Gaming machine
The gaming machine increases player engagement by using multiple symbol rows with changing patterns and temporary stops based on lottery results, enhancing the presentation and award expectations.
Patent Information
- Application Number
- JP2024112858
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-12
- Publication Date
- 2026-01-23
AI Technical Summary
Existing gaming machines focus player interest on the number of pseudo-fluctuations rather than the presentation itself, making it difficult to maintain engagement during pseudo-continuous effects.
A gaming machine design that includes multiple symbol rows with varying symbol displays, where the patterns change and temporarily stop based on lottery results, offering different expectations for awards and benefits depending on the symbols displayed in each row.
Enhances player interest in the presentation by providing varied and engaging gameplay experiences through dynamic symbol displays and potential awards.
Smart Images

Figure 2026011893000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there is known a gaming machine in which a big prize lottery is held based on the entry of a gaming ball into a starting hole, and if a jackpot is won in this big prize lottery, a big prize opening is opened. In such a gaming machine, variable information is determined based on the result of the big prize lottery, and a variable presentation is executed based on the variable information to suggest the probability of winning a jackpot.
[0003] In the gaming machine described above, a configuration is known that makes it possible to execute pseudo-continuous effects that give the appearance of multiple variable effects by performing multiple pseudo-variations in which the displayed effect pattern changes and temporarily stops in a single variable effect based on the success or failure of a single major role lottery (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-187989 Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machine described in Patent Document 1, the pseudo-continuous presentation is configured so that the number of pseudo-fluctuations performed increases the likelihood of winning a jackpot in a single hit / miss judgment, but since the player's interest in the presentation is focused on the number of pseudo-fluctuations, it is difficult to increase the player's interest in the presentation executed in each pseudo-fluctuation.
[0006] Therefore, an object of the present invention is to provide a gaming machine that can increase the player's interest in the presentation. [Means for solving the problem]
[0007] A first aspect of the present invention is a control means for holding a lottery based on the establishment of a predetermined condition and granting a benefit according to the result of the lottery; display means for variably displaying symbols in each of a plurality of symbol rows; The design includes a specific type of design, The plurality of symbol rows include a first symbol row, a second symbol row, and a third symbol row, A specific effect can be started in which the display of the patterns changes and the display of the patterns is stopped after the display of the patterns changes and the patterns are temporarily stopped a predetermined number of times in the plurality of pattern rows according to the result of the lottery, The specific performance includes: A first pattern in which the symbols provisionally stopped in the first symbol row are the specific type of symbols, and the symbols provisionally stopped in the second symbol row are different from the symbols provisionally stopped in the first symbol row; a second pattern in which the symbols provisionally stopped in the second symbol row are the specific type of symbols, and the symbols provisionally stopped in the first symbol row are different from the symbols provisionally stopped in the second symbol row; When the specific performance of the first pattern or the second pattern is executed, the expectation of the award of the bonus differs depending on the symbols that are temporarily stopped in the plurality of symbol rows at the time when the symbols are temporarily stopped in the third symbol row and the variable display starts again.
[0008] In addition, a second aspect of the present invention is a control means capable of holding a lottery based on the establishment of a predetermined condition and granting a benefit according to the result of the lottery; display means for variably displaying symbols in each of a plurality of symbol rows; The design includes a specific type of design, The plurality of symbol rows include a first symbol row, a second symbol row, and a third symbol row, A specific effect can be started in which the display of the patterns changes and the display of the patterns is stopped after the display of the patterns changes and the patterns are temporarily stopped a predetermined number of times in the plurality of pattern rows according to the result of the lottery, The specific performance includes: A first pattern in which the symbols provisionally stopped in the first symbol row are the specific type of symbols, and the symbols provisionally stopped in the second symbol row are different from the symbols provisionally stopped in the first symbol row; a second pattern in which the symbols provisionally stopped in the second symbol row are the specific type of symbols, and the symbols provisionally stopped in the first symbol row are different from the symbols provisionally stopped in the second symbol row; When the specific effect of the first pattern or the second pattern is executed, the expectation of the award of the benefit differs depending on the state of the symbols in the third symbol row. [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine that can increase the player's interest in the presentation. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 3] 1 is a diagram illustrating functional blocks of a game according to an embodiment of the present invention. FIG. [Figure 4] 1 is an address map of a memory area used by a main CPU according to an embodiment of the present invention. [Figure 5] A diagram explaining a random number judgment table for determining a jackpot when the probability is low in an embodiment of the present invention. [Figure 6] A diagram explaining a random number judgment table for determining a high probability jackpot in an embodiment of the present invention. [Figure 7]1A is a diagram illustrating a special 1 winning symbol random number determination table a according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating a special 2 winning symbol random number determination table b. [Figure 8] (a) is a diagram explaining the reach group determination random number judgment table 1 according to an embodiment of the present invention, (b) is a diagram explaining the reach group determination random number judgment table 2, and (c) is a diagram explaining the reach group determination random number judgment table 3. [Figure 9] (a) is a diagram explaining the random number judgment table for determining the reach mode when a miss occurs for group x in an embodiment of the present invention, (b) is a diagram explaining the random number judgment table for determining the reach mode when a jackpot occurs for special 1, and (c) is a diagram explaining the random number judgment table for determining the reach mode when a jackpot occurs for special 2. [Figure 10] A figure explaining a fluctuation pattern random number determination table related to an embodiment of the present invention. [Figure 11] FIG. 1A is a diagram illustrating a variable time 1 determination table according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating a variable time 2 determination table. [Figure 12] FIG. 1A is a diagram for explaining game states and game state names according to an embodiment of the present invention, and FIG. 1B is a diagram for explaining game states, symbols, and variable times. [Figure 13] FIG. 10 is a diagram illustrating a special electric accessory activation ram set table according to an embodiment of the present invention. [Figure 14] 10 is a diagram illustrating a game status setting table according to an embodiment of the present invention. FIG. [Figure 15] (a) is a diagram illustrating a random number judgment table for determining a win for a non-time-shortened game state according to an embodiment of the present invention, and (b) is a diagram illustrating a random number judgment table for determining a win for a time-shortened game state. [Figure 16] FIG. 1A is a diagram illustrating a normal symbol fluctuation time data table according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating an opening / closing control pattern table. [Figure 17] 10 is a diagram illustrating the transition of game states in accordance with the original gameplay of an embodiment of the present invention. FIG. [Figure 18]10A and 10B are diagrams illustrating the transition of game states when a game is not played properly in accordance with an embodiment of the present invention. [Figure 19] 10A and 10B are diagrams illustrating a gaming machine status flag according to an embodiment of the present invention. [Figure 20] 10 is a first flowchart illustrating a CPU initialization process in a main control unit according to an embodiment of the present invention. [Figure 21] 10 is a second flowchart illustrating the CPU initialization process in the main control unit according to the embodiment of the present invention. [Figure 22] 10 is a flowchart illustrating a sub-command group setting process in a main control unit according to an embodiment of the present invention. [Figure 23] 10 is a flowchart illustrating a power-off save process in a main control unit according to an embodiment of the present invention. [Figure 24] 10 is a flowchart illustrating a timer interrupt process in a main control unit according to an embodiment of the present invention. [Figure 25] 10 is a flowchart illustrating a setting-related process in a main control unit according to an embodiment of the present invention. [Figure 26] 10 is a flowchart illustrating a switch management process in a main control unit according to an embodiment of the present invention. [Figure 27] 10 is a flowchart illustrating a gate passage process in a main control unit according to an embodiment of the present invention. [Figure 28] A flowchart explaining the first starting port passing processing in the main control unit according to an embodiment of the present invention. [Figure 29] A flowchart explaining the second starting port passing processing in the main control unit according to an embodiment of the present invention. [Figure 30] 10 is a flowchart illustrating a special pattern random number acquisition process in a main control unit according to an embodiment of the present invention. [Figure 31] 10 is a flowchart illustrating a process for determining performance upon acquisition in a main control unit according to an embodiment of the present invention. [Figure 32]10 is a flowchart illustrating the process of passing through the large prize opening in the main control unit according to an embodiment of the present invention. [Figure 33] FIG. 10 is a diagram illustrating a special game management phase according to an embodiment of the present invention. [Figure 34] 10 is a flowchart illustrating a special game management process in a main control unit according to an embodiment of the present invention. [Figure 35] 10 is a flowchart illustrating special symbol variation processing in a main control unit according to an embodiment of the present invention. [Figure 36] 10 is a first flowchart illustrating a special symbol change waiting process in a main control unit according to an embodiment of the present invention. [Figure 37] 10 is a second flowchart illustrating the special symbol change waiting process in the main control unit according to the embodiment of the present invention. [Figure 38] 10 is a flowchart illustrating the special symbol winning determination process in the main control unit according to an embodiment of the present invention. [Figure 39] 10 is a flowchart illustrating the special pattern variable number determination process in the main control unit according to an embodiment of the present invention. [Figure 40] 10 is a flowchart illustrating a number-of-times cutoff management process in a main control unit according to an embodiment of the present invention. [Figure 41] 10 is a flowchart illustrating processing during special pattern fluctuation in a main control unit according to an embodiment of the present invention. [Figure 42] 10 is a flowchart illustrating a special symbol stop symbol display process in a main control unit according to an embodiment of the present invention. [Figure 43] This is a flowchart explaining the processing before opening the large prize opening in the main control unit according to an embodiment of the present invention. [Figure 44] 10 is a flowchart illustrating the process of switching the opening and closing of the large prize opening in the main control unit according to an embodiment of the present invention. [Figure 45] 10 is a flowchart illustrating the control process for opening the large prize opening in the main control unit according to an embodiment of the present invention. [Figure 46]10 is a flowchart illustrating the process of validating the closing of the large prize opening in the main control unit according to an embodiment of the present invention. [Figure 47] This is a flowchart explaining the large prize opening end wait processing in the main control unit according to an embodiment of the present invention. [Figure 48] FIG. 10 is a diagram illustrating the normal game management phase according to an embodiment of the present invention. [Figure 49] 10 is a flowchart illustrating a normal game management process in a main control unit according to an embodiment of the present invention. [Figure 50] 10 is a flowchart illustrating the normal pattern change waiting process in the main control unit according to an embodiment of the present invention. [Figure 51] This is a flowchart explaining the processing during normal pattern fluctuation in the main control unit according to an embodiment of the present invention. [Figure 52] 10 is a flowchart illustrating the normal symbol stop symbol display processing in the main control unit according to an embodiment of the present invention. [Figure 53] This is a flowchart explaining the processing before opening the winning opening of a normal electric device in the main control unit according to an embodiment of the present invention. [Figure 54] This is a flowchart explaining the normal electric device prize opening / closing switching process in the main control unit according to an embodiment of the present invention. [Figure 55] This is a flowchart explaining the control process for opening the winning opening of a normal electric device in the main control unit according to an embodiment of the present invention. [Figure 56] This is a flowchart explaining the normal electric device winning opening closure validity processing in the main control unit according to an embodiment of the present invention. [Figure 57] This is a flowchart explaining the waiting process for the end of the normal electric device winning slot in the main control unit according to an embodiment of the present invention. [Figure 58] 10A to 10E are diagrams illustrating an example of a variation effect of a no-reach variation pattern according to an embodiment of the present invention. [Figure 59] 10A to 10E are diagrams illustrating an example of a variation effect of a normal reach variation pattern according to an embodiment of the present invention. [Figure 60] 10A to 10I are diagrams illustrating an example of a variation effect of an advanced reach variation pattern when a winning combination is lost according to an embodiment of the present invention. [Figure 61] 10A to 10I are diagrams illustrating an example of a variation presentation of an advanced reach variation pattern at the time of a jackpot according to an embodiment of the present invention. [Figure 62] 10(a) to 10(h) are diagrams illustrating an example of a variable presentation when a reach development presentation according to an embodiment of the present invention is executed twice. [Figure 63] 10(a) to 10(g) are diagrams illustrating an example of a pseudo-sequential effect according to an embodiment of the present invention. [Figure 64] 1A is a diagram illustrating a first half variable presentation determination table according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating a second half variable presentation determination table. [Figure 65] 10(a) to 10(c) are diagrams illustrating an example of a hold display effect according to an embodiment of the present invention. [Figure 66] 1A is a diagram illustrating a final hold display pattern determination table according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating a previous hold display pattern determination table. [Figure 67] 10 is a flowchart illustrating a sub-CPU initialization process in a sub-control unit according to an embodiment of the present invention. [Figure 68] 10 is a flowchart illustrating a sub-timer interrupt process in a sub-control unit according to an embodiment of the present invention. [Figure 69] 10 is a flowchart illustrating a read-ahead designation command reception process in the sub-control unit according to an embodiment of the present invention. [Figure 70] 10 is a flowchart illustrating a variable command reception process in a sub-control unit according to an embodiment of the present invention. [Figure 71] FIG. 1A is a diagram illustrating a specific type of pattern according to an embodiment of the present invention, and FIG. 1B is a diagram illustrating a pseudo-developed pattern. [Figure 72]This figure explains the relationship between the display mode of the performance pattern in the pseudo-continuous performance in an embodiment of the present invention and the reliability of being notified of a jackpot as a result of the big role lottery. [Figure 73] This is a diagram explaining the relationship between the first reliability prediction performance to the fourth reliability prediction performance in an embodiment of the present invention and the reliability at which a jackpot will ultimately be announced as a result of a big role lottery. [Figure 74] 10(a) to 10(d) are diagrams illustrating an example of a first reliability advance notice effect according to an embodiment of the present invention. [Figure 75] 10(a) to 10(d) are diagrams illustrating an example of a second reliability advance notice effect according to an embodiment of the present invention. [Figure 76] 10(a) to 10(d) are diagrams illustrating an example of a third reliability advance notice effect according to an embodiment of the present invention. [Figure 77] 10(a) to 10(d) are diagrams illustrating an example of a fourth reliability advance notice effect according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0011] An embodiment of the present invention will be described below. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention. Furthermore, in the following description, the side toward the player (nearby) will be referred to as "front" and the opposite side as "rear."
[0012] 1. Configuration of the gaming machine in this embodiment First, the configuration of a pachinko machine, which is a gaming machine for playing games using gaming values (gaming balls) according to the present invention, will be described.
[0013] <Mechanical structure of a pachinko machine> Fig. 1 is a perspective view of a pachinko machine 1, which is a gaming machine for playing games using gaming values (gaming balls). As shown in Fig. 1, the pachinko machine 1 comprises an outer frame 2 having four sides arranged in a substantially rectangular shape to form an enclosed space, a middle frame 4 attached to the outer frame 2 by a hinge mechanism so as to be able to open and close freely, and a front frame 6 attached to the middle frame 4 by a hinge mechanism so as to be able to open and close freely.
[0014] Like the outer frame 2, the middle frame 4 has four sides arranged in a substantially rectangular shape, forming an enclosed space. In the pachinko machine 1, a game board 30 (see FIG. 2) is held in the enclosed space of the middle frame 4. A glass or resin transparent plate 11 is held in the front frame 6. In the pachinko machine 1, when the middle frame 4 and the front frame 6 are closed against the outer frame 2, the game board 31 (see FIG. 2) installed in front of the middle frame 4 when the pachinko machine 1 is viewed from the front and the transparent plate 11 face each other substantially parallel to each other with a predetermined distance between them, and the game board 30 can be seen from the front of the pachinko machine 1 through the transparent plate 11.
[0015] An operating handle 12 that protrudes from the front side of the pachinko machine 1 is provided at the bottom of the front frame 6. The operating handle 12 is provided with a firing operating lever 12a that can be rotated by the player, and when the player rotates the firing operating lever 12a to perform the firing operation, a game ball as a game value is fired by a firing mechanism (not shown) with a strength that corresponds to the rotation angle of the firing operating lever 12a. The game ball thus fired rises between rails 32, 33 (see FIG. 2) provided on a game board surface 31a (see FIG. 2), which is the surface of the game board 31 of the game board 30, and is guided to a game area 40 (see FIG. 2).
[0016] Fig. 2 is a front view of the game board 30. As shown in Fig. 2, the game area 40 is a space formed between the game board surface 31a and the transparent plate 11 (see Fig. 1), and is an area where game balls can flow down or roll. The game board 30 has a large number of nails and windmills on the game board surface 31a, and game balls guided into the game area 40 collide with the nails and windmills, causing them to flow down or roll in irregular directions.
[0017] The play area 40 is equipped with a first play area 40L and a second play area 40R, which have different degrees of entry of game balls depending on the launch strength of the launch mechanism. The first play area 40L is located on the left side of the play area 40 as seen by a player facing the pachinko machine 1, and the second play area 40R is located on the right side of the play area 40 as seen by a player facing the pachinko machine 1. In the pachinko machine 1, the rail 33 ends at the top of the left side of the play area 40, so that game balls launched by the launch mechanism with a launch strength less than a predetermined strength will enter the first play area 40L, and game balls launched with a launch strength equal to or greater than the predetermined strength will enter the second play area 40R.
[0018] Furthermore, the game area 40 is provided with a first start opening 51, a second lower start opening 52A, a second upper start opening 52B, and multiple general winning openings 58 through which game balls can enter, and in detail, a game ball that enters the first game area 40L can enter the first start opening 51 and multiple general winning openings 58, and a game ball that enters the second game area 40R can enter the second lower start opening 52A and the second upper start opening 52B. When a game ball enters the first start opening 51, the second lower start opening 52A, the second upper start opening 52B, or the general winning opening 58, a predetermined prize ball set for each opening is paid out to the player. In the pachinko machine 1, the number of prize balls may be any number equal to or greater than one, and the number of prize balls paid out from each of the first start opening 51, the second lower start opening 52A, the second upper start opening 52B, and the general prize opening 58 may be different or may be the same. In the pachinko machine 1, it is also possible to set the number of prize balls paid out when a game ball enters the first start opening 51 to be less than the number of prize balls paid out when a game ball enters the second lower start opening 52A and the second upper start opening 52B. In the following description, the second lower start opening 52A and the second upper start opening 52B will also be collectively referred to as the second start opening 52.
[0019] In the pachinko machine 1, a first starting area is provided within the first starting hole 51, and a second starting area is provided within the second starting hole 52. When a gaming ball enters the first starting hole 51 or the second starting hole 52 and enters the first starting area or the second starting area, an internal lottery is held to determine one of a plurality of pre-defined special symbols. Each special symbol is associated with various benefits (game profits), such as whether or not a jackpot game can be executed as a special gaming state advantageous to the player, and what kind of gaming state the subsequent gaming state will be. Therefore, when a gaming ball enters the first starting hole 51 or the second starting hole 52, the player not only acquires a predetermined prize ball, but also has the opportunity to enter a lottery to win the right to receive various benefits.
[0020] Furthermore, the first starting opening 51, the second lower starting opening 52A, and the gate 53 described below are configured as starting openings that are always open to allow game balls to enter. Meanwhile, the second upper starting opening 52B is provided with a movable piece 54a that can be opened and closed near it, and is configured as a variable starting opening in which the ease with which game balls can enter the second upper starting opening 52B changes depending on the state of the movable piece 54a. Specifically, the movable piece 54a is normally recessed on the back side of the game board 30, closing the second upper starting opening 52B, and game balls flow down the front side of the movable piece 54a, making it difficult or impossible for game balls to enter the second upper starting opening 52B.
