch control unit) 28 that controls the launch device 32 and a game ball payout device (game ball payout means) 19 that pays out game balls.
[0064] The main role of the payout control board 29 is to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and send information (status signals) relating to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 is capable of sending a control command relating to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, and on the other hand, the payout control board 29 is capable of sending the above-mentioned status signal to the main control unit 20.
[0065] The payout control board 29 is connected to a full detection sensor 60 that detects the storage state of the game balls stored in the upper tray 9 (whether the upper tray 9 is full or not), and a door open sensor 61 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.
[0066] The payout control board 29 is also capable of receiving detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the game balls (prize balls) to be paid out, which are provided in the game ball payout device 19. The payout control board 29 is also capable of transmitting a control signal for controlling the payout motor 19c of the game ball payout device 19 (a motor that drives a ball payout mechanism (not shown) for paying out game balls).
[0067] The payout control board 29 is configured to be able to transmit various status signals to the main control unit 20 based on detection signals from various sensors such as the full detection sensor 60, door open sensor 61, out-of-supply detection sensor 19a, and ball count sensor 19b. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating that the front frame 2 and front operation panel 7 are open, an "out-of-supply signal" indicating a shortage of game balls, a "counting error signal" indicating an abnormality in the payout of prize balls (insufficient payout, excessive payout), and a "payout completion signal" indicating the completion of the payout operation. Based on these status signals, the main control unit 20 monitors whether the front frame 2 and front operation panel 7 are open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), and whether the upper tray 9 is full (ball jam error).
[0068] In addition, a launch control board (launch control section) 28 is connected to the payout control board 29, and is capable of transmitting a launch control signal (launch permission signal ES) to the launch control board 28. Based on the launch control signal, the launch control board 28 controls the supply of electricity to a launch solenoid (not shown) provided in the launch device 32, thereby realizing the game ball launch operation by operating the launch operation handle 15. In addition, the strength of the game ball launch can be changed depending on the amount of operation of the launch operation handle 15.
[0069] (2-2. Production Control Unit 24) The performance control unit 24 is primarily composed of a microcomputer equipped with a built-in microprocessor with a CPU 241 (performance control CPU), a ROM 242 (performance control ROM) that stores performance data required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. It also includes an audio control unit (sound source LSI), an RTC function unit (real-time clock), counter circuits (16-bit counter, 8-bit counter) for generating hardware random numbers within a certain range, an interrupt controller circuit, a reset circuit, and a WDT circuit, all of which control performance operations. The RTC function unit is a clock IC that keeps time and functions as a clock means for providing real-time information such as the current time ("what time it is now") and / or calendar information regarding the date (month, day, day of the week). Like the main control unit 20, it also has a backup function and software random number generation means (e.g., a random number generation means for lottery-based performance selection).
[0070] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and determine the performance based on the performance control commands, control the image display of the LCD display device 36, control the sound of the speaker 46, control the illumination of various performance LEDs (decorative lamp 45, button LED 13b, other performance LEDs), and control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90).
[0071] The performance control unit 24 also has a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls overall video output processing such as image expansion processing and image drawing, an image ROM that stores image data (performance image data) used for image expansion processing by the VDP, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program that describes the display control operating procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.
[0072] In addition, the performance control unit 24 is equipped with a light display control unit for the light display device 45a including various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a including speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, 92c that operate the movable body role (clock-shaped role 80, flower-shaped part 91, arm 92) in order to execute image display performances, light performances, sound performances, or movable body performances.
[0073] A position detection sensor 82a that monitors the operation of the movable role object is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role object while monitoring the current operation position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role object based on the detection information from the position detection sensor 82a, and performs a predetermined error notification process if a malfunction occurs.
[0074] In addition, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13 and directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d), and the performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.
[0075] When the performance control unit 24 receives a performance control command sent from the main control unit 20, it selects a performance pattern from among a plurality of types of performance patterns prepared in advance, either by lottery or uniquely, based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of performance images by the liquid crystal display device 36 (image display performance), the reproduction of sound from the speaker 46 (sound performance), and the lighting and flashing of the decorative lamps 45 and other performance LEDs (light performance), and the chronological development of various performance patterns (such as the variable display of decorative symbols and preview performances) realizes a "performance scenario" in the broad sense. In addition, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and / or the directional key 75 (for example, pressing, long pressing, rapid pressing, or the order in which the directional key 75 is pressed up, down, left, or right) based on the operation detection signal from the performance button switch 13a and the directional key switches 75a' to 75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.
[0076] The performance control command defines its function using a two-byte structure consisting of a one-byte mode (MODE) and a one-byte event (EVENT). To distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each mode (MODE) and event (EVENT). That is, when there is a command to transmit, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits a first strobe signal a predetermined time after this setting. Furthermore, after a predetermined time has passed since transmitting this strobe signal, it sets and outputs event (EVENT) information, and transmits a second strobe signal a predetermined time after this setting. The strobe signal is controlled to an active state by the CPU 201 for a predetermined period of time to ensure that the CPU 241 (performance control CPU) can receive commands reliably.
[0077] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal, executes a control program for command reception interrupt processing, and acquires a performance control command during this interrupt processing. Furthermore, unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts the interrupt processing based on another interrupt (periodically executed timer interrupt processing) even if the interrupt processing is in progress, and performs command reception interrupt processing with priority even if other interrupts occur simultaneously.
[0078] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.
[0079] (3-1. Pattern changing display game) (3-1-1. Special symbol change display game, decorative symbol change display game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.
[0080] In this embodiment, the jackpot lottery based on winning at the upper starting gate 34 and the jackpot lottery based on winning at the lower starting gate 35 are conducted separately and independently. For this reason, the jackpot lottery result for the upper starting gate 34 is derived on the special pattern display device 38a side, and the jackpot lottery result for the lower starting gate 35 is derived on the special pattern display device 38b side. Specifically, on the special pattern display device 38a side, on the condition that a gaming ball has entered the upper starting gate 34, special pattern 1 is variably displayed and a first special pattern variable display game is started, while on the special pattern display device 38b side, on the condition that a gaming ball has entered the lower starting gate 35, special pattern 2 is variably displayed and a second special pattern variable display game is started. Then, when the special pattern variable display game is started on special pattern display device 38a or special pattern display device 38b, after a predetermined variable display time has elapsed, the special pattern being displayed in a variable state is displayed in a predetermined "big hit" mode if the jackpot lottery result is a "big hit," in a predetermined "small hit" mode if the jackpot lottery result is a "small hit," and in a predetermined "miss" mode otherwise, thereby deriving the game result (jackpot lottery result).
[0081] For ease of explanation, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "special symbol variation display game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "special symbol variation display game 2." Furthermore, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be simply referred to as "special symbols" (sometimes abbreviated to "special symbols"), and "special symbol variation display game 1" and "special symbol variation display game 2" may be referred to as "special symbol variation display games" without distinction.
[0082] Furthermore, when the above-mentioned special symbol variation display game is started, the decorative symbol variation display game is started by variably displaying decorative symbols (game symbols for dramatic effect) on the liquid crystal display device 36, and various effects are developed in association with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the result of the jackpot lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the jackpot lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variation display game is reflected and displayed by the decorative symbol variation display game for dramatic effect, which includes the variably displaying operation of the decorative symbols.
[0083] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," an effect that reflects that result will be developed in the decorative symbol variation display game. Then, when the special symbol is stopped and displayed in a display mode that indicates a jackpot (for example, the 7-segment display shows "7") on the special symbol display device, the decorative symbols are stopped and displayed in a display mode that reflects the "jackpot" in each of the "left," "center," and "right" display areas on the liquid crystal display device 36 (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7") in each of the "left," "center," and "right" display areas.
[0084] When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable prize winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50, and a special game state (jackpot game) that is more advantageous to the player than the normal state is created. In this jackpot game, the prize area is opened or expanded until the time that the opening door 52b opens the large prize opening has elapsed for a predetermined time (maximum opening time: for example, 29.8 seconds) or until the number of winning balls that enter the large prize opening 50 reaches the maximum number of winning balls (the maximum number of winning balls that can be entered into the opening or expanded prize opening when the device is operated once: for example, 10), and when either of these conditions is met, the large prize opening is closed (the round game ending condition (closing condition) is met), and this "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).
[0085] When the jackpot game starts, an opening effect is first performed using the start interval time (start INT). After the start INT ends, round games are played multiple times up to a predetermined number of rounds (maximum number of rounds). Then, after the maximum number of rounds has been played, an ending effect is performed using the end interval time (end INT), and the jackpot game ends. After the current round game ends, the next round game starts after a predetermined interval time (inter-round INT). Furthermore, during round games, "in-round effects" appear, and between round games (during inter-round INT), "inter-round INT effects" appear. In other words, a jackpot game is broadly divided into an opening period (start INT period), a round game period up to the maximum number of rounds, and an ending period (end INT period).
[0086] Regarding the information necessary to execute the decorative pattern change display game, first, the main control unit 20, based on the game ball entering (winning) the upper starting gate 34 or the lower starting gate 35, specifically, on the condition that the game ball is detected by the upper starting gate sensor 34a or the lower starting gate sensor 35a and the start condition (start condition related to the special pattern) is met, conducts a jackpot lottery which includes a 'win / lose lottery' to draw whether it will be a 'jackpot,' a 'small win,' or a 'miss,' and a 'pattern lottery (win type lottery)' to draw the type of jackpot if it is a jackpot, the type of small win if it is a 'small win,' and the type of miss if it is a 'miss' (if there is only one type of jackpot, small win, or miss, there is no need to conduct a pattern lottery, so that lottery can be omitted), and based on the lottery result information, determines the change pattern of the special pattern and the special pattern (special stop pattern) to be finally stopped and displayed. Then, as a presentation control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information on the jackpot lottery result and the variation time of the special symbol) is sent to the presentation control unit 24. As a result, basic information required for the decorative symbol variation display game is sent to the presentation control unit 24. In this embodiment, in order to increase the variety of presentations, a "decorative symbol designation command" including information on the special stop symbol (pattern lottery result information) is also sent to the presentation control unit 24.
[0087] The special symbol variation pattern information can include not only the jackpot lottery result but also information specifying the execution of a specific preview effect (for example, the reach effect or pseudo consecutive effects (including the number of pseudo consecutive effects) described below). In more detail, the variation patterns of the special symbols are roughly divided into a "win variation pattern" in the case of a win and a "miss variation pattern" in the case of a miss, depending on the jackpot lottery result. These variation patterns include, for example, a "reach variation pattern" that specifies the execution of a reach effect (including the specification of the reach type), a "normal variation pattern" that does not specify the execution of a reach effect, a "reach variation pattern with pseudo consecutive effects" that specifies the execution of a pseudo consecutive effect and a reach effect, and a "normal variation pattern with pseudo consecutive effects" that specifies the execution of a pseudo consecutive effect but does not specify the execution of a reach effect. In addition, for the reach variation pattern and pseudo consecutive effect variation pattern, in order to ensure the performance time of the preview effect, a variation time that is basically longer than the variation time of the normal variation pattern is set (see Figures 24 and 25).
[0088] Based on information contained in the presentation control commands (here, the variation pattern designation command and the decorative symbol designation command) sent from the main control unit 20, the presentation control unit 24 determines the presentation content (presentation scenario) to be developed in chronological order during the decorative symbol variation display game and the decorative symbols (decorative stop symbols) to be ultimately displayed, and controls the preview presentation and decorative symbol variation display presentation during the decorative symbol variation display game according to a time schedule based on the special symbol variation pattern. As a result, the decorative symbols are displayed variably by the LCD display unit 36 in synchronization with the display of special symbols by the special symbol display units 38a and 38b, so that the duration of the special symbol variation display game and the duration of the decorative symbol variation display game are substantially the same. The presentation control unit 24 also controls the LCD display unit 36, the light display unit 45a, or the sound generating unit 46a, respectively, in accordance with the presentation scenario, to develop various presentations in the decorative symbol variation display game. This allows the reproduction of images on the liquid crystal display device 36 (image effect), the reproduction of sound effects (sound effect), and the lighting and flashing of LEDs for effects such as the decorative lamps 45 (light effect).
[0089] In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the decorative symbol change display game reflects the display results of the special symbol change display game, so these two symbol change display games can be considered equivalent symbol games. In this specification, unless otherwise necessary, the two symbol change display games may be simply referred to as "symbol change display games." Furthermore, for convenience of explanation, the number of times a symbol change display game (especially the special symbol change display game) is executed (number of games) may be referred to as "number of symbol changes," "number of changes," or "xx number of rotations (e.g., 1 rotation, 10 rotations, etc.)."
[0090] (3-1-2. Regular pattern change display game) Furthermore, in the gaming machine 1, when a gaming ball passes (wins) through the normal symbol starting hole 37, the main control unit 20 performs a "supplementary win lottery" by random number lottery. Based on the result of this lottery, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a static display with a combination of lit and unlit LEDs. For example, if the result of the normal symbol variable display game is a "supplementary win," the display unit of the normal symbol display device 39a is displayed as a static display with a specific lighting state (for example, all two LEDs 39 are lit).
[0091] When this "auxiliary win" occurs, the normal electric device solenoid 41c (see Figure 3) is activated, causing the movable wing 47 to open in an inverted "V" shape, opening or expanding the lower starting gate 35, creating a state (starting gate open state) that allows game balls to easily enter. This creates an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to an open or expanding open state until the opening time (starting gate open state time) of the lower starting gate 35 has elapsed for a maximum opening time (e.g., a maximum of 6 seconds) or until the number of winning balls entering the lower starting gate 35 reaches a predetermined number (e.g., a maximum of 10). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower starting gate 35 is closed. Note that the lower starting gate 35 can be opened one or more times within the maximum opening time.
[0092] (3-1-3. Activation holding ball) In this embodiment, when a winning entry occurs in one of the start slots 34, 35, or the normal symbol start slot 37 during a symbol change display game, a normal symbol change display game, a jackpot game, a small jackpot game, or a normal power-on game, i.e., when a detection signal is input from the upper start slot sensor 34a, the lower start slot sensor 35a, or the normal symbol start slot sensor 37a and the corresponding start condition is met, this data is reserved and stored as data related to the right to start the symbol change display game, up to a predetermined maximum number of reserved data, excluding data related to the symbol change display. This reserved data not used in the symbol change display operation or the game balls related to this reserved data are also referred to as "activated reserved balls." To inform the player of the number of activated reserved balls, a dedicated reserved indicator (not shown) located in an appropriate location on the gaming machine 1 or a reserved indicator displayed as an icon image on the LCD display 36 screen is illuminated (see FIG. 5A).
[0093] In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved and stored in the corresponding memory areas of RAM 203, and are reserved as the number of confirmed variations of the special symbol or normal symbol. The maximum number of activation reserved balls (maximum reserved memory number) for special symbol 1, special symbol 2, and normal symbol is not particularly limited. Furthermore, all or part of the maximum reserved memory number for each symbol may be different, and this number can be determined appropriately depending on the gameplay. For ease of explanation, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to herein as "special symbol 1 activation reserved ball," "special symbol 2 activation reserved ball," and "normal symbol activation reserved ball," respectively.
[0094] (3-2. Game status) Next, the game states will be explained. The gaming machine 1 according to this embodiment is configured to be able to generate a plurality of types of game states in addition to the jackpot, which is a special game state. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be explained.
[0095] The gaming machine 1 of this embodiment is provided with a "probability variation function (probability variation function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as "special symbol probability variation function") and a probability variation function related to normal symbols (hereinafter referred to as "normal symbol probability variation function").
[0096] The special symbol probability change function is a function that changes the probability of winning a jackpot lottery from a predetermined low probability (normal probability) to a high probability, thereby generating a "high probability state (high jackpot probability state)" that is more advantageous than the normal state. In a gaming state (high probability state) in which this special symbol probability change function is activated, the probability of winning a jackpot lottery becomes high, making it easier for a jackpot to occur. As already explained, in this embodiment, the jackpot lottery probability during low probability and high probability differs depending on the setting value (see Figure 4).
[0097] The normal symbol probability variable function is a function that changes the auxiliary hit lottery probability from a predetermined low probability (normal probability) to a high probability (for example, changing from 1 / 256 to 255 / 256), thereby generating an "auxiliary hit probability variable state" that is more advantageous than the normal state. In a gaming state (auxiliary hit probability variable state) where this normal symbol probability variable function is operating, the auxiliary hit lottery probability becomes high, making auxiliary hits more likely to occur, and normal power open games occur more frequently, resulting in an improved operation rate state in which the operation rate of movable wing piece 47 per unit time is higher than in the normal state.
[0098] The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional part is the main control unit 20. There are two types of this function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").
[0099] The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed). In the game state where this special symbol time-saving function is active (special symbol time-saving state), the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a no-reach miss variation is shortened from 8 seconds to 2 seconds), resulting in a state where the number of jackpot draws per unit time is increased compared to the normal state.
[0100] The normal symbol time-saving function is a function that generates a "normal symbol time-saving state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed). In a game state where the normal symbol time-saving function is operating (normal symbol time-saving state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 20 seconds to 0.6 seconds), and a state of increased number of lotteries is entered in which the number of lottery draws per unit time per supplement is improved compared to the normal state.
[0101] The gaming machine 1 of this embodiment also includes an "extended opening function," a function of which is performed by the main control unit 20. This extended opening function generates an "extended opening state" in which the opening period (open time of the movable wing 47) of the normal variable winning device 41 is extended beyond the normal state. In the extended opening state, the opening period (starting gate open state time) of the movable wing 47 is extended, for example, from 0.2 seconds to 1.6 seconds, and the number of times the movable wing 47 opens and closes is extended, for example, from one time (when the extended opening function is inactive) to two times (when the extended opening function is active). This results in an increased operation rate state in which the operation rate of the movable wing 47 per unit time is higher than the normal state. Therefore, when the extended opening function is activated, the frequency of winnings in the lower starting gate 35 increases, and the game state in which the start condition for the special symbol variable display game that derives the jackpot lottery result is met more frequently than in the normal state, providing a game state that is more advantageous to the player than when the extended opening function is not activated (deactivated). In this regard, the extended open state is also called the "electric chute support state (electric support state)."
[0102] By activating one or more of the above functions, it is possible to bring about a change in the internal gaming state (internal gaming state) of the gaming machine. Hereinafter, for the sake of convenience of explanation, a gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated will be referred to as a "probability change state," a gaming state in which the special symbol probability change function is removed from these functions will be referred to as a "time-saving state," a gaming state in which at least the special symbol probability change function is activated but the opening extension function is not activated (in this embodiment, a gaming state in which only the special symbol probability change function is activated) will be referred to as a "latent probability state," and a state in which all functions are not activated (inactive) will be referred to as a "normal state." Therefore, if we look at the probability of winning a jackpot in these game states, when the game state is the "time-saving state" or the "normal state," the probability of winning a jackpot is a "low probability state (normal probability)," and when the game state is the "potential state" or the "probability variable state," the probability of winning a jackpot is a "high probability state." During a jackpot related to the activation of the condition device, a winning game occurs in which the jackpot entry port opens and closes, but all of the above functions are inactive, and the game is basically placed in the same game state as the above normal state, and the variable display of special symbols is suspended.
[0103] (High base game state) In this embodiment, the above-mentioned functions relating to the normal symbols, i.e., the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function, are all activated by the same trigger. However, when the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function are all considered individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 is increased, resulting in an activation rate improvement state, and the frequency of winning into the lower starting hole 35 increases (winning becomes easier), so that the gaming state becomes a "high base gaming state (starting hole ball entry advantageous state)" in which the frequency of establishment of the start condition of the special symbol variation display game that derives the lottery result of the jackpot or the ball payout rate (base) is higher than in the normal state. It should be noted that the "high base game state" referred to here refers to the game state when a function related to a normal symbol (at least one of the normal symbol probability change function, normal symbol time-saving function, and extension function) is activated, and is different from the game state when a function related to a special symbol, i.e., at least one of the special symbol probability change function and special symbol time-saving function, is activated.
[0104] On the other hand, when the functions related to the special symbols (special symbol probability variable function and special symbol time-saving function) are looked at individually, when the special symbol probability variable function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the consumption time of the special symbol variation display game is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the start conditions of the special symbol variation display game being met is higher than in the normal state.
[0105] In this embodiment, an electric chute support state with at least an extended opening function is treated as a "high base game state" as an example of the above-mentioned "high base game state." In this electric chute support state, the operation rate (opening time and number of times) of the movable wing 47 of the normal variable winning device 41 improves, increasing the winning rate at the lower starting slot 35 and increasing the winning frequency per unit time, making it a game state more advantageous for the player than when the electric chute support state is not in effect (low base game state). Focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "potential state," it is considered "no electric chute support state." If the game state is a "time-saving state" or a "probable state," it is considered "electric chute support state present." In this specification, "no electric chute support state" is referred to as a "no electric support state" or a "non-electric support state," and "electric chute support state present" is referred to as a "electric support state present" or a "electric support state."