[0021] In contrast, when a gaming ball passes through the gate 53 provided in the second gaming area 40R, a lottery for a normal symbol, which will be described later, is held. If a winning symbol is selected in this lottery, the movable piece 54a is controlled to an open state for a predetermined time. When the movable piece 54a is in the open state, the movable piece 54a protrudes toward the front side of the gaming board 30 and functions as a tray that guides gaming balls that fall onto the movable piece 54a to the second upper starting opening 52B. In other words, when the movable piece 54a is in the open state, an auxiliary game is executed that makes it easier for gaming balls to enter the second upper starting opening 52B. In this way, the movable piece 54a functions as a movable member (a start-variable winning device) that transitions between an open state that allows gaming balls to enter the second upper starting opening 52B and a closed state that makes it more difficult or impossible for gaming balls to enter the second upper starting opening 52B than the open state.
[0022] A large prize opening device 60 having a large prize opening 65 through which game balls can enter is provided below the second game area 40R. A movable piece 61 is provided in the large prize opening device 60 so as to be able to open and close the large prize opening 65. The movable piece 61 faces above the pachinko machine 1 and protrudes into the second game area 40R, where game balls roll and flow down. Therefore, when the movable piece 61 is maintained in the closed state, game balls flowing down the second game area 40R will fall onto the movable piece 61. When the movable piece 61 is maintained in the closed state, it is inclined so that the left side of the pachinko machine 1 is slightly lower than the right side. Therefore, when a game ball falls onto the movable piece 61, the game ball will roll slowly from right to left on the movable piece 61.
[0023] In the pachinko machine 1, when a jackpot game described later is executed, the movable piece 61 slides toward the back side of the game board 30, transitioning between a closed state and an open state, thereby opening and allowing a game ball to enter the big prize opening 65. Therefore, in the pachinko machine 1, when the movable piece 61 transitions from the closed state to the open state, the game ball that has been rolling on the movable piece 61 falls into the big prize opening 65 by its own weight.
[0024] With this configuration, in the pachinko machine 1, even if the time for which the movable piece 61 is maintained in the open state is set to be short, it is possible to guide a predetermined number of game balls into the special prize opening 65. In other words, the time for which the movable piece 61 is maintained in the open state, which is required to allow a predetermined number of game balls to enter the special prize opening 65, can be shortened. In addition, a hole that communicates with the back side of the game board 30 is formed on the back side of the special prize opening device 60, and game balls that enter the special prize opening 65 are discharged to the back side of the game board 30.
[0025] Also, due to this configuration, in the pachinko machine 1 of this embodiment, the large prize opening 65 is configured as a prize opening for a jackpot game, and when a game ball enters the large prize opening 65, a predetermined number of game balls (for example, 15 balls) of two or more game balls are paid out to the player as prize balls for each game ball that enters.
[0026] A gaming ball that enters through the large prize opening 65 passes through an outlet 69 located on the lower side and is discharged to the outside from the back side of the large prize opening device 60. Note that a gaming ball that passes through the large prize opening detection sensor 67 is detected by a large prize opening discharge detection sensor 68, which is a gaming ball detection sensor, and it is detected whether or not the gaming ball has been properly discharged from the discharge outlet 69 of the large prize opening device 60 to the back side of the gaming board 30 within a predetermined time.
[0027] Furthermore, game balls that do not enter the second upper starting opening 52B or the large prize opening 65 pass through the large prize opening device 60 as they are, are guided above the second lower starting opening 52A, and either enter the second lower starting opening 52A or simply flow downward. Note that the second lower starting opening 52A can be configured to notify the player that they should aim at the first game area 40L (i.e., recommending left-handed shots) when a prize is detected in a state where the number of prize balls is set to one and the game ball should be shot at the first game area 40L, for example.
[0028] At the bottom of the game area 40, there is provided an outlet 55 that discharges game balls that do not enter any of the general winning opening 58, the first starting opening 51, the second starting opening 52, or the big winning opening 65 from the game area 40 to the back side of the game board 30.
[0029] As shown in Figures 1 and 2, the pachinko machine 1 is also provided with a performance display device 400, which is a display device (display unit) made of a liquid crystal display device that displays images and which executes performances in response to the progress of the game, such as changes in the game state, whether or not a ball has entered each winning slot, and the results of various lotteries, a performance role device 410, a performance lighting device 420 made of lamps that can be controlled to various lighting modes and emission colors, a sound output device 430 made of a speaker, and a performance operation device 450 that accepts player operations related to the performances.
[0030] The effect display device 400 is provided with an image display unit 400a as an image display device that displays an image in a position visible from the front side of the pachinko machine 1, approximately in the center of the game board 30, and is provided on the back side of the middle frame 4 when the pachinko machine 1 is viewed from the front, so that it is provided further back than the game board 31. In other words, in the pachinko machine 1, the game board 31 is located in front of the image display unit 400a.
[0031] As shown in Figure 2, the effect display device 400 displays effect patterns 401L, 401C, and 401R arranged on the left, center, and right sides, respectively, of the image display unit 400a in a variable manner, and a variable effect is executed in which the result of the jackpot lottery is notified to the player depending on the stopping display mode of the effect patterns 401L, 401C, and 401R.
[0032] The effect device 410 is positioned in front of the image display section 400a of the effect display device 400, and is normally retracted so as not to interfere with the display of the image display section 400a, but when the effect patterns 401L, 401C, 401R are being displayed in a changing state, it moves forward in front of the image display section 400a, giving the player a sense of anticipation of a big win.
[0033] As shown in Figures 1 and 2, the performance lighting device 420 is configured to have, for example, an LED as a light source and a lens that diffuses the light emitted from the LED, and is provided on the performance prop device 410, the game board 30, etc., and is controlled to light up in various ways in accordance with the images displayed on the performance display device 400, etc.
[0034] As shown in Fig. 1, the sound output device 430 is a so-called speaker provided at the top of the front frame 6 or at the bottom of the outer frame 2, and outputs various pieces of music toward the front side of the pachinko machine 1 in accordance with the images displayed on the performance display device 400. Note that the term "music" includes all concepts related to sound, such as musical sounds, noises, voices, and onomatopoeia.
[0035] The effect operation device 450 has an effect push button 451 that accepts a push operation by the player, and an effect rotation lever 452 that accepts a rotation operation by the player to rotate the entire effect operation device 450, and is provided at approximately the center position in the width direction of the pachinko machine 1 and at a position lower than the transparent plate 11. The effect operation device 450 is activated in accordance with the image displayed on the effect display device 400, and when it accepts an operation by the player within the operation activation period, various effects are executed using the effect display device 400 and the effect gimmick device 410 according to the operation.
[0036] Additionally, an upper tray 22 is provided behind the performance operation device 450, to which prize balls paid out from the pachinko machine 1 and game balls loaned from the game ball loaning device are guided, and a lower tray is provided below the upper tray 22. In the pachinko machine 1, when the upper tray 22 is filled with game balls, game balls that cannot enter the upper tray 22 are guided to the lower tray (not shown). Additionally, a ball ejection hole (not shown) is formed on the bottom surface of the lower tray for ejecting game balls from the lower tray. The ball ejection hole is normally closed by an opening / closing plate (not shown), but by operating a ball ejection knob (not shown), the opening / closing plate slides, etc., and the ball ejection hole is opened, allowing game balls to be ejected from the ball ejection hole below the lower tray.
[0037] As shown in Figure 2, the game board 30 is provided with an information display device 70 located outside the game area 40 and in a position visible to the player, as a device for displaying various game-related situations. The information display device 70 has a first special pattern display 71, a second special pattern display 72, a first special pattern reserve display 73, a second special pattern reserve display 74, a normal pattern display 75, a normal pattern reserve display 76, and a right-hit notification display 77 (see Figure 3).
[0038] <Control structure of pachinko machines> FIG. 3 is a block diagram showing each component of the pachinko machine 1. The main control unit 100, which is configured on a main control board, controls the progress of the game and includes a main CPU 100a, a main ROM 100b, and a main RAM 100c. The main CPU 100a reads programs stored in the main ROM 100b and performs arithmetic processing based on input signals from each detection switch and the payout control unit 300 connected to the main control unit 100. The main CPU 100a also directly controls each device and display, or, depending on the results of the arithmetic processing, sends commands generated by the main control unit 100 to the sub-control unit 200 and payout control unit 300 connected to the main control unit 100, thereby executing control processing related to the progress of the game. The main RAM 100c functions as a data work area during the arithmetic processing of the main CPU 100a.
[0039] The main control unit 100 includes a general winning opening detection switch 58s for detecting that a game ball has entered the general winning opening 58, a first start opening detection switch 51s for detecting that a game ball has entered the first start opening 51, a second lower start opening detection switch 52As for detecting that a game ball has entered the second lower start opening 52A, a second upper start opening detection switch 52Bs for detecting that a game ball has entered the second upper start opening 52B, a gate detection switch 53s for detecting that a game ball has passed through the gate 53, and a special winning opening detection switch 54s for detecting that a game ball has entered the first start opening 51. A large prize opening detection switch 65s provided on the large prize opening detection sensor 67 (see Figure 2) that detects when a game ball enters the prize opening 65, a large prize opening discharge detection switch 68s provided on the large prize opening discharge detection sensor 68 (see Figure 2) that detects when a game ball is discharged from the large prize opening 65, and an out ball detection switch 80s that detects game balls discharged from the game area 40 are connected, and the detection signals output from each detection switch are input to the main control unit 100.
[0040] A junction passage is provided on the back of the game board 30, and game balls that enter the general winning opening 58, the first starting opening 51, the second starting opening 52, and the big winning opening 65, and game balls that are guided to the back side from the discharge opening 55, join together in the junction passage and are guided to the facilities of the game center. An out ball detection switch 80s is provided in the junction passage, and all game balls that are discharged from the game area 40, in other words, all game balls that are shot into the game area 40, are detected by the out ball detection switch 80s.
[0041] In addition, the main control unit 100 is connected to a normal electric device solenoid 54so that operates the movable piece 54a of the second upper starting opening 52B, and a large prize opening solenoid 61so that operates the movable piece 61 of the large prize opening 65, and is configured so that the main control unit 100 controls the opening and closing of the second starting opening 52 and the large prize opening 65, and controls the assistance of winning into the large prize opening 65.
[0042] In addition, the main control unit 100 is connected to a first special pattern display 71, a second special pattern display 72, a first special pattern reserved display 73, a second special pattern reserved display 74, a normal pattern display 75, a normal pattern reserved display 76, and a right-hit notification display 77, and the main control unit 100 controls the display of each of these displays.
[0043] In the pachinko machine 1, the types of games are broadly divided into special games that are started when a game ball enters the first start hole 51 or the second start hole 52, and regular games that are started when a game ball passes through the gate 53. The main ROM 100b of the main control unit 100 stores various programs for progressing the special games and regular games, as well as data and tables required for various games.
[0044] The main CPU 100a executes controls related to the progress of the game, such as an internal lottery using generated random numbers to determine whether a special symbol will be drawn, control to output a signal to the normal electric accessory solenoid 54so to activate the movable piece 54a, control to output a signal to the jackpot opening solenoid 61so to activate the movable piece 61, and control to change the probability of winning a special symbol in the internal lottery. The main CPU 100a converts the results of each control and detection signals input from each detection switch into commands (main control commands) and sends them to the payout control unit 300 and the sub-control unit 200. Note that the control to change the probability of winning a special symbol refers to a game state determination control that determines the game state after the end of a jackpot game as either a normal state in which the probability of winning a special symbol in the internal lottery is the normal probability, or a special state in which the probability is higher than the normal probability.
[0045] In addition, the pachinko machine 1 is provided with multiple abnormality detection sensors 81 that detect possible abnormalities or fraud, such as a radio wave detection sensor that detects radio waves, a magnetic detection sensor that detects magnetism, and a door open sensor that detects the open state of the middle frame 4 or front frame 6, and is configured so that an abnormality detection signal is input from each abnormality detection sensor 81 to the main control unit 100.
[0046] In addition, a setting change switch 82s is provided on the back of the game board 30. The setting change switch 82s is configured to be accessible with a dedicated key. In the pachinko machine 1, operations to change and check the setting values are possible provided that the setting change switch 82s is turned on. Note that the pachinko machine 1 has a function in which any of the setting values with different degrees of advantage is stored as a registered setting value in a setting value buffer, and the game progresses according to the stored registered setting value. However, in this embodiment, a case where only a setting value of 1 (registered setting value = 1) is provided as a setting value is shown.
[0047] A RAM clear button is provided on the back of the gaming board 30 so that it can be pressed, and pressing of the RAM clear button is detected by a RAM clear switch 83s. The RAM clear switch 83s is connected to the main control unit 100, and pressing the RAM clear button inputs a RAM clear operation signal from the RAM clear switch 83s to the main control unit 100. If a RAM clear operation signal is input from the RAM clear switch 83s when the power is turned on, the main CPU 100a clears the main RAM 100c.
[0048] A performance display monitor 84 is provided on the back of the game board 30. In the pachinko machine 1, the main control unit 100 causes the performance display monitor 84 to display the registered setting values and the base ratio.
[0049] The payout control unit 300 controls the firing of game balls and the payout of prize balls. Similar to the main control unit 100, the payout control unit 300 also includes a CPU, ROM, and RAM (not shown), and is connected to the main control unit 100 so as to be able to communicate bidirectionally. A game information output terminal board 311 is connected to the payout control unit 300, and various information on the progress of the game output from the main control unit 100 is output via the payout control unit 300 and the game information output terminal board 311 to an external counter, a hall computer of the gaming parlor, etc.
[0050] The payout control unit 300 is also connected to a payout motor 312 for paying out the game balls stored in the storage unit to the player as prize balls. The payout control unit 300 controls the payout motor 312 based on a payout number designation command sent from the main control unit 100 to pay out a predetermined number of prize balls to the player. At this time, the pachinko machine 1 is configured so that the number of paid out game balls is detected by a payout ball counting switch 313s, and it is determined whether the prize balls to be paid out have been paid out to the player.
[0051] In addition, the payout control unit 300 is connected to a tray full detection switch 314s that detects whether the lower tray is full. The tray full detection switch 314s is provided in a passage that guides gaming balls from the upper tray 22 to the lower tray, and is configured to output the presence or absence of gaming balls at the tray full detection switch 314s as a gaming ball detection signal to the payout control unit 300. That is, the payout control unit 300 determines that the lower tray is full when the gaming ball detection signal is input continuously for a predetermined period of time, and determines that the full state has been canceled when the continuous input of the gaming ball detection signal is discontinued. Note that, when it is determined that the lower tray is full, the sub-control unit 200 notifies the player that the lower tray is full, for example, using the effect display device 400, sound output device 430, etc.
[0052] The payout control unit 300 is also provided with a launch control circuit 301 that controls the launch of gaming balls. A touch sensor 12s, which is provided on the operating handle 12 and detects when a player touches the operating handle 12, and an operation volume 12v, which detects the operation angle of the launch operation lever 12a, are connected to the payout control unit 300. When signals are input from the touch sensor 12s and the operation volume 12v, the launch control circuit 301 executes control to energize a launch solenoid 12so provided on the gaming ball launcher to launch gaming balls.
[0053] The sub-controller 200, which is made up of a sub-control board and serves as a performance control unit that controls performances related to games, mainly controls each performance during play and standby, and is equipped with a sub-CPU 200a, a sub-ROM 200b, and a sub-RAM 200c. Note that in the pachinko machine 1, the main controller 100 is connected to the sub-controller 200 so that communication is possible only in one direction, from the main controller 100 to the sub-controller 200, in order to prevent fraud.
[0054] The sub-CPU 200a is configured to read out programs stored in the sub-ROM 200b and perform arithmetic processing based on commands sent from the main control unit 100, input signals from the timer, etc., and also to function as a performance control means that executes control related to performance, such as image display control for displaying images on the performance display device 400, performance prop control for driving and illuminating the performance prop device 410, lighting control for lighting the performance lighting device 420, and music output control for outputting music from the sound output device 430. The sub-RAM 200c functions as a data work area during the arithmetic processing of the sub-CPU 200a.
[0055] The sub-ROM 200b stores a large number of different image data to be displayed on the performance display device 400, and the sub-CPU 200a reads the image data from the sub-ROM 200b to a VRAM (not shown) and controls the image display on the performance display device 400.
[0056] Also connected to the sub-controller 200 are a press operation detection switch 451s that detects a press operation by the player on the effect press button 451 of the effect operation device 450, and a turn operation detection switch 452s that detects a turn operation by the player on the effect turn lever 452. When the press operation detection switch 451s detects a press operation by the player on the effect press button 451, it outputs an effect press operation detection signal to the sub-controller 200, and when the turn operation detection switch 452s detects a turn operation by the player on the effect turn lever 452, it outputs an effect turn operation detection signal to the sub-controller 200. Then, based on signals input to the sub-controller 200 such as the effect press operation detection signal and the effect turn operation detection signal, as well as the progress of the game, the sub-controller 200 executes effects using the effect display device 400, the effect gimmick device 410, the effect lighting device 420, the sound output device 430, etc.
[0057] Each control unit is connected to a power supply board (not shown), and power is supplied to each board from a commercial power source via the power supply board. The power supply board is also provided with a backup power supply consisting of a capacitor. The RTC 200d provided in the sub-control unit 200 receives power from this backup power supply and keeps track of the current time.
[0058] <Address map of memory area used by the main CPU> Fig. 4 is an address map of the memory area used by the main CPU 100a. In Fig. 4, addresses are shown in hexadecimal, and "H" indicates a hexadecimal number. As shown in Fig. 4, the memory area used by the main CPU 100a includes a memory area (0000H to 2FFFH) allocated to the main ROM 100b and a memory area (F000H to F3FFH) allocated to the main RAM 100c.
[0059] The memory area of the main ROM 100b is divided into a used area (0000H to 1A7AH) that stores programs and data for controlling the progress of the game, and an unused area (2000H to 2BFFH) that is an area other than the used area and stores programs and data for performing processes for conducting tests specified in the gaming machine regulations and processes for displaying the performance display monitor 84 (including processes for calculating the base ratio to be displayed on the performance display monitor 84).
[0060] The used area of the main ROM 100b includes a program area (0000H-0A89H) for storing programs for controlling the progress of games, an unused area (0A8AH-0FFFH), and a data area (10000H-1A7AH) for storing data other than programs. Note that the used area may not include the unused area (0A8AH-0FFFH).
[0061] The unused area of the main ROM 100b includes a program area (2000H to 27FFH) that stores programs for performing processes for conducting tests stipulated by gaming machine regulations and for displaying the performance display monitor 84, and a data area (2800H to 2BFFH) that stores data other than these programs.
[0062] In addition to the used area and unused area, the memory area of the main ROM 100b also includes an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH) in which arbitrary data such as the program title and version is stored, an unused area (1F00H to 1FFFH), an unused area (2C00H to 2FBFH), and a program management area (2FC0H to 2FFFH) in which information necessary for the main CPU 100a to execute a program is stored.
[0063] The memory area of the main RAM 100c is divided into a used area (F000H to F1FFH) that is temporarily used when a program for controlling the progress of the game is being executed, and a non-used area (F210H to F228H) that is an area other than the used area and is temporarily used when a program for performing processing for performing tests specified in the gaming machine regulations or processing for displaying the performance display monitor 84 is being executed.
[0064] The used area of the main RAM 100c includes a work area (F000H-F12AH) that is temporarily used when a program for controlling the progress of a game is being executed, an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH) that temporarily stores data while a program for controlling the progress of a game is being executed. Note that the used area may not include the unused area (F12BH-F1D7H).
[0065] The unused area of the main RAM 100c includes a work area (F210H to F21FH) that is temporarily used when programs for performing tests stipulated in gaming machine regulations and for displaying the performance display monitor 84 are being executed, and a stack area (F220H to F228H) that temporarily compares data when these programs are being executed.
[0066] In addition to the used area and unused area, the memory area of the main RAM 100c also includes an unused area (F200H to F20FH) and an unused area (F229H to F3FFH).
[0067] In this way, the main ROM 100b and main RAM 100c are provided with separate areas: a used area used to control the progress of the game, and a non-used area used to execute processes for conducting tests stipulated by gaming machine regulations and for controlling the display of the performance display monitor 84.
[0068] In the main RAM 100c, a 16-byte unused area (F200H-F20FH) is provided between the used area and the unused area. This unused area (F200H-F20FH) is set as a boundary area that separates the used area and the unused area, making the boundary between the used area and the unused area clear and preventing the unused area from being used when a program for controlling the progress of a game is being executed, and preventing the used area from being used when a program for performing a test specified by the gaming machine regulations or a program for performing a display control of the performance display monitor 84 is being executed.
[0069] The unused area between the used area and the unused area only needs to be at least 1 byte, and from the viewpoint of preventing fraud, it is preferable that it be 4 bytes or more, and more preferably 16 bytes or more. Furthermore, writing and reading of data into the unused area is prohibited, but from the viewpoint of preventing fraud, it may be cleared at a predetermined timing.
[0070] <Overview of Pachinko Machine Games> Next, a game in the pachinko machine 1 of this embodiment will be explained together with various tables stored in the main ROM 100b.
[0071] The pachinko machine 1 of this embodiment is configured so that two types of games, special games and normal games, progress in parallel. The special games progress in either a low probability game state or a high probability game state, and the normal games progress in either a non-time-saving game state or a time-saving game state.
[0072] Details of each game state will be described later, but the low-probability game state is a game state in which the probability of winning the right to play a big prize game in which the big prize opening is opened is set low, and the high-probability game state is a game state in which the probability of winning the right to play a big prize game is set high. The non-time-saving game state is a game state in which the movable piece 54a is less likely to open and a game ball is less likely to enter the second upper starting opening 52B, and the time-saving game state is a game state in which the movable piece 54a is more likely to open than in the non-time-saving game state and a game ball is more likely to enter the second upper starting opening 52B. In the time-saving game state, when game balls are continuously shot toward the second game area 40R during play, the game balls are set to decrease slightly or almost not decrease at all.
[0073] Because special games and regular games proceed simultaneously, the pachinko machine 1 is in a game state that combines a low-probability game state or a high-probability game state with a non-time-saving game state or a time-saving game state. Hereinafter, for ease of understanding, the game state related to special games, i.e., the low-probability game state and the high-probability game state, will be referred to as the special game state, and the game state related to regular games, i.e., the non-time-saving game state and the time-saving game state, will be referred to as the regular game state. The initial state of the pachinko machine 1 is set to the low-probability game state and the non-time-saving game state.
[0074] When a player operates the operating handle 12 to launch a gaming ball into the gaming area 40, and the gaming ball flowing down the gaming area 40 enters the first starting hole 51 or the second starting hole 52, a lottery (hereinafter referred to as a "big role lottery") is held to determine whether or not the player will receive a gaming profit. If a big win is won in this big role lottery, the big prize opening 65 is opened and a big role game is executed in which a gaming ball can enter the big prize opening 65, and the game status after the big role game ends is set to one of the above game statuses. The big role lottery method will be described below.
[0075] As will be described in more detail later, when a gaming ball enters the first starting port 51 or the second starting port 52, various random number values related to the big role lottery (jackpot determination random number, winning symbol random number, variable pattern random number) are obtained, and these random number values are stored in the special symbol reserve memory area of the main RAM 100c. Hereinafter, the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the first starting port 51 will be collectively referred to as special 1 reserve, and the various random numbers stored in the special symbol reserve memory area when a gaming ball enters the second starting port 52 will be collectively referred to as special 2 reserve.
[0076] The special symbol reservation memory area of the main RAM 100c includes a first special symbol reservation memory area and a second special symbol reservation memory area. The first special symbol reservation memory area and the second special symbol reservation memory area each have four memory sections (first to fourth memory sections). When a gaming ball enters the first starting hole 51, the special symbol 1 reservation is stored in order from the first memory section of the first special symbol reservation memory area, and when a gaming ball enters the second starting hole 52, the special symbol 2 reservation is stored in order from the first memory section of the second special symbol reservation memory area.
[0077] For example, when a gaming ball enters the first starting hole 51, if no reservation is stored in any of the first to fourth storage units of the first special chart reservation storage area, a special 1 reservation is stored in the first storage unit. Also, for example, if a gaming ball enters the first starting hole 51 in a state where a special 1 reservation is stored in the first to third storage units, the special 1 reservation is stored in the fourth storage unit. Also, when a gaming ball enters the second starting hole 52, similarly to the above, a special 2 reservation is stored in the storage unit with the smallest number (ordinal number) among the first to fourth storage units of the second special chart reservation storage area, in which a special 2 reservation is not stored.
[0078] However, the number of special 1 reserves (X1) and the number of special 2 reserves (X2) that can be stored in the first special chart reserve memory area and the second special chart reserve memory area are each set to four. Therefore, for example, when a gaming ball enters the first starting hole 51, if four special 1 reserves are already stored in the first special chart reserve memory area, no new special 1 reserves will be stored by the entry of the gaming ball into the first starting hole 51. Similarly, when a gaming ball enters the second starting hole 52, if four special 2 reserves are already stored in the second special chart reserve memory area, no new special 2 reserves will be stored by the entry of the gaming ball into the second starting hole 52.
[0079] <Random number judgment table for determining jackpot> 5 is a diagram illustrating the low probability jackpot determination random number judgment table for the pachinko machine 1 of this embodiment. When a gaming ball enters the first start hole 51 or the second start hole 52, one jackpot determination random number is obtained from the range of 0 to 65535. Then, when the big win lottery starts, that is, when the jackpot determination is made, a jackpot determination random number judgment table is selected according to the game state, and the big win lottery is made using the selected jackpot determination random number judgment table and the obtained jackpot determination random number.
[0080] During the game, the lottery for the big win is performed by referring to the jackpot determination random number judgment table corresponding to the currently set value (registered set value stored in the set value buffer). As mentioned above, in this embodiment, the setting value is set to 1 (registered set value = 1).
[0081] In a low probability game state, when starting the lottery for the special 1 reserve and the special 2 reserve, the lottery for the special 1 reserve is performed by referring to the low probability jackpot determination random number judgment table shown in Figure 5. According to this low probability jackpot determination random number judgment table, if the jackpot determination random number is 10001 to 10225, it is judged as a jackpot, and if it is any other jackpot determination random number, it is judged as a miss. Therefore, the probability of a jackpot in this case is approximately 1 / 291.3.
[0082] FIG. 6 is a diagram illustrating the high probability jackpot determination random number judgment table for the pachinko machine 1 of this embodiment. When starting a lottery for a major role for special 1 reserve and special 2 reserve in a high probability game state, the high probability jackpot determination random number judgment table is referenced. The high probability jackpot determination random number judgment table is also provided for each setting value, similar to the low probability jackpot determination random number judgment table. As mentioned above, this embodiment shows a case where only setting value = 1 (registered setting value = 1) is provided as a setting value.
[0083] When the game is in a high probability game state and the setting value is set to 1 (registered setting value = 1), a lottery for a major role is performed by referring to the high probability jackpot determination random number judgment table shown in Figure 6. According to this high probability jackpot determination random number judgment table, a jackpot is determined to have occurred if the jackpot determination random number is between 10001 and 11018, and a loss is determined if the jackpot determination random number is any other number. Therefore, the jackpot probability in this case is approximately 1 / 64.4.
[0084] <Winning symbol random number determination table> FIG. 7 is a diagram illustrating a winning symbol random number determination table for the pachinko machine 1 of this embodiment. When a gaming ball enters the first starting slot 51 or the second starting slot 52, a winning symbol random number is obtained from a range of 0 to 99. When a "jackpot" determination result is derived by the above-mentioned major role lottery, the type of special symbol is determined based on the obtained winning symbol random number and the winning symbol random number determination table. At this time, if a "jackpot" is won by the special 1 reserve, the special 1 winning symbol random number determination table a is selected as shown in FIG. 7(a). If a "jackpot" is won by the special 2 reserve, the special 2 winning symbol random number determination table b is selected as shown in FIG. 7(b). Hereinafter, the special symbol determined by the winning symbol random number, i.e., the special symbol determined when a jackpot determination result is obtained, is referred to as the jackpot symbol, and the special symbol determined when a loss determination result is obtained is referred to as the loss symbol.
[0085] According to the special 1 winning pattern random number determination table a shown in Figure 7(a) and the special 2 winning pattern random number determination table b shown in Figure 7(b), a jackpot pattern (special patterns A to E) is determined as the special pattern depending on the value of the obtained winning pattern random number, as shown in the figure.
[0086] In addition, when the result of the big role lottery is "miss", if the result of the lottery is derived by special 1 reservation, special pattern X is determined as the losing pattern without drawing a lottery, and when the result of the lottery is derived by special 2 reservation, special pattern Y is determined as the losing pattern without drawing a lottery. In other words, the winning pattern random number determination table is referenced only when the result of the big role lottery is "big win", and is not referenced when the result of the big role lottery is "miss".
[0087] <Random number judgment table for determining reach groups> FIG. 8 is a diagram illustrating a reach group determination random number judgment table. A plurality of reach group determination random number judgment tables are provided, and a preset table is selected depending on the reserved type, reserved number, game status, and variable status associated with the game status. When a game ball enters the first start opening 51 or the second start opening 52, one reach group determination random number is obtained from the range of 0 to 10006. As described above, once the big role lottery result is derived, a process is performed to determine a variable performance pattern (variation mode number, variable pattern number) that notifies the big role lottery result. In this embodiment, when the big role lottery result is a "miss," in determining the variable performance pattern, the group type is first determined by the reach group determination random number and the reach group determination random number judgment table. Note that the variable status specifies which table is referenced to determine the variable performance pattern, and is a concept that is set separately from the game status.
[0088] For example, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s (hereinafter simply referred to as the "reserved number") at the time of the big role lottery is 0, then the reach group determination random number judgment table 1 is selected, as shown in FIG. 8(a). Similarly, when the game state is set to a non-time-saving game state, if a "miss" big role lottery result is derived based on the special 1 reserve, and the number of reserved special 1s at the time of the big role lottery is 1, then the reach group determination random number judgment table 2 is selected, as shown in FIG. 8(b). If the number of reserved special 1s is 2 or 3, then the reach group determination random number judgment table 3 is selected, as shown in FIG. 8(c). Note that in FIG. 8, the group x listed in the group type column indicates an arbitrary group number. Therefore, various group numbers are determined as the group type depending on the acquired reach group determination random number and the type of reach group determination random number judgment table referenced.
[0089] Here, we have explained the reach group determination random number judgment table that is referenced when a ``miss'' major role lottery result is derived based on special 1 reservation in a non-time-saving game state, but main ROM 100b also stores many other reach group determination random number judgment tables.
[0090] <Random number judgment table for determining reach mode> 9 is a diagram illustrating the reach mode determination random number judgment table. This reach mode determination random number judgment table is roughly divided into a reach mode determination random number judgment table at the time of loss, which is selected when the big role lottery result is "loss", and a reach mode determination random number judgment table at the time of jackpot, which is selected when the big role lottery result is "jackpot". Note that the reach mode determination random number judgment table at the time of loss is provided for each group type determined as described above, and the reach mode determination random number judgment table at the time of jackpot is provided for each reserve type.
[0091] In addition, each reach mode determination random number judgment table is provided for each game state and symbol type. Here, an example of a reach mode determination random number judgment table for group x when a miss is made, which is referenced in a predetermined game state and symbol type, is shown in Figure 9(a), an example of a reach mode determination random number judgment table for special 1 when a jackpot is hit is shown in Figure 9(b), and an example of a reach mode determination random number judgment table for special 2 when a jackpot is hit is shown in Figure 9(c).
[0092] When a game ball enters the first start hole 51 or the second start hole 52, one reach mode determination random number is obtained from the range of 0 to 250. If the result of the big role lottery is a "lose", as shown in Figure 9(a), a reach group determination random number judgment table at the time of a miss corresponding to the group type determined by the lottery of the group type is selected, and a variation mode number is determined based on the selected reach mode determination random number judgment table at the time of a miss and the reach group determination random number.
[0093] Furthermore, if the result of the above-mentioned big role lottery is a "jackpot," as shown in Figures 9(b) and (c), a random number judgment table for determining the jackpot reach mode corresponding to the read-out hold type is selected, and a variable mode number is determined based on the selected random number judgment table for determining the jackpot reach mode and the reach group determination random number.
[0094] Furthermore, in each reach mode determination random number determination table, the reach group determination random number is associated with a variation pattern random number determination table, which will be described later, along with a variation mode number; the variation pattern random number determination table is determined at the same time that the variation mode number is determined. In FIG. 9, the table x listed in the variation pattern random number determination table column indicates an arbitrary table number. Therefore, the variation mode number and the table number of the variation pattern random number determination table are determined according to the acquired reach group determination random number and the type of reach mode determination random number determination table to be referenced. In addition, in this embodiment, the variation mode number and the variation pattern number, which will be described later, are set in hexadecimal. Hereinafter, when a hexadecimal number is indicated, "H" is added, but the notation 〇〇H in FIGS. 9 to 11 indicates an arbitrary value expressed in hexadecimal.
[0095] As described above, when the result of the big role lottery is a "miss," first, the group type is determined by the reach mode determination random number judgment table and the reach group determination random number shown in Fig. 8. Then, according to the determined group type and the game state, the variation mode number and the variation pattern random number judgment table are determined by the reach mode determination random number judgment table when a miss is shown in Fig. 9(a) and the reach group determination random number.
[0096] On the other hand, if the result of the big prize lottery is a "jackpot," the jackpot reach mode determination random number judgment table shown in Figure 9, which corresponds to the determined jackpot pattern (type of special pattern), will be referenced, and the reach mode determination random number will be used to determine the fluctuation mode number and fluctuation pattern random number judgment table.
[0097] <Fluctuation pattern random number determination table and fluctuation time determination table> 10 is a diagram illustrating a fluctuation pattern random number determination table. Here, a fluctuation pattern random number determination table x for a predetermined table number x is shown, but in addition to this, many other fluctuation pattern random number determination tables are provided for each table number.
[0098] When a game ball enters the first starting hole 51 or the second starting hole 52, one fluctuation pattern random number is acquired from the range of 0 to 238. Then, based on the fluctuation pattern random number determination table determined at the same time as the above fluctuation mode number and the acquired fluctuation pattern random number, a fluctuation pattern number is determined as shown in the figure.
[0099] In this way, when the big role lottery is performed, a fluctuation mode number and a fluctuation pattern number are determined according to the result of the big role lottery (special symbol type), the determined symbol type, the game state, the number of reserved positions, the reserved type, etc. These fluctuation mode numbers and fluctuation pattern numbers specify the fluctuation performance pattern, and each of them is associated with the mode and time of the fluctuation performance.
[0100] 11 is a diagram illustrating a variable time determination table. This variable time is the time until the determined special symbol is stopped and displayed on the first special symbol display device 71 or the second special symbol display device 72.
[0101] As described above, once the fluctuation mode number is determined, fluctuation time 1 is determined according to the fluctuation time 1 determination table shown in Fig. 11(a). According to this fluctuation time 1 determination table, fluctuation time 1 is associated with each fluctuation mode number, and the corresponding fluctuation time 1 is determined according to the determined fluctuation mode number.
[0102] Furthermore, as described above, once the fluctuation pattern number is determined, fluctuation time 2 is determined according to the fluctuation time 2 determination table shown in Figure 11 (b). According to this fluctuation time 2 determination table, fluctuation time 2 is associated with each fluctuation pattern number, and the corresponding fluctuation time 2 is determined according to the determined fluctuation pattern number. The total time of the fluctuation times 1 and 2 determined in this way is the time of the fluctuation performance that notifies the result of the big role lottery, that is, the fluctuation time.
[0103] Although details will be described later, when a special symbol is determined based on the special 1 reservation and the change time is determined based on the change mode number and the change pattern number, the change of the symbol is displayed on the first special symbol display 71 for the determined change time, and when the change time has elapsed, the determined special symbol is displayed stationary on the first special symbol display 71. Also, when a special symbol is determined based on the special 2 reservation and the change time is determined based on the change mode number and the change pattern number, the change of the symbol is displayed stationary on the second special symbol display 72 for the determined change time, and when the change time has elapsed, the determined special symbol is displayed stationary on the second special symbol display 72. At this time, when a losing symbol is stopped and displayed on the first special symbol display 71, a loss is confirmed as the result of the big role lottery, and the big role lottery based on the next special 1 reserved lottery can be executed, and when a losing symbol is stopped and displayed on the second special symbol display 72, a loss is confirmed as the result of the big role lottery, and the big role lottery based on the next special 2 reserved lottery can be executed. On the other hand, when a jackpot symbol is stopped and displayed on the first special symbol display 71 or the second special symbol display 72, a jackpot is confirmed as the result of the big role lottery, and the big role game is executed.
[0104] In this way, the fluctuation time specifies the time for the variable display of the symbols on the first special symbol display device 71 or the second special symbol display device 72, in other words, the time until the result of the big role lottery is determined, but a plurality of fluctuation pattern random number determination tables for determining this fluctuation time are provided according to the reserved type, the result of the big role lottery (special symbol type), the game status, etc. As a result, even if the acquired value of the fluctuation pattern random number is the same, a different fluctuation pattern number, i.e., a different fluctuation time, will be determined depending on the selected fluctuation pattern random number determination table.
[0105] When the variation pattern number is determined in the above manner, a variation pattern command corresponding to the determined variation pattern number is transmitted to the sub-control unit 200. In the sub-control unit 200, the mode of variation performance is determined based on the received variation pattern command.
[0106] <Variable time for each game state> 12 is a diagram illustrating the game states and variable times of the pachinko machine 1 of this embodiment. As described above, a special game state and a normal game state are combined to form one game state, and the progress of the game is controlled according to the set game state. As already explained, there are two types of special game states: a low-probability game state and a high-probability game state, which differ in the probability of winning a jackpot. In addition, there are two types of normal game states: a non-time-saving game state and a time-saving game state, which differ in the ease (ball-striking frequency) of game balls entering the second upper starting hole 52B.