[0106] (3-2-1. Internal game status (game status determination number YJ): Figure 20) The main control unit 20 manages the operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state, by controlling whether the function is activated (5AH) or deactivated (00H) based on the ON / OFF state of the flags corresponding to the functions. The game state that focuses on the operation status of each function is also referred to as the "internal game state." The current internal game state is managed using an identifier called a "game state determination number YJ." For example, a game state determination number YJ of "00H" specifies a "normal state (normal)," a game state determination number YJ of "01H" specifies a "probability change state (probability change)," a game state determination number YJ of "02H" specifies a "time-saving state (time-saving)," and a game state determination number YJ of "03H" specifies a "latent probability state (latent probability)."
[0107] (3-2-2. Variation Pattern Allocation Designation Number Tcode: Figure 20) In this embodiment, in order to realize various effects related to the internal game state described above, a single internal game state can be further classified and managed. For example, if it is desired to divide a probability variable state into multiple types, such as "Probability Variable A" and "Probability Variable B," these can be managed as different probability variable states using an identifier called a "variation pattern allocation designation number Tcode." In other words, the variation pattern allocation designation number Tcode is data that can identify multiple game states that subdivide a certain internal game state, and is therefore different from data that can identify the internal game state itself, such as a game state determination number (YJ). The substance of this variation pattern allocation designation number Tcode is an identifier (data that identifies a variation pattern selection mode) used to select a "variation pattern allocation table" (see Figures 24 and 25 described below) corresponding to the current game state. Therefore, for example, if the probability variable state (game state determination number YJ=01H) is divided into "probability variable A" and "probability variable B", that is, if "01H (probability variable A)" and "02H (probability variable B)" are defined as the fluctuation pattern allocation designation number Tcode corresponding to the probability variable state (YJ=01H), it will be possible to select different fluctuation pattern allocation tables for probability variable A and probability variable B.
[0108] Although details will be given later, the above-mentioned "variation pattern allocation table" is used when determining the variation pattern of special symbols related to the symbol variation display game, and one or more types of variation patterns (variation patterns of special symbols) are determined in association with at least the current game state (variation pattern allocation designation number Tcode) and the result of the jackpot lottery (see Figures 23 to 25 described later).
[0109] Therefore, when focusing on the operating status of each function (special symbol probability variable function, special symbol time-saving function, normal symbol probability variable function, normal symbol time-saving function, and open extension function) related to determining the probability of winning a jackpot and the presence or absence of electric support, i.e., the "internal game state," for example, even in the same "probability variable state," it is possible to select a variation pattern corresponding to a different variation pattern allocation designation number Tcode, such as "probability variable A" or "probability variable B," for the variation pattern of the special symbol, and to execute an effect related to the variation pattern allocation designation number Tcode. In this way, by managing the "internal game state" when focusing on each function related to determining the probability of winning a jackpot and the presence or absence of electric support and the "variation pattern allocation designation number Tcode" focused on determining the variation pattern of the special symbol (determining the effect) as different, it is possible to select a variation pattern corresponding to a different variation pattern allocation designation number Tcode (in the above example, probability variable A or probability variable B) even in the same internal game state. As a result, even under the same internal game state, it is possible to bring about large changes in the duration of the pattern change display game (the time for the special pattern to change) and the presentation related thereto, improving the degree of freedom in presentation under the same internal game state and enabling a wide variety of presentations to be produced.
[0110] In this embodiment, as shown in the "Tcode" and "YJ" columns in FIG. 20, none of the internal game states are particularly divided into multiple game states. However, the configuration may be such that a variation pattern (variation pattern allocation table) can be selected by focusing on the variation pattern allocation designation number Tcode, or a variation pattern (variation pattern allocation table) can be selected by focusing on the internal game state (YJ). In either case, the configuration is such that a variation pattern (variation pattern allocation table) according to the game state can be selected. For the sake of convenience in explanation, in this specification, unless otherwise necessary, the above-mentioned internal game state (YJ) and the game state (variation pattern selection mode (Tcode)) when focusing on the determination of the variation pattern of the special symbol (determination of the presentation) are not distinguished and may simply be referred to as the "game state."
[0111] <4. About winning> Next, the "win" according to this embodiment will be described with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining the win type, the win game operation mode, and the destination game state (destination game mode) after the win game.
[0112] (4-1. About winning types) In the gaming machine 1 of this embodiment, the winning types (winning types) subject to the jackpot lottery include multiple types of winnings, such as a "10R probability variable jackpot," a "4R probability variable jackpot," and a "4R time-saving jackpot (4R non-probability variable jackpot)," as shown in the figure. These winnings belong to the "jackpot type" that triggers the activation of a condition device, and are different from so-called "minor jackpots" (minor winnings) that do not trigger the activation of a condition device. Here, a "condition device" refers to a device whose operation is a necessary condition for the activation of a special device continuous operation device (a device that continuously activates special electric devices) for playing rounds of play, and which is activated when a specific combination of special symbols is displayed or when a gaming ball passes through a specific area within the large prize opening (excluding winnings in the large prize opening while the special device continuous operation device is in operation). In addition, the operation of the continuous operation device of the reels is a condition for generating an electric support state (activation of the extension function) and a probability fluctuation (transition from one internal game state to another internal game state).
[0113] Therefore, if a "small win" is won, the conditional device and the consecutive device operation device do not operate, and therefore there is no transition in the internal game state. Specifically, while there is no transition control of the internal game state due to a small win, transition control of the variable pattern allocation designation number Tcode can be performed. Furthermore, since the consecutive device operation device does not operate during a win game due to a small win, a round game like that of a big win is not executed. However, depending on how the opening and closing pattern of the big prize opening is determined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. The operation mode of a small win game is basically the same as a big win game, except that a round game is not executed. After a predetermined start INT has elapsed, an "opening and closing action game" is executed to open the big prize opening. When the opening and closing action game ends, a predetermined end INT is passed and the series of small win games ends. Such a small win is different in nature from a simple "miss" in that it is a winning type that triggers a transition (execution trigger) to a winning game (special game state) that involves the opening and closing of the large prize entry port, just like a big win. In this embodiment, there is no "small win", but in consideration of gameplay etc., one or more types of small wins can be set for the lottery target on the special chart 1 side and / or special chart 2 side.
[0114] (4-2. About winning games) Next, the content of the winning games based on each of the above winnings will be explained.
[0115] A "10R probability jackpot" is a jackpot with a maximum number of rounds of 10, and the maximum opening time of the large prize entry slot during one round of play is set to a "long opening time (e.g., 29.8 seconds)" that allows for a sufficient chance of the number of prizes entering the large prize entry slot reaching the maximum number of prizes (10). Similarly, a "4R probability jackpot" and a "4R time-saving jackpot" are jackpots with a maximum number of rounds of 4, and the maximum opening time of the large prize entry slot during one round of play is set to a "long opening time" similar to that of a 10R probability jackpot. The profit status (profit degree) during a jackpot game increases with a relatively larger maximum number of rounds, and the longer the maximum opening time of the large prize entry slot. In this embodiment, the maximum opening time for each jackpot is the same, so the greater the maximum number of rounds, the higher the profit status during the jackpot game. In addition, when paying attention to the pattern lottery rate shown in Figure 4, the selection rate of the 10R probability variable jackpot is higher on the special chart 2 side (lower starting gate 35 side) than on the special chart 1 side (upper starting gate 34 side), so it is more advantageous to receive the lottery on the special chart 2 side. Note that it is up to the player to decide what opening pattern the big prize opening for round play will be.
[0116] (4-3. Regarding the game state after winning) Next, the game state to which the player is transferred after each of the above-mentioned jackpot games ends will be explained using Figure 4. The "Game state at the time of winning / Destination game state" column in Figure 4 shows the relationship between the game state at the time of winning and the game state to which the player is transferred after the winning game (destination game state) according to the type of win.
[0117] (If you win a 10R or 4R jackpot) In the case of a "10R Probability Jackpot" or "4R Probability Jackpot," regardless of the game state at the time of the jackpot, the game transitions to a "probability jackpot state" after the jackpot. This "probability jackpot state" can continue until the special symbol change display game (the number of symbol changes) is played a predetermined number of times, or until a jackpot is won within the predetermined number of times. If the special symbol change display game ends without a jackpot within the predetermined number of times, the probability jackpot state ends, and the game transitions to a normal state from the next game. Whether the predetermined number of times has been reached is determined by counting the number of times Special Symbol Change Display Games 1 and 2 are played (the number of times Special Symbols 1 and 2 change) (the same applies to the time-saving state described below). In other words, the probability jackpot state ends when the total number of times Special Symbol Change Display Games 1 and 2 are played (the total number of times Special Symbols 1 and 2 change) is reached a predetermined number of times without a jackpot.
[0118] In this embodiment, after transitioning to a gaming state where the probability of winning a jackpot is at least high, if a predetermined number of special symbol variation display games are completed without winning a jackpot (excluding "minor jackpots" that do not trigger a transition to the internal gaming state), the high probability state is terminated and the jackpot probability is transitioned to a low probability. This is a "limited probability type" "limited number of times probability variable machine (ST machine)." Hereinafter, as necessary, the upper limit number of special symbol variation display games (number of times special symbols vary) during which this high probability state continues is referred to as the "ST number." In this embodiment, the ST number is set to 65,536 (see the remarks column in Figure 4). Due to the jackpot lottery probability, this is a "general probability variable machine" belonging to the "infinite probability variable type," in which the probability variable state is essentially guaranteed until the next jackpot is won. Whether the ST number is infinite or finite can be determined appropriately depending on the gameplay.
[0119] (If you win the 4R time-saving jackpot) In the case of a "4R time-saving jackpot," regardless of the game state at the time of the jackpot win, the game will transition to a "time-saving state" after the jackpot win. When the time-saving state is reached, the special symbol variation display game will continue to be played until a predetermined number of times has been completed. If the special symbol variation display game ends without winning a jackpot within the predetermined number of times (excluding small jackpots that do not trigger a transition to the internal game state), the time-saving state will end, and the game will transition to the normal state from the next game. In this embodiment, the specified number of times for the time-saving state is "100 times" (see the remarks column in Figure 4). The number of time-saving times can be determined appropriately depending on the gameplay.
[0120] (About the types of losses) Also, as shown in the remarks column of Figure 4, in this embodiment, there are provided a plurality of types of misses, namely misses A, B, and C, each with a different symbol lottery probability. In this embodiment, the symbol lottery probability of miss A is set to be higher than that of other misses (misses B or C). In this embodiment, the relationship satisfies "miss A > miss B > miss C", and for example, miss A is 95%, miss B is 4%, and miss C is 1%.
[0121] <5. About the production> (5-1. Production mode) Next, the presentation modes (presentation states) will be described. In this embodiment, a plurality of presentation modes are provided that perform presentations related to the game state, and transitions between the presentation modes can be controlled in response to transitions (updates) of the game state. The presentation modes include a "normal presentation mode" related to the "normal state," a "probability variable presentation mode" related to the probability variable state, a "time-saving presentation mode" related to the time-saving state, and a "winning presentation mode" related to a winning game. In each presentation mode, the background display (background presentation) of the decorative pattern variation display screen is changed to a presentation mode related to the game state so that the player can understand which presentation mode corresponds to which game state he or she is currently in. For example, in the "normal presentation mode," the background presentation is changed to one that evokes the season of "spring" (e.g., a background presentation displaying a background image of cherry blossom trees: a first background presentation), in the "time-saving presentation mode," the background presentation is changed to one that evokes the season of "summer" (e.g., a background presentation displaying a background image of the ocean: a second background presentation), and in the "probability variation presentation mode," the background presentation is changed to one that evokes the season of "autumn" (e.g., a background presentation displaying a background image of autumn leaves: a third background presentation), thereby suggesting the current gaming state. In addition to changing the background display, background music and decorative patterns (pictures) can also be changed to presentation modes related to the gaming state. At least one presentation mode includes multiple types of "presentation stages," and transitions between these presentation stages are possible. Like presentation modes, these presentation stages are one aspect of presentation modes that provide presentations related to the gaming state. For example, in the normal state, there is a "Cherry Blossom Stage (Performance Stage A)" that displays a background image of cherry blossom trees, a "Rape Blossom Stage (Performance Stage B)" that displays a background image of rape blossoms, and a "Dandelion Stage (Performance Stage C)" that displays a background image of dandelions, and the effects that correspond to each performance stage are displayed. These performance stages A to C can be said to be performance modes that belong to the normal performance mode.
[0122] The presentation control unit 24 (CPU 241) is configured to be able to control transitions between presentation modes in response to transitions (updates) of the game state, and has a functional unit (presentation state transition control means) that controls transitions between multiple presentation modes. The presentation control unit 24 grasps the game state (internal game state (YJ) and / or variation pattern allocation designation number Tcode) based on information contained in presentation control commands containing information about the game state among the presentation control commands sent from the main control unit 20 (CPU 201), specifically, specific presentation control commands that specify the current game state or designate a transition of the game state, manages the presentation mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to control transitions from one presentation mode to another according to the processing state. Examples of the aforementioned "specific presentation control commands" include variation pattern designation commands, game state designation commands, and specific commands sent during a win (e.g., a jackpot start command or a jackpot end command). If the presentation control unit 24 can determine the game state independently, it can control the transition of presentation modes without relying on a specific presentation control command.
[0123] (5-2. Preview performance) Next, the preview effects will be explained. The effect control unit 24 is configured to be able to execute various "preview effects" related to at least the results of the jackpot lottery, based on the content of the effect control command from the main control unit 20, specifically, at least the variation pattern information included in the variation pattern designation command (in this embodiment, information included in the variation pattern designation command and / or the decorative symbol designation command, the winning command described below, etc.). Specifically, it is configured to be able to execute "preview effects" related to at least the above-mentioned presentation modes (including the presentation stages described below) and the results of the jackpot lottery (at least the results of the win / lose lottery). The main role of the preview effects is to suggest (preview) the expected probability of winning a particular type of win, or to suggest the occurrence of a specific preview effect. Many preview effects act as "hype effects" to heighten the player's anticipation of winning. Typical preview effects include "reach effects," "pseudo consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "predictive preview effects."
[0124] (5-2-1. Reach performance) The above-mentioned "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result is derived and displayed via the reach state. The "reach state" is a display mode in which, before the result of the decorative pattern variable display game is derived, some of the decorative patterns derived and displayed during the decorative pattern variable display game constitute part of a display mode indicating the occurrence of a jackpot (winning a jackpot), and variable display of decorative patterns that have not yet been derived and displayed is being performed, and refers to a variable display mode that suggests that the display mode indicating the occurrence of a jackpot is likely to be derived (there is a possibility of winning a jackpot) by utilizing the variable display mode of the decorative patterns for the effect, and can make the player look forward to winning a jackpot. For example, if the decorative symbol combination (jackpot symbol) indicating a jackpot (occurrence of a jackpot) is a pattern combination such as "7 (left symbol)," "7 (middle symbol)," and "7 (right symbol)," then on a predetermined effective winning line, the left and right symbols, which are part of the decorative symbol combination, display "7" (a so-called "tenpai" state), and the middle symbol (the remaining symbol not constituting the tenpai state) is fluctuating and displaying by rapidly changing, frame-by-frame, swinging, expanding / shrinking, deforming, etc. Therefore, even if a ready state is formed, the result of the decorative symbol fluctuating display game does not necessarily result in a "jackpot," and if the final result is not a stop display pattern (jackpot symbol) indicating a jackpot, the result of this game is a "loss." Note that in the above example, the left and right symbols constituting the ready state (reach symbol) are symbols that constitute the ready state and are also referred to as "reach component symbols." The timing at which a reach state is reached is also called reach timing or tenpai timing.
[0125] The above-mentioned "reach effects" include multiple types of reach effects associated with the probability of winning. For example, when a specific reach effect appears, the probability of winning increases relatively compared to when a normal reach effect (normal reach (N reach)) appears. Such specific reach effects are called "super reaches (SP reaches)." Many of these "SP reaches" have a relatively longer presentation time (variable time) than N reaches, in order to increase the expectation of winning a jackpot. In this embodiment, SP reach-type reaches can be broadly categorized into "SP reaches," "SP reaches + SPSP reaches," "SPSP reaches," etc. (r1) "N Reach" is a variation mode in which, after a normal variation, the game simply passes through the normal reach state and ends by announcing the game result (win or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest chance of winning. There are two types of N Reach: N Reach 1 and N Reach 2, which have different chances of winning. (r2) "SP reach (normal SP reach)" is a variation mode in which the first reach effect (SP reach) occurs via a normal reach, and then the game result is announced and the game ends. (r3) "SP Reach + SPSP Reach" is a variation pattern in which, after a normal fluctuation, the first reach effect (SP Reach) occurs via the normal Reach state, and after a miss is announced, a second reach effect (SPSP Reach) with a higher chance of winning than the first Reach effect occurs (develops into another SP Reach type), and the game result is announced and the game ends; it is also called an "advanced SPSP Reach." (r4) "SPSP reach" is a fluctuation mode in which, after a normal fluctuation, the game passes through a normal reach state, but the first reach effect (SP reach) is not passed through, i.e., it is omitted, and the second reach effect (SPSP reach) occurs immediately (directly develops into SPSP reach), and the game ends with the announcement of the game result; it is also called a "direct hit type SPSP reach."
[0126] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "N reach 1 < reach N2 < SP reach < developing type SPSP reach < direct hit type SPSP reach" among normal reaches. Also, for example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "reach A during probability change < reach B during probability change < reach C during probability change" among reaches during probability change, and the winning expectation relationship is "reach A during time shortening < reach B during time shortening" among reaches during time shortening. Incidentally, the actual winning expectation changes according to whether or not there is another preview effect (for example, pseudo continuous effect). For example, even when a developing type SPSP reach appears, if a preview effect with a high winning expectation is involved, the winning expectation can be equal to or higher than that of a direct hit type SPSP reach. In this specification, for the convenience of explanation, reach A during probability change and reach A during time shortening with a relatively low winning expectation are treated in the same row as reaches belonging to "N reach", and reach B during probability change, reach C during probability change, and reach B during time shortening with a relatively high winning expectation are treated in the same row as reaches belonging to "SP reach".
[0127] In this embodiment, the above-mentioned reach effect is used in the process of deriving and displaying a combination of decorative symbols indicating a jackpot. Therefore, whether or not a reach effect occurs provides a player with a clue as to the possibility of a jackpot. Therefore, several types of "expectation notice effects" are provided as effect modes that predict (suggest) the possibility of a reach effect occurring, in other words, as effect modes that can more clearly predict the probability of winning. These "expectation notice effects" serve as hyping effects that predict the probability of winning, but also serve to predict the possibility of a specific effect (e.g., a reach effect) occurring or the certainty of the occurrence of a specific effect. Therefore, in an effect scenario in which a specific effect such as a reach effect occurs, an expectation notice effect may occur before the reach effect, predicting the possibility of the reach effect occurring and suggesting the probability of winning. In other words, the occurrence of one or more expectation notice effects makes the probability of winning clearer and increases the probability of winning, compared to when a reach effect occurs alone. There are two types of expected preview effects: "pre-preview effects" that can occur before a reach effect, and "post-preview effects" that can occur during a reach effect.
[0128] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected preview effects is a "pseudo consecutive effect" (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a display mode that involves a pseudo continuous change display state of decorative symbols (so-called "pseudo change"). This "pseudo change" refers to a display mode in which, during one decorative symbol change display game, some or all of the decorative symbols are temporarily stopped (one or more pseudo consecutive symbols may be used instead of normal decorative symbols), and then the decorative symbols are changed again from that temporary stop state and displayed again, repeating this display action one or more times. In this respect, it differs from the "predictive preview effect" described below, which can be executed across multiple symbol change display games. The occurrence rate of "pseudo consecutive" is basically determined so that the more pseudo changes there are, the higher the probability of winning. For example, the probability of a preview effect with a high probability of winning (e.g., SP reach) is higher when the number of pseudo changes is two compared to one. Therefore, in the case of a presentation scenario including a reach presentation, a "pseudo consecutive win" occurs mainly in the stage before the reach state is formed (the stage before the reach presentation), and after one or more pseudo fluctuations, the reach presentation, which is the actual fluctuation, is executed, and the final game result is derived and displayed. In this specification, when referred to as "pseudo N," it means the total number of pseudo fluctuations M and the actual fluctuation. For example, when written as "pseudo 2," it means "one pseudo fluctuation + actual fluctuation," and when written as "pseudo 3," it means "two pseudo fluctuations + actual fluctuation" (for example, pseudo 2 + SP reach, pseudo 3 + SP reach in Figure 25, etc.). Furthermore, when pseudo 2 to 3 are not attached, it means "no pseudo consecutive win," and no pseudo consecutive win occurs (for example, SP reach in Figure 25, etc.).
[0129] (5-2-3. Player participation type performance) In this embodiment, one type of expectation preview effect is a "player participation type effect." The "player participation type effect" belongs to the so-called "button preview effect," and is a preview effect mode in which the content of the effect can change based on the content of a predetermined operation (for example, a single press, a long press, or repeated presses) performed on the operation means (effect button 13 and / or directional key 75). In the player participation type effect, when a predetermined button is valid, an "operation instruction effect" is executed to instruct the operation means to perform a predetermined operation, and when the player operates the operation means during that button valid period, the currently displayed effect changes to another effect (operation effect) based on the content of the operation, and it is possible to announce the expected probability of winning, the result of winning or losing, setting suggestion information, or the like, depending on the effect mode (effect content) before and after the operation. The presentation control unit 24 includes an operation valid period setting means for setting an operation valid period (button valid period) during which operation of the operating means is valid based on predetermined setting conditions (for example, a predetermined timing during a player participation presentation), a pre-operation presentation control means for controlling a predetermined pre-operation presentation during the button valid period, and a post-operation presentation control means for controlling a predetermined post-operation presentation based on the operation of the presentation button during the operation valid period.
[0130] (5-2-4. Step-up performance) In this embodiment, one of the expected preview effects is a "step-up preview effect." The "step-up preview effect" is a presentation mode with one or more presentation steps. Specifically, it is a preview effect mode in which the first stage (step 1) is performed in stages up to a multi-stage performance (step N (N≦2)), and the higher the stage, the higher the expectation of winning (the higher the expectation of winning when it reaches the final stage). For example, in the case of a step-up effect consisting of three stages SU1 to SU3, the expectation of winning increases as the performance step stage becomes relatively higher, such as "performance SU1 (step 1): low expectation of winning," "performance SU1 → performance SU2 (step 2): medium expectation of winning," and "performance SU1 → performance SU2 → performance SU3 (step 3): high expectation of winning." Some step-up effects are also player-participation effects, and for example, one of steps 1 to 3 may occur after operating the operating means.
[0131] (5-2-5. Stage change effects) In this embodiment, a "stage change effect" may occur as one of the expected preview effects. The "stage change effect" is a preview effect mode that suggests the likelihood of winning by transitioning the current presentation stage to another presentation stage during a symbol-changing display game (for example, upon the start of the symbol-changing display game or at a predetermined timing during the symbol-changing display game). The "stage change effect" is a preview effect mode that suggests the likelihood of winning depending on which presentation stage the current presentation stage transitions to, or that suggests the likelihood of winning based on the type of cut-in effect that occurs when the presentation stage transitions (for example, transitioning to a presentation stage after a blue background indicates a low likelihood of winning, and transitioning to a presentation stage after a red background indicates a high likelihood of winning). However, this stage change effect is a preview effect in which the presentation stage changes, and the occurrence of this stage change effect does not necessarily result in a transition (change) of the game state (YJ, Tcode) or a change in the presentation mode, such as the background display. In addition, stage change effects may also be used to transition from one stage to another, not as a preview effect, but to prevent the effect from becoming monotonous (for example, see the stage effect in Figure 35 described below).
[0132] (5-2-6. Predictive preview: Figure 5A, Figure 5B) The "pre-reading notice effect" (hereinafter abbreviated as "pre-reading notice") is an effect mode that can notify in advance the expected winning probability for an operating reserved ball (an unconsumed operating reserved ball) that has not yet been used to execute the pattern change display game (the operation of displaying the change of special patterns) by utilizing the reserved display mode or an effect during the pattern change display game that is executed first in the chronological order.
[0133] An overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described with reference to Fig. 5A. Fig. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.
[0134] In a part of the screen of the liquid crystal display device 36 (below the display area of the decorative pattern in the illustration), there is provided a reserve display area 76 which displays the number of activated reserved balls for special chart 1, and a reserve display area 77 which displays the number of activated reserved balls for special chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by either a lit state (activated reserved ball present: "○ (white circle)" as shown in the illustration) or an unlit state (no activated reserved balls present: dashed circle as shown in the illustration).
[0135] The display of the presence or absence of activated reserved balls (hereinafter referred to as "reserved display") is displayed in order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1-d1 (corresponding to the special symbol 1 side) and a2-d2 (corresponding to the special symbol 2 side) consisting of reserved icons (icon images) provided in the same number (four) as the maximum number of reserved memories are provided in a portion of the screen of the liquid crystal display device 36. These reserved display sections a1-d1, a2-d2 usually switch their display mode to an activated state (lit state) for only the same number as the number of activated reserved balls present when making a pre-reading judgment, for example, three. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the below-described advance notice, the hold display mode of the corresponding hold display unit among the hold display units a1 to d1 and a2 to d2 is changed to a predetermined advance notice display mode (special hold display mode), thereby functioning as a means for generating the advance notice.
[0136] Also, to the left of the reserved display areas 76, 77, there is provided a changing display area 78 for showing the operating reserved ball currently being used in the special symbol change display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved ball K icon currently being used in the game appears on top of the receiver J icon. That is, when the variable display of special symbol 1 or special symbol 2 starts, the oldest reserved ball a1 or a2 icon (icon image) displayed in the reserved display areas 76, 77 moves onto the receiver J icon in the changing display area 78 as the game running reserved ball K icon, and this state is maintained for a predetermined display time.
[0137] In addition, in the lower right corner of the LCD screen shown in Figure 5A, a sub-display area 79 is provided as a display area for sub-effects (sub-effects) separate from the main effects such as decorative symbols and preview effects. It can display the activated reserved balls for special symbols 1 and 2, the number of activated reserved balls for normal symbols, information on the variable display operation of special symbols 1 and 2, and information on the variable display operation of normal symbols. The information in this sub-display area 79 continues to be displayed when displaying preview effects, even when the decorative symbol display and / or the reserved display section are hidden. Therefore, it is possible to identify whether or not a symbol variable display game is currently in progress and how many activated reserved balls there are from the information in the sub-display area 79.
[0138] Depending on the game state (game mode or internal game state), the display area of the reserve display area 76 can be displayed more emphatically than the reserve display area 77 (for example, preferentially displayed or displayed larger, etc.), and conversely, the display area of the reserve display area 77 can be displayed more emphatically than the reserve display area 76. For example, during the first game state (normal state (normal mode)), the reserve display area 76 can be displayed emphasized, and during the second game state (for example, during the time-shortening state (time-shortening mode) or the probability variable state (probability variable mode)), the reserve display area 76 can be displayed emphasized. Also, during the first game state, both the reserve display areas 76 and 77 can be displayed, and during the second game state, the reserve display area 77 can be displayed preferentially (for example, only the reserve display area 77 can be displayed).
[0139] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control for this pre-reading notice, first, in the main control unit 20, when an activation reserved ball occurs (when the start condition is established), before the activation reserved ball is used for the execution of the pattern variable display game (variable display operation of special patterns), a "pre-reading winning judgment (pre-reading winning judgment, pre-reading pattern judgment)" is performed to determine in advance the jackpot lottery result (winning / losing lottery result, pattern lottery result) related to the activation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in Fig. 9, which will be described later, and steps S410 to S411 (random number judgment process for special electric role activation judgment to special stop pattern creation process) in Fig. 10).
[0140] Furthermore, using the result of the above-mentioned "pre-reading winning judgment", a "pre-reading fluctuation pattern judgment" is performed to determine in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activation reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number judgment process when winning the starting hole) in Figure 9). This fluctuation pattern of the special symbol determined in advance is called a "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, it is determined in advance whether the reach fluctuation pattern will go through what kind of reach state, or whether it will be a normal fluctuation pattern that does not go through the reach state.
[0141] Since the above-mentioned predictive fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the predictive fluctuation pattern information may include not only information on whether it is a "winning fluctuation pattern" when a winning ticket is won or a "losing fluctuation pattern" when a losing ticket is won (information on the winning / losing lottery result), but also information on the execution of specific preview effects, such as information on whether there is a reach (if there is a reach, its type) and whether there is a pseudo-consecutive series (if there is a pseudo-consecutive series, the number of times). In this way, the series of processes for determining the predictive fluctuation pattern through the predictive winning judgment is called "predictive judgment".
[0142] When this information on the look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. More specifically, when a look-ahead judgment is executed, a "hold addition command" that can identify the number of activated reserved balls at the time of the look-ahead judgment (the number of currently activated reserved balls including the currently activated reserved ball) and a "winning command" that can identify the look-ahead fluctuation pattern information (at least information obtained by looking ahead to the result of the lottery at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24. When the performance control unit 24 receives these commands, it performs a performance control process related to the hold display and the look-ahead notice based on the information contained in the commands. Specifically, when the performance control unit 24 receives the hold addition command and the winning command, it performs a "look-ahead notice lottery" based on the look-ahead fluctuation pattern information to determine whether or not to execute (display) the look-ahead notice. If the look-ahead notice is executed, it determines a performance scenario related to the look-ahead notice and displays the look-ahead notice according to that performance scenario (see Figures 5A and 5B described below). The probability of the above-mentioned pre-reading notice lottery being executed is higher for "jackpots" than "misses," and for pre-reading variation pattern types with a relatively high winning expectation. Therefore, the probability of winning is indicated by whether or not a pre-reading notice occurs. The pre-reading notice for the current pre-reading ball may appear when an activated reserved ball appears, simultaneously with the start of a chronologically preceding symbol variation display game, or at a predetermined timing during that game. The reserved ball addition command is composed of two bytes: upper-byte data that identifies the special symbol type (special symbol 1 or 2) and lower-byte data that identifies the number of activated reserved balls at the time of pre-reading judgment. The winning command is composed of two bytes: upper-byte data that specifies the winning result and lower-byte data that identifies the contents of the pre-reading variation pattern as pre-reading judgment information (see Figures 26 and 27).
[0143] (Winning time prediction: Hold change prediction) In this embodiment, when a pre-reading notice is executed (when the pre-reading notice lottery is won), among the reserved icons of the reserved display sections a1 to d1 and a2 to d2, the reserved icon that is the target of the pre-reading notice may be changed from the white of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color, such as flashing white, blue, yellow, green, red, or rainbow color, as the pre-reading notice. This reserve change notice may be revealed when a prize is won (reserved display), so it is also called a "prize-based pre-reading notice."
[0144] As an example of this hold change notice, Figure 5A shows an example in which the operating hold ball in the hatched hold display section b1 has changed to a special hold display. Here, the white flashing, blue, yellow, green, red, and rainbow-colored display of the hold icon indicate increasing odds of winning, in that order. The rainbow-colored hold icon display is a premium hold icon (guaranteed win notice) that indicates a confirmed jackpot (win). The white flashing icon display is a hold icon that suggests the possibility of a "step-up hold change notice," described below, and creates anticipation about what the final hold color will be (although the hold color may remain flashing white without changing). In the case of white flashing, if the hold display remains the same, the win expectation is the lowest among the special hold displays, but if it changes to another hold color, the win expectation increases to the same level as that hold color.
[0145] In this embodiment, with regard to the preview performance, if the result of the jackpot lottery is a miss, it is selected with a relatively low probability (low appearance rate), and if the result is a jackpot, it is selected with a relatively high probability (high appearance rate), so as a preview performance with a high expectation of winning, a preview performance with a winning expectation rate of a predetermined expected value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more) is considered to be a "high expectation (high winning expectation) preview performance," and the rest are treated as preview performances with a low expectation. In the case of the hold change preview mentioned above, white flashing, blue, yellow, green, red If the winning expectation rates for green, red, and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectation preview effects, and the rest (white flashing, blue, and yellow) belong to low expectation preview effects. When a pre-reading preview occurs, if a high expectation preview (such as a high number of pseudo consecutive wins or SP reach) with a relatively high winning expectation occurs during the pattern change display game targeting that activated reserved ball, combined with the content of the pre-reading preview effect, the expectation of winning will increase even more.
[0146] The existing activation reserved balls are consumed sequentially when the symbol change display game is executed. At this time, to indicate that one activation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing activation reserved ball is moved up (sequentially shifted to the left), and the number of displayed balls is reduced (shift display), and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice effect that is performed during a single symbol change operation, such as a pseudo-consecutive, in that a dedicated notice effect can appear across multiple symbol change display games (multiple symbol change display operations).
[0147] The special reserve display related to the reserve change notice may be (A) made to appear when a prize is won, in other words, made to appear at the timing of the reserve display, (B) when a prize is won, the normal reserve display (white) is displayed, but the normal reserve display is changed to a special reserve display (blue, etc.), or (C) changed to a special reserve display with a relatively higher winning expectation than the current special reserve display (for example, a step-up change from blue to a reserve color of yellow or higher). In cases (B) or (C), the reserve display mode can be changed from one to another at a predetermined timing during the shift display, a predetermined timing during a previously executed symbol change display game, a predetermined timing during the appearance of a specific notice effect, during a player-participation effect for the reserve change notice (for example, during the valid button operation period), etc. The reserve change notice that changes to a reserve display with a higher winning expectation, such as (B) or (C), is referred to as a "step-up reserve change notice."
[0148] In addition, when the game-in-progress reserved ball K is placed on the receiving seat J, the same display mode as the reserved display mode in the reserved display areas 76 and 77 is basically maintained, and a pre-reading notice (special reserved display) targeting the activated reserved ball related to the current symbol change display game can be notified to the player even during the game, but at a predetermined timing during the symbol change display game, the reserved display mode of the game-in-progress reserved ball may change to another reserved display mode. Such a change in the display mode of the game-in-progress reserved ball is also treated as belonging to the step-up reserved change notice.
[0149] As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning expectation, but if a downgrade occurs exceptionally, it indicates that the activated reserve ball is a guaranteed win, and becomes a premium reserve change notice similar to the guaranteed win notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning expectation than the current reserve display, such as "blue to white" or "red to blue." Furthermore, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animated) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, swaying, or flashing (fast flashing or slow flashing)).
[0150] (Pattern change prediction: Change prediction) In addition, in this embodiment, unlike the above-mentioned "winning time type" look-ahead notice performance, it is possible to make a "during-change look-ahead notice" appear, which is made when the symbol change display game starts. This during-change look-ahead notice, unlike the above-mentioned pending change notice, can appear at a predetermined timing during the symbol change display, so it is also called a "during-change type (change at the start of change type)" look-ahead notice.
[0151] This "in-change pre-reading notice" refers to, for example, a pre-reading notice in which a pre-reading-only notice image is displayed on the screen of the liquid crystal display device 36 and executed (single or continuous display) in one or more symbol change display games. That is, in the in-change pre-reading notice, when a game ball enters a start slot during a certain symbol change display game and a start condition is established, the right to execute the symbol change display game related to the establishment of the start condition is temporarily reserved and stored, and a pre-reading notice lottery is held regarding whether or not to execute the pre-reading notice performance. When this pre-reading notice lottery is held, if there are multiple active reserved balls (reserved memories) currently in existence at that time, the symbol change display games for all or some of the reserved memories can be expressed in a related manner. For example, a pre-reading-only notice image (e.g., a notice image imitating a lightning bolt as shown in FIG. 5B ) is displayed on the screen of the liquid crystal display device 36 during all or some of the symbol change display games related to the currently existing activated reserved balls from the oldest activated reserved ball in memory order to the activated reserved ball that is the target of the pre-reading notice. In this case, different or partially different preview images may be displayed in each symbol variation display game. For example, if preview images are displayed over three symbol variation display games, a thundercloud image may be displayed in the first symbol variation display game, a rain image (image display depicting rain falling from a thundercloud) or a thundercloud image may be displayed in the second symbol variation display game, and a lightning image may be displayed in the third symbol variation display game. The expected winning probability may also differ depending on the preview image. In the above example, a thundercloud image may be displayed with low expectation, a rain image with medium expectation, and a lightning image with high expectation. In this case, if only a thundercloud image is displayed, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically. A step-up preview image may also be displayed, in which the expectation gradually increases (increases) with each execution of the symbol variation display game, from "thundercloud image → rain image → lightning image."
[0152] In this embodiment, the in-change pre-reading notice and the reserved change pre-reading notice can be displayed independently of each other. Specifically, the execution lottery for the reserved change pre-reading notice and the execution lottery for the in-change pre-reading notice are independent of each other. Therefore, there are cases where the reserved change pre-reading notice occurs alone, cases where the in-change pre-reading notice occurs alone, and cases where the reserved change pre-reading notice and the in-change pre-reading notice occur simultaneously (overlapping). The presentation means used when executing the in-change pre-reading notice and the presentation contents thereof can be determined as appropriate.
[0153] (Example of preview presentation: Figure 5B) Next, with reference to FIG. 5B, an example of the foreseeing advance notice effect created by the gaming machine 1 of this embodiment will be described.
[0154] In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is changing), a ball enters the upper start slot 34, bringing the number of activated reserved balls on the special pattern 1 side to three, and of the third, the activated reserved ball that is the second to execute the change start operation is the target of the pre-reading notice performance, and here, a case is shown in which the pre-reading notice and the pre-reading notice during change overlap. Also, here, the first activated reserved ball that was previously held and the third activated reserved ball that was held later were activated reserved balls that did not execute the pre-reading notice (did not win the pre-reading lottery).
[0155] As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice remain as normal reserved displays (white). The illustration shows the case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed from the normal reserved display (white circle (○) mark) to the special reserved display (hatched circle mark). This notifies the player that the pre-reading notice performance has begun. Note that FIG. 1(1) shows the currently running symbol change display game ending, with the decorative symbol stopped and displayed as "246," which corresponds to a miss.
[0156] The game progresses to (2) in the same figure, where the main control unit 20 starts a special symbol change display game based on the first (oldest) activated reserved ball on the special symbol 1 side and consumes that activated reserved ball (one). The effect control unit 24 shifts the reserved display mode corresponding to each activated reserved ball to the left as the special symbol change display game starts, changing it to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol change display game based on the first activated reserved ball. At this time, a special background image (lightning effect using a lightning image display) is displayed on the screen of the LCD display device 36 as a preview of the change. As a result, the screen of the LCD display device 36 changes to the display mode shown in (2) in the same figure.
[0157] Then, the game progresses to (3) in the same figure, the currently running symbol change display game ends, and the decorative symbol is stopped and displayed as "351" corresponding to a miss.
[0158] Next, the game progresses to (4) in the same figure, where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, i.e., the reserved activation ball that was the target of the pre-reading preview effect, and consumes that reserved activation ball. The effect control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left as the special symbol change display game starts, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display for the reserved change notification disappears from the screen upon the shift and is terminated upon the start of the current symbol change display game (when the reserved activation ball is consumed), and is then displayed as a game execution pending K. The pre-reading preview during the change (here, the lightning bolt effect) also terminates upon its occurrence during the current symbol change display game. This (4) in the same figure illustrates the screen display of the LCD display 36 immediately after the start of the symbol change display game. In the same figure (4), it was explained that the lightning effect of the in-change pre-reading notice (in-change pre-reading notice) ends when it occurs in the current pattern change display game (pattern change display game related to the activated reserved ball (second) that is the target of the pre-reading notice), but this is not limited to this, and it may end when it occurs in the previous pattern change display game. In this case, the in-change pre-reading notice will end when the "special reserved display" of the reserved change notice is used to execute the pattern change display game.
[0159] <6. Production means> Various effects in the gaming machine 1 are produced by effect means provided in the gaming machine. Such effect means may be any stimulus transmission means capable of producing effects by appealing to human senses, such as sight, hearing, or touch. Typical examples include light generating means (light effect means) such as decorative lamps 45 and LED devices, sound generating devices (sound effect means) such as speakers 46, effect display devices (display means) such as LCD displays 36, pressure devices that transmit contact pressure to the operator's body, vibration devices that impart vibrations to the player (e.g., the firing operation handle 15 vibrates), wind pressure devices that impart wind pressure to the player's body, and movable gadgets that produce visual effects through their movement. Here, effect display devices are visually appealing displays, like image display devices (image display means), but differ from image display devices in that they also include non-image-based displays (e.g., 7-segment displays). When referring to an image display device, it refers to a type that primarily produces effects (image display effects) by displaying images, and devices that produce effects using methods other than images, such as 7-segment displays, are included in the concept of the above-mentioned effect display device.
[0160] <Processing on the main control unit side: Figures 6 to 15> Next, the game operation processing on the main control unit 20 side of this embodiment will be described with reference to Figures 6 to 15. The processing on the main control unit 20 side is mainly composed of an infinite loop main processing (main control side main processing: Figure 6) and a timer interrupt processing (main control side timer interrupt processing: Figure 7) that is started by a regular interrupt from the CTC.