[0107] Here, in normal play, the ease with which a gaming ball can enter the second upper starting gate 52B is determined by three factors: winning probability, variable time, and opening time. As will be described in detail later, in normal play, when a gaming ball passes through gate 53, a normal map reserve is stored. Then, based on the stored normal map reserve, a normal map lottery is held to determine whether or not to release movable piece 54a. The result of this normal map lottery is determined after a predetermined variable time has elapsed. If a win is determined as a result of the normal map lottery, movable piece 54a is released. At this time, the winning probability in the normal map lottery, variable time, and opening time for releasing movable piece 54a are each set for each normal play state.
[0108] As shown in Figure 12(a), the pachinko machine 1 has four types of game states, which are combinations of special game states and normal game states. The initial state of the pachinko machine 1 is a low-probability game state and a non-time-saving game state. In the non-time-saving game state, the probability of winning in the normal lottery is low, the fluctuation time is long, and the opening time of the movable piece 54a is short. In the pachinko machine 1, a game state in which the low-probability game state and the non-time-saving game state are combined is called the normal state.
[0109] In addition, the pachinko machine 1 may be set to a high-probability game state and a non-time-saving game state. Hereinafter, a game state in which the high-probability game state and the non-time-saving game state are combined will be referred to as a high-probability non-time-saving state.
[0110] In addition, the pachinko machine 1 may be set to a low-probability game state and a time-saving game state. In the time-saving game state, the probability of winning in the regular lottery is high, the fluctuation time is short, and the opening time of the movable piece 54a is long. Hereinafter, a game state that combines the low-probability game state and the time-saving game state will be referred to as a low-probability time-saving state.
[0111] Furthermore, the pachinko machine 1 may be set to a high-probability game state and a time-shortened game state. Hereinafter, a game state in which the high-probability game state and the time-shortened game state are combined will be referred to as a high-probability time-shortened state.
[0112] The sub-controller 200 sets a presentation mode corresponding to the game state set by the main controller 100. The presentation mode defines the background image, BGM, etc. displayed on the presentation display device 400, and the content of the presentation differs for each presentation mode. In other words, the player can identify the current game state by the presentation mode.
[0113] As described above, four game states are provided in the pachinko machine 1. Then, as shown in Fig. 12(b), a variation pattern random number determination table is selected according to the game state when the big role lottery is performed, the reserved type, the number of variations in the game state, and the type of symbol, and a variation pattern number is determined by referring to the selected variation pattern random number determination table.
[0114] Here, in the pachinko machine 1, a substantial variable target is set for each game state. The substantial variable target essentially indicates the type of reserve for which a major prize lottery should be held, and for each game state, either the special 1 reserve or the special 2 reserve is set as the substantial variable target. In the normal state, the special 1 reserve is set as the substantial variable target. Also, in the normal state, since the normal game state is a non-time-saving game state, the movable piece 54a is controlled to a closed state, and the movable piece 54a does not guide the game ball to the second upper starting hole 52B. Therefore, in the normal state, the player needs to launch the game ball toward the first game area 40L to cause the game ball to enter the first starting hole 51.
[0115] In the normal state, when a lottery for a big role is performed by the special 1 reserved, which is the actual variable target, and a losing symbol is determined, table A is selected as the variable pattern random number determination table. According to this table A, the variable time is determined within the range of 3 to 100 seconds. Also, in the normal state, when a lottery for a big role is performed by the special 1 reserved, and a winning symbol is determined, table B is selected as the variable pattern random number determination table. According to this table B, the variable time is determined within the range of 40 to 100 seconds.
[0116] On the other hand, in the normal state, when a big role lottery is performed by the special 2 reserve, which is not actually subject to change, a different change pattern random number determination table is selected depending on the number of changes related to the special 2 reserve since the game state was set (the number of times the pattern change display on the second special pattern display 72 has occurred; hereinafter referred to as the "second change number"). Specifically, if the second change number since the normal state was set is four or less, a special table is selected as the change pattern random number determination table regardless of the determined pattern type. According to this special table, the change time is always determined to be one minute. In contrast, if the second change number since the normal state was set is five or more, table C is selected as the change pattern random number determination table regardless of the determined pattern type. According to this table C, the change time is always determined to be ten minutes.
[0117] Specifically, the normal state is configured to be transitionable from a low-probability time-saving state and a high-probability non-time-saving state in which the actual change target is set to the second reserve, and since there may be four special 2 reserves stored in the second special chart reserve memory area at the time when the termination conditions for the low-probability time-saving state and the high-probability non-time-saving state are met and the state transitions to the normal state, when the number of second changes is four or less, a special table is selected as the change pattern random number determination table.
[0118] In addition, in the pachinko machine 1, the second lower starting opening 52A is provided in the second game area 40R, and the second lower starting opening 52A is configured as a starting opening that always allows game balls to enter. Due to the playability of the pachinko machine 1, the second lower starting opening 52A is positioned so that game balls can enter more easily than the first starting opening 51. Therefore, if the fluctuation time for the special 2 reserve is shortened when the second fluctuation count is five or more times since the normal state is set, the player will be given more opportunities than necessary to win the big prize lottery. Therefore, in accordance with the inherent playability in the normal state, the fluctuation time is set to a long time, such as 10 minutes, when the second fluctuation count is five or more times since the normal state is set, in order to appropriately launch game balls toward the first game area 40L. As a result, in a normal state, even if a player causes a game ball to enter the second lower starting hole 52A, the chances of executing a lottery for a major role based on the special 2 reservation become extremely small.
[0119] In the low-probability time-saving state, the special 2 reserve is set as the actual variable. Also, in the low-probability time-saving state, the normal game state is set as the time-saving game state, and the movable piece 54a is frequently controlled to the open state, so that the game ball launched toward the second game area 40R is guided to the second upper starting port 52B by the movable piece 54a. Therefore, in the low-probability time-saving state, the player needs to launch the game ball toward the second game area 40R to make the game ball enter the second upper starting port 52B.
[0120] In the low-probability time-saving state, when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, Table D is selected as the variation pattern random number determination table regardless of the determined symbol type. According to this Table D, the variation time is always determined to be 10 seconds. Note that when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, in the low-probability time-saving state, the impact on gameplay is smaller than when a major role lottery is performed using the special 2 reserve, which is not actually subject to change in the normal state. Therefore, in the low-probability time-saving state, the variation time when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, is set to a short 10 seconds.
[0121] In the low probability time-saving state, when a lottery for a big role is performed by the special 2 reserved, which is the actual variable target, and a losing symbol is determined, table E is selected as the variable pattern random number determination table. According to this table E, the variable time is determined within a range of 1 to 3 seconds. Also, in the low probability time-saving state, when a lottery for a big role is performed by the special 2 reserved, and a winning symbol is determined, table F is selected as the variable pattern random number determination table. According to this table F, the variable time is determined within a range of 3 to 10 seconds.
[0122] In the high probability non-time-saving state, the special 2 reserve is set as the actual variable. Also, in the high probability non-time-saving state, the normal game state is set as the non-time-saving game state, and the movable piece 54a is controlled to the closed state, so that the game ball launched toward the second game area 40R is not guided by the movable piece 54a to the second upper starting port 52B. Therefore, in the high probability non-time-saving state, the player needs to launch the game ball toward the second game area 40R to make the game ball enter the second lower starting port 52A.
[0123] In the high probability non-time-saving state, when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, Table G is selected as the variation pattern random number determination table regardless of the determined symbol type. According to this Table G, the variation time is always determined to be 10 seconds. Note that when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, in the high probability non-time-saving state, the impact on gameplay is smaller than when a major role lottery is performed using the special 2 reserve, which is not actually subject to change in the normal state. Therefore, in the high probability non-time-saving state, the variation time when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, is set to a short 10 seconds.
[0124] In a high probability non-time-saving state, when a lottery for a big role is performed by the special 2 reserved, which is the actual variable target, and a losing symbol is determined, table H is selected as the variable pattern random number determination table. According to this table H, the variable time is determined within a range of 1 to 3 seconds. Also, in a high probability non-time-saving state, when a lottery for a big role is performed by the special 2 reserved, and a winning symbol is determined, table I is selected as the variable pattern random number determination table. According to this table I, the variable time is determined within a range of 3 to 10 seconds.
[0125] In the high-probability time-saving state, the special 2 reserve is set as a substantial variable. Also, in the high-probability time-saving state, the normal game state is set as a time-saving game state, and the movable piece 54a is frequently controlled to the open state, so that the game ball launched toward the second game area 40R is guided to the second upper starting port 52B by the movable piece 54a. Therefore, in the high-probability time-saving state, the player needs to launch the game ball toward the second game area 40R to make the game ball enter the second upper starting port 52B.
[0126] In the high-probability time-saving state, when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, Table J is selected as the variation pattern random number determination table regardless of the determined symbol type. According to this Table J, the variation time is always determined to be 10 seconds. Note that when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, in the high-probability time-saving state, the impact on gameplay is smaller than when a major role lottery is performed using the special 2 reserve, which is not actually subject to change in the normal state. Therefore, in the high-probability time-saving state, the variation time when a major role lottery is performed using the special 1 reserve, which is not actually subject to change, is set to a short 10 seconds.
[0127] In the high probability time-shortened state, a lottery for a big role is performed by the special 2 reserved, which is the actual variable target, and when a losing symbol is determined, table K is selected as the variable pattern random number determination table. According to this table K, the variable time is determined within a range of 1 to 3 seconds. Also, in the high probability time-shortened state, a lottery for a big role is performed by the special 2 reserved, and when a winning symbol is determined, table L is selected as the variable pattern random number determination table. According to this table L, the variable time is determined within a range of 3 to 10 seconds.
[0128] As described above, a real variable is set for each game state, and when a lottery for a major role based on a reserved type that is a real variable is performed, the maximum variable time is 100 seconds. On the other hand, when a lottery for a major role based on a reserved type that is not a real variable is performed, the variable time is approximately 10 minutes, so that a game that goes against the original nature of the game is not played.
[0129] <Special electric accessory operation ram set table> 13 is a diagram illustrating the special electric device activation ram set table for the pachinko machine 1 of this embodiment. The special electric device activation ram set table stores various data for controlling the big prize game, and during the big prize game, the special electric device activation ram set table is referenced to control the energization of the big prize opening solenoid 61so. In reality, a plurality of special electric device activation ram set tables are provided for each type of special symbol (big prize symbol), and a corresponding table is set at the start of the big prize game according to the type of special symbol determined. However, for the sake of explanation, the control data for the special symbol is shown here for each type of symbol.
[0130] As shown in Figure 13, the big prize game consists of multiple rounds of play in which the big prize opening is opened and closed a predetermined number of times. According to this special electric device activation RAM set table, the opening time (the waiting time until the first round of play begins), the maximum number of special electric device activations (the number of rounds of play executed during one big prize game), the number of special electric device opening and closing switches (the number of times the big prize opening is opened in one round), the solenoid energization time (the energization time of the big prize opening solenoid 61so for each opening of the big prize opening, i.e., the opening time of one big prize opening), the specified number (the maximum number of wins that can be won into the big prize opening in one round of play), the effective time for closing the big prize opening (the closing time of the big prize opening between rounds of play, i.e., the interval time), and the ending time (the waiting time from the end of the last round of play until the normal special game (the variable display of the symbols described below) is resumed) are pre-stored as control data for each type of special symbol as shown in the figure.
[0131] If a jackpot is won by the special 1 reserve and special symbols A and B are determined as the jackpot symbols, a big prize game consisting of two rounds of play is executed. In this big prize game, the big prize opening 65 is opened only once each in the first and second rounds of play. In each round of play, the big prize opening 65 is open for a maximum of 29.0 seconds, and when the specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the big prize opening 65 is closed and one round of play ends.
[0132] Furthermore, if a jackpot is won by the special 1 reserve and the special symbol C is determined as the jackpot symbol, a big prize game consisting of 10 rounds of play is executed. In this big prize game, the big prize opening 65 is opened only once in each of the first to tenth rounds of play. In each round of play, the big prize opening 65 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the big prize opening 65 is closed and one round of play ends.
[0133] Furthermore, if a jackpot is won by the special 2 reserve and the special symbols D and E are determined as the jackpot symbols, a big prize game consisting of 10 rounds of play is executed. In this big prize game, the big prize opening 65 is opened only once each in the first to tenth rounds of play. In each round of play, the big prize opening 65 is opened for a maximum of 29.0 seconds, and when a specified number of game balls enter during this time or the maximum opening time (29.0 seconds) has elapsed, the big prize opening 65 is closed and one round of play ends.
[0134] <Game Status Setting Table> 14 is a diagram illustrating a game state setting table for setting the game state after the end of a big win game in the pachinko machine 1 of this embodiment. In the pachinko machine 1, when a big win game is executed, the game state after the end of the big win game is set by referring to the game state setting table according to the game state at the time of winning the big win, the reserved type, and the type of special symbol (big win symbol).
[0135] If the game state at the time of winning a jackpot is normal, and a jackpot is won through a special 1 reserve, which is essentially subject to change, the game state after the big win is set according to the type of jackpot symbol. Specifically, if special symbols A or B are determined as the jackpot symbol, the game is set to a low-probability time-saving state (the special game state is a low-probability game state, and the normal game state is a time-saving game state). At this time, the number of times the time-saving game state continues (hereinafter referred to as the "time-saving number of times") is set to 100. This means that the time-saving game state continues until 100 big win lotteries have been drawn. However, the above-mentioned time-saving number of times indicates the maximum number of times the time-saving game state of 1 can continue. If a jackpot is won before the above-mentioned number of times is reached, the game state will be set again. Therefore, when the time-saving game state is set after the end of the big win game, if a lottery result other than a jackpot is derived 100 times without a jackpot result being derived in the time-saving game state, the game state will be changed to a non-time-saving game state (normal state).
[0136] Furthermore, if the special symbol C is determined as the jackpot symbol, the game will be set to a low-probability time-saving state (the special game state will be a low-probability game state, and the normal game state will be a time-saving game state). At this time, the number of time-saving times will be set to 10,000. Therefore, if the special symbol C is determined, after the big win game, the big win lottery can be executed up to 10,000 times, so there is an extremely high probability of winning the jackpot during the low-probability time-saving state.
[0137] Also, if the game state at the time of winning the jackpot is the normal state, if the jackpot is won by the special 2 reserve, which is not actually subject to change, the game state after the big win is set as follows. That is, if the special symbols D and E are determined as the jackpot symbols, it is set to a high probability non-time-saving state (the special game state is a high probability game state, and the normal game state is a non-time-saving game state). At this time, the number of high probability times is set to 100.
[0138] If the game state at the time of winning the jackpot is a low-probability time-saving state, when the jackpot is won by a special 1 reserve that is not actually subject to change, the game state after the big win is set as follows: That is, if special symbols A to C are determined as the jackpot symbol, the game state is set to a low-probability time-saving state with the time-saving count set to 10,000 times.
[0139] On the other hand, if the game state at the time of winning a jackpot is a low-probability time-saving state, when a jackpot is won by the special 2 reserve, which is essentially subject to change, the game state after the big win game is set as follows. That is, if special symbol D is determined as the jackpot symbol, it is set to a high-probability time-saving state (the special game state is a high-probability game state, and the normal game state is a time-saving game state). At this time, the number of high-probability times is set to 100, and the number of time-saving times is set to 10,000. Also, if special symbol E is determined as the jackpot symbol, it is set to a high-probability non-time-saving state (the special game state is a high-probability game state, and the normal game state is a non-time-saving game state). At this time, the number of high-probability times is set to 100.
[0140] If the game state at the time of winning the jackpot is a high probability non-time-saving state, when the jackpot is won by a special 1 reserve that is not actually subject to change, the game state after the big win is set as follows: That is, if special symbols A to C are determined as the jackpot symbol, the game state is set to a low probability time-saving state with the time-saving count set to 100 times.
[0141] On the other hand, if the gaming state at the time of winning a jackpot is a high probability non-time-saving state, when a jackpot is won by the special 2 reserve, which is essentially subject to change, the gaming state after the big win game is set as follows. That is, if special symbol D is determined as the jackpot symbol, it is set to a high probability time-saving state (the special gaming state is a high probability gaming state, and the normal gaming state is a time-saving gaming state). At this time, the number of high probability times is set to 100, and the number of time-saving times is set to 10,000. Also, if special symbol E is determined as the jackpot symbol, it is set to a high probability non-time-saving state. At this time, the number of high probability times is set to 100.
[0142] If the game state at the time of winning the jackpot is a high-probability time-saving state, when the jackpot is won by a special 1 reserve that is not actually subject to change, the game state after the big win is set as follows: That is, if special symbols A to C are determined as the jackpot symbol, the game state is set to a low-probability time-saving state with the time-saving count set to 10,000 times.
[0143] On the other hand, if the game state at the time of winning the jackpot is a high probability time-saving state, when the jackpot is won by the special 2 reserve, which is essentially subject to change, the game state after the big role play will be set as follows: That is, if the special symbols D and E are determined as the jackpot symbols, it will be set to a high probability time-saving state.
[0144] <Random number determination table for winning> 15 is a diagram illustrating a winning determination random number judgment table for the pachinko machine 1 of this embodiment. When a game ball flowing down the game area 40 passes through the gate 53, a normal symbol determination process (hereinafter referred to as "normal symbol lottery") is performed, which is associated with whether or not to control the energization of the movable piece 54a of the second upper starting opening 52B.
[0145] As will be described in more detail later, when a gaming ball passes through gate 53, one winning determination random number is obtained from the range of 0 to 99, and this random number value is stored in the general map reserve memory area of main RAM 100c, up to a maximum of four. In other words, the general map reserve memory area has four memory sections for saving winning determination random numbers. Therefore, if a gaming ball passes through gate 53 with winning determination random numbers stored in all four memory sections of the general map reserve memory area, no winning determination random number will be stored based on the passage of that gaming ball. Hereinafter, the winning determination random number stored in the general map reserve memory area after a gaming ball passes through gate 53 will be referred to as the general map reserve.
[0146] When the normal game state is in the non-time-saving game state and the normal symbol lottery is initiated, a win determination random number determination table for the non-time-saving game state is referenced, as shown in FIG. 15(a). According to this win determination random number determination table for the non-time-saving game state, if the win determination random number is 0, a winning symbol is determined as the normal symbol type, and if the win determination random number is 1 to 99, a losing symbol is determined as the normal symbol type. Therefore, the probability of determining a winning symbol in the non-time-saving game state, i.e., the probability of winning, is 1 / 100. As will be described in detail later, if a winning symbol is determined in this normal symbol lottery, the movable piece 54a of the second upper starting opening 52B is controlled to an open state, and if a losing symbol is determined, the movable piece 54a of the second upper starting opening 52B is maintained in a closed state.
[0147] Also, when starting a regular symbol lottery in the time-saving gaming state, a time-saving gaming state winning determination random number determination table is referenced, as shown in Figure 15(b). According to this time-saving gaming state winning determination random number determination table, if the winning determination random number is 0 to 98, a winning symbol is determined as the type of regular symbol, and if the winning determination random number is 99, a losing symbol is determined as the type of regular symbol. Therefore, the probability of determining a winning symbol in the time-saving gaming state, i.e., the probability of winning, is 99 / 100.