[0161] <6. Main control side main processing: Figure 6> The main processing on the main control unit 20 side (main control side main processing) will be described with reference to FIG.
[0162] 6 is a flowchart showing the details of the main processing on the main control side. The main processing on the main control side can be started when a system reset occurs upon recovery from a power outage or power supply abnormality, or when a watchdog timer (WDT) function is activated and the CPU is forcibly reset (WDT reset) due to a control program going out of control. In either case, when the main processing on the main control side is started, the main control unit 20 (CPU 201) first executes an initial setting process required to start a game operation as part of the power-on process (step S011).
[0163] After the initial setting process in step S011 is completed, it is then determined whether or not the gaming machine is in a setting change mode transition state in which the setting value can be changed (step S014). In this embodiment, when the power to the gaming machine 1 is off and the door is open (the door open sensor 61 is ON (open detection)), if the setting key switch 94 (operated to the setting change mode side) and the RAM clear switch 98 are kept ON (both the setting key switch signal and the RAM clear signal are ON), the current setting value is displayed on the setting display 97, and the gaming machine is controlled to a setting change permitted state (setting change mode transition state) in which the setting value can be changed, as it is determined that a setting change operation is in progress.
[0164] If the setting change mode has been entered (step S014: YES), a setting change process is executed to manage the change of the setting value (levels 1 to 6) (step S023). In this setting change process, the setting value storage area of RAM 203 is first cleared, and the ON / OFF operation of the setting change switch 95 related to the setting change operation is monitored. The setting value can be changed to any of settings 1 to 6 by a hall attendant or the like operating the setting change switch 95, and the setting value is confirmed by turning OFF the setting change completion switch 96. When the CPU 201 confirms that the setting value has been confirmed, it stores the setting value data in the setting value storage area of RAM 203 and exits the setting change process. Then, the process state transitions to the in-area RAM clear process (step S031), which will be described later.
[0165] It is also possible to configure the RAM clear switch 98 to function as the setting change switch 95 without providing the setting change switch 95. It is possible to configure the RAM clear switch 98 to select one of the setting values from Settings 1 to 6 each time the RAM clear switch 98 is pressed. It is also possible to configure the setting change completion switch 96 without providing the setting change completion switch 96, with the setting key switch 94 functioning as the setting change completion switch 96. In this case, the setting change operation can be ended by turning off the setting key switch 94.
[0166] On the other hand, if the device is not in the setting change mode transition state (step S014: NO), the contents of the RAM are checked to determine whether or not there is an abnormality (step S015). Here, it is checked whether or not the setting value stored in the setting value storage area is normal (whether or not a value indicating any of settings 1 to 6 is stored: checking whether or not there is a setting abnormality error), and whether or not the checksum value at the time of backup is normal. If there is an abnormality in the contents of the RAM (step S015: YES), the device executes a process to wait for power to be turned on again (step S020) to be described later.
[0167] If the RAM contents are normal (step S015: NO), it is then determined whether the backup flag BF is ON (5AH) (step S016). This backup flag BF is set to "5AH (normal value)" in the BF flag storage area of the internal RAM when the backup process is executed normally in the power supply abnormality check process (step S081 in FIG. 7) described later. Therefore, under normal circumstances, the backup flag BF should be 5AH. However, there may be cases where some malfunction occurs and the backup flag BF is not the normal value (≠ 5AH). Therefore, if the backup flag BF is not ON (step S016: NO), the system executes a power re-on wait process (step S020).
[0168] In this power-on wait process, a control process is executed to forcibly stop the progress of the game process as a RAM error process. This power-on wait process is also executed when a RAM abnormality occurs in step S015 (step S015: YES). If this power-on wait process is executed and a RAM error state occurs, the currently occurring RAM error state cannot be resolved unless the gaming machine 1 is powered on again and, upon power-on, the gaming machine 1 is set to the setting change mode transition state by performing the setting change process in step S023. In this embodiment, after the setting change process (step S023) is executed, an in-area RAM clear process (step S031) described below is executed, thereby clearing all areas of the RAM 203 (excluding the RAM area related to performance display (external RAM area)) and resolving the RAM error.
[0169] If the backup flag BF is in the ON state (step S016: YES), it is determined whether or not the game is in the RAM clear mode transition state (step S025). The game is transitioned to this RAM clear mode transition state when a RAM clear operation is performed, specifically, when the power to the game machine 1 is turned off, the setting key switch 94 is turned OFF (not operated to the setting change mode side), and the RAM clear switch 98 is turned ON (setting key switch signal OFF, RAM clear signal ON), and then the game machine 1 is powered ON.
[0170] If the state is RAM clear mode transition state (step S025: YES), an in-area RAM clear process is executed (step S031). In the in-area RAM clear process, the storage areas of RAM 203 are cleared, excluding at least the RAM area related to performance display and the setting value storage area. Therefore, the value of the backup flag BF and the checksum value that were set when the power was cut off are both cleared to zero in this process. Also, various commands required for RAM clearing (for example, a "RAM clear command" or "waiting for customers command" indicating that the RAM has been cleared) are sent to the performance control unit 24. When the performance control unit 24 receives the RAM clear command, it executes an initialization notification performance to notify that the RAM has been cleared, and sets the performance mode to "normal performance mode" as the initial performance mode.
[0171] After the RAM clear process in step S031 is completed, the initial setting process (initial data setting process at power-on) when RAM is cleared is executed (step S032). In the initial data setting process at power-on, for example, the timer for transmitting the RAM clear signal (one of the security signals) is set to 30,000 ms, and the losing symbol data is set as the special symbol (special symbol 1 stop symbol, special symbol 2 stop symbol) data to be displayed on the special symbol display devices 38a and 38b. Then, the CTC setting process (step S036) described later is executed.
[0172] Returning to the explanation of step S025, if the gaming machine is not in the RAM clear mode transition state (step S025: NO), it is then determined whether the gaming machine is in the setting check mode transition state (setting check permitted state) in which the current setting values can be checked (step S026). In this embodiment, when the power to the gaming machine 1 is off, if the setting key switch 94 is turned ON and the RAM clear switch 98 is turned OFF (setting key switch signal ON, RAM clear signal OFF), and the power is turned ON, it is considered that a setting check operation has been performed, and the gaming machine transitions to the setting check mode transition state (see steps S014 to S026). Note that the above-mentioned "setting check operation" is an operation that is performed exclusively by hall staff when checking the current setting values.
[0173] If the setting confirmation mode transition state is reached (step S026: YES), a setting confirmation process (step S027) is executed to control the setting confirmation state so that the current setting value can be confirmed. After the setting confirmation process is completed, a backup restoration process (step S028) is executed to restore the game process from the backup data that was backed up at the time of power outage. In the setting confirmation process of step S027, a display process is executed to display the current setting value (setting confirmation display) on the setting display 97. The display of the setting value is terminated when the setting key switch 94 is turned OFF. After the setting key switch 94 is turned OFF, the backup restoration process is executed, and the CTC setting process (step S036) described below is executed.
[0174] On the other hand, if the setting confirmation mode has not been entered (step S026: NO), that is, if the gaming machine 1 is simply powered on, the above-mentioned backup restoration process (step S028) is performed, and the gaming process at the time of backup is restored based on the backup data.
[0175] After executing any of the above-mentioned setting change processing (step S023), in-area RAM clear processing (step S031), setting confirmation processing (step S027), and backup restoration processing (step S028), the CTC setting processing is executed (step S036). Here, the CTC setting processing is executed to periodically generate a timer interrupt every 4 ms. As a result, an interrupt request signal is periodically output to the interrupt controller, and the main control side timer interrupt processing (4 ms interrupt processing) shown in Figure 7 is executed.
[0176] Then, assuming that the game can be started, the controller 24 sets the launch control signal (launch permission signal ES) that permits the launch operation of the launching device 32 from OFF (launch prohibition state) to ON (launch permission state), and transmits a game start command to the performance control unit 24. This allows the launching operation of the game ball from the launching device 32. Furthermore, when the performance control unit 24 receives the game start command, it executes an initial operation (initialization operation) for the movable device. However, during the initialization operation, the image display mode of the liquid crystal display device 36, the light emission mode of the decorative lamp 45, and the sound output from the speaker 46 do not change. The initialization operation here is solely a check of the operation of the movable device when power is turned on.
[0177] After the backup restoration process in step S028 is performed and before the CTC setting process in step S036 is performed, an "operation check setting process" necessary for checking whether the performance indicator 99 is operating normally may be executed. In this checking process for the performance indicator 99, for example, the display mode of the four 7-segment indicators 99a-99d is controlled to a "full blinking display (operation check display)" mode in which all indicators are turned on and off periodically for a predetermined time (e.g., 5 seconds) (operation check display process). This makes it possible to check for defects such as missing segments. In this case, the display process related to the operation check is performed in the performance display monitor process (step S102: out-of-area program) during the main control timer interrupt process described below. The display of the base value by the performance indicator 99 is executed in the performance display monitor process (step S102) during the main control side timer interrupt process after the CTC setting process in step S036, and therefore the display of the base value by the performance indicator 99 is not executed at this stage during the setting change process (step S023) or the setting confirmation process (step S027). Taking advantage of this, at least one of the four segments 99a to 99d of the performance indicator 99 may be configured to be usable as the setting indicator 97, and the performance indicator 99 may be configured to temporarily function as the setting indicator 97. In this case, the setting indicator 97 can be substituted by the performance indicator 99, which can contribute to reducing the control burden and reducing costs.
[0178] After the above series of power-on processes are completed, an infinite loop of steps S040 to S045 related to normal game progress is executed. This puts the game in a state where game play can begin. When the loop process begins, the CPU is first set to an interrupt-disabled state (step S040), and various random number update processes are executed (step S041). This various random number update process updates various software random numbers (random numbers that circulate within a predetermined range by incrementing) used in the special and normal symbol variable display games. For example, random numbers (such as special symbol determination initial value random numbers and supplementary win determination initial value random numbers) used to change the initial values (start values) of random numbers related to the special symbol lottery and the supplementary win lottery (such as the supplementary win determination random number used in the supplementary win lottery and the normal symbol determination random number used in the supplementary win lottery), and random numbers for the variable pattern used to select the variable pattern are updated.
[0179] After the various random number update processes (step S041) are completed, the performance display monitor tally division process of the out-of-area program is executed (step S043). In this performance display monitor tally division process, the processes required to calculate the base value to be displayed on the performance indicator 99 are executed.
[0180] When the performance display monitor tally division process in step S043 is completed, the interrupt permission state is set (step S045), and the process returns to step S040, and thereafter the processes of steps S040 to S045 are repeatedly executed (main loop process). The CPU 201 repeatedly executes various random number update processes and performance display monitor tally division process except while performing timer interrupt process which is executed intermittently.
[0181] <7. Main control side timer interrupt processing: Figure 7> Next, the timer interrupt processing on the main control side will be explained with reference to Figure 7. Figure 7 is a flowchart showing the timer interrupt processing on the main control side. This timer interrupt processing on the main control side is started by an interrupt from the CTC at regular intervals (approximately 4 ms) and is executed by interrupting the execution of the main processing on the main control side.
[0182] 7, when a timer interrupt occurs, the CPU 201 immediately executes a power supply abnormality check process (step S081) without saving the contents of the registers. This power supply abnormality check process monitors the power level supplied from a power supply board (not shown), and if a power failure or other power abnormality occurs, it performs backup processes including setting a backup flag BF (BF←5AH), performing a checksum calculation (here, an 8-bit addition calculation process targeting the RAM in the area) to calculate a checksum value, and storing the calculation results. The power supply abnormality check process functions as a backup means for retaining data in a specified area of RAM even after power is cut off.
[0183] Next, a timer management process is executed (step S082). The timer values of various timers (times) used for controlling the gaming operation of the gaming machine 1 are updated here.
[0184] Next, an input management process is executed (step S083). In the input management process, various counters (for example, a winning counter for counting winning balls provided for each winning slot) are updated based on detection information from various sensors and switches provided in the gaming machine 1. Also, here, input data is created based on input information of a status signal from the payout control board 29. If the status signal indicates an abnormality, a predetermined error processing is performed in the error management process (step S089) described below.
[0185] Next, a setting abnormality check process is executed (step S084). In the setting abnormality check process, it is determined whether the setting value data is a normal value (a value indicating settings 1 to 6), and if the value is not within the normal range, it is determined that an abnormality has occurred in the setting value data, and the setting error flag is set to the ON state (5AH). Then, a setting value abnormality command is sent to the performance control unit 24, and the setting abnormality check process is exited. Note that when the performance control unit 24 receives the setting value abnormality command, it uses the performance means to execute a setting error notification (RAM error notification). Note that when this setting abnormality check process is executed again, if the setting error flag is in the ON state, nothing is done and the process is exited.
[0186] Next, a random number management process within a timer interrupt is executed (step S085). In the random number management process within a timer interrupt, the random numbers for each variable display game are periodically updated. Specifically, in order to make the count value of the random number counter random, the random numbers for determining special symbols and for determining supplementary wins are updated (+1 is added at each interrupt), and the start value of the random number counter is changed each time the random number counter goes around once. Note that the random numbers for internal lottery (random numbers for determining jackpots) are generated by the random number generation circuit and are not updated here.
[0187] Next, an error management process is executed (step S089). In this error management process, it is monitored whether an error (abnormality) has occurred in the game operation based on the detection information related to various switches and sensors, the status signal from the payout control board 29, etc., and if an error has occurred, an error command capable of identifying the type of error is sent to the performance control unit 24, and error processing according to the error type is executed. Furthermore, if the error is cleared, an error clear command is sent to the performance control unit 24, and error clear processing is executed.
[0188] Next, a prize ball management process is executed (step S090). In this prize ball management process, the winning counter is checked, and if a prize is won, a payout control command specifying the number of prize balls is sent to the payout control board 29. When the payout control board 29 receives the payout control command, it controls the game ball payout device 19 based on the prize ball number information contained therein, and causes the payout operation of the specified number of prize balls.
[0189] Next, normal symbol management processing is executed (step S091). In this normal symbol management processing, processing required for the normal symbol variable display game (normal symbol variable display operation) is executed. Here, whether or not a gaming ball is detected by the normal symbol start sensor 37a is monitored. If a gaming ball is detected, predetermined gaming information (such as a random number for determining a normal symbol variable) required for the auxiliary winning lottery is acquired (normal symbol random number acquisition processing). This gaming information is reserved as reserved data (normal symbol activation reserved ball) and reserved and stored up to the maximum reserved memory number (here, 4) (normal symbol reserved storage processing). Then, if a predetermined variable display start condition is met, a supplementary winning lottery is performed based on the normal symbol activation reserved ball, and the selection of the normal symbol variable pattern and the normal symbol stop display mode (normal stop symbol) are determined based on the result of the auxiliary winning lottery. In addition, here, in order to operate the variable display operation of the normal symbol, if the normal symbol is currently changing, LED display data for the variable display is created. If the normal symbol is not currently changing, LED display data for the stop display is created (normal symbol display data update processing).
[0190] Next, a normal electric accessory management process is executed (step S092). In this normal electric accessory management process, processes necessary for executing a normal electric open game are executed. Here, if the result of the auxiliary winning lottery is a win, a process for setting solenoid control data for the normal electric accessory solenoid 41c is executed. The solenoid control data set here is converted into an excitation signal in the solenoid management process of step S100 described below, and the excitation signal is output to the normal electric accessory solenoid 41c. This controls the opening and closing operation pattern of the opening and closing cover 47.
[0191] Next, a special symbol management process is executed (step S093). In this special symbol management process, a process related to the special symbol variation display game is executed. In this special symbol management process, a lottery for predictive judgment and a jackpot in the special symbol variation display game is mainly performed, and the variation pattern of the special symbol (predictive variation pattern, variation pattern at the start of variation) and the special stop symbol are determined based on the lottery result. The details of the special symbol management process will be described later using FIG. 8.
[0192] Next, a special electric accessory management process is executed (step S095). This special electric accessory management process mainly performs processes necessary for a winning game, such as controlling the execution of a winning game according to the winning result based on the jackpot lottery result and setting the game state to be transitioned to after the jackpot game. The special electric accessory management process functions as a special game control means for controlling the execution of a winning game according to the type of winning. The details of the special electric accessory management process will be described later using FIG. 14.
[0193] Next, a right-hit notification information management process is executed (step S097). In this right-hit notification information management process, LED data is created to turn on the right-hit display device 39b when the game state is "right-hit advantageous" (during a winning game, when there is an electric support (time-shortened state or probability variable state)), and LED data is created to turn off the right-hit display device 39b when the game state is "left-hit advantageous" (normal state).
[0194] Next, LED management processing is executed (step S098). In this LED management processing, output control of control signals (dynamic lighting data) for various LED display devices such as the normal symbol display device 39a, the special symbol display devices 38a and 38b, and the right-hit display device 39b is executed. Control signals based on LED display data created in the normal symbol management processing (step S091), the special symbol management processing (step S093), the right-hit notification information management processing (step S097), etc. are output in this LED management processing.
[0195] Next, an external terminal management process is executed (step S099). In this external terminal management process, various outer end signals are generated through the frame external terminal board 21, and output control is executed for external devices such as the hall computer HC.
[0196] Next, solenoid management processing is executed (step S100). In this solenoid management processing, based on the solenoid control data set in the normal electric accessory management processing (step S092) and the special electric accessory management processing (step S094), excitation signal output control is executed for the normal electric accessory solenoid 41c and the special winning opening solenoid 52c. This drives and controls the movable wing piece 47 and the opening door 52b, realizing the opening and closing operation of the lower starting opening 35 and the special winning opening 50.
[0197] Next, all registers are saved (step S101), a performance display monitor process belonging to the out-of-area program is executed (step S102), and then all registers are restored (step S103). In the performance display monitor process, the calculation of the base value to be displayed on the performance indicator 99 and the necessary processes for display control are executed.
[0198] Next, the count value of the WDT is cleared (step S104), whereby the WDT is reset at each interrupt and the count value is returned to the initial value.
[0199] When the processing of the above steps S081 to S104 is completed, the timer interrupt processing is ended, and the main control side main processing is executed until the next timer interrupt occurs.
[0200] <8. Special Design Management Processing: Figure 8> Next, a description will be given of the special symbol management process (step S093) in Fig. 7. Fig. 8 is a flowchart showing the details of the special symbol management process.
[0201] In Fig. 8, the CPU 201 first performs a "special drawing 1 start port check process" on the special drawing 1 side (upper start port 34 side) (step S301), and then performs a "special drawing 2 start port check process" on the special drawing 2 side (lower start port 35 side) (step S302). Details of the special drawing 1 start port check process and the special drawing 2 start port check process will be described later using Fig. 9.
[0202] After the start check process of steps S301-S302 is completed, the state of the condition device operation flag is determined (step S304). This "condition device operation flag" is a flag for specifying whether or not a jackpot game is being played. If the flag is in the ON state (5AH), it indicates that a jackpot game is being played, and if the flag is in the OFF state (00H), it indicates that a jackpot game is not being played.
[0203] If the condition device operation flag is ON, that is, if a jackpot game is being played (step S304:=5AH), the process proceeds directly to the special symbol display data update process in step S309 without performing the processing related to the variable display of the special symbol in steps S306 to S308. Therefore, the variable display operation of the special symbol is not performed during a jackpot game. In other words, during a jackpot game, the special symbol corresponding to that win is kept displayed as a stopped (determined) symbol on the special symbol display device.
[0204] On the other hand, in step S304, if the condition device operation flag is in the OFF state (00H) (step S304: ≠ 5AH), that is, if a jackpot game is not being played (step S304: ≠ 5AH), processing is performed according to the special symbol operation status (00H to 03H). Note that the "special symbol operation status" is a status value that indicates the behavior of the special symbol, and this status value is changed according to the processing state and stored in the special symbol operation status storage area of RAM 203.
[0205] In the special symbol operation status branching process of step S305, one of steps S306 to S308 is executed depending on whether the special symbol operation status is "waiting (00H, 01H)," "changing (02H)," or "confirming (03H)." Specifically, if the special symbol operation status is "waiting (00H, 01H)," a special symbol change start process (step S306) is executed; if it is "changing (02H)," a special symbol change process (step S307) is executed; and if it is "confirming (03H)," a special symbol confirmation time process (step S308) is executed. Here, the above-mentioned "waiting" indicates that the behavior of the special symbol is in a standby state for the next change, "changing" indicates that the behavior of the special symbol is changing (displaying a change), and the above-mentioned "confirming" indicates that the special symbol change has ended and is being displayed as stopped (confirmed) (during special symbol confirmation time). These processes realize the special symbol variable display operation (display operation that sets the variable start and variable stop). Details of the special symbol variable start process (step S306) and the special symbol confirmation time process (step S308), which are closely related to the present invention, will be described later in Figure 10 and Figures 13A to 13B, respectively.
[0206] After completing any of the above steps S306-S308, the special symbol display data update process is performed in step S309, which will be described later. In this special symbol display data update process, it is determined whether the special symbol is currently changing. If the special symbol is currently changing, data for the special symbol (data for a 7-segment flashing display during the change) that flashes repeatedly at predetermined intervals is created. If the special symbol is not currently changing, data for a stationary display (data for a 7-segment flashing display during the stationary display) is created. The special symbol display data created here is output as LED data in the LED management process (step S098) of FIG. 7, and the variable and stationary display of the special symbol is realized on the special symbol display devices 38a and 38b. This exits the special symbol management process, and the special electric device management process of step S095 of FIG. 7 is executed.
[0207] <9. Special Figure 1 Starting Port Check Processing: Figure 9> The special chart 1 start port check process (step S301 in FIG. 8) will be described with reference to FIG. 9. FIG. 9 is a flowchart showing the details of the special chart 1 start port check process. This special chart 1 start port check process serves as a winning process that is executed based on the establishment of a predetermined starting condition, and is mainly composed of processes related to reserved memory when a game ball enters the upper start port 34 and processes related to pre-reading judgment. Note that the special chart 1 start port check process and the special chart 2 start port check process are essentially the same process content, with the only difference being whether the process content is related to the special chart 1 side or the special chart 2 side. Therefore, in order to avoid redundant description, the explanation here will focus on the special chart 1 start port check process.
[0208] In FIG. 9, the CPU 201 first determines whether or not a winning ball has been detected in the upper starting hole 34 (step S311).
[0209] If a winning entry is detected at the upper starting port 34 (special chart 1 side starting port) (step S311: YES), it is determined whether the number of special chart 1 operation reserved balls is 4 or more (step S312). In other words, it is determined whether the number of special chart 1 operation reserved balls is less than the maximum reserved memory number (here, 4). Note that if a winning entry is not detected at the upper starting port 34 (step S311: NO), the special chart 1 starting port check process is exited without doing anything.
[0210] If the number of reserved balls for special chart 1 operation is 4 or more, that is, if an over-winning that exceeds the maximum reserved memory number occurs (step S312: YES), an over-winning command specifying an over-winning (for example, B406H for special chart 1, B506H for special chart 2) is sent to the performance control unit 24 (step S324). On the other hand, if the number of reserved balls for special chart 1 operation is not 4 or more, that is, if it is less than 4 (step S312: NO), 1 is added (+1) to the number of reserved balls for special chart 1 operation (step S313), and the processing proceeds to step S314.
[0211] When the process proceeds to step S314, various random numbers used in the special symbol change display game 1 related to the currently generated special symbol 1 activation reserved ball are obtained (step S314). Specifically, the current values of the random numbers for jackpot determination, special symbol determination, and change pattern are obtained from various random number counters, and the obtained random numbers are stored in a reserved memory area in the RAM. This reserved memory area is an area where predetermined game information related to the symbol change display game is stored as activation reserved balls (reserved data). In this reserved memory area, the various random numbers as reserved data are reserved and stored in the order in which the start conditions are met (in order of winning) until they are used to display the special symbol 1 (until the special symbol change display game 1 is executed). Note that the reserved memory area includes reserved memory areas corresponding to the special symbol 1 side and the special symbol 2 side (a special symbol 1 reserved memory area corresponding to special symbol 1 and a special symbol 2 reserved memory area corresponding to special symbol 2), each of which can store reserved data up to the maximum number of activation reserved balls.
[0212] Next, the command data (winning command 1) corresponding to the lower byte (EVENT) of the winning command is used to obtain pre-read prohibition data (EVENT: "9FH") that prohibits pre-read judgment (step S315), and then it is determined whether or not the "pre-read prohibition condition" is established (step S316). This "pre-read prohibition condition" is a condition that prohibits pre-read judgment, specifically, a condition that prohibits pre-read notice. If the special chart 1 start port check process is in progress, it is determined whether or not the pre-read prohibition condition for the special chart 1 activation reserved ball is established, and if the special chart 2 start port check process is in progress, it is determined whether or not the pre-read prohibition condition for the special chart 2 activation reserved ball is established. In this embodiment, if the current game state is a game state with electric support (time-saving state or probability variable state), i.e., a game state in which special symbol 2 activation reserved balls are likely to occur, then 'special symbol 1 pre-reading prohibited' is set; if the current game state is a game state without electric support (normal state or potential probability variable state), i.e., a game state in which special symbol 1 activation reserved balls are likely to occur, then 'special symbol 2 pre-reading prohibited' is set. Therefore, in the determination process of step S316, if the current game state is a time-saving state or probability variable state, then the special symbol 1 pre-reading prohibition condition is established, and the determination result is 'YES'. Note that whether special symbol 1 or special symbol 2 is pre-read prohibited can be determined based on the internal game state (game state determination number YJ) and / or the variation pattern allocation designation number Tcode.
[0213] If the above-mentioned special chart 1 pre-reading prohibition condition is met (step S316: YES), the setting error flag determination process (step S317) and the pre-reading judgment process (steps S318-S320) are skipped, and the process proceeds to step S321 described below. In this case, the pre-reading judgment targeting the current special chart 1 activation reserved ball is not executed, and a winning command with pre-reading prohibition data (EVENT: "9FH") is created (see the random number determination process (step S320) when winning the starting hole described below). As a result, the execution of the pre-reading notice for the current activation reserved ball is controlled to a prohibited state (the pre-reading notice targeting the current activation reserved ball is not executed).
[0214] If the special chart 1 pre-read prohibition condition is not met (step S316: NO), then it is determined whether the setting error flag is ON (5AH) (step S317). If the setting error flag is ON (step S317: = 5AH), that is, if a RAM error (setting abnormality error) has occurred, the pre-read judgment processing (steps S318-S320) is skipped and the processing proceeds to step S321 described below. In this case, the pre-read judgment for the current activation reserved ball is not executed, and a winning command with pre-read prohibition data (EVENT: "9FH") is created, and the pre-read notice is not executed. In other words, the pre-read prohibition data (9FH) is data that specifies that the pre-read judgment processing (steps S318-S320) has not been executed.
[0215] If the setting error flag is not in the ON state (step S317: ≠ 5AH), a setting value command is sent and a random number determination process is executed (step S318). This random number determination process is executed as part of the 'pre-reading determination' process, and here, a 'pre-reading winning / losing determination' is executed to determine in advance the 'winning / losing lottery at the start of fluctuation (step S410 in Figure 10 described later)' which is executed when the current operation reserved ball is used for the variable display operation.
[0216] (setting value command) The above-mentioned "setting value command" contains information that can identify the current setting value, and is used by the performance control unit 24 when controlling the appearance of a preview performance (setting suggestion performance, described below) based on that setting value. This setting value command is sent every time an activated pending ball is generated during the start port check process. This allows the performance control unit 24 to control the appearance of a preview performance related to an activated pending ball (for example, a setting suggestion performance related to a pre-read preview performance) based on the correct setting value information.
[0217] In the random number determination process of step S318, first, a "hit random number determination table (not shown)" is acquired, and a random number value for jackpot determination is acquired. Then, based on the acquired random number value for jackpot determination and the hit random number determination table, a lottery (pre-reading hit / miss determination) for the current operation reserved ball is executed, and the lottery result (pre-reading hit / miss result) is acquired.
[0218] The above-mentioned winning random number determination table has winning random number determination tables (winning random number determination table for special chart 1, winning random number determination table for special chart 2) corresponding to the special chart 1 activation reserved ball (special chart variable display game 1) and the special chart 2 activation reserved ball (special chart variable display game 2). During the special chart 1 start port check process, the "winning random number determination table for special chart 1" is referenced, and during the special chart 2 start port check process, the "winning random number determination table for special chart 2" is referenced. This winning random number determination table is also used when drawing the winning or losing lottery in the "random number determination process for determining the activation of special electric device (step S410 in Figure 10)" described below.
[0219] These random number hit determination tables associate a determination area (determination value) for determining the type of hit (whether it is a hit, a small hit, or a miss) with a random number value for determining a hit (size of the random number for determining a hit: 65536) based on the probability state of the hit lottery (high probability or low probability). Specifically, the type of hit is determined depending on which determination value the random number value for determining a hit belongs to.
[0220] In this embodiment, the random number hit determination table has a hit determination table (a table in which at least the probability of winning a jackpot differs depending on the setting value (settings 1 to 6)) corresponding to each setting value. Furthermore, in this embodiment, the ratio of the probability of winning a jackpot at a high probability to the probability of winning a jackpot at a low probability (probability increase ratio: high probability / low probability) is the same for each setting value, and this ratio is set to a value not exceeding 10. For example, a jackpot is won at setting 6 (low probability 1 / 255, high probability 1 / 51), setting 5 (low probability 1 / 260, high probability 1 / 52), setting 2 (low probability 1 / 275, high probability 1 / 55), and setting 1 (low probability 1 / 280, high probability 1 / 56). The probability increase ratio may differ for each setting value.
[0221] After the random number determination process in step S318 is completed, the special stop symbol data creation process is executed (step S319). This special stop symbol data creation process is performed as part of the 'pre-reading determination' process, and here, a 'pre-reading symbol determination' is performed to determine in advance the 'symbol lottery at the start of fluctuation (step S411 in Figure 10 described later)' that is executed when the current activation reserved ball is used for the variable display operation.
[0222] In the special stop symbol data creation process, a "symbol table (not shown)" is selected according to the pre-reading result obtained in step S318 and the special symbol type (special symbol 1 or special symbol 2) to be processed this time. Then, the random number value for special symbol determination obtained in step S314 is acquired, and a symbol lottery (pre-reading symbol determination) for the current operation reserved ball is executed based on the selected symbol table and the acquired random number value for special symbol determination, and the lottery result (pre-reading symbol result) is acquired.
[0223] The "symbol table" includes a "big hit symbol table," a "small hit symbol table," and a "miss symbol table" for determining the big hit type, small hit type, and miss type, and each symbol table is provided corresponding to the special symbol type. These symbol tables are also used when drawing symbols at the start of fluctuation in the special stop symbol creation process (step S411 in FIG. 10) described below. In the present embodiment, since there is no small hit, there is no "small hit symbol table."
[0224] In the symbol table, a judgment area (judgment value) for determining the winning type (symbol type) and a random number value for special symbol judgment (for example, the magnitude of the random number value for special symbol judgment: 200) are associated and defined, and specifically, the winning type is determined according to a predetermined symbol lottery rate depending on which judgment value the random number value for special symbol judgment belongs to, and special symbol judgment data and special stop symbol number are obtained as data indicating the lottery result. In this embodiment, in the case of a jackpot, one of the jackpot types is determined according to the symbol lottery rate in Figure 4, and in the case of a loss, one of the loss types is determined according to the symbol lottery rate shown in the remarks column in Figure 4.
[0225] The above-mentioned "special pattern determination data" is data that identifies the type of win (type of win: jackpot type, small win type, and miss type), and specifically, is data that identifies which win type (4R special jackpot, 10R special jackpot, 4R time-limited jackpot) and which miss type (miss A to C) has been won. This special pattern determination data is used in processes that require winning type information (for example, the game state transition preparation process in step S412 in Figure 10 described below, the special pattern variation pattern creation process in step S413, and processes related to the execution control of jackpot games (special electric device management process in Figure 14). The above-mentioned "special stop pattern number" is data that specifies the special stop pattern mode to be displayed on the special pattern display device, and is used when the main control unit 20 identifies the stop pattern type of the special pattern (in this embodiment, the "7-segment" display mode). Note that, just like special patterns, normal pattern determination data and normal stop pattern numbers are provided for normal patterns as well.
[0226] It is possible to provide a common symbol table for all settings, or to provide symbol tables according to the setting values. For example, the following (A) and (B) can be configured. (A) For some or all of the set values, the symbol selection rate for one or more winning types is different. For example, the symbol selection rate for a specific probability variable jackpot (for example, a 10R probability variable jackpot) can be set so that the higher the set value, the higher the probability. (B) For all or part of each setting value, the probability of entering the variable mode (at least the combined symbol selection rate for a jackpot accompanied by a high probability state (a probability jackpot and / or a potential probability jackpot)) is different. In this embodiment, the probability of entering the variable mode is set to 65% (see the symbol selection rate for a 10R probability jackpot and a 4R probability jackpot in FIG. 4) for all settings. However, the probability of entering the variable mode for settings 1 to 6 can be set to, for example, "60%, 61%, 62%, 63%, 64%, 65%" so that the higher the setting value, the higher the probability (the easier it is to enter the variable mode). The same applies to the time-saving entry rate (the combined symbol selection rate for a time-saving jackpot). In any case, the higher the set value, the more advantageous the payout performance (machine payout ratio) becomes for the player.
[0227] After the special stop symbol data creation process in step S319 is completed, the random number determination process for when the ball enters the starting hole is executed (step S320). This random number determination process for when the ball enters the starting hole is also performed as part of the 'pre-reading determination' process, and here, a 'pre-reading fluctuation pattern determination' is performed to determine in advance the 'fluctuation pattern at the start of fluctuation' when the current activation reserved ball is used for the fluctuation display operation. Specifically, the result of the 'special symbol fluctuation pattern creation process (step S413)' shown in Figure 10 described below is pre-read and determined.
[0228] Specifically, the result of the look-ahead pattern determination obtained in the special stop symbol data creation process (step S319) (at least the winning / losing lottery result obtained in the random number determination process (step S318)) and the random number for the variation pattern obtained in step S314 (size of the random number: 10,000) are used to look-ahead and determine the "variation pattern at the start of variation" for the current activation reserved ball. Note that the look-ahead pattern determination determines the variation pattern at the start of variation in advance, so it is performed by referring to a separately provided "look-ahead determination table" that has the same basic configuration as the variation pattern allocation table used at the start of variation. However, in this embodiment, in order to reduce the program capacity, the variation pattern allocation table shown in Figures 24 and 25 described below is provided as "for both winning (look-ahead determination) and variation start." At both winning and variation start, the variation pattern allocation table is referenced, and the variation pattern at the start of variation is looked up and determined based on the random number for the variation pattern obtained in the process of step S314.
[0229] Then, "winning command data" is obtained as the result of the look-ahead judgment. Here, the command data that makes up the winning command is the "MODE1 (first byte (higher byte))" command data, which can identify whether it is a win or a miss, and the "EVENT (second byte (lower byte))" command data, which can identify the contents of the look-ahead fluctuation pattern. In other words, the command data determined in this start-hole winning random number judgment process specifies the contents of the look-ahead fluctuation pattern (excluding the information on the number of balls in operation reserve).
[0230] In the following, in order to facilitate understanding of the present invention, the random number determination process (step S320) at the time of winning the starting hole will be explained, touching on the contents not only at the time of winning (at the time of advance judgment) but also at the time of the start of the fluctuation (see the special pattern fluctuation pattern creation process (step S413) in Figure 10 described later) for the fluctuation pattern allocation table shown in Figures 24 and 25.
[0231] The random number determination process when the starting port is won is a process for determining a "winning command" for specifying a predictive variation pattern, and is composed of the following processes (a) and (b). (a) "Winning time fluctuation pattern allocation table determination process" that determines the "fluctuation pattern allocation table" by referring to the "fluctuation pattern allocation table selection table" shown in FIG. 23; (b) It is configured to include a "winning command data determination process (pre-reading fluctuation pattern determination process)" which refers to the "fluctuation pattern allocation table (Figures 24 and 25)" determined in (a) above and determines the winning command data corresponding to the pre-reading fluctuation pattern based on the random number value for the fluctuation pattern obtained in the processing of step S314.
[0232] (Variation pattern allocation table selection table (when winning): Figure 23) FIG. 23 shows a variation pattern allocation table selection table. The variation pattern allocation table selection table of this embodiment defines multiple "variation pattern allocation tables" associated with special symbol types, winning types, and the number of pending activation balls, as well as the variation pattern allocation designation number Tcode. Specifically, based on the special symbol type, winning type, the number of pending activation balls, and the variation pattern allocation designation number Tcode, one of the multiple variation pattern allocation tables (FH1-9, FB1-4) is selected. This variation pattern allocation table selection table is not only used to determine the "winning command" upon winning (prediction determination), but is also used in the process of determining the "variation pattern designation command" upon the start of the variation (see the special symbol variation pattern creation process in step S413 of FIG. 10, described below). This serves as a common variation pattern allocation table selection table for both winning and the start of the variation. However, when making a prediction (the above-mentioned "process for determining the fluctuation pattern allocation table at the time of winning"), the number of reserved operating balls is ignored (the number of reserved operating balls is set to zero), and the target fluctuation pattern allocation table (see Figures 24 and 25) is selected from the above-mentioned fluctuation pattern allocation table selection table (this will be described later). On the other hand, when the fluctuation starts, the value obtained by subtracting the number of reserved operating balls to be used for the current fluctuation display operation from the existing reserved operating balls (number of reserved operating balls - 1) is referenced as information on the number of reserved operating balls (see the "number of reserved operating balls" column in Figure 23, and steps S403 and S413 of the special pattern fluctuation start processing in Figure 10 described later).
[0233] (Fluctuating pattern distribution table (when winning): Figure 24, Figure 25) Next, the above-mentioned fluctuation pattern allocation table will be explained. Figure 24 shows the fluctuation pattern allocation table selected when winning, and Figure 25 shows the fluctuation pattern allocation table selected when losing.
[0234] Referring to Figures 24 and 25, the "variation pattern allocation table" includes a plurality of winning variation pattern allocation tables "FB1-6" that can be selected when a win occurs, and a plurality of losing variation pattern allocation tables "FH1-H9" that can be selected when a loss occurs. These variation pattern allocation tables are provided as tables that can be used for setting 1, pre-reading judgment, and fluctuation start. Therefore, the following data groups are defined in the variation pattern allocation table.
[0235] (a) The fluctuation pattern allocation table associates command data ("MODE1" in the upper byte (first byte)) for constructing a winning command that specifies a pre-reading fluctuation pattern, command data ("EVENT" in the lower byte (second byte)), and a random number value for the fluctuation pattern (size of the random number value for the fluctuation pattern: 10000). The "MODE1" command data identifies whether a win or loss occurs, and "EVENT" is command data that identifies the content of the pre-reading fluctuation pattern. When a pre-reading decision is made, this fluctuation pattern allocation table is referenced, and the command data for constructing the winning command is determined based on whether the random number value for the fluctuation pattern belongs to any one of the decision values (a lottery using the random number value for the fluctuation pattern). This creates a winning command, and the content of the pre-reading fluctuation pattern is specified (see Figures 26 and 27). When this winning command is sent to the performance control unit 24, the performance control unit 24 determines the content of the pre-reading fluctuation pattern.
[0236] (b) The fluctuation pattern allocation table also defines data related to the "fluctuation pattern designation command" that specifies the fluctuation pattern at the start of fluctuation. Specifically, the fluctuation pattern allocation table defines the command data ("MODE2" in the upper byte (first byte) of the fluctuation pattern designation command, the command data ("EVENT" in the lower byte (second byte) of the fluctuation pattern designation command) in association with a random number value for the fluctuation pattern. The "MODE2" command data can identify whether the bet is a win or a loss, and the "EVENT" command data can identify the content of the fluctuation pattern. This fluctuation pattern allocation table is also referenced at the start of fluctuation (see the special symbol fluctuation pattern creation process (step S413) in Figure 10 described below), and the command data for constructing the fluctuation pattern designation command is determined by lottery using the random number value for the fluctuation pattern. This creates a fluctuation pattern designation command, and the content of the fluctuation pattern at the start of fluctuation is specified (see Figures 26 and 27). The "variation pattern designation command", like the winning command, is composed of two bytes of control data consisting of "MODE2" and "EVENT", and when this variation pattern designation command is sent to the performance control unit 24, the variation pattern at the start of the variation is grasped by the performance control unit 24.
[0237] Here, in Figures 24 and 25, for the sake of convenience, the notation indicates the "selection rate," but in reality, a judgment area (judgment value: range of 0 to 9999) is set for determining the winning command data or the variation pattern designation command according to the random number value for the variation pattern, and these command data are determined depending on which judgment value the random number value for the variation pattern belongs to.