[0148] <Normal symbol fluctuation time data table and opening / closing control pattern table> FIG. 16(a) is a diagram illustrating a normal symbol variation time data table for the pachinko machine 1 of this embodiment, and FIG. 16(b) is a diagram illustrating an opening / closing control pattern table for the pachinko machine 1 of this embodiment. As described above, when a normal symbol lottery is conducted, the normal symbol variation time is determined. The normal symbol variation time data table is referenced when determining the normal symbol variation time when a winning symbol or a losing symbol is determined by the normal symbol lottery. According to this normal symbol variation time data table, when the gaming state is set to a non-time-saving gaming state, the variation time is determined to be 10 seconds, and when the gaming state is set to a time-saving gaming state, the variation time is determined to be 1 second. Once the variation time is determined in this manner, the normal symbol display 75 displays a variable (blinking) display for the determined time. When a winning symbol is determined, the normal symbol display 75 lights up, and when a losing symbol is determined, the normal symbol display 75 turns off.
[0149] Then, when a winning symbol is determined by the normal symbol lottery and the normal symbol display 75 lights up, the movable piece 54a of the second upper starting opening 52B is controlled to energize by referring to the opening / closing control pattern table, as shown in Figure 16 (b). Note that, in reality, an opening / closing control pattern table is provided for each game state, and depending on the game state when the normal symbol is determined, the corresponding table is set when energization of the normal electric accessory solenoid 54so begins.
[0150] When a winning symbol is determined, as shown in FIG. 16(b), the opening and closing of the second upper starting opening 52B is controlled by referring to the opening and closing control pattern table. According to this opening / closing control pattern table, the time before normal power is released (waiting time until the second upper start port 52B begins to open), the maximum number of times the normal electric device opens and closes (number of times the second upper start port 52B is opened), the solenoid power supply time (power supply time of the normal electric device solenoid 54so for each number of times the second upper start port 52B is opened, i.e., the opening time of one second upper start port 52B), the specified number (maximum number of winning entries into the second upper start port 52B while the second upper start port 52B is fully open), the normal power closing effective time (closing time between each opening of the second upper start port 52B, i.e., the pause time), the normal power effective state time (waiting time from the end of the last opening of the second upper start port 52B), and the normal power end wait time (waiting time until the variable display of the normal pattern described below resumes after the normal power effective state time has elapsed) are pre-stored as control data for the second upper start port 52B for each game state, as shown in the figure.
[0151] The opening / closing conditions for the second upper starting opening 52B stipulate three elements: the probability of winning a normal symbol, the duration of the variable display of the normal symbol, and the opening duration of the second upper starting opening 52B. In this embodiment, two of these elements are set to be more advantageous for the time-saving game state than for the non-time-saving game state, so that the game ball is more likely to enter the second upper starting opening 52B in the time-saving game state than in the non-time-saving game state. However, one or three of the three elements may be set to be more advantageous for the time-saving game state than the non-time-saving game state. In any case, by making the time-saving game state more advantageous than the non-time-saving game state in at least one element, it is possible to make it easier for the game ball to enter the second upper starting opening 52B overall in the time-saving game state than in the non-time-saving game state. In other words, when the game state is set to a non-time-shortened game state, the movable piece 54a is controlled to open and close in accordance with a first condition, and when the game state is set to a time-shortened game state, the movable piece 54a is controlled to open and close in accordance with a second condition that is more likely to open than the first condition.
[0152] <Game state transition> 17 is a diagram illustrating the gameplay of the pachinko machine 1 of this embodiment. In the following, we will mainly explain the case where the player properly launches the game ball and the game progresses in accordance with the original gameplay, that is, the case where the game continues normally, and basically omit explanations of cases where irregular events occur. Note that the case where the game continues normally refers to the case where the player plays in accordance with the original gameplay, and refers to the case where irregular events such as various errors or game stoppages do not occur.
[0153] With the above configuration, the pachinko machine 1 realizes the following gameplay. First, the initial state of the pachinko machine 1 is set to the normal state shown in FIG. 17 (1). In the normal state, the actual variable target is set to special 1 reserve, so the player shoots the game ball toward the first game area 40L to make the game ball enter the first starting hole 51. Since the first game area 40L is located on the left side of the game board 30, the player will perform what is called a "left shot" in the normal state.
[0154] When a game ball enters the first starting hole 51, the special 1 reserve is stored in the first special symbol reserve memory area. The special 1 reserves stored in the first special symbol reserve memory area are read out sequentially when the starting conditions are met, and a lottery for a big prize is held based on the read special 1 reserves. At this time, the probability of winning a jackpot is set to approximately 1 / 291.3. Under normal circumstances, the game is played with the aim of winning a jackpot in the lottery for a big prize based on this special 1 reserve.
[0155] In the normal state, if a jackpot is won in the big prize lottery by the special 1 reservation, a big prize game is executed. In this big prize game, a round game in which the big prize opening 65 is opened is executed 2 or 10 times, and the player can win prize balls for 2 or 10 rounds. When a jackpot is won by the special 1 reservation, one of the special symbols A to C is determined as the jackpot symbol.
[0156] In the normal state, even if the jackpot symbol stopped and displayed on the first special symbol display 71 is any of the special symbols A to C, the game state after the big win game will be the low-probability time-saving state shown in (2) of Figure 17. Also, if a jackpot is won in the first reserve and special symbols A and B are determined as the jackpot symbol, and the game transitions to the low-probability time-saving state, the number of time-saving times is set to 100. And, if a jackpot is won in the first reserve and special symbol C is determined as the jackpot symbol, and the game transitions to the low-probability time-saving state, the number of time-saving times is set to 10,000.
[0157] When a jackpot is won with Special 1 reserved, the probability that special symbols A and B will be determined as the jackpot symbol is 90%, and the probability that special symbol C will be determined as the jackpot symbol is 10%. Therefore, when a jackpot is won in normal mode, there is a 90% chance that the game state will transition to a low-probability time-saving mode with the number of time-saving times set to 100, and a 10% chance that the game state will transition to a low-probability time-saving mode with the number of time-saving times set to 10,000.
[0158] In the low-probability time-saving state, the actual variable target is set to the special 2 reserve. Also, since the normal game state is the time-saving game state, the movable piece 54a is frequently controlled to the open state, making it easier for the ball to enter the second upper starting hole 52B. The player will hit the ball to the right, aiming at the second game area 40R, in order to make the game ball enter the second upper starting hole 52B.
[0159] In the low-probability time-saving mode, when a game ball enters the second upper starting slot 52B, the special 2 reserve is stored in the second special symbol reserve memory area. The special 2 reserves stored in the second special symbol reserve memory area are sequentially read out when the starting conditions are met, and a lottery for a big prize is held based on the read special 2 reserves. At this time, the probability of winning a jackpot is set to approximately 1 / 291.3. Note that in the low-probability time-saving mode, the probability of winning a jackpot is the same as in the normal mode, approximately 1 / 291.3, but because the normal game mode is the time-saving mode, the movable piece 54a frequently opens. As a result, the prize ball firing ratio is 100:99, allowing players to aim for a jackpot while reducing the consumption of game balls.
[0160] When the game state transitions to the low-probability time-saving state and the number of times the big win lottery is executed reaches the number of time-saving times set for the time-saving game state, if a jackpot is not won before the number of time-saving times set for the time-saving game state, the game state transitions back to the normal state (time-saving exit). In the pachinko machine 1 of this embodiment, in the low-probability time-saving state transitioned from the normal game state, if the number of time-saving times is set to 100, the big win lottery is executed 100 times and a jackpot is not won, a time-saving exit occurs. If the number of time-saving times is set to 10,000, the big win lottery is executed 10,000 times and a jackpot is not won, a time-saving exit occurs. Also, in the pachinko machine 1, when the game state transitions from the high-probability time-saving state described below to the low-probability time-saving state, since 9,900 time-saving times remain as the number of time-saving times at the time the low-probability time-saving state begins, a time-saving exit occurs if the big win lottery is executed 9,900 times and a jackpot is not won.
[0161] In the pachinko machine 1 of this embodiment, since the probability of winning a jackpot is approximately 1 / 291.3, a time-saving skip may occur in a low-probability time-saving state in which the number of time-saving times is set to 100. On the other hand, in the pachinko machine 1, in a low-probability time-saving state in which the number of time-saving times is set to 10,000, the consumption of game balls is reduced, while the machine is configured to function as a state in which the next jackpot is essentially guaranteed.
[0162] In the low probability time-saving state, if a jackpot is won in the lottery for the big prize by the special 2 reserve, a big prize game is executed. In this big prize game, the big prize opening 65 is opened and a round game is executed 10 times, and the player can win prize balls for 10 rounds.
[0163] In the low-probability time-saving state, if the jackpot symbol stopped and displayed on the second special symbol display 72 is special symbol D, the game state after the big win game will be the high-probability time-saving state shown in Figure 17 (4). If a jackpot is won in the second reserve and special symbol D is determined as the jackpot symbol, transitioning to the high-probability time-saving state, the number of time-saving times will be set to 10,000. Also, if the jackpot symbol stopped and displayed on the second special symbol display 72 is special symbol E, the game state after the big win game will be the high-probability non-time-saving state shown in Figure 17 (3).
[0164] When a jackpot is won with Special 2 Reserve, the probability that Special Pattern D will be determined as the jackpot pattern is 15%, and the probability that Special Pattern E will be determined as the jackpot pattern is 85%. Therefore, when a jackpot is won in a low-probability time-saving state, there is a 15% chance that the game state will transition to a high-probability time-saving state in which the number of time-saving times is set to 10,000, and there is an 85% chance that the game state will transition to a high-probability non-time-saving state.
[0165] Because of this configuration, in the low probability time-saving state, although the probability of winning the jackpot in the big prize lottery based on the special 2 reserve is set to approximately 1 / 291.3, by setting the normal game state to the time-saving game state, the movable piece 54a is controlled to the open state, making it easier for the ball to enter the second upper starting port 52B, and the variable time, which is the time it takes for the determined special pattern to be stopped and displayed on the special 2 special pattern display 72, is determined within the range of 3 to 10 seconds, making it a state that is more advantageous for the player than the normal state, and in the pachinko machine 1 of this embodiment, it is a game state that functions as the first lower rush mode.
[0166] In the high probability non-time-saving state, the actual variable target is set to special 2 reserve. Also, since the normal game state is the non-time-saving game state, the movable piece 54a is controlled to the closed state, making it difficult or impossible for the ball to enter the second upper starting hole 52B. The player will hit the ball to the right, aiming at the second game area 40R, in order to have the game ball enter the second lower starting hole 52A.
[0167] In the high probability non-time-saving state, when a game ball enters the second lower starting hole 52A, the special 2 reserve is stored in the second special chart reserve memory area. The special 2 reserves stored in the second special chart reserve memory area are read out sequentially when the starting conditions are met, and a lottery for a big win is held based on the read special 2 reserves. At this time, the probability of winning a jackpot is set to approximately 1 / 64.4.
[0168] If the game state shifts to a high probability non-time-shortened state and no jackpot is won before the number of times the big prize lottery is executed reaches the high probability number set for the high probability non-time-shortened state, the game state will shift back to the normal state (end of high probability).
[0169] In the high probability non-time-saving state, if a jackpot is won in the big prize lottery by the special 2 reserve, a big prize game is executed. In this big prize game, a round game in which the big prize opening 65 is opened is executed 10 times, and the player can win prize balls for 10 rounds.
[0170] In the high-probability non-time-shortened state, if the jackpot symbol stopped and displayed on the second special symbol display 72 is special symbol D, the game state after the big win game will be the high-probability time-shortened state shown in Figure 17 (4). If a jackpot is won in the second reserve and special symbol D is determined as the jackpot symbol, resulting in a transition to the high-probability time-shortened state, the number of time-shortened times will be set to 10,000. Also, if the jackpot symbol stopped and displayed on the second special symbol display 72 is special symbol E, the game state after the big win game will be the high-probability non-time-shortened state shown in Figure 17 (3).
[0171] When a jackpot is won with Special 2 reserved, the probability that special symbol D will be determined as the jackpot symbol is 15%, and the probability that special symbol E will be determined as the jackpot symbol is 85%. Therefore, when a jackpot is won in a high probability non-time-saving state, there is a 15% probability that the game state will transition to a high probability non-time-saving state in which the number of time-saving times is set to 10,000, and there is an 85% probability that the current high probability non-time-saving state will end and a big role game will start, and after the big role game ends, a new high probability non-time-saving state in which the number of high probability times is set to 100 will start.
[0172] Because of this configuration, in the high-probability non-time-saving state, the probability of winning a jackpot in the big role lottery based on the special 2 reserve is set to approximately 1 / 64.4, and the special 2 reserve is set as the actual variable target. Although the movable piece 54a is maintained in a closed state, making it difficult for the game ball to enter the second upper starting port 52B, the game ball can be easily entered into the second lower starting port 52A by firing the game ball toward the second game area 40R. Therefore, it is configured as a state that functions as a so-called ST (special time) state, which is more advantageous for the player than the normal state. In the pachinko machine 1 of this embodiment, it is a game state that functions as a second lower rush mode, which is more advantageous than the normal state and the low-probability time-saving state, but not more advantageous than the high-probability time-saving state.
[0173] In addition, in pachinko machine 1, the probability of winning a jackpot in the big prize lottery based on the special 2 reserve in the high probability non-time-shortened state is set to approximately 1 / 64.4, so the probability of winning a jackpot in 100 big prize lotteries based on the special 2 reserve, that is, the probability that the high probability time-shortened state that functions as the second rush mode or the higher rush mode described below will continue, is configured to be approximately 80%.
[0174] In pachinko machine 1, the probability of winning a jackpot in the big prize lottery based on the special 2 reserve in the high probability non-time-shortened state is set to approximately 1 / 64.4, so the probability of winning a jackpot in 100 big prize lotteries based on the special 2 reserve, that is, the probability that the high probability non-time-shortened state or the high probability time-shortened state will continue, is configured to be approximately 80%.
[0175] In the high probability time-saving state, the actual variable target is set to the special 2 reserve. Also, since the normal game state is the time-saving game state, the movable piece 54a is frequently controlled to the open state, making it easy for the ball to enter the second upper starting hole 52B. The player will hit the ball to the right, aiming at the second game area 40R, in order to make the game ball enter the second upper starting hole 52B.
[0176] In the high probability time-saving state, when a game ball enters the second upper starting hole 52B, the special 2 reserve is stored in the second special chart reserve memory area. The special 2 reserves stored in the second special chart reserve memory area are read out sequentially when the starting conditions are met, and a lottery for a big win is held based on the read special 2 reserves. At this time, the probability of winning a jackpot is set to approximately 1 / 64.4.
[0177] In the high probability time-saving state, if a jackpot is won in the lottery for the big prize by the special 2 reserve, a big prize game is executed. In this big prize game, the big prize opening 65 is opened and a round game is executed 10 times, and the player can win prize balls for 10 rounds.
[0178] In the high-probability time-saving state, whether the jackpot symbol stopped and displayed on the second special symbol display 72 is either special symbol D or E, the game state after the big win game will be the high-probability time-saving state shown in Figure 17 (4). If a jackpot is won in the second reserve and special symbol D or E is determined as the jackpot symbol, transitioning to the high-probability time-saving state, the number of time-saving times will be set to 10,000. Therefore, if a jackpot is won in the high-probability time-saving state, there is a 100% chance that the current high-probability time-saving state will end and big win game will begin, and after the big win game ends, the number of high-probability times will be set to 100, and a high-probability non-time-saving state will begin with the number of time-saving times set to 10,000.
[0179] If the high-probability time-saving mode is entered and the number of times the big win lottery is executed reaches the high-probability number set for the high-probability time-saving mode, and no jackpot is won before the high-probability time-saving mode is entered, the high-probability mode ends, and the special game mode transitions from the high-probability game mode to the low-probability game mode. At this point, the normal game mode has 9,900 time-saving modes remaining. Therefore, in pachinko machine 1, if the high-probability time-saving mode is entered and the number of times the big win lottery is executed reaches the high-probability number set for the high-probability time-saving mode, and no jackpot is won before the high-probability time-saving mode is entered, the game mode transitions from the high-probability time-saving mode to the low-probability time-saving mode.
[0180] As described above, the pachinko machine 1 of this embodiment is configured so that, since the probability of winning a jackpot in the low-probability time-saving state is approximately 1 / 291.3, when the low-probability time-saving state is initiated with 9,900 time-saving cycles remaining, the consumption of game balls is reduced while essentially guaranteeing the next jackpot.
[0181] In other words, in the pachinko machine 1 of this embodiment, when the machine transitions to the high probability time-shortening state, if a jackpot is won before the high probability number of times is reached in the big prize lottery based on the second reservation, which is executed up to 100 times, the high probability time-shortening state will be set again after the big prize play, in which 10 rounds of round play are executed, regardless of whether the special pattern displayed in a stopped state on the second special pattern display 72 is special pattern D or E, and the high probability time-shortening state will be able to be executed continuously.
[0182] Furthermore, in the pachinko machine 1 of this embodiment, even if a jackpot is not won in the big prize lottery based on the second reservation in the high-probability time-shortening state, the big prize lottery based on the second reservation is executed in the low-probability time-shortening state with 9,900 time-shortening times remaining, so that the next jackpot win and 10 rounds of round play are essentially guaranteed, and when special pattern D is displayed stopped on the second special pattern display 72, a high-probability time-shortening state is set after the big prize play ends, and when special pattern E is displayed stopped on the second special pattern display 72, a high-probability non-time-shortening state is set after the big prize play ends.
[0183] With this configuration, the pachinko machine 1 of this embodiment is set to a high-probability time-shortening state as the game state, so that even if a player does not win a jackpot in the big role lottery based on the second hold in the high-probability time-shortening state, the next jackpot and 10 rounds of round play are essentially guaranteed.In other words, a single jackpot win that sets the high-probability time-shortening state can provide a gameplay in which the next jackpot and 10 rounds of round play are essentially stocked, thereby increasing the player's interest in the game.
[0184] Also, because of this configuration, in the high-probability time-saving state, the probability of winning a jackpot in the big prize lottery based on the special 2 reserve is set to approximately 1 / 64.4, and the special 2 reserve is set as the actual variable target. Furthermore, since the movable piece 54a is controlled to the open state and it becomes easier for the game ball to enter the second upper starting hole 52B, it is configured as a state that functions as a so-called ST state, which is more advantageous for the player than the normal state, and in the pachinko machine 1 of this embodiment, it is a gaming state that functions as a higher-level rush mode. Furthermore, in the pachinko machine 1, even if a jackpot is not won in the big prize lottery based on the second reserve in the high-probability time-saving state, the big prize lottery based on the second reserve is executed in the low-probability time-saving state that functions as the first lower-level rush mode with 9,900 time-saving times remaining.
[0185] In other words, in the pachinko machine 1 of this embodiment, by transitioning to a high probability time-saving state, an upper rush mode with a high probability number of times set to 100 and a first lower rush mode with a time-saving number of times set to 9,900 are essentially granted.
[0186] Furthermore, due to this configuration, the pachinko machine 1 is configured so that the probability of winning a jackpot in the big prize lottery based on the special 2 reserve in the high-probability time-shortened state is set to approximately 1 / 64.4, and the probability of winning a jackpot in 100 big prize lotteries based on the special 2 reserve, that is, the probability that the high-probability time-shortened state will continue, is approximately 80%.By being set to the high-probability time-shortened state, the game becomes a high-probability game state with a continuation rate of approximately 80%, and even if the high-probability time-shortened state transitions from the high-probability time-shortened state to the low-probability time-shortened state, a transition to the high-probability non-time-shortened state or the high-probability time-shortened state is essentially guaranteed, and the machine will transition to the high-probability non-time-shortened state or the high-probability time-shortened state, which will continue with a probability of approximately 80%.