[0238] The relationship between the random number values for the fluctuation patterns and the judgment values shown in Figures 24 and 25 is as follows. For example, taking the failure fluctuation pattern allocation table "FH1" in Figure 25 as a representative example, if you look from the top to bottom column of the front of the drawing and start from the position where the judgment value is first listed, the judgment values are listed in the order of "10," "8990," and "1000." This content is such that if the random number value for the fluctuation pattern (BRND = 0 to 9999) falls within the judgment value range of 0 to 9 (corresponding to the entry column for "10" above), command data specifying "normal fluctuation 13s" is selected, if it falls within the judgment value range of 10 to 8999 (corresponding to the entry column for "8990" above), command data specifying "normal fluctuation 16s" is selected, and if it falls within the judgment value range of 9000 to 9999 (corresponding to the entry column for "1000" above), command data specifying "N reach 1" is selected. In this embodiment, the blank spaces in the figure, that is, the addresses where the judgment values are stored, do not store judgment value data, but store "0" as the judgment value. This is to facilitate adjustment of the selection rate when developing a new model or at the design and development stage.
[0239] To explain this with a simple example, for example, the "FH1" table for assigning failure fluctuation patterns has its judgment values assigned to normal fluctuations of 13 seconds, normal fluctuations of 16 seconds, and N-reach 1. However, if normal fluctuations of 8 seconds were also included as a selectable option, the data structure would need to be modified again, potentially resulting in a complete redesign. Furthermore, although not shown in the figure, if a fluctuation pattern assignment table is provided for each setting value, these data structures would need to be modified. Generally, when developing a new machine model, various judgment values are set and the design is carried out while adjusting the judgment values, taking into account the balance of fluctuation time (suppression of fluctuation slump) and the balance of effects such as reach effects. Therefore, the design may be as expected based on the initially set judgment values, or changes may be required. Therefore, in the design phase, the judgment value storage addresses for fluctuation patterns considered to be non-selectable are temporarily set to zero as the judgment value data. If changes occur, the values are changed as appropriate to include the selectable fluctuation patterns. For example, the judgment value data of the miss fluctuation pattern allocation table "FH1" actually stores data including zeros (blank spaces shown in the figure), such as normal fluctuation 4s "0", normal fluctuation 8s "0", normal fluctuation 13s "10", normal fluctuation 16s "8990", normal fluctuation 16s for pre-reading notice "0", N reach 1 for pre-reading notice "0", and N reach 1 "1000". In the case of this embodiment, when a miss A is won during normal (normal state), as shown in the figure, N reach 2 and later are predetermined as fluctuation patterns that cannot be selected, so each of the tables "FH1" to "FH4" stores judgment value data including "0" within the address range (continuous addresses here) related to normal fluctuation 4s to N reach 1 (of course, the selection target may be the fluctuation pattern after N reach 2). If the judgment value is "0", the lottery process (prediction fluctuation pattern (command at the time of winning) determination process and fluctuation pattern (fluctuation pattern designation command) determination process) is executed, but since a fluctuation pattern with a judgment value of zero is not actually selected, it can essentially be registered as an "unused fluctuation pattern".On the other hand, if an adjustment becomes necessary during the design stage, a value other than zero can be set as appropriate to change the "unused fluctuation pattern" to a "variation pattern to be selected." In this way, for fluctuation patterns that are not used, the judgment value can be left at zero, and when developing a new model, if the same address assignment is used as in the development stage, there is no need to change the table data structure each time, making design changes extremely easy. The same applies to other fluctuation pattern allocation tables.
[0240] As described above, in the fluctuation pattern allocation table, the command data that constitutes the "winning command" is determined when a prize is won, and the command data that constitutes the "fluctuation pattern designation command" is determined when the fluctuation starts, depending on which judgment value the random number value for the fluctuation pattern belongs to.
[0241] Here, in this embodiment, when making a pre-reading judgment, the number of pending operational balls is ignored (the number of pending operational balls is set to zero), and the desired fluctuation pattern distribution table (see Figures 24 and 25) is selected by referring to the fluctuation pattern distribution table selection table in Figure 23.The reason for this is as follows.
[0242] The above-mentioned "variation pattern allocation table selection table" is a table that is used both when a prize is won and when the variation starts, but the number of activated reserved balls at the time of winning does not necessarily match the number of activated reserved balls at the time of the variation start. Therefore, when the pre-reading judgment (when a prize is won) is made, the number of activated reserved balls is set to zero, and the desired variation pattern allocation table (Figure 24, Figure 25) is selected. For example, when the current game state is normal (Tcode = 00H), if the activated reserved ball to be pre-read this time is on the special chart 1 side and the winning type is loss A (winning on the special chart 1 side loss A), the variation pattern allocation table "FH1" will be selected regardless of the number of activated reserved balls at the time of winning.
[0243] However, if the number of pending activation balls at the time of the pre-reading judgment does not match the number of pending activation balls at the start of the fluctuation, and the pre-reading fluctuation pattern is determined blindly, there is a possibility that a large difference will occur between the content of the pre-reading fluctuation pattern and the content of the fluctuation pattern at the start of the fluctuation. Specifically, when a prize is won, the main control unit 20 sends a "winning command" including pre-reading fluctuation pattern information to the performance control unit 24, and the performance control unit 24, upon receiving this, controls the performance related to the pre-reading preview performance based on the reserve addition command. Meanwhile, when the fluctuation starts, the main control unit 20 sends a "variation pattern designation command" including fluctuation pattern information at the start of the fluctuation to the performance control unit 24, and upon receiving this, the performance control unit 24, upon receiving this, controls the performance including the decorative pattern change display operation performance (decorative pattern change display performance (decorative pattern performance described below)) and the preview performance (pre-variation preview performance) during the decorative pattern change display game. From this relationship, if there is a large difference between the contents of the predicted fluctuation pattern and the contents of the fluctuation pattern at the start of fluctuation, the relationship between the contents of the predicted forecast and the contents of the forecast during fluctuation will be lost, the reliability and interest of the forecast performance will decrease, and there is a risk that the player's motivation to play will decrease. Therefore, in this embodiment, the prediction judgment has the following characteristic element (first characteristic element).
[0244] (First characteristic element) Referring to the variation pattern allocation table selection table in Figure 23, for example, when the current game state is normal, the activated reserved ball to be pre-read this time is on the special chart 1 side, and the winning type is miss A (miss A on the special chart 1 side), as described above, the miss variation pattern allocation table "FH1" is selected regardless of the number of activated reserved balls at the time of pre-reading judgment. On the other hand, at the start of fluctuation, one of the variation pattern allocation tables "FH1 to FH4" is selected depending on the number of activated reserved balls (see the "00H (normal), special chart 1, miss A" column in Figure 25).
[0245] Here, referring to FIG. 25, in the fluctuation pattern allocation table "FH3-FH4", "normal fluctuation 4s, normal fluctuation 8s, normal fluctuation 13s" and the like belonging to the normal fluctuation (normal fluctuation pattern) type can be selected (determined), but these are defined as "non-prediction prediction fluctuation pattern types" in which no pre-reading prediction is executed. Specifically, this non-pre-reading prediction fluctuation pattern is a pre-reading prediction fluctuation pattern that is "not subject to pre-reading prediction lottery" or "subject to pre-reading prediction lottery but has zero winning probability (pre-reading prediction not executed)". In this embodiment, among the normal fluctuation types, the only one that is subject to pre-reading prediction is "pre-reading prediction normal fluctuation 16s", which can be selected in the case of miss B (see "FH5" in FIG. 25).
[0246] In addition, the fluctuation pattern allocation tables "FH1" and "FH2" allow selection of "normal fluctuation 13s and normal fluctuation 16s" belonging to the normal fluctuation type, as well as N Reach 1, belonging to the N Reach type. Here, simply "N Reach 1" is different from N Reach 1 for pre-reading notice and belongs to the above-mentioned non-pre-reading notice fluctuation pattern. Therefore, if you win the special chart 1 side miss A during normal play, the fluctuation pattern (pre-reading fluctuation pattern) that is the target of the pre-reading notice will not be selected at the time of winning ("FH1" is selected during pre-reading judgment). In other words, even if different fluctuation patterns are determined at the time of winning and at the start of the fluctuation, for example, if it is determined to be N Reach 1 during pre-reading judgment and is determined to be normal at the start of the fluctuation, no pre-reading notice will appear in the case of special chart 1 side miss A during normal play, so no particular problem will arise. It is not necessary to configure the system so that no pre-reading notice appears at all; it is considered that no particular problem will arise if the pre-reading notice rarely appears when normal variation 13s, normal variation 16s, or N reach 1 is selected. For example, at least one of the variation patterns of normal variation 13s, normal variation 16s, and N reach 1 can be used as the pre-reading notice variation pattern. Preferably, it is normal variation 13s and / or N reach, which have a relatively low selection rate, and more preferably normal variation 13s, which has the lowest selection rate. However, in this case, in order to prevent the pre-reading notice from appearing excessively, it is preferable to set the appearance rate of the pre-reading notice (probability of winning the pre-reading lottery) to a lower probability than normal variation 16s for pre-reading notice and / or N reach 1 for pre-reading notice.
[0247] Also, as shown in Figure 25, if you win Miss B on the special chart 1 side (Miss B on the special chart 1 side during normal play), if you win Miss C on the special chart 1 side (Miss C on the special chart 1 side during normal play), or if you win one of Misses A to C on the special chart 2 side (Miss C on the special chart 2 side during normal play), the common miss variation pattern allocation tables "FH5", "FH6", and "FH7 (common to all misses)" are selected regardless of the number of active balls at the time of winning and the start of the variation. Also, if you win one of Misses A to C during the probability variation (probability variation state) (Tcode = 01H) or the time-saving (time-saving state) (Tcode = 02H), regardless of the special chart type and the number of active balls, the common variation pattern allocation table "FH8" is selected during the probability variation, and "FH9" is selected during the time-saving state. In other words, when making a prediction judgment when winning a normal special chart 1 side miss B, a normal special chart 1 side miss C, a miss A to C during a special bonus, or a miss A to C during a time-saving bonus, a common fluctuation pattern allocation table is referenced for each number of active pending balls both at the time of winning and at the start of the fluctuation, so the fluctuation pattern at the start of the fluctuation can be accurately predicted and judged.
[0248] Therefore, even if a losing ticket on either the special chart 1 side or the special chart 2 side is won during each game state, the above-mentioned problem of the correlation between the contents of the advance notice and the contents of the changing notice being lost will not occur.
[0249] (Regarding the second characteristic element) Generally, even without the electric support, the number of activated reserved balls can change by one or two balls in a relatively short period of time. By utilizing this, a variation pattern can be selected based on the number of activated reserved balls, allowing for variations in the presentation time (the duration of the pattern change game) for each game, resulting in a variety of presentations. In particular, if the average duration of a single game (pattern change time) during a losing game is set short (e.g., a few seconds), the occurrence of so-called "variation slump" (a period during which the pattern change game is not being played) increases, making players feel "unsuccessful" and uninterested, leading to a decline in interest and a decrease in the likelihood of repeat play. Therefore, extending the average duration of a single game can facilitate the accumulation of activated reserved balls, potentially reducing the occurrence of such slump.
[0250] However, if the execution time of a symbol-changing game is extended unnecessarily, the game progresses slowly, the in-game effects become dull, and the suspense of winning a jackpot due to the preview effects is broken, leaving the player feeling bored and dissatisfied. Furthermore, if the execution time of a symbol-changing game is extended unnecessarily, an overflow of the active reserved balls (a starting winning exceeding the maximum number of reserved balls (4)) is likely to occur, meaning that many of the game's execution rights will be lost, potentially reducing the player's motivation to play. Therefore, it is necessary to devise a way to create a well-balanced execution time for a symbol-changing game. For example, it is important to develop a pattern selection technique that takes into account the number of active reserved balls and the game status at the start of the pattern change. In particular, it is important to develop a pattern selection technique that focuses on the losing moments that players frequently encounter during gameplay.
[0251] In view of such problems, in this embodiment, a distinctive configuration is given to the "loss fluctuation pattern allocation table" in Fig. 25. Below, we will explain in detail, focusing on the "loss fluctuation pattern allocation table 'FH1 to FH9'" that is selected when a loss occurs.
[0252] <A. Characteristics of the Variation Pattern Allocation Table for Normal Losing Winning: Figure 25> First, while referring to Figure 25, the normal losing variation pattern allocation tables "FH1 to FH7" will be described.
[0253] In this embodiment, the losing types include multiple types of losses, namely Loss A to Loss C. The drawing extraction rates of these are 95% for Loss A, 4% for Loss B, and 1% for Loss C (refer to the remarks column in Figure 4). As shown in Figure 25 here, when winning the special drawing 1 side Loss A, depending on the number of balls held in operation, one of the variation pattern allocation tables "FH1 to FH4" is selected. However, when winning the special drawing 1 side Loss B, regardless of the number of balls held in operation, the common variation pattern allocation table "FH5" is selected. Similarly, when winning the special drawing 1 side Loss C, regardless of the number of balls held in operation, the common variation pattern allocation table "FH6" is selected, the same as the aforementioned Loss B. Also, when winning any of Loss A to Loss C on the special drawing 2 side, regardless of the number of balls held in operation, the common variation pattern allocation table "FH7" is selected.
[0254] These variation pattern allocation tables "FH1 to FH7" for normal losing winning have the following characteristics (α) to (Δ). Hereinafter, for the convenience of explanation, the variation pattern allocation table selected regardless of the number of balls held in operation is also referred to as the "common variation pattern allocation table".
[0255] (A-1. Variation Pattern Allocation Table (Variation Pattern Allocation Table by Number of Balls Held) "FH1 to FH4" for Special Drawing 1 Side Normal Losing Winning (α) Each of the miss fluctuation pattern allocation tables "FH1-FH4" allows at least "multiple types of normal fluctuation to be selected." Specifically, if "FH1" is selected, normal fluctuation 13s, normal fluctuation 16s, or N-reach 1 (fluctuation time 26s) may be selected. If "FH2" is selected, normal fluctuation 13s, normal fluctuation 16s, or N-reach 1 may be selected. Furthermore, if "FH3" is selected, normal fluctuation 8s or normal fluctuation 13s may be selected. If "FH4" is selected, normal fluctuation 4s or normal fluctuation 8s may be selected. Normal fluctuation 16s belongs to the "longest normal fluctuation (longest normal fluctuation pattern) type," which has the longest fluctuation time among normal fluctuation types, and normal fluctuation 4s belongs to the "shortest normal fluctuation (shortest normal fluctuation pattern) type," which has the shortest fluctuation time among normal fluctuation types. In this embodiment, depending on the number of balls in operation (number of reserved memories), the "normal variation 16s" which has a variation time that is at least approximately the same as the variation time of the "normal variation 16s for advance notice" can be selected (determined) at different selection rates.
[0256] Furthermore, (Z1) the present invention can include a miss fluctuation pattern allocation table that can select the longest normal fluctuation and / or the shortest normal fluctuation at different selection rates depending on the number of reserved balls for operation. (Z2) The present invention can also include a first miss fluctuation pattern allocation table that can select either a first specific fluctuation pattern (for example, a normal fluctuation of 16 seconds) or a shortened fluctuation pattern having a fluctuation time shorter than that of the first specific fluctuation pattern (for example, a normal fluctuation of 4 seconds, a normal fluctuation of 8 seconds, or a normal fluctuation of 13 seconds) depending on the number of reserved balls for operation, and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (for example, a normal fluctuation of 16 seconds for advance notice) having a fluctuation time substantially the same as that of the first specific fluctuation pattern regardless of the number of reserved balls for operation. (Z3) The present invention can also include a first miss fluctuation pattern allocation table that can determine a first specific fluctuation pattern (for example, normal fluctuation 16s) at different selection rates depending on the number of reserved balls in operation, and a second miss fluctuation pattern allocation table that can determine a second specific fluctuation pattern (for example, normal fluctuation 16s for advance notice) that has approximately the same fluctuation time as the fluctuation time of the first specific fluctuation pattern regardless of the number of reserved balls in operation. In this case, the selection rate of the first specific fluctuation pattern (normal fluctuation 16s) can be configured to differ for each number of reserved balls in operation.
[0257] Therefore, looking at the overall picture of the miss fluctuation pattern allocation tables "FH1-FH4," when a player wins a miss (miss A in this embodiment), which is frequently encountered during gameplay, a fluctuation pattern with a relatively short fluctuation time is likely to be selected if there are a relatively large number of activated reserved balls (when the number of reserved balls is 2-3), while a fluctuation pattern with a relatively long fluctuation time is likely to be selected if there are a relatively small number of activated reserved balls (when the number of reserved balls is 0-1). This provides appropriate variation in fluctuation time, contributing to a reduction in the incidence of fluctuation slumps, and gives the player the feeling that the activated reserved balls are accumulating and spinning. Furthermore, in the miss fluctuation pattern allocation tables "FH1-FH4," normal fluctuations are selected with a high probability, and the fewer the number of activated reserved balls, the higher the probability of selecting a reach fluctuation. The reach fluctuation to be selected is an "N reach" (a reach fluctuation with a relatively short fluctuation time), which belongs to the low-expectation reach. This prevents unnecessary excitement about winning when a miss occurs. According to the miss fluctuation pattern allocation tables "FH1 to FH4" of this embodiment, it is possible to create a balanced pattern fluctuation display game that contributes to reducing the occurrence rate of fluctuation slumps and does not unnecessarily increase expectations of winning when a miss occurs.
[0258] Note that the configuration is such that "reach fluctuation (reach fluctuation pattern)" can be selected in the miss fluctuation pattern allocation tables "FH1" and "FH2," in other words, the reach fluctuation can be selected when the number of activated reserved balls is relatively small, but the present invention is not limited to this. For example, the configuration may be such that the reach fluctuation can be selected only in the fluctuation pattern allocation table "FH1," that is, the reach fluctuation can be selected only when the number of activated reserved balls is the smallest. Also, the configuration may be such that only normal fluctuation can be selected in the fluctuation pattern allocation tables "FH1 to FH4."
[0259] In this embodiment, when normal fluctuation types are distinguished by the length of fluctuation time, fluctuation patterns of 10 seconds or more, such as the normal fluctuation 16-second type and the normal fluctuation 13-second type, are treated as "long fluctuation patterns" with relatively long fluctuation times. On the other hand, fluctuation patterns of less than 10 seconds, such as the normal fluctuation 4-second type and the normal fluctuation 8-second type, are treated as "short fluctuation patterns" with relatively short fluctuation times. The reason for this distinction is that in a typical pinball gaming machine, if gaming balls are continuously fired for about 10 seconds, there is a high probability that an activation reserved ball will occur. In this embodiment, the short fluctuation patterns include normal fluctuation 4s and normal fluctuation 8 which can be selected during normal play, normal fluctuation 2s during special mode and normal fluctuation 8s during special mode which can be selected during special mode, and normal fluctuation 3s during time-saving and normal fluctuation 9s during time-saving which can be selected during time-saving (see the "FH8" and "FH9" columns in the fluctuation pattern allocation table in Figure 25). However, such short fluctuation patterns are more likely to be selected when there are a large number of existing active reserved balls, or in a game state that includes a "state with electric support" in which active reserved balls are more likely to be generated.
[0260] (β) The miss fluctuation pattern allocation tables "FH1-FH4" are each set so that the fluctuation time of the fluctuation pattern with the highest selection rate (high-frequency fluctuation pattern) differs (the fluctuation time of the high-frequency fluctuation pattern differs depending on the number of activated reserved balls). Specifically, the fluctuation time of the high-frequency fluctuation pattern is set so that it becomes longer in the following order: "FH4 (reserved 3)," "FH3 (reserved 2)," "FH2 (reserved 1), and "FH1 (reserved 0)." In other words, the fluctuation time of the high-frequency fluctuation pattern becomes relatively longer as the number of activated reserved balls decreases. In this embodiment, the high-frequency fluctuation pattern is "normal fluctuation (normal fluctuation pattern)" (high-frequency normal fluctuation pattern). Specifically, as shown in FIG. 25, for the fluctuation pattern allocation table "FH1," it is "normal fluctuation 16 seconds," for "FH2," it is "normal fluctuation 13 seconds," for "FH3," it is "normal fluctuation 8 seconds," and for "FH4," it is "normal fluctuation 4 seconds." In addition, the average fluctuation time (average execution time of one symbol fluctuation display game) when the fluctuation pattern allocation table "FH1 to FH4" is selected is set so that the average fluctuation time becomes longer in the order of "FH4 (reserved 3), FH3 (reserved 2), FH2 (reserved 1), FH1 (reserved 0)". In other words, the average fluctuation time is set so that the fewer the number of activated reserved balls, the longer the average fluctuation time becomes.
[0261] (A-2. Common fluctuation pattern distribution table for winning the normal special chart 1 side B: "FH5") (γ) The failure fluctuation pattern allocation table "FH5" allows the selection of a fluctuation pattern type with a winning expectation of "less than the SPSP reach type (highest expectation reach type)". In this embodiment, as shown in the figure, in addition to the N reach type and the SP reach type, the "longest normal fluctuation (longest normal fluctuation pattern) type" with the longest fluctuation time among the normal fluctuation types can be selected (see the FH column in Figure 25). Specifically, the "SPSP reach type (developed SPSP reach, direct hit SPSP reach)" with a higher winning expectation than the "SP reach type" (longer fluctuation time than the SP reach type) is not selected. The average fluctuation time when this failure fluctuation pattern allocation table "FH5" is selected is relatively longer than the failure fluctuation pattern allocation tables "FH1 to FH4" described above.