[0187] In other words, the pachinko machine 1 is configured so that, by being set to a high probability time-saving state, two sets of ST states, which continue with a probability of approximately 80%, are essentially given, and also, by playing two sets of major role games, in which a maximum of 1,500 prize balls are paid out through 10 rounds of round play that are executed before the ST state begins, a maximum of 3,000 prize balls are paid out.
[0188] FIG. 18 is a diagram illustrating the transition of game states when a game is not played properly in the pachinko machine 1 of this embodiment. As described above, in the pachinko machine 1, the variable display of the symbols on the first special symbol display 71 and the variable display of the symbols on the second special symbol display 72 are performed simultaneously in parallel. In this case, if a major role lottery is performed based on a reserved symbol that is not actually subject to variable play, and a player is likely to suffer a disadvantage as a result, the variable time is set to a long time, such as 10 minutes. However, after a major role lottery is performed based on a reserved symbol that is not actually subject to variable play, for example, if the player interrupts play, a jackpot based on a reserved symbol that is not actually subject to variable play may be confirmed. In this case, the game state transitions as shown in FIG. 18.
[0189] 2. Details of the processing related to gameplay executed by the gaming machine Next, the main processing of the main control unit 100 for realizing the above-mentioned gameplay will be described.
[0190] <Machine status flag> FIG. 19 is a diagram illustrating the gaming machine status flag of the pachinko machine 1 of this embodiment. In the main control unit 100, the gaming machine status flag controls whether or not a game can be played. One of six flag values from 00H to 05H is set to the gaming machine status flag. A flag value of 00H of the gaming machine status flag indicates a playable state, and when the gaming machine status flag is 00H, the game is controlled to proceed, and when the gaming machine status flag is other than 00H, the game is stopped.
[0191] A flag value of 01H for the gaming machine status flag indicates a setting change state, and when the gaming machine status flag is 01H, it is possible to change the registered setting value. A flag value of 02H for the gaming machine status flag indicates a setting confirmation state, and when the gaming machine status flag is 02H, the registered setting value can be confirmed by displaying it on the performance display monitor 84, for example. A flag value of 03H for the gaming machine status flag indicates a setting abnormality state, and when the gaming machine status flag is 03H, the registered setting value is considered abnormal and game play is stopped. A flag value of 04H for the gaming machine status flag indicates a RAM abnormality state, and when the gaming machine status flag is 04H, game play is stopped. A flag value of 05H for the gaming machine status flag indicates a checksum abnormality state, and when the gaming machine status flag is 05H, game play is stopped. When the power is turned on, the gaming machine status flag is set to one of the flag values, and processing according to the gaming machine status flag is performed.
[0192] <Main control unit CPU initialization processing> Figure 20 is a first flowchart explaining the CPU initialization processing in the main control unit 100 related to the pachinko machine 1 of this embodiment, and Figure 21 is a second flowchart explaining the CPU initialization processing in the main control unit 100 related to the simultaneous rotation reference example.
[0193] When power is supplied from the power supply board, a system reset occurs in the main CPU 100a, and the main CPU 100a performs the following CPU initialization process (S100).
[0194] (Step S100-1) When the power is turned on, the main CPU 100a reads a boot program from the main ROM 100b as an initial setting process, and also performs setting processes required to execute various processes.
[0195] (Step S100-3) The main CPU 100a sets a wait processing time in a timer counter.
[0196] (Step S100-5) The main CPU 100a determines whether a power-off warning signal has been detected. The main control unit 100 is provided with a power-off detection circuit, which outputs a power-off warning signal when the power supply voltage drops below a predetermined value. If a power-off warning signal has been detected, the process proceeds to step S100-3, and if a power-off warning signal has not been detected, the process proceeds to step S100-7.
[0197] (Step S100-7) The main CPU 100a determines whether the wait time set in step S100-3 has elapsed. If it is determined that the wait time has elapsed, the process proceeds to step S100-9. If it is determined that the wait time has not elapsed, the process proceeds to step S100-5.
[0198] (Step S100-9) The main CPU 100a executes the processing required to permit access to the main RAM 100c.
[0199] (Step S100-11) The main CPU 100a loads the flag value of the gaming machine status flag before the power is turned off into the D register.
[0200] (Step S100-13) The main CPU 100a calculates the checksum and determines whether the calculated checksum matches the checksum saved at the time of power-off (is normal) and whether the backup flag is normal. If it determines that the backup flag and checksum are normal, the process proceeds to step S100-15. If it determines that either or both are abnormal, the process proceeds to step S100-25.
[0201] (Step S100-15) The main CPU 100a sets an address that does not include a set value or a gaming machine status flag as the first address to be cleared in the main RAM 100c.
[0202] (Step S100-17) The main CPU 100a determines whether a RAM clear operation signal has been input from the RAM clear switch 83s (whether the RAM clear button has been pressed). If it is determined that a RAM clear operation signal has been input, the process proceeds to step S100-31, and if it is determined that a RAM clear operation signal has not been input, the process proceeds to step S100-19.
[0203] (Step S100-19) The main CPU 100a determines whether the flag value of the gaming machine status flag loaded in step S100-11 is 00H (playable state), the setting change switch 82s is on, and the middle frame 4 is open. If it is determined that all three conditions are met, the process proceeds to step S100-21. If it is determined that any one of the three conditions is not met, the process proceeds to step S100-23.
[0204] (Step S100-21) The main CPU 100a sets the gaming machine status flag to 02H (setting confirmation status). That is, when the power is turned on normally with the middle frame 4 open, the setting change switch 82s on, and the RAM clear button not pressed, the setting confirmation status is entered.
[0205] (Step S100-23) The main CPU 100a executes initialization processing to clear the areas of the main RAM 100c that are to be cleared when the power is restored, which are areas after the start address set in step S100-15, and then proceeds to step S100-49.
[0206] (Step S100-25) The main CPU 100a sets 05H (checksum abnormal state) in the D register.
[0207] (Step S100-27) The main CPU 100a performs an outside area read / write check process that checks and clears the read / write memory in the unused area.
[0208] (Step S100-29) The main CPU 100a sets an address including the set value and the gaming machine status flag as the first address to be cleared in the main RAM 100c.
[0209] (Step S100-31) The main CPU 100a checks and clears the read / write memory of the used area.
[0210] (Step S100-33) The main CPU 100a determines whether the check result of the read / write memory in step S100-31 is normal. If it is determined to be normal, the process proceeds to step S100-37. If it is determined to be abnormal, the process proceeds to step S100-35.
[0211] (Step S100-35) The main CPU 100a sets 04H (RAM abnormal state) in the D register and moves the process to step S100-45.
[0212] (Step S100-37) The main CPU 100a determines whether 02H (setting confirmation state) is set in the D register. If it is determined that 02H is set, the process proceeds to step S100-39. If it is determined that 02H is not set, the process proceeds to step S100-41.
[0213] (Step S100-39) The main CPU 100a sets 00H (playable state) in the D register.
[0214] (Step S100-41) The main CPU 100a determines whether the setting change conditions are met. If it is determined that the setting change conditions are met, the process proceeds to step S100-43. If it is determined that the setting change conditions are not met, the process proceeds to step S100-45. Note that the setting change conditions here include at least the following: the setting change switch 82s is on; the middle frame 4 is open; and a RAM clear operation signal is input from the RAM clear switch 83s.
[0215] (Step S100-43) The main CPU 100a sets 01H (setting changed state) in the D register.
[0216] (Step S100-45) The main CPU 100a saves the value set in the D register in the gaming machine status flag.
[0217] (Step S100-47) The main CPU 100a executes initialization processing to clear the items in the main RAM 100c that are to be cleared when the RAM is cleared, and then proceeds to step S100-49.
[0218] (Step S100-49) The main CPU 100a performs a transmission process (storing the RAM clear command in a transmission buffer) of a dispensing command (RAM clear command) to notify the dispensing control board 310 that the main RAM 100c has been cleared.
[0219] (Step S100-51) The main CPU 100a loads the gaming machine status flag.
[0220] (Step S100-53) The main CPU 100a determines whether the gaming machine status flag loaded in step S100-51 is 00H (playable state). If it is determined to be 00H, the process proceeds to step S110. If it is determined not to be 00H, the process proceeds to step S100-55.
[0221] (Step S110) The main CPU 100a performs a sub-command group set process, which will be described later.
[0222] (Step S100-55) The main CPU 100 a performs sub-command set processing for transmitting a predetermined command to the sub-control unit 200 .
[0223] (Step S100-57) The main CPU 100a sets the timer interrupt period.
[0224] (Step S100-59) The main CPU 100a performs processing to disable interrupts.
[0225] (Step S100-61) The main CPU 100a updates the initial value update random number for the winning symbol random number. The initial value update random number for the winning symbol random number is used to determine the initial value and the end value of the winning symbol random number. In other words, when the winning symbol random number goes through one cycle from the initial value update random number for the winning symbol random number to the initial value update random number for the winning symbol random number - 1 by the update process of the winning symbol random number described later, the winning symbol random number will be updated to the initial value update random number for the winning symbol random number at that time.
[0226] (Step S100-63) The main CPU 100a analyzes the received data (main command) received from the dispensing control board 310, and executes various processes according to the received data.
[0227] (Step S100-65) The main CPU 100 a performs processing to transmit the sub-commands stored in the transmission buffer to the sub-control unit 200 .
[0228] (Step S100-67) The main CPU 100a performs processing to permit an interrupt.
[0229] (Step S100-69) The main CPU 100a updates the reach group determination random number, reach mode determination random number, and variation pattern random number, and thereafter repeats the process from step S100-59. Note that, hereinafter, the reach group determination random number, reach mode determination random number, and variation pattern random number for determining the variation presentation pattern are collectively referred to as variation presentation random numbers.
[0230] <Subcommand group set processing> FIG. 22 is a flowchart illustrating the sub-command group setting process (S110) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0231] (Step S110-1) The main CPU 100a loads the flag value of the gaming machine status flag.
[0232] (Step S110-3) The main CPU 100 a performs sub-command set processing for transmitting a predetermined command to the sub-control unit 200 .
[0233] (Step S110-5) The main CPU 100a performs a machine command setting process for setting a machine command indicating machine information of the pachinko machine 1 in a transmission buffer.
[0234] (Step S110-7) The main CPU 100a performs a setting value designation command setting process for setting a setting value designation command indicating a registered setting value in a transmission buffer.
[0235] (Step S110-9) The main CPU 100a performs a special chart 1 reservation designation command setting process that sets a special chart 1 reservation designation command indicating the special chart 1 reservation number in the transmission buffer.
[0236] (Step S110-11) The main CPU 100a performs a special 2 reserve command setting process to set a special 2 reserve designation command indicating the number of special 2 reserves in a transmission buffer.
[0237] (Step S110-13) The main CPU 100a performs a count command setting process for setting a count command indicating the remaining number of times in the time-shortened gaming state in a transmission buffer.
[0238] (Step S110-15) The main CPU 100a performs a fluctuation pattern selection state designation command setting process for setting a fluctuation pattern selection state designation command indicating a fluctuation pattern selection state in a transmission buffer.
[0239] (Step S110-17) The main CPU 100a performs a special game phase designation command setting process to set a special game phase designation command indicating a special game management phase in a transmission buffer. The special game management phase will be described later.
[0240] (Step S110-19) The main CPU 100a determines whether the special game management phase is in a special symbol change waiting state. If it is determined that the special symbol change waiting state is in effect, the main CPU 100a proceeds to step S110-21, and if it is determined that the special symbol change waiting state is not in effect, the sub-command group set process is terminated.
[0241] (Step S110-21) The main CPU 100a sets the customer waiting designation command in the transmission buffer, and ends the subcommand group setting process.
[0242] [Interrupt processing in the main control unit] Next, a description will be given of interrupt processing in the main control unit 100. Here, a description will be given of power-off save processing (XINT interrupt processing) and timer interrupt processing.
[0243] <Main control unit power-off save processing (XINT interrupt processing)> 23 is a flowchart illustrating the power-off save processing (XINT interrupt processing) in the main control unit 100 of the pachinko machine 1 of this embodiment. The main CPU 100a monitors the power-off detection circuit, and when the power supply voltage drops below a predetermined value, it interrupts the CPU initialization processing and executes the power-off save processing.
[0244] (Step S300-1) When the power-off warning signal is input, the main CPU 100a saves the registers.
[0245] (Step S300-3) The main CPU 100a checks the power-off warning signal.
[0246] (Step S300-5) The main CPU 100a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-11. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-7.
[0247] (Step S300-7) The main CPU 100a restores the register.
[0248] (Step S300-9) The main CPU 100a performs processing to permit an interrupt, and then ends the power-off save processing.
[0249] (Step S300-11) The main CPU 100a executes an output port clear process to stop the output of the output port.
[0250] (Step S300-13) The main CPU 100a executes a checksum setting process to calculate and store a checksum.
[0251] (Step S300-15) The main CPU 100a executes RAM protection setting processing required to prohibit access to the main RAM 100c.
[0252] (Step S300-17) The main CPU 100a sets the counter value of the loop counter to a predetermined number of times the power interruption detection signal has been detected, in order to set the power interruption occurrence monitoring time.
[0253] (Step S300-19) The main CPU 100a checks the power-off warning signal.
[0254] (Step S300-21) The main CPU 100a determines whether a power-off warning signal has been detected. If it is determined that a power-off warning signal has been detected, the process proceeds to step S300-17. If it is determined that a power-off warning signal has not been detected, the process proceeds to step S300-23.
[0255] (Step S300-23) The main CPU 100a subtracts one from the value of the loop counter set in step S300-17.
[0256] (Step S300-25) The main CPU 100a determines whether the counter value of the loop counter is 0. If it is determined that the counter value is not 0, the process proceeds to step S300-19, and if it is determined that the counter value is 0, the process proceeds to the CPU initialization process (step S100) described above.
[0257] In addition, if a power outage actually occurs, the operation of the pachinko machine 1 will stop while steps S300-17 to S300-25 are being looped.
[0258] <Timer interrupt processing in the main control unit> 24 is a flowchart illustrating the timer interrupt process in the main control unit 100 of the pachinko machine 1 of this embodiment. The main control unit 100 is provided with a reset clock pulse generating circuit that generates a clock pulse every predetermined period (4 milliseconds in the simultaneous rotation reference example, hereinafter referred to as "4 ms"). When a clock pulse is generated by the reset clock pulse generating circuit, an interrupt occurs in the CPU initialization process (step S100), and the following timer interrupt process is executed.
[0259] (Step S400-1) The main CPU 100a saves the registers.
[0260] (Step S400-3) The main CPU 100a performs processing to permit an interrupt.
[0261] (Step S400-5) The main CPU 100a outputs the common data set in the common output buffer to the output port and executes dynamic port output processing that controls the lighting of the first special pattern display 71, the second special pattern display 72, the first special pattern reserved indicator 73, the second special pattern reserved indicator 74, the normal pattern display 75, the normal pattern reserved indicator 76, the right hit notification indicator 77, and the performance display monitor 84.
[0262] (Step S400-7) The main CPU 100a reads various types of input port information and executes port input processing to accurately obtain the latest switch status.
[0263] (Step S400-9) The main CPU 100a loads the flag value of the gaming machine status flag.
[0264] (Step S400-11) The main CPU 100a determines whether the flag value loaded in step S400-9 is 00H (playable state). If it is determined that the flag value is 00H, the process proceeds to step S400-15. If it is determined that the flag value is not 00H, the process proceeds to step S400-13.
[0265] (Step S400-13) The main CPU 100a determines whether the flag value loaded in step S400-9 is equal to or greater than 03H (abnormal setting state). If it is determined that the flag value is equal to or greater than 03H, the process proceeds to step S400-27. If it is determined that the flag value is not equal to or greater than 03H, the process proceeds to step S450.
[0266] (Step S450) The main CPU 100a executes the setting-related processing and moves the process to step S400-27, which will be described later.
[0267] (Step S400-15) The main CPU 100a performs a timer update process to update various timer counters. Here, unless otherwise specified, the timer counters are decremented each time the main control unit 100 executes a timer interrupt process, and the decrement stops when the counter reaches 0.
[0268] (Step S400-17) The main CPU 100a executes the update process of the initial value update random number for the winning symbol random number, similarly to the above step S100-61.
[0269] (Step S400-19) The main CPU 100a performs a process to update the winning symbol random number. Specifically, the random number counter is updated by adding 1, and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the winning symbol random number at that time.
[0270] Although a detailed explanation will be omitted, in the simultaneous spin reference example, the jackpot determination random number and the win determination random number use hardware random numbers updated by a hardware random number generator built into the main control unit 100. The hardware random number generator updates both the jackpot determination random number and the win determination random number according to a set rule, automatically changing the random number sequence every time the random number sequence completes one cycle, and also changing the start value every time the system is reset.
[0271] (Step S500) The main CPU 100a executes a switch management process to determine whether or not a signal has been input from the first start gate detection switch 51s, the second lower start gate detection switch 52As, the second upper start gate detection switch 52Bs, the gate detection switch 53s, and the special prize gate detection switch 65s. Details of this switch management process will be described later.
[0272] (Step S600) The main CPU 100a executes a special game management process for controlling the progress of the special game, which will be described in detail later.
[0273] (Step S700) The main CPU 100a executes a normal game management process for controlling the progress of the normal game. Details of this normal game management process will be described later.
[0274] (Step S400-21) The main CPU 100a executes error management processing for determining various errors and making settings according to the error determination results.
[0275] (Step S400-23) The main CPU 100a checks the general prize opening detection switch 58s, the first start opening detection switch 51s, the second lower start opening detection switch 52As, the second upper start opening detection switch 52Bs, and the large prize opening detection switch 65s, and executes prize opening switch processing to increment the corresponding counters for prize ball control, etc.
[0276] (Step S400-25) The main CPU 100a executes a payout control management process for creating and transmitting a payout command based on the counter value of the counter for controlling the winning balls set in the above step S400-23.
[0277] (Step S400-27) The main CPU 100a executes an external information management process for setting output data for external information to be output from the game information output terminal board 311 to the outside.
[0278] (Step S400-29) The main CPU 100a executes an LED display setting process that sets display data for controlling the lighting of various indicators (LEDs) such as the first special pattern indicator 71, the second special pattern indicator 72, the first special pattern reserved indicator 73, the second special pattern reserved indicator 74, the normal pattern indicator 75, the normal pattern reserved indicator 76, and the right-hit notification indicator 77 in an output buffer corresponding to each common.
[0279] (Step S400-31) The main CPU 100a executes a solenoid output image synthesis process for synthesizing the solenoid output images of the normal electric accessory solenoid 54so and the large prize opening solenoid 61so and storing the synthesized images in an output port buffer.
[0280] (Step S400-33) The main CPU 100a reads the values of the common output buffers stored in each output port buffer. Executes port output processing to output the
[0281] (Step S400-35) The main CPU 100a performs processing to disable interrupts.