[0262] (A-3. Common fluctuation pattern distribution table for winning C on the normal medium special chart 1 side: "FH6") (δ) The miss fluctuation pattern allocation table "FH6" allows at least the "SPSP reach type" to be selected, that is, the highest expectation reach fluctuation type to be selected. In other words, it can be said that this is a table configuration in which the fluctuation pattern with the longest fluctuation time is selected among the reach fluctuation patterns. In the case of this embodiment, as shown in the figure, only the SPSP reach type (advanced SPSP reach, direct hit SPSP reach) can be selected. Therefore, the average fluctuation time when the miss fluctuation pattern allocation table "FH6" is selected is longer (the longest average fluctuation time) than the fluctuation pattern allocation tables "FH1 to FH5" associated with other miss wins during normal wins.
[0263] (Common fluctuation pattern distribution table for winning during normal and miss wins on the special chart 2 side: "FH7") (ε) The losing variation pattern distribution table "FH7" is a variation pattern distribution table for when losing is selected on the special figure 2 side, not when losing is selected on the special figure 1 side. In this embodiment, as shown in the figure, only the normal variation type (here, normal variation 16s) is selected. That is, if a reach occurs during the normal special symbol variation display game 2 (during special figure 2 variation), winning is determined and announced at that time. During normal times, there is no electric support, and winning at the lower start port 35 is almost non-existent, and it is rare for a special figure 2 operation hold ball to occur. Therefore, there is no need to make various variation patterns selectable, and randomly providing various variation patterns will lead to an increase in the control burden.
[0264] <B. Characteristics of the Variation Pattern Distribution Table for Losing Selection during Probability Change or Short Time> (B-1. Common Variation Pattern Distribution Table "FH8" for All Losing Selections during Probability Change, Common Variation Pattern Distribution Table "FH9" for All Losing Selections during Short Time) (ζ) When losing is selected during probability change or short time, regardless of at least the number of operation hold balls, the losing variation pattern distribution table corresponding to each game state is selected. In this embodiment, regardless of the special symbol type, the number of operation hold balls, and the losing type, the losing variation pattern distribution table "FH8" is selected during probability change, and the losing variation pattern distribution table "FH9" is selected during short time (refer to the columns of "01H (probability change)" and "02H (short time)" in Fig. 23, and the columns of "probability change" and "short time" in Fig. 25). The reason for such a table configuration is that during probability change or short time, it is difficult for a variation slump to occur, and during probability change or short time, it is not a game state (performance mode) that emphasizes the playability of "enjoying the performance" like during normal times, but rather a game state (performance mode) that emphasizes the playability of "increasing the average digestion speed of the game to enhance the continuity of winning (increasing the speed of balls coming out to give a feeling of balls coming out)", and there is no need to provide a large number of variation pattern distribution tables like during normal times.
[0265] By the above-mentioned "variation pattern distribution table for losing selection", the following effects can be achieved.
[0266] (A) The miss type includes multiple types of misses A to C, and the pattern lottery rates for these are 95% for miss A, 4% for miss B, and 1% for miss C (miss A > miss B > miss C) (see the remarks column in Figure 4). In this embodiment, by utilizing such a relationship of the pattern lottery rates, when miss A is won during normal play, if there are relatively many activated reserved balls, multiple short fluctuation patterns with different fluctuation times are likely to be selected, and when there are relatively few activated reserved balls, multiple long fluctuation patterns with different fluctuation times are likely to be selected. In addition, when miss A is won, the reach fluctuation is selected with a lower probability than when miss B or miss C is won. This not only results in a configuration in which pattern changes with long change times do not occur unnecessarily frequently, in other words, a moderate change in the change time is exerted, which contributes to reducing the incidence of change slumps, but also creates a well-balanced execution time for the pattern change display game in which the player feels as if the operation reserve balls are accumulated and rotating (for example, see (α) to (δ) above). (B) Furthermore, if Miss A is won during normal play, the fewer the number of pending activated balls, the longer the average fluctuation time (the average execution time of one symbol fluctuation display game). In other words, the more the number of pending activated balls, the shorter the average fluctuation time (for example, see (α) and (β) above). This prevents the execution time of the symbol fluctuation display game from being unnecessarily extended, suppresses the occurrence of fluctuation slumps, and also suppresses the occurrence of pending activated ball overflows, resulting in a well-balanced execution time of the symbol fluctuation display game. This is particularly suitable for "normal play" where the duration of play can be long in the course of the game. (Γ) Furthermore, if miss A is hit during a normal bet, normal variation is selected with a higher probability than reach variation, if miss B is hit, low-expectation reach types (N reach or SP reach) are selected with a higher probability, and if miss C is hit, high-expectation reach types (advanced SPSP reach, direct hit SPSP reach) are selected with a higher probability (see (α) to (δ) above, for example). In other words, during most misses, effects related to normal variation (normal variation effects) are displayed, and reach effects can be displayed with an appropriate frequency. This prevents the player from feeling excessively excited about winning. Furthermore, the rare appearance of high-expectation reach effects can greatly increase the player's interest in the game (expectation of winning). (Δ) During the probability variation or time reduction, a common variation pattern distribution table is selected regardless of the type of miss or the number of balls in operation (see (ζ) above). This reduces the program capacity and significantly reduces the control burden.
[0267] (Third characteristic element) In addition, in this embodiment, as already explained, "normal fluctuation 16s for pre-reading notice" and "N reach 1 for pre-reading notice" are provided. These fluctuation patterns are defined as pre-reading notice fluctuation patterns and have the following characteristics. (A) As shown in Figure 25, the fluctuation time of "normal fluctuation 16s for pre-reading notice" is approximately the same as the fluctuation time of "normal fluctuation 16s" which belongs to the non-pre-reading notice fluctuation pattern type, and the fluctuation time of "N reach 1 for pre-reading notice" is approximately the same as the fluctuation time of "N reach 1" which belongs to the non-pre-reading notice fluctuation pattern type. These fluctuation patterns belong to long fluctuation patterns. In this embodiment, "normal fluctuation 16s for pre-reading notice" and "normal fluctuation 16s" are defined as the longest fluctuation times among the normal fluctuation types (belonging to the longest normal fluctuation type). (B) Also, as shown in Figure 25, "Normal fluctuation 16s for advance notice" and "Normal fluctuation 16s" are fluctuation patterns of the same type, but the command values at the time of winning are different. Also, "N reach 1 for advance notice" and "N reach 1" are fluctuation patterns of the same type, but the command values at the time of winning are different. (C) "Normal fluctuation 16s for advance notice" and "Normal fluctuation 16s" are fluctuation patterns that belong to low expectation fluctuation patterns (normal fluctuation type, N reach type), and their winning expectation rates are approximately the same. Similarly, "N reach 1 for advance notice" and "N reach 1" are fluctuation patterns that belong to low expectation fluctuation patterns, and their winning expectation rates are approximately the same.
[0268] The functions of the above-mentioned "normal fluctuation 16s for advance notice" and "N reach 1 for advance notice" will be explained while touching on the relationship between the fluctuation pattern allocation table selection table in Figure 23, the miss fluctuation pattern allocation table in Figure 25, and the appearance control of advance notice.
[0269] If Miss A is won during normal play, one of the miss variation pattern allocation tables "FH1-FH4" (variation pattern allocation tables by number of reserved balls) is selected at the start of the variation depending on the number of activated reserved balls (see Figure 25), and either Normal Variation 16s or N Reach 1 may be selected (see "FH1" and "FH2" in Figure 25). Also, in rare cases, Miss B (4% symbol draw rate) is won, and in this case, the miss variation pattern allocation table "FH5" (common variation pattern allocation table) is selected, and either "Normal Variation 16s for Pre-read Notice" or "N Reach 1 for Pre-read Notice" may be selected (see "FH5" in Figure 25). Here, during the "normal play" period, which can be a long period of time during gameplay, the game situation that a player is most likely to encounter is a win of Miss A (95% symbol draw rate).
[0270] Therefore, as a first effect, when a variation pattern with a low expectation level is selected, the advance notice is not displayed excessively, and the player's expectation of winning is not unnecessarily aroused. As a second effect, when an activation reserved ball related to the pre-reading notice is used in a symbol change display game, the anticipation of winning due to the pre-reading notice can be sustained for a long time. Specifically, when a pre-reading notice related to a short change pattern, such as a normal change of 4 seconds or a normal change of 8 seconds, occurs, the execution time of the symbol change display game related to the activation reserved ball that was the target of the pre-reading notice is short, so the game ends abruptly without any significant announcement. Furthermore, if the execution time of the symbol change display game is short, the game ends abruptly without stimulating the anticipation of a step-up reserve change notice, such as when a flashing white reserve icon (indicating a step-up reserve change notice) is displayed or when a step-up reserve K is used during game execution. Such cases leave players feeling disappointed, wondering, "What on earth was the meaning of that pre-reading notice?" However, in this embodiment, the "normal change 16 seconds for pre-reading notice" and the "N reach 1 for pre-reading notice" belong to a long change pattern (in this embodiment, the longest normal change), so this problem can be prevented.
[0271] Although the "normal variation 16s for pre-reading notice" and the "normal variation 16s" differ in whether they are subject to pre-reading notice or not, it is preferable that they be configured to be able to execute the same effects during both symbol variation display games (the same applies to the relationship between the "N reach 1 for pre-reading notice" and the "N reach 1"). In other words, the "normal variation 16s" for non-pre-reading notice and the "normal variation 16s" for pre-reading notice that has a variation time that is approximately the same (including the same) as the "normal variation 16s" have the same effect during the symbol variation, so that regardless of which variation pattern is selected, the player will recognize that the same variation pattern has been selected in terms of the presentation. In this way, by distinguishing between variation patterns that are the same in content but have different selection rates as those for non-pre-reading notice and those for pre-reading notice, it is possible to appropriately display pre-reading notices when a winning combination is lost, preventing excessive pre-reading notices from being executed, and appropriately stimulating the player's expectations of winning (the appearance of excessive pre-reading notices can prevent the player from feeling stressed). It should be noted that "same effect" here means that it is preferable that the effect modes including at least the variable display of the decorative pattern (decorative pattern effect described below) and the preview effect are the same, but it is also possible to make the "variable display of the decorative pattern" and / or the "preview effect" the same. However, in order to make the effects appear similar in terms of the effect, it is preferable that the variable display mode of the decorative pattern is different but the other effects are the same. Also, it is possible to provide only one or more types of normal variation for pre-reading that have the same function as the "normal variation for pre-reading preview 16s", or it is possible to provide only one or more types of N reach for pre-reading that have the same function as the "N reach for pre-reading preview 1".
[0272] As already explained, "normal fluctuation 16s" and / or "N reach 1" may be defined as the fluctuation pattern for pre-reading notice. In this case, the occurrence rate of pre-reading notice is set to be lower than that of "normal fluctuation 16s for pre-reading notice" and / or "N reach 1 for pre-reading notice." For example, the occurrence rate (execution rate) of pre-reading notice is set to satisfy the relationship "normal fluctuation 16s < normal fluctuation 16s for pre-reading notice" and "N reach 1 < N reach 1 for pre-reading notice."
[0273] Returning to the explanation of Figure 9 again, after the start-port winning random number determination process of step S320 is completed, a "winning command" is created based on the command data determined in the start-port winning random number determination process, and this is sent to the performance control unit 24 (step S321). Figures 26 and 27 show a list of winning commands. Note that if pre-reading is prohibited or if an abnormality occurs in the setting value data, the pre-reading prohibited data "9FH" is maintained as is, and a winning command having the "pre-reading prohibited data" is sent to the performance control unit 24. In this case, an appropriate value, for example, "B3H" is acquired for the value on the upper byte (MODE1) side, and a pre-reading prohibited winning command (B39FH) is sent.
[0274] Next, a "reserved addition command" that specifies the number of reserved balls in operation at the time of the pre-reading judgment is created (step S322), and this is sent to the performance control unit 24 (step S323). This "reserved addition command" is composed of two bytes, with an upper byte (MODE) that specifies whether the reserved ball that is the subject of the pre-reading this time is on the special chart 1 side or the special chart 2 side, and a lower byte (EVENT) that specifies the number of reserved balls in operation at the time of winning. The reserve addition command is used on the performance control unit 24 side to notify the reserve display areas 76, 77 of information regarding the current number of reserved balls in operation when an activated reserved ball occurs, and when a pre-reading preview performance is executed, to display a pre-reading preview for the reserved ball that is the subject of the preview.
[0275] When the winning command and reserved addition command are sent from the main control unit 20, the performance control unit 24 that receives them, if the information included in the command is other than "pre-read prohibition specification," will hold a lottery (pre-read notice lottery) regarding whether or not to execute the pre-read notice, and if the command is won, will create a pre-read notice performance scenario and, based on that scenario, will execute and control the pre-read notice targeting the currently activated reserved ball. On the other hand, if "pre-read prohibition specification" is specified, the pre-read notice lottery will not be executed, or the pre-read notice lottery will be executed but the lottery result will be forcibly processed as a loss (no notice performance executed), and the occurrence of the pre-read notice will be prohibited. In this embodiment, a winning command specifying pre-read prohibition is sent in both cases when pre-reading is prohibited or when a setting abnormality error occurs, for the reasons described below.
[0276] In this embodiment, even if a setting abnormality error occurs, the game operation is not forcibly stopped. The reasons for this are: First, as already explained, a setting abnormality error can be resolved by changing the settings. However, changing the settings during business hours is likely prohibited from a legal perspective as it encourages gambling. Second, if the game operation processing were forcibly stopped immediately when a setting abnormality error occurs, the sudden game stop would cause the player to feel distrustful. For example, if a setting abnormality error occurs accidentally when a symbol-changing display game in progress is being executed normally or during a jackpot game, and the game is immediately stopped, the player will lose the profit that they should have received, which would lead to distrust. Taking these circumstances into consideration, when a setting abnormality error occurs, only an error notification is issued, and the game itself continues to proceed, although under certain conditions. The reason why we say "conditionally" is that if a setting abnormality error occurs, the advance notice will be prohibited and the result of the pattern change display game will be forcibly set as a loss (see the processing route of step S317 (=5AH) in Figure 9 and step S409 (=5AH) in Figure 10 described below).
[0277] As a result of the above, the special chart 1 starting port check process is exited, and the special chart 2 starting port check process (step S302) is then executed.
[0278] <10. Special symbol change start processing: Figure 10> Next, a description will be given of the special symbol variation start process (step S306) in Fig. 8. Fig. 10 is a flowchart showing the details of the special symbol variation start process.
[0279] In FIG. 10, the CPU 201 first determines whether the number of reserved balls for special chart 2 operation is zero (step S401), and if the number of reserved balls for special chart 2 operation is not zero (step S401: NO), it executes processing at the start of fluctuation (steps S403 to S416) for the number of reserved balls for special chart 2 operation. On the other hand, if the number of reserved balls for special chart 2 operation is zero (step S401: YES), it then determines whether the number of reserved balls for special chart 1 operation is zero (step S402), and if the number of reserved balls for special chart 1 operation is not zero (step S402: NO), it executes processing at the start of fluctuation (steps S403 to S416) for the number of reserved balls for special chart 1 operation. The processing of steps S401 and S402 determines the "priority fluctuation order" of which of the reserved balls for special chart 1 operation or the reserved balls for special chart 2 operation is given priority for the fluctuation display operation (which reserved balls are consumed). In this embodiment, if there are activation reserved balls in both the special chart 1 activation reserved ball and the special chart 2 activation reserved ball, the special chart 2 activation reserved ball is consumed preferentially.
[0280] In addition, if the number of activated balls for both the number of activated balls for special symbol 2 and the number of activated balls for special symbol 1 is zero (step S401: YES, and step S402: YES), the state is "no activated balls." This "no activated balls" state occurs when a special symbol is waiting and there is no reserved memory. Therefore, if "no activated balls" occurs, proceed to step S417, and determine whether the special symbol operation status is "waiting (00H)," which indicates the above-mentioned "no activated balls" state (step S417).
[0281] If the special symbol operation status when the "no activated reserved ball" state is "waiting (01H)" (step S417: NO) (see step S472 during the special symbol confirmation time processing in FIG. 13A described later), the special symbol operation status is switched to "waiting (00H)" (step S418). Then, a customer waiting command (BA04H) is sent to the performance control unit 24 as a performance control command (step S419), and the special symbol variation start processing is terminated. When the performance control unit 24 receives the customer waiting command, a "customer waiting performance (demo screen)" is displayed based on a predetermined execution condition. In particular, if a predetermined time (e.g., 180 seconds) has elapsed without game play starting, i.e., without an activated reserved ball being generated (without receiving a reserved ball addition command), the customer waiting performance is displayed. Until the waiting time (180 seconds) until the start of the customer waiting effect has elapsed, the display state of the decorative stopped symbols that stopped after the end of this symbol variation display game continues to be displayed, the decorative lamps 45 emit light in a predetermined light-emitting pattern, and the speaker 43 is muted (a predetermined sound effect may be executed), resulting in a "demo start waiting effect," and this state is maintained until the start of the customer waiting effect. Furthermore, after the start of the customer waiting effect (demo screen), if a predetermined transition condition (power saving mode transition condition) is met, the effect control unit 24 ends the customer waiting effect and transitions to the "power saving mode." In this embodiment, if a predetermined time (for example, 120 seconds) has passed after the start of the customer waiting effect (demo screen) without an activated pending ball being generated and without switching to the menu screen (game setting screen), the effect mode is switched to power saving mode, the LCD display device 36 is made to display a power saving screen (for example, the LCD screen displays the words "Power saving in progress"), and the decorative lamp 45 and some or all of the other effect LEDs are controlled to be turned off (power saving control).
[0282] If the number of special chart 1 activation reserved balls or the number of special chart 2 activation reserved balls is not zero (step S401: NO or S402: NO), steps S403 to S416 are executed sequentially. Note that the processing method of steps S403 to S416 described below is essentially the same, with the only difference being whether the target is the special chart 1 activation reserved ball or the special chart 2 activation reserved ball. Therefore, to avoid repetition, unless otherwise necessary, the description will be given without distinguishing between the processing for which activation reserved ball is targeted.
[0283] When proceeding to step S403, the number of operating pending balls on the special chart side used for this variable display operation is subtracted by 1 (step S403), and a "reserved subtraction command" including information on the number of operating pending balls after subtraction is sent to the performance control unit 24 (step S404).
[0284] Next, the special symbol operation confirmation data is stored (step S405). This special symbol operation confirmation data is information that specifies the special symbol type on the side of the current fluctuation start, and if special symbol 1 is the side of the fluctuation start, "00H" is stored in the special symbol operation confirmation data, and if special symbol 2 is the side of the fluctuation start, "01H" is stored in the special symbol operation confirmation data.
[0285] Next, the reserved data stored in the reserved memory area of RAM 203 is shifted (step S406), and the reserved 4 memory area is cleared to zero (step S407). In the processing of steps S406 to S407, the reserved data stored in the reserved memory area corresponding to the reserved memory number n=1 (reserved 1 memory area) is read and stored in the judgment random number memory area of the in-area RAM, and the reserved data stored in the reserved memory area corresponding to the reserved n memory area (n=2, 3, 4) is stored in the reserved memory area corresponding to 'n-1' (step S406), and the reserved 4 memory area is cleared to provide an empty area (step S407). As a result, the start order of the special symbol variation display game matches the order of the activated reserved ball number n (n=1, 2, 3, 4), and it is determined which reserved memory area the activated reserved ball obtained when the starting hole wins corresponds to, and it is possible to reserve and store a new activated reserved ball.
[0286] Next, a game status information transmission process is executed (step S408). In the game status information transmission process, a "game status designation command" is sent to the presentation control unit 24. The game status designation command here includes game status information that can identify the game status at the start of the game. When the presentation control unit 24 receives the game status designation command, it grasps the game status based on the information included in the command and manages the presentation mode in a manner that maintains consistency with the game status managed by the main control unit 20. The game status information included in the game status designation command may be the minimum information required to perform the desired game processing, and may include, for example, an "internal game status (game status determination number YJ)" and / or a "variation pattern allocation designation number Tcode."