[0282] (Step S400-37) The main CPU 100a uses the unused area of the main RAM 100c to perform processing for calculating a base ratio to be displayed on the performance display monitor 84, and executes a performance display monitor control processing for setting common data for displaying the calculated base ratio on the performance display monitor 84 in a common output buffer. In the performance display monitor control processing, the base ratio is calculated for each predetermined period. Here, the performance display monitor 84 may alternate between displaying the base ratio for the current period and the base ratio for the previous period at predetermined time intervals. Furthermore, the base ratio displayed on the performance display monitor 84 may be switched in response to a predetermined operation.
[0283] (Step S400-39) The main CPU 100a restores the register and ends the timer interrupt process.
[0284] <Settings-related processing> FIG. 25 is a flowchart illustrating the setting-related processing (S450) of the pachinko machine 1 of this embodiment.
[0285] (Step S450-1) The main CPU 100a determines whether the flag value of the gaming machine status flag is 01H (setting change status). If it is determined that the flag value is 01H, the process proceeds to step S450-3. If it is determined that the flag value is not 01H, the process proceeds to step S450-15.
[0286] (Step S450-3) The main CPU 100a loads the registered setting values stored in the setting value buffer into a predetermined processing area.
[0287] (Step S450-5) The main CPU 100a determines whether the RAM clear switch 83s has been pressed (whether a RAM clear operation signal has been input). If it is determined that the RAM clear switch 83s has been pressed, the process proceeds to step S450-7, and if it is determined that the RAM clear switch 83s has not been pressed, the process proceeds to step S450-9.
[0288] (Step S450-7) The main CPU 100a adds 1 to the setting value of the processing area.
[0289] (Step S450-9) The main CPU 100a determines whether the setting value of the processing area is in the range of 1 to 6. If it is determined that the setting value is in the range of 1 to 6, the process proceeds to step S450-13, and if it is determined that the setting value is not in the range of 1 to 6, the process proceeds to step S450-11.
[0290] (Step S450-11) The main CPU 100a sets the setting value of the processing area to 1.
[0291] (Step S450-13) The main CPU 100a sets the setting value of the processing area in the setting value buffer.
[0292] (Step S450-15) The main CPU 100a determines whether the setting change switch 82s is on. If it is determined that the setting change switch 82s is on, the setting-related processing ends, but if it is determined that the setting change switch 82s is not on, the processing proceeds to step S450-17.
[0293] (Step S450-17) The main CPU 100a sets a setting-related end designation command indicating the end of the setting-related processing in the transmission buffer.
[0294] (Step S110) The main CPU 100a executes the sub-command group set process of Fig. 22. That is, when the setting-related process is executed, at the end of the process, the model command, the setting value designation command, the special chart 1 hold designation command, the special chart 2 hold designation command, the number of times command, the variable pattern selection state designation command, the special chart phase designation command, and the customer waiting designation command are transmitted to the sub-control unit 200.
[0295] (Step S450-19) The main CPU 100a sets the gaming machine status flag to 00H (playable status). The setting-related processing is then completed.
[0296] As described above, according to the pachinko machine 1 of this embodiment, when the power is turned on normally with the inner frame 4 open, the setting change switch 82s turned on, and the RAM clear button pressed, the gaming machine status flag is set to 01H (setting change status) in the CPU initialization process (Fig. 20). After that, the timer interrupt process is executed, but because the gaming machine status flag is set to 01H (setting change status), all processes related to the progress of the game (steps S400-15 to S400-25 in Fig. 24) are stopped, and setting-related processes are executed.
[0297] The setting-related process is repeatedly executed while the setting change switch 82s is on, and during this setting-related process, pressing the RAM clear button is accepted as a setting change operation for the registered setting value. That is, during the setting change process (S450-1 to S450-13) that accepts setting change operations, the registered setting value stored in the setting value buffer is switched to one of multiple stages of setting values in accordance with the setting change operation.
[0298] When the setting change switch 82s is turned off while the gaming machine status flag is set to 01H (setting change status), the setting change process ends and the gaming machine status flag is set to 00H (playable status). This allows the process related to the progress of the game to be executed from the next timer interrupt process.
[0299] Here, in the setting-related processing of the pachinko machine 1 of this embodiment, after the RAM clear button is pressed, i.e., after the acceptance of the setting change operation of the registered setting value has ended, a setting value designation command corresponding to the registered setting value is sent to the sub-control unit 200 in the sub-command group set processing. On the other hand, while the setting change operation is being accepted, the setting value designation command is not sent to the sub-control unit 200. In this way, while the setting change operation is being accepted, the setting value designation command is not sent, and when the acceptance of the setting change operation has ended and the state transitions to one in which game progress is possible, the risk of the registered setting value being obtained fraudulently can be reduced by sending the setting value designation command.
[0300] Furthermore, in the pachinko machine 1, a plurality of flag values including at least 01H (setting change state) are switched. When the gaming machine state flag is set to 01H (setting change state), setting-related processing can be executed, and the progress of the game is stopped. In this way, since setting-related processing is not executed while the game is in progress, setting value designation commands are not sent while the game is in progress, and the risk of registered setting values being obtained fraudulently is reduced.
[0301] [Details of the process executed in timer interrupt processing] Next, among the above-mentioned timer interrupt processing, the switch management processing in step S500, the special game management processing in step S600, and the normal game management processing in step S700 will be described in detail.
[0302] <Switch management process> FIG. 26 is a flowchart illustrating the switch management process (step S500) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0303] (Step S500-1) The main CPU 100a determines whether the gate detection switch is on, that is, whether the game ball has passed through the gate 53 and the detection signal from the gate detection switch 124s has been turned on. If it is determined that the gate detection switch is on, the process proceeds to step S510, and if it is determined that the gate detection switch is not on, the process proceeds to step S500-3.
[0304] (Step S510) The main CPU 100a executes gate passing processing based on the passage of the gaming ball through the gate 53. Details of this gate passing processing will be described later.
[0305] (Step S500-3) The main CPU 100a determines whether the first start hole detection switch is on, that is, whether a game ball has entered the first start hole 51 and a detection signal has been input from the first start hole detection switch 51s. If it is determined that the first start hole detection switch is on, the process proceeds to step S520, and if it is determined that the first start hole detection switch is not on, the process proceeds to step S500-5.
[0306] (Step S520) The main CPU 100a executes first start opening passage processing based on the entry of the gaming ball into the first start opening 51. Details of this first start opening passage processing will be described later.
[0307] (Step S500-5) The main CPU 100a determines whether the second lower start hole detection switch is on, that is, whether a game ball has entered the second lower start hole 52A and a detection signal has been input from the second lower start hole detection switch 52As. If it is determined that the second lower start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second lower start hole detection switch is not on, the process proceeds to step S500-7.
[0308] (Step S530) The main CPU 100a executes a second start opening passage process based on the entry of the gaming ball into the second lower start opening 52 A. Details of this second start opening passage process will be described later.
[0309] (Step S500-7) The main CPU 100a determines whether the second upper start hole detection switch is on, that is, whether a game ball has entered the second upper start hole 52B and a detection signal has been input from the second upper start hole detection switch 52Bs. If it is determined that the second upper start hole detection switch is on, the process proceeds to step S530, and if it is determined that the second upper start hole detection switch is not on, the process proceeds to step S500-9.
[0310] (Step S530) The main CPU 100a executes a second start opening passage process based on the entry of the gaming ball into the second upper start opening 52B. The second start opening passage process will be described in detail later.
[0311] (Step S500-9) The main CPU 100a determines whether the special prize opening detection switch is on, that is, whether a gaming ball has entered the special prize opening 65 and a detection signal has been input from the special prize opening detection switch 65s. If it is determined that the special prize opening detection switch is on, the process proceeds to step S540, and if it is determined that the special prize opening detection switch is not on, the process proceeds to step S500-11.
[0312] (Step S540) The main CPU 100a determines whether the game ball has entered the special prize opening 65 properly, and if it determines that the game ball has entered properly, executes a special prize opening passage process for transmitting to the sub-control unit 200 a special prize opening ball entry command indicating that the game ball has entered the special prize opening 65. Details of this special prize opening passage process will be described later.
[0313] (Step S500-11) The main CPU 100a determines whether the general winning opening detection switch is on, that is, whether a game ball has entered the general winning opening 58 and a detection signal has been input from the general winning opening detection switch 58s. As a result, if it is determined that the general winning opening detection switch is on, the process proceeds to step S500-12, and if it is determined that the general winning opening switch is not on, the process proceeds to step S500-13.
[0314] (Step S500-12) The main CPU 100a sets the general prize slot winning designation command in the transmission buffer.
[0315] (Step S500-13) The main CPU 100a determines whether the out ball detection switch is on, i.e., whether a detection signal has been input from the out ball detection switch 80s. If it is determined that the out ball detection switch is on, the process proceeds to step S500-14, and if it is determined that the out ball detection switch is not on, the switch management process is terminated.
[0316] (S500-14) The main CPU 100a sets the out ball detection designation command in the transmission buffer and ends the switch management process.
[0317] <Gate passage processing> FIG. 27 is a flowchart illustrating the gate passage process (step S510) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0318] (Step S510-1) The main CPU 100a generates the winning random number updated by the hardware random number generator. Load.
[0319] (Step S510-3) The main CPU 100a determines whether the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, that is, whether the counter value of the normal symbol reserved ball counter is equal to or greater than 4. As a result, if it is determined that the counter value of the normal symbol reserved ball counter is equal to or greater than the maximum value, the gate passing process is terminated, and if it is determined that the normal symbol reserved ball counter is not equal to or greater than the maximum value, the process proceeds to step S510-5.
[0320] (Step S510-5) The main CPU 100a updates the counter value of the normal symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0321] (Step S510-7) The main CPU 100a determines which of the four storage units in the general reserve storage area is the target storage unit in which to save the acquired winning determination random number.
[0322] (Step S510-9) The main CPU 100a saves the winning determination random number acquired in the above step S510-1 in the target storage unit calculated in the above step S510-7.
[0323] (Step S510-11) The main CPU 100a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer, and terminates the gate passing process.
[0324] <First starting port passing process> FIG. 28 is a flowchart illustrating the first start opening passage process (step S520) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0325] (Step S520-1) The main CPU 100a sets "00H" as the special symbol identification value. The special symbol identification value is used to identify whether the reserved type is special 1 reserved or special 2 reserved, and the special symbol identification value (00H) indicates special 1 reserved, and the special symbol identification value (01H) indicates special 2 reserved.
[0326] (Step S520-3) The main CPU 100a sets the address of the special symbol 1 reserved ball number counter.
[0327] (Step S535) The main CPU 100a executes the special symbol random number acquisition process and ends the first start gate passing process. Note that this special symbol random number acquisition process is executed using a module common to the second start gate passing process (step S530). Therefore, the details of the special symbol random number acquisition process will be explained after the explanation of the second start gate passing process.
[0328] <Second starting port passing process> FIG. 29 is a flowchart illustrating the second start opening passage process (step S530) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0329] (Step S530-1) The main CPU 100a sets "01H" as the special symbol identification value.
[0330] (Step S530-3) The main CPU 100a sets the address of the special symbol 2 reserved ball number counter.
[0331] (Step S535) The main CPU 100a executes a special symbol random number acquisition process, which will be described later.
[0332] (Step S530-5) The main CPU 100a loads the normal game management phase. Note that, as will be described in detail later, the normal game management phase indicates the stage of the execution process of the normal game, i.e., the progress status of the normal game, and is updated according to the stage of the execution process of the normal game.
[0333] (Step S530-7) The main CPU 100a determines whether the normal game management phase loaded in step S530-5 is "04H." The normal game management phase "04H" indicates that the normal electric device prize opening control process is in progress. In this normal electric device prize opening control process, the normal electric device solenoid 54so is energized and the movable piece 54a is controlled to the open state, so here, it is determined whether the second upper start opening 52B is in a state in which it can be properly opened. If it is determined that the normal game management phase is not "04H," the second start opening passage process is terminated. If it is determined that the normal game management phase is "04H," the process proceeds to step S530-9.
[0334] (Step S530-9) The main CPU 100a updates the counter value of the normal electric device winning ball number counter to a value obtained by adding "1" to the current counter value, and ends the second start port passage process.
[0335] <Special design random number acquisition process> 30 is a flowchart illustrating the special symbol random number acquisition process (step S535) in the main control unit 100 of the pachinko machine 1 of this embodiment. This special symbol random number acquisition process is executed using a common module in the first start hole passing process (step S520) and the second start hole passing process (step S530) described above.
[0336] (Step S535-1) The main CPU 100a loads the special symbol identification value set in step S520-1 or step S530-1.
[0337] (Step S535-3) The main CPU 100a loads the number of reserved balls for the target special symbol. Here, if the special symbol identification value loaded in the above step S535-1 is "00H", the counter value of the special symbol 1 reserved ball counter, i.e., the special 1 reserved number, is loaded. Also, if the special symbol identification value loaded in the above step S535-1 is "01H", the counter value of the special symbol 2 reserved ball counter, i.e., the special 2 reserved number, is loaded.
[0338] (Step S535-5) The main CPU 100a loads the jackpot determination random number updated by the hardware random number generator.
[0339] (Step S535-7) The main CPU 100a determines whether the number of reserved balls for the target special symbol loaded in step S535-3 is equal to or greater than the upper limit. If it is determined that the number is equal to or greater than the upper limit, the main CPU 100a ends the special symbol random number acquisition process. If it is determined that the number is not equal to or greater than the upper limit, the main CPU 100a proceeds to step S535-9.
[0340] (Step S535-9) The main CPU 100a updates the counter value of the target special symbol reserved ball number counter to a value obtained by adding "1" to the current counter value.
[0341] (Step S535-11) The main CPU 100a calculates a target memory section among the memory sections of the special chart reservation memory area as a target for saving the acquired jackpot determination random number.
[0342] (Step S535-13) The main CPU 100a obtains the jackpot determination random number loaded in step S535-5, the winning pattern random number updated in step S400-19, the reach group determination random number updated in step S100-69, the reach mode determination random number, and the variation pattern random number, and stores them in the target memory unit calculated in step S535-11.
[0343] (Step S535-15) The main CPU 100a loads the counter values of the special symbol 1 reserved ball number counter and the special symbol 2 reserved ball number counter.
[0344] (Step S535-17) The main CPU 100a sets the special symbol reservation designation command in the transmission buffer based on the counter value loaded in step S535-15 above. Here, the special symbol 1 reservation designation command is set based on the counter value (special symbol 1 reservation number) of the special symbol 1 reservation ball number counter, and the special symbol 2 reservation designation command is set based on the counter value (special symbol 2 reservation number) of the special symbol 2 reservation ball number counter. As a result, each time a special symbol 1 reservation or special symbol 2 reservation is stored, the special symbol 1 reservation number and the special symbol 2 reservation number are transmitted to the sub-control unit 200.
[0345] (Step S536) The main CPU 100a performs an acquisition time effect determination process and ends the special symbol random number acquisition process. In this acquisition time effect determination process, the result of the big role lottery, the variable pattern number, etc. are provisionally determined, and a pre-reading designation command according to the result of the provisional determination is sent to the sub-control unit 200. This acquisition time effect determination process will be explained using FIG.
[0346] <Performance determination process at acquisition time> FIG. 31 is a flowchart illustrating the acquisition time effect determination process (step S536) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0347] (Step S536-1) The main CPU 100a selects a corresponding jackpot determination random number judgment table based on the special symbol probability state flag that identifies whether the game is in a high-probability game state or a low-probability game state. Specifically, if the game is in a low-probability game state, the main CPU 100a selects a low-probability jackpot determination random number judgment table (see FIG. 6), and if the game is in a high-probability game state, the main CPU 100a selects a high-probability jackpot determination random number judgment table (see FIG. 7). Then, based on the selected table and the jackpot determination random number stored in the target memory unit in step S535-13, the main CPU 100a performs a special symbol win provisional judgment process to provisionally judge whether a jackpot or a loss has occurred.
[0348] (Step S536-3) The main CPU 100a executes a special symbol provisional determination process for provisionally determining a special symbol. Here, if the result of the provisional big win lottery in step S536-1 (the result derived by the special symbol winning provisional determination process) is a big win, the winning symbol random number, winning type, and reserved type stored in the target memory in step S535-13 are loaded, the corresponding winning symbol random number determination table (see FIG. 8) is selected to extract special symbol determination data, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the provisional big win lottery in step S536-1 is a loss, the losing special symbol determination data (type of losing symbol) corresponding to the reserved type is saved.
[0349] (Step S536-5) The main CPU 100a sets in the transmission buffer a look-ahead symbol type designation command (look-ahead designation command) corresponding to the special symbol determination data saved in step S536-3.
[0350] (Step S536-7) The main CPU 100a selects a fluctuation pattern random number determination table according to the special pattern probability state flag, the hold type, the number of fluctuations in the game state, and the special pattern determination data (type of special pattern) extracted in step S536-3 above, and sets the selected fluctuation pattern random number determination table.
[0351] (Step S536-9) The main CPU 100a provisionally determines a variation pattern number based on the variation pattern random number determination table set in the above step S536-7 and the variation pattern random number stored in the target storage unit in the above step S535-13.
[0352] (Step S536-11) The main CPU 100a sets the look-ahead designated variation pattern command (look-ahead designation command) corresponding to the variation pattern number provisionally determined in the above step S536-9 in the transmission buffer, and ends the effect determination process at the time of acquisition.
[0353] <Purchase process> FIG. 32 is a flowchart illustrating the special prize opening passage process (step S540) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0354] (Step S540-1) When the main CPU 100a determines in step S500-11 that the special prize slot detection switch is turned on, it loads the special game management phase. As will be described in detail later, the special game management phase indicates the stage of the special game execution process, i.e., the progress of the special game, and is updated according to the stage of the special game execution process.
[0355] (Step S540-3) The main CPU 100a determines whether the special game management phase loaded in step S540-1 indicates a stage of execution processing beyond the large prize opening pre-processing. The special game management phase has five stages, 00H to 04H, of which 01H to 04H correspond to the stage of execution processing beyond the large prize opening pre-processing. Since a large prize game is executed when the special game management phase is 01H to 04H, this determines whether a large prize game is currently being played. If it is determined that the special game management phase indicates a stage of execution processing beyond the large prize opening pre-processing, the process proceeds to step S540-5. If it is determined that the special game management phase does not indicate a stage of execution processing beyond the large prize opening pre-processing, the process proceeds to step S540-7.
[0356] (Step S540-5) The main CPU 100a sets a special prize opening ball entry command indicating that the game ball has entered the special prize opening 65 properly in the transmission buffer, and ends the special prize opening passage process.
[0357] (Step S540-7) The main CPU 100a determines that the entry of the gaming ball into the special prize opening 65 is inappropriate, executes a predetermined error process, and ends the special prize opening passage process.
[0358] <Special Game Management Phase Details> 33 is a diagram illustrating the special game management phase of the pachinko machine 1 of this embodiment. As already explained, in the pachinko machine 1, a special game triggered by a game ball entering the first start port 51 or the second start port 52 and a normal game triggered by a game ball passing through the gate 53 proceed simultaneously in parallel. The processing related to the special game is executed stepwise and repeatedly, and the main control unit 100 manages each processing related to such special game by the special game management phase.