[0287] Also, here, if necessary, a "time reduction number command" is sent that can specify the remaining number of time reductions if the time reduction is in progress, and an "ST number specification command" is sent that can specify the remaining number of STs if the probability variable is in progress. The performance control unit 24 determines the remaining number of time reductions and the remaining number of STs based on the information contained in these commands, and causes a "remaining number display performance (countdown display)" to appear that notifies the remaining number of time reductions or the remaining number of STs in a dramatic manner. Note that if the probability variable state continues until the next jackpot (including when it actually continues until the next jackpot), the ST number specification command does not need to be sent.
[0288] (Processing route when the setting value is normal: Processing route that follows S410) Next, it is determined whether the setting error flag is in the ON state (5AH) (step S409). If the setting error flag is not in the ON state (step S409: ≠ 5AH), a setting value command is sent to the performance control unit 24, and then a random number determination process for determining the operation of a special electric device is executed (step S410). In this random number determination process for determining the operation of a special electric device, a random number value for determining a jackpot is used to execute a "winning / losing lottery at the start of fluctuation" for the operation reserve balls provided for this current fluctuation display operation. The basic processing procedure of this process is the same as the processing procedure for the random number determination process in step S318 of Figure 9 already explained, and therefore will be omitted as appropriate to avoid duplication.
[0289] In the random number determination process for determining the operation of the special electric device in step S410, first, based on the special symbol operation confirmation data, the winning random number determination table for the side being processed this time (for example, if the special symbol 1 side is the processing target, the winning random number table for special symbol 1) is obtained. Next, the random number value for jackpot determination stored in the above-mentioned random number storage area for determination is obtained, and a winning / losing lottery is executed based on the random number value for jackpot determination and the winning random number determination table. Then, if the lottery result is a "jackpot", the jackpot determination flag is set to "5AH", and if the jackpot is not won, in other words, if it is a "miss", the jackpot determination flag is set to "00H".
[0290] Next, a special stop symbol creation process is executed (step S411). In this special stop symbol creation process, the result of the lottery in step S410 and the random number value for determining the special symbol are used to execute a "pattern lottery at the start of fluctuation." The basic processing procedure of this process is the same as the processing procedure of the special stop symbol data creation process (step S319) already explained in Fig. 9, so the explanation will be omitted as appropriate to avoid duplication.
[0291] In the special stop symbol creation process of step S411, first, a symbol table (jackpot symbol table or losing symbol table) is selected according to the special symbol activation confirmation data (special symbol type) and the result of the lottery in step S410. For example, if the special symbol activation confirmation data is 00H and the jackpot determination flag is 5AH, that is, if the current fluctuation start side is the 'special symbol 1 side' and the result of the lottery is 'jackpot', the 'jackpot symbol table for special symbol 1' is selected. Then, the random number value for special symbol determination stored in the above-mentioned random number storage area for determination is obtained, and a symbol lottery is performed based on the selected symbol table and the random number value for special symbol determination, and the special symbol determination data and special stop symbol number, which are the results of the lottery, are stored in the corresponding areas of the in-area RAM, respectively.
[0292] After the special stop symbol creation process in step S411 is completed, a game state transition preparation process is then executed (step S412). In this game state transition preparation process, a setting process required to specify the game state after a winning game is performed as a setting for transitioning the game state. The details of this game state transition preparation process will be described later in FIG. 11.
[0293] Next, a special symbol variation pattern creation process is executed (step S413). In this special symbol variation pattern creation process, the result of the symbol lottery in the special stop symbol creation process (step S411), the random number for the variation pattern, the variation pattern allocation designation number (Tcode) (current game state), setting value information (obtained as necessary), and the number of activated reserved balls (the number of existing activated reserved balls, 0 to 3, excluding the activated reserved ball used for this variable display operation: see step S403) are used to determine the variation pattern of the special symbol targeted at the activated reserved balls used for this variable display operation. Then, in order to inform the performance control unit 24 of the content of the variation pattern, a "variation pattern designation command" including variation pattern information that can identify the content of the variation pattern is created as a performance control command, and this is sent to the performance control unit 24.
[0294] The special symbol variation pattern creation process is basically the same as the random number determination process (step S320 in FIG. 9) at the time of winning the start port, which is the pre-reading variation pattern determination process already mentioned. The basic processing procedure of this process is the same as the random number determination process (step S320 in FIG. 9) at the time of winning the start port, so to avoid duplication, the description will be omitted as appropriate.
[0295] The special symbol variation pattern creation process is a process for determining a "variation pattern designation command" for designating the variation pattern at the start of the variation, and is configured to include the following processes (A) to (F).
[0296] (A) A “fluctuation pattern distribution table determination process at the start of fluctuation” that determines the “fluctuation pattern distribution table” by referring to the “fluctuation pattern distribution table selection table” shown in FIG. 23; (B) A "variation pattern designation command data acquisition process (variation pattern determination process)" that refers to the "variation pattern allocation table (Figures 24 and 25)" determined in (A) above and acquires command data for the variation pattern designation command corresponding to the variation pattern based on the random number value for the variation pattern acquired in the process of step S314; (C) A "variable time setting process" that determines the variable time (including the addition time required for pseudo-consecutive wins) corresponding to the variable pattern determined in the variable pattern determination process and sets it in the "special pattern role operation timer" which is the timer management area of the RAM in the area; (D) A "command sending process" for sending the variation pattern designation command acquired in (B) above to the performance control unit 24.
[0297] At the start of the fluctuation, unlike when a winning symbol is won (when a pre-reading decision is made), a fluctuation pattern allocation table is selected taking into account the number of activated balls (the number of activated balls at the start of fluctuation in step S403). As already explained, the fluctuation pattern allocation table defines multiple types of fluctuation patterns for special symbols in association with the special symbol type, winning symbol type, number of activated balls, fluctuation pattern allocation designation number Tcode, and random number value for the fluctuation pattern. One of the multiple fluctuation patterns is selected by lottery using the random number for the fluctuation pattern. Specifically, the command data for the upper byte (MODE2: specifying whether it is a win or a loss) and the lower byte (EVENT: fluctuation pattern information) that constitute the "fluctuation pattern designation command" at the start of fluctuation are determined (see Figures 24 and 25). This determines the fluctuation pattern designation command, which specifies the content of the fluctuation pattern at the start of fluctuation for the current symbol fluctuation display game. This fluctuation pattern designation command has a value corresponding to the fluctuation pattern, as shown in Figures 26 and 27.
[0298] When the variation pattern is determined, the variation time corresponding to the variation pattern is determined, and the variation time of the current variation pattern is determined. This variation time is the play time (decorative symbol variation display time (performance time)) of the decorative symbol variation display game that is executed in synchronization with the special symbol variation display game.
[0299] The information about the variation pattern determined in this way includes at least the winning / losing lottery result (in the present embodiment, detailed symbol lottery result information is included in the decorative symbol designation command), the current game status, variation time information, execution designation information for specific preview effects (presence or absence of reach effects and their type, pseudo-consecutive designation information), etc. The main control unit 20 transmits a "variation pattern designation command" whose contents can be specified to the performance control unit 24, and the information included in this variation pattern designation command is used by the performance control unit 24 when determining the performance scenario (variation display of decorative symbols, various preview effects, etc.) for the current symbol variation display game.
[0300] After completing the special symbol variation pattern creation process in step S413, the variation flag corresponding to the current variation start side is set to ON (5AH) (step S414). The "variation flag" is a flag indicating whether special symbol 1 or 2 is currently varying. When the flag is ON (5AH), it indicates that the special symbol is currently varying, and when the flag is OFF (00H), it indicates that the special symbol is currently stopped. In this embodiment, a "special symbol 1 variation flag" corresponding to special symbol 1 and a "special symbol 2 variation flag" corresponding to special symbol 2 are handled. For example, if the special symbol 1 side is the current processing target (variation start side), the special symbol 1 variation flag is set to ON, and the special symbol 2 variation flag is set to OFF.
[0301] Next, a decorative symbol designation command capable of identifying the symbol lottery result information obtained in the special stop symbol creation process of step S411 is acquired, and this is sent to the effect control unit 24 (step S415). The decorative symbol designation command includes information regarding the special symbol type on the variable side and the winning type (symbol lottery result). This decorative symbol designation command is primarily used to determine the combination of decorative symbols (symbol types that constitute the reach symbol) when forming a ready-to-win state, the combination of decorative symbols (decorative stop symbols) that will ultimately be stopped and displayed, and the preview effect corresponding to the winning type in the symbol change display game. Upon receiving the change pattern designation command and the decorative symbol designation command, the effect control unit 24 determines the effect to be executed during the symbol change display game based on the information included in these commands, and starts the current decorative symbol change display game.
[0302] Then, as a setting process at the start of the fluctuation, the special pattern operation status is switched to "fluctuating (02H)" (02H is stored in the special pattern operation status), and 00H is stored in the random number storage area for judgment (zero cleared) (step S416).
[0303] As a result, when the special symbol variation start process is completed, the special symbol display data update process (step S309) of Fig. 8 is performed, and thus the variable display of the special symbol is started. As a result, the special symbol management process (step S093) is completed, and the process proceeds to the special electric accessory management process (step S095) of Fig. 7.
[0304] (In the case of a setting error: Processing route S409 → S411) Returning to the explanation of the determination process of step S409, if the setting error flag is ON (5AH) in step S409, that is, if a setting abnormality error is occurring (step S409:=5AH), the random number determination process for determining the operation of the special electric device in step S410 (winning / losing lottery) is skipped, and the special stop pattern creation process of step S411 is executed. In other words, if a setting abnormality error occurs, the winning / losing lottery at the start of the fluctuation is not executed, and the result of this winning / losing lottery is always processed as a "loss" (forced loss control). In the case of a setting abnormality error, it is preferable to provide a fluctuation pattern dedicated to the error and select this, but it may also be configured so that a specific existing fluctuation pattern is selected. When selecting an existing fluctuation pattern, considering that a serious error such as a "setting abnormality error" has occurred, it is preferable to select only the normal fluctuation pattern type, without selecting a reach fluctuation pattern type that stimulates the expectation of winning. In addition, in a situation where a forced miss occurs, since the game is no longer meaningful, it is preferable to select a long variation pattern type, and more preferably, only the longest normal variation pattern (in this embodiment, normal variation 16s) is selected. Also, in the case of a setting abnormality error, it may be configured to be "unable to continue playing" and not start the pattern variation display game itself (not start the pattern variation). In this case, the error notification continues until the power of the gaming machine is turned off. In this embodiment, the error notification continues even if the power is turned on again until the setting change process (step S023) shown in FIG. 6 is executed and the setting abnormality error is cleared.
[0305] <11. Game state transition preparation process: Figure 11> Next, a description will be given of the game state transition preparation process (step S412) in Fig. 12. Fig. 11 is a flowchart showing the game state transition preparation process in detail.
[0306] 11, the CPU 201 first acquires the jackpot determination flag and determines the state of the jackpot determination flag (step S431). If the jackpot determination flag is in the OFF state (=00H) (step S431: ≠ 5AH), the CPU 201 does nothing and exits the game state transition preparation process.
[0307] (If you win the jackpot) When the big win determination flag is in the ON state (step S431:=5AH), the "game state transition table selection table" shown in FIG. 21 is acquired (step S432).
[0308] (T-5. Jackpot game state transition table selection table: Figure 21) FIG. 21 shows a game state transition table selection table. In the game state transition table selection table of this embodiment, a game state transition table for a jackpot associated with a game state determination number (YJ) and special symbol determination data is defined. Specifically, based on the game state determination number (YJ) and the special symbol determination data (jackpot type), a game state transition table (FIG. 22) is acquired, and various data defined in the acquired game state transition table is stored in the corresponding state buffer (step S434: state buffer setting process). In this game state transition table, as shown in FIG. 22, various data are defined for transitioning JTTBL-1 to "probable change" and JTTBL-2 to "time reduction."
[0309] The values stored in the buffers are read out during the jackpot end process (step S509 in FIG. 14, details of which are shown in step S592 in FIG. 15) and stored in a predetermined storage area (a flag storage area or a counter storage area corresponding to each buffer) of RAM 203. This specifies the game state after the jackpot game (the game state to which the game is transferred in FIG. 4).
[0310] The roles of the various status buffers are as follows: (α) "Normal electric device opening extension transition state buffer, normal pattern time reduction transition state buffer, normal pattern probability change transition state buffer, special pattern time reduction transition state buffer, special pattern probability change transition state buffer" These state buffers are set with designation data of ON / OFF (5AH / 00H) of each function for designating the internal game state. Specifically, the normal power device open extension transition state buffer is set with a normal power device open extension state flag that designates the operating state of the open extension function, the normal pattern time-saving transition state buffer is set with a normal pattern time-saving state flag that designates the operating state of the normal pattern time-saving function, the normal pattern probability variable transition state buffer is set with a normal pattern probability variable state flag that designates the operating state of the normal pattern probability variable function, the special pattern time-saving transition state buffer is set with a special pattern time-saving state flag that designates the operating state of the special pattern time-saving function, and the special pattern probability variable transition state buffer is set with data for a special pattern probability variable state flag that designates the operating state of the special pattern probability variable function. (β) "Special pattern time reduction counter buffer" Data for specifying the number of times of time reduction (data for the special symbol time reduction number counter) is set (see steps S478 to S481 in FIGS. 13A and 13B). (γ) "Special pattern probability change count counter buffer" Data for specifying the number of ST times (data for the special symbol probability change number counter) is set (see steps S483 to S486 in FIG. 13B). (δ) "Special pattern change count counter buffer" Data for specifying the number of times a certain variation pattern allocation designation number Tcode continues (data for the special symbol variation number counter) is set (see steps S488 to S491 in FIG. 13B). (ε) "Fluctuation pattern allocation number buffer" When a predetermined update condition is met, data specifying the variation pattern allocation designation number Tcode to be updated (data for the variation pattern allocation designation number Tcode) is set. The update condition is when a jackpot is won (step S475 in FIG. 13A), when the jackpot game ends (S592 in FIG. 15), when the special symbol variation counter reaches zero, etc.
[0311] For example, if the current game state is "normal state (YJ=00H)" and a "10R probability variable jackpot" is won, "JTTBL-1" of the game state transition table for probability variable state transition is acquired based on the game state transition table selection table of FIG. 21. In this case, as shown in FIG. 22, "5AH (ON designation)" is set to the normal power device opening extension transition state buffer to the special symbol probability variable transition state buffer, "65536 times (a value that actually guarantees until the next jackpot)" is set to the special symbol probability variable counter buffer, and "01H (probability variable designation)" is set to the variation pattern allocation designation number buffer. As a result, the transition destination game state after the jackpot game is designated as "probability variable state." In this embodiment, since the update timing of the variation pattern allocation designation number Tcode is the same as the update timing of the internal game state, "0 times" is set to the special symbol variation count counter buffer.
[0312] <12. Special pattern change processing: Figure 12> Next, a description will be given of the special symbol variation process (step S307) shown in Fig. 8. Fig. 12 is a flowchart showing the details of the special symbol variation process (step S307) in Fig. 8.
[0313] 12, the CPU 201 first determines whether the special symbol accessory operation timer is zero, that is, whether the special symbol variation time has elapsed (step S451). If the special symbol accessory operation timer is not zero (step S451: NO), the special symbol variation time has not yet elapsed, that is, the special symbol is currently varying, so the CPU 201 does nothing and exits this special symbol variation processing.
[0314] When the special symbol accessory operation timer reaches zero (step S451: YES), a "change stop command" indicating that the special symbol change has ended is sent to the performance control unit 24 as a performance control command (step S452). This change stop command causes the performance control unit 24 to understand that the special symbol change time has elapsed and the special symbol change display game has ended, and causes the decorative symbol currently being displayed to stop changing (determined display). This ends the special symbol change display game, and the decorative symbol change display game also ends.
[0315] Next, as a setting process for when the special symbol variation stops, the special symbol variation signal output time (e.g., 100 ms) is stored in the special symbol variation timer of RAM 203, the determined display time (e.g., 500 ms) is stored in the special symbol action timer, the special symbol operation status is switched to "Confirming (03H)" (03H is stored in the special symbol operation status), 00H (OFF state) is stored in the special symbol variation flag (step S453), and this special symbol variation process is terminated. The "special symbol variation signal output time" is the margin time required for the frame external terminal board 21 to output the special symbol variation signal that notifies the hall computer HC that the special symbol has been determined and displayed. The "determined display time" is the time (stop display time) for which the stopped display is maintained when the special symbol variation display ends and the special symbol is displayed as stopped. During this fixed display time, the decorative symbols are also fixedly displayed (finally stopped) (for example, fixed display period CT in FIG. 29).
[0316] When the above-mentioned special symbol variable processing is completed, the special symbol display data update processing (step S309) of FIG. 8 is performed, the special symbol management processing is completed, and the process proceeds to the special electric accessory management processing of step S095 of FIG.
[0317] <13. Special symbol confirmation time processing (processing when fluctuation stops): Figure 13A and Figure 13B> Next, the special symbol confirmation time process (step S308) will be described. Figures 13A and 13B are flowcharts showing the details of the special symbol confirmation time process (step S308) in Figure 8.
[0318] 13A and 13B, the CPU 201 first determines whether the special symbol role operation timer is zero (step S471). The special symbol role operation timer here is set to a "determined display time" (see step S453 in FIG. 12). Until the special symbol role operation timer reaches zero (step S471: NO), the CPU 201 does nothing and exits the special symbol confirmation time processing.
[0319] When the special symbol device operation timer reaches zero (step S471: YES), the special symbol variable display game is deemed to have ended, the special symbol operation status is switched to "standby (01H)" (01H is stored in the special symbol operation status) (step S472), and the game status number YJ is stored (step S473).
[0320] Next, the big win determination flag is acquired, and the state of the big win determination flag is determined (step S474).
[0321] (When the jackpot determination flag is ON) In the judgment of the above step S474, if the jackpot judgment flag is in the ON state (5AH) (step S474:=5AH), various setting processes are performed when the jackpot pattern stops (step S475). Here, as shown in the figure, 00H (OFF state) is stored in the jackpot judgment flag, the condition device operation flag is turned ON, and other settings are made such that there is a low probability and no electric support state.
[0322] (When the jackpot determination flag is OFF) In the judgment of the above step S474, if the jackpot judgment flag is in the OFF state (00H) (step S474: ≠ 5AH), then it is judged whether the special symbol time-saving number counter (remaining time-saving number) is zero (step S478). If the special symbol time-saving number counter is zero (step S478: YES), it proceeds to the processing of step S483.
[0323] On the other hand, if the special pattern time-saving count counter (time-saving count) is not zero (step S478: NO), the special pattern time-saving count counter is decremented by 1 to account for the consumption of the current number of fluctuations (step S479), and it is determined whether the special pattern time-saving count counter after the decrement is zero (step S480).
[0324] If the special symbol time-saving count counter after subtraction is not zero (step S480: NO), the number of times the special symbol time-saving state has ended has not been reached, so nothing is done and the process proceeds to step S483. On the other hand, if the special symbol time-saving count counter after subtraction is zero (step S480: YES), the process for setting the time-saving state to end is performed (step S481). Here, as the process for setting the time-saving state to end, as shown in the figure, the electric chute support function is set to OFF, and the variable pattern allocation designation number Tcode is set to 00H (normal), and the transition setting process from the time-saving state to the normal state is performed. As a result, in the next special symbol variable display game, the special symbol variable pattern based on the "normal state" is selected.
[0325] After the setting process for the time-shortening end in step S481 is completed, a game status information transmission process is then executed (step S482). Here, a game status designation command is sent to the presentation control unit 24. The game status designation command here includes information designating the end of the time-shortening state. This game status designation...
Claims
[Claim 1] a first operating means arranged so as to be operable by a player; a second operating means arranged so as not to be operable by a player; a display means capable of displaying a predetermined image; a sound output means capable of outputting a predetermined sound; a first equivalent noise level changing means for changing an equivalent noise level relating to a sound emitted by the gaming machine by a first method; a second equivalent continuous A-weighted sound level changing means for changing the equivalent continuous A-weighted sound level by a second method, A gaming machine that can hold a lottery when a predetermined condition is met and can award a benefit according to the result of the lottery, the first equivalent continuous noise level changing means and the second equivalent continuous noise level changing means are both capable of changing the equivalent continuous noise level by operating the first operating means, the first equivalent continuous A-weighted sound level changing means is capable of lowering the equivalent continuous A-weighted sound level by gradually reducing the overall volume of the sound output from the sound output means as the first method, The second equivalent noise level changing means, as the second method, is capable of lowering the equivalent noise level by suppressing the occurrence frequency per unit time of a specific effect accompanied by an effect sound of a predetermined volume, When the second operating means is operated, it affects the adjustment of the equivalent continuous A-weighted sound level by the first equivalent continuous A-weighted sound level changing means but does not affect the adjustment of the equivalent continuous A-weighted sound level by the second equivalent continuous A-weighted sound level changing means. A gaming machine characterized by:
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