[0359] 33, the main ROM 100b stores a plurality of special game control modules for controlling the execution of special games, and each of these special game control modules is associated with a special game management phase. Specifically, when the special game management phase is "00H," a module for executing a "special symbol variation process" is called, when the special game management phase is "01H," a module for executing a "pre-opening process of a large prize opening" is called, when the special game management phase is "02H," a module for executing a "large prize opening control process" is called, when the special game management phase is "03H," a module for executing a "large prize opening closing valid process" is called, and when the special game management phase is "04H," a module for executing a "large prize opening end wait control process" is called.
[0360] <Special game management processing> FIG. 34 is a flowchart illustrating the special game management process (step S600) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0361] (Step S600-1) The main CPU 100a loads the special game management phase.
[0362] (Step S600-3) The main CPU 100a selects the special game control module corresponding to the special game management phase loaded in step S600-1.
[0363] (Step S600-5) The main CPU 100a calls the special game control module selected in step S600-3 and starts processing.
[0364] (Step S600-7) The main CPU 100a loads a special game timer that manages the control time of the special game, and ends the special game management process.
[0365] <Special pattern change processing> 35 is a flowchart illustrating the special symbol variation process in the main control unit 100 of the pachinko machine 1 of this embodiment. This special symbol variation process is executed when the special game management phase is "00H".
[0366] (Step S610) The main CPU 100a executes a special symbol change waiting process, which will be described later with reference to FIGS.
[0367] (Step S620) The main CPU 100a executes a special symbol variation process, which will be described later with reference to FIG.
[0368] (Step S630) The main CPU 100a executes a special symbol stop symbol display process, which will be described later with reference to FIG.
[0369] <Special symbol change waiting process> Figure 36 is a first flowchart explaining the special pattern change waiting process (step S610) in the main control unit 100 of the pachinko machine 1 of this embodiment, and Figure 37 is a second flowchart explaining the special pattern change waiting process (step S610) in the main control unit 100 of the simultaneous rotation reference example.
[0370] (Step S610-1) The main CPU 100a determines whether the special 1 reservation number is 1 or more. As a result, if it is determined that the special 1 reservation number is 1 or more, the process proceeds to step S610-3, and if it is determined that the special 1 reservation number is not 1 or more, the process proceeds to step S610-51.
[0371] (Step S610-3) The main CPU 100a determines whether the first special symbol display 71 is displaying a variable symbol based on the special 1 reservation or whether the symbol based on the special 1 reservation is displaying a stopped symbol (counting the stop display time). As a result, if it is determined that the variable symbol is being displayed or the stopped symbol is being displayed, the process proceeds to step S610-51, and if it is determined that the variable symbol is not being displayed and the stopped symbol is not being displayed, the process proceeds to step S610-5.
[0372] (Step S610-5) The main CPU 100a transfers the special 1 reserves stored in the first to fourth storage sections of the first special symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the special 1 reserves stored in the second to fourth storage sections are transferred to the first to third storage sections. The main RAM 100c also has a 0th storage section to be processed, and the special 1 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In addition, in this special symbol storage area shift process, the counter value of the target special symbol reserved ball number counter corresponding to the special 1 reserve is subtracted by "1", and a reserve subtraction designation command indicating that the special 1 reserve has been subtracted by "1" is set in the transmission buffer.
[0373] (Step S610-7) The main CPU 100a determines whether the second special symbol display 72 is displaying a changing pattern. If it is determined that the changing pattern is being displayed, the process proceeds to step S610-11. If it is determined that the changing pattern is not being displayed, the process proceeds to step S611.
[0374] (Step S611) The main CPU 100a executes a special symbol winning determination process for performing a lottery for a major role. This special symbol winning determination process will be described later.
[0375] (Step S610-9) The main CPU 100a executes a special symbol determination process to determine a special symbol. Here, if the result of the big win lottery in step S611 is a big win, the winning symbol random number and reserved type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the big win lottery in step S611 is a loss, the special symbol determination data for the loss is saved. Then, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0376] (Step S610-11) The main CPU 100a determines whether the special symbol finally stopped and displayed on the second special symbol display device 72 is a jackpot symbol. If it is determined that the special symbol is a jackpot symbol, the process proceeds to step S610-13. If it is determined that the special symbol is not a jackpot symbol, the process proceeds to step S611.
[0377] (Step S610-13) The main CPU 100a saves the special symbol determination data relating to the losing symbol, and sets the symbol type designation command corresponding to the special symbol determination data in the transmission buffer. In other words, when the second special symbol display 72 is performing a variable display of the symbol that will eventually stop and display the jackpot symbol, the first special symbol display 71 will always perform a variable display of only the symbol that will eventually stop and display the losing symbol.
[0378] (Step S610-15) The main CPU 100a saves the special symbol stop symbol number corresponding to the special symbol determination data extracted in the above steps S610-9 and S610-13. Note that the first special symbol display 71 and the second special symbol display 72 are each composed of 7 segments, and each segment constituting the 7 segments is associated with a number (counter value). The special symbol stop symbol number determined here indicates the number (counter value) of the segment that will ultimately be lit.
[0379] (Step S612) The main CPU 100a executes a special symbol variable number determination process for determining a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0380] (Step S610-17) The main CPU 100a loads the variation pattern number determined in step S612 and determines the variation time by referring to the variation time determination table. Then, it executes a special symbol variation time setting process to set the determined variation time in the special symbol variation timer.
[0381] (Step S610-19) The main CPU 100a determines whether the result of the big win lottery is a big win, and if it is a big win, loads the special symbol determination data saved in step S610-9 and checks the type of big win symbol. Then, referring to the game state setting table and the current game state, it determines the game state, high probability count, and time-saving count that will be set after the big win game ends, and executes a reserve area setting process that saves the determination results in the special symbol probability state reserve flag, time-saving state reserve flag, high probability count cut reserve counter, and time-saving count cut reserve counter. Note that if a losing symbol is saved, the process proceeds to the next process without executing this process.
[0382] (Step S610-21) The main CPU 100a executes a process for setting a special symbol display symbol counter in order to start the variable symbol display on the first special symbol display 71. A counter value is associated with each of the 7-segment segments constituting the first special symbol display 71, and the segments corresponding to the counter value set in the special symbol display symbol counter are controlled to light up. Here, the counter value corresponding to the segment to be lit when the variable symbol display starts is set in the special symbol display symbol counter. The special symbol display symbol counter is provided separately as a special symbol 1 display symbol counter corresponding to the first special symbol display 71 and a special symbol 2 display symbol counter corresponding to the second special symbol display 72, and here, a counter value is set in the special symbol 1 display symbol counter.
[0383] (Step S613) The main CPU 100a executes a limit-of-play management process. Here, a process for ending the time-shortened gaming state according to the variable number of times is performed. This limit-of-play management process will be described later.
[0384] (Step S610-23) The main CPU 100a sets a number command indicating the remaining number of times (actual remaining number of times) until the high probability number of times and the time reduction number of times reach 0 in the transmission buffer.
[0385] (Step S610-25) The main CPU 100a displays a game status change indicating the game status at the start of the variable display of the special symbol. Sets the specified command in the send buffer.
[0386] (Step S610-51) As shown in Fig. 37, the main CPU 100a determines whether the special 2 reserved number is 1 or more. As a result, if it is determined that the special 2 reserved number is 1 or more, the process proceeds to step S610-53, and if it is determined that the special 2 reserved number is not 1 or more, the process proceeds to step S610-77.
[0387] (Step S610-53) The main CPU 100a determines whether the second special symbol display 72 is displaying a variable symbol based on the special 2 reservation or whether the symbol based on the special 2 reservation is displaying a stopped symbol (counting the stop display time). If it is determined that the variable symbol is being displayed or the stopped symbol is being displayed, the process proceeds to step S610-77. If it is determined that the variable symbol is not being displayed and the stopped symbol is not being displayed, the process proceeds to step S610-55.
[0388] (Step S610-55) The main CPU 100a transfers the special 2 reserves stored in the first to fourth storage sections of the second special symbol reserve storage area in blocks to the storage section with the next smaller ordinal number. Specifically, the special 2 reserves stored in the second to fourth storage sections are transferred to the first to third storage sections. The main RAM 100c also has a 0th storage section to be processed, and the special 2 reserve stored in the 1st storage section is block-transferred to the 0th storage section. In this special symbol storage area shift process, the counter value of the target special symbol reserved ball count counter corresponding to the special 2 reserve is subtracted by "1," and a reserve subtraction command indicating that the special 2 reserve has been subtracted by "1" is set in the transmission buffer.
[0389] (Step S610-57) The main CPU 100a determines whether the first special symbol display device 71 is displaying a changing pattern. If it is determined that the changing pattern is being displayed, the process proceeds to step S610-61. If it is determined that the changing pattern is not being displayed, the process proceeds to step S611.
[0390] (Step S611) The main CPU 100a loads the jackpot determination random number transferred to the 0th memory section and a special symbol probability state flag that identifies whether the game is in a high probability game state or a low probability game state, selects a corresponding jackpot determination random number determination table, draws a big role lottery, and executes a special symbol win determination process that stores the lottery result.
[0391] (Step S610-59) The main CPU 100a executes a special symbol determination process to determine a special symbol. Here, if the result of the big win lottery in step S611 is a big win, the winning symbol random number and reserved type transferred to the 0th storage unit are loaded, the corresponding winning symbol random number determination table is selected, special symbol determination data is extracted, and the extracted special symbol determination data (type of big win symbol) is saved. Also, if the result of the big win lottery in step S611 is a loss, the special symbol determination data for the loss is saved. Then, after the special symbol determination data is saved, a symbol type designation command corresponding to the special symbol determination data is set in the transmission buffer.
[0392] (Steps S610-61) The main CPU 100a determines whether the special symbol finally stopped and displayed on the first special symbol display device 71 is a jackpot symbol. If it is determined to be a jackpot symbol, the process proceeds to step S610-63, and if it is determined not to be a jackpot symbol, the process proceeds to step S611.
[0393] (Steps S610-63) The main CPU 100a saves the special symbol determination data relating to the losing symbol, and sets the symbol type designation command corresponding to the special symbol determination data in the transmission buffer. In other words, when the first special symbol display 71 is performing a variable display of the symbol that will eventually stop and display the jackpot symbol, the second special symbol display 72 will always perform only a variable display of the symbol that will eventually stop and display the losing symbol.
[0394] (Steps S610-65) The main CPU 100a saves the special symbol stop symbol numbers corresponding to the special symbol determination data extracted in the above steps S610-59 and S610-63.
[0395] (Step S612) The main CPU 100a executes a special symbol variable number determination process for determining a variable pattern number. The details of this special symbol variable number determination process will be described later.
[0396] (Step S610-67) The main CPU 100a loads the variation pattern number determined in step S612 and determines the variation time by referring to the variation time determination table. Then, it executes a special symbol variation time setting process to set the determined variation time in the special symbol variation timer.
[0397] (Steps S610-69) The main CPU 100a determines whether the result of the big win lottery in step S611 is a big win, and if it is a big win, loads the special symbol determination data saved in step S610-59 and checks the type of big win symbol. Then, referring to the game state setting table and the current game state, it determines the game state, high probability count, and time-saving count to be set after the big win game ends, and executes a reserve area setting process to save the determination results in the special symbol probability state reserve flag, time-saving state reserve flag, high probability count cut-off reserve counter, and time-saving count cut-off reserve counter. If a losing symbol is saved, the process proceeds to the next process without executing this process.
[0398] (Steps S610-71) The main CPU 100a executes a process to set the special symbol display symbol counter in order to start the variable symbol display in the second special symbol display 72. A counter value is associated with each segment of the 7-segment display that constitutes the second special symbol display 72, and lighting of the segment corresponding to the counter value set in the special symbol display symbol counter is controlled. Here, the counter value corresponding to the segment that is turned on when the variable symbol display starts is set in the special symbol 2 display symbol counter.
[0399] (Step S613) The main CPU 100a executes a cut-off number management process, which will be described later.
[0400] (Step S610-73) The main CPU 100a sets a number command indicating the remaining number of times (actual remaining number of times) until the high probability number of times and the time reduction number of times reach 0 in the transmission buffer.
[0401] (Step S610-75) The main CPU 100a sets in the transmission buffer a game state change designation command indicating the game state at the start of the variable display of the special symbol.
[0402] (Step S610-77) When neither the first special pattern display 71 nor the second special pattern display 72 is displaying a changing or stopped pattern, the main CPU 100a executes a predetermined customer waiting process and terminates the special pattern change waiting process.
[0403] <Special symbol winning determination process> FIG. 38 is a flowchart illustrating the special symbol winning determination process (S611) in the pachinko machine 1 of this embodiment.
[0404] (Step S611-1) The main CPU 100a loads the special symbol probability state flag.
[0405] (Step S611-3) The main CPU 100a loads the registered setting values from the setting value buffer.
[0406] (Step S611-5) The main CPU 100a determines whether the registered setting value loaded in step S611-3 is within the normal range. If it is determined that the value is within the normal range, the process proceeds to step S611-11. If it is determined that the value is not within the normal range, the process proceeds to step S611-7. As described above, the pachinko machine 1 of this embodiment is configured to have only the registered setting value = 1, so if the loaded registered setting value is set to 1, it is determined that the value is within the normal range, and if the loaded registered setting value is a value different from set value = 1, it is determined that the value is not within the normal range, that is, the setting is abnormal.
[0407] (Step S611-7) The main CPU 100a sets the gaming machine status flag to 03H (setting abnormal status).
[0408] (Step S611-9) The main CPU 100a stores the setting abnormal state command (subcommand) in the transmission buffer. When this setting abnormality state command is sent to the sub-controller 200, a notification is made that a setting abnormality has occurred.
[0409] (Step S611-11) The main CPU 100a refers to the jackpot determination random number judgment table corresponding to the information loaded in steps S611-1 and S611-3, and sets the lower limit and upper limit values for determining a jackpot.
[0410] (Step S611-13) The main CPU 100a compares the jackpot determination random number transferred to the 0th storage unit with the above-mentioned lower limit value and upper limit value, and performs a determination process (big win lottery) to determine whether or not a jackpot has been won.
[0411] (Step S611-15) The main CPU 100a sets the result of the determination process in step S611-13 as determination information, and ends the special symbol winning determination process.
[0412] <Special design variable number determination process> FIG. 39 is a flowchart illustrating the special symbol variable number determination process (step S612) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0413] (Step S612-1) The main CPU 100a loads the special symbol determination data (special symbol type) saved in step S610.
[0414] (Step S612-3) The main CPU 100a checks the currently set game state and determines whether the normal game state is the time-shortened game state. If it is determined that the normal game state is the time-shortened game state, the process proceeds to step S612-7. If it is determined that the normal game state is not the time-shortened game state, the process proceeds to step S612-5.
[0415] (Step S612-5) The main CPU 100a executes a variation pattern random number determination table selection process to select and set a corresponding variation pattern random number determination table based on the current game state, the reserved type, and the type of the determined special symbol.
[0416] (Step S612-7) The main CPU 100a increments the total variation counter. The total variation counter counts the total variation count, which is the sum of the number of times the variable display of the symbols on the first special symbol display device 71 (first variation count) and the number of times the variable display of the symbols on the second special symbol display device 72 (second variation count) after the time-shortened gaming state is set. This total variation count is updated by 1 each time the variable display of the symbols is started in the time-shortened gaming state.
[0417] (Step S612-9) The main CPU 100a determines whether it is the start time of the variable display of the symbols on the second special symbol display device 72. As a result, if it is determined that it is the start time of the variable display of the symbols on the second special symbol display device 72, the process proceeds to step S612-11, and if it is determined that it is not the start time of the variable display of the symbols on the second special symbol display device 72, the process proceeds to step S612-5.
[0418] In addition, when the first special pattern display 71 starts to display changing patterns during the time-saving game mode, a change pattern random number determination table will be selected based on the total number of changes updated in step S612-7 above.
[0419] (Step S612-11) The main CPU 100a increments the second variation counter. The second variation counter counts the number of times (second variation count) that the second special symbol display device 72 varies the symbols after the time-shortened gaming state is set. When the time-shortened gaming state is set, the second variation count is updated by one each time the second special symbol display device 72 starts varying the symbols.
[0420] (Step S612-13) The main CPU 100a determines whether the second change count updated in step S612-11 is equal to or less than 4. If it is determined that the second change count is equal to or less than 4, the main CPU 100a proceeds to step S612-15, and if it is determined that the second change count is not equal to or less than 4, the main CPU 100a proceeds to step S612-5.
[0421] In addition, in the time-saving game state, when the second special symbol display 72 starts displaying a changing symbol and the second number of changes is 5 or more, a change pattern random number determination table is selected based on the total number of changes updated in the above step S612-7. According to the selected table C, the change time is always determined to be 10 minutes.
[0422] (Step S612-15) The main CPU 100a selects and sets a special table as the fluctuation pattern random number determination table.
[0423] (Step S612-17) The main CPU 100a determines a fluctuation pattern number based on the fluctuation pattern random number determination table set in step S612-5 or step S612-15 and the fluctuation pattern random number transferred to the 0th storage unit in step S610-9 or step S610-55.
[0424] (Step S612-19) The main CPU 100a sets the variation pattern command corresponding to the variation pattern number determined in the above step S612-17 in the transmission buffer, and ends the special pattern variation number determination process.
[0425] <Number of cutoffs management process> FIG. 40 is a flowchart illustrating the number-cut management process (step S613) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0426] (Step S613-1) The main CPU 100a determines whether the time-saving count, i.e., the counter value of the time-saving count cut-off counter, is greater than 0. As a result, if it is determined that the time-saving count is greater than 0, the process proceeds to step S613-3, and if it is determined that the time-saving count is 0, the cut-off count management process is terminated.
[0427] (Step S613-3) The main CPU 100a decrements the time-saving cut-off counter.
[0428] (Step S613-5) In the above step S613-3, the main CPU 100a determines whether the counter value (time-saving count) has been updated to 0. As a result, if it is determined that the time-saving count is 0, the process proceeds to step S613-7, and if it is determined that the time-saving count is not 0, the process ends.
[0429] (Step S613-7) The main CPU 100a sets the time-shortening state flag to set the normal gaming state to the non-time-shortening gaming state. As a result, after the normal gaming state is set to the time-shortening gaming state, the normal gaming state is changed to the non-time-shortening gaming state at the start of the fluctuation when the fluctuation count reaches the time-shortening count (100 times or 10,000 times). For example, if it was set to the low-probability time-shortening state, it will be set to the normal state.
[0430] (Step S613-9) The main CPU 100a turns on the time-shortening end flag and ends the number-cut management process.
[0431] <Special pattern change processing> FIG. 41 is a flowchart illustrating the special symbol variation process (step S620) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0432] (Step S620-1) The main CPU 100a sets "00H" as the processing target identification value. The processing target identification value is used to identify whether to execute the processing related to the special 1 reservation or the processing related to the special 2 reservation when executing each of the following processes. When "00H" is set as the processing target identification value, the processing related to the special 1 reservation is executed, and when "01H" is set as the processing target identification value, the processing related to the special 2 reservation is executed. The various counters and timers that appear in the explanation of the special symbol variable processing and the special symbol stop symbol display processing are provided for special 1 reservation and special 2 reservation, and the processing of the following steps S620-5 to S620-23 is performed on the processing target (counter, timer, etc.) corresponding to the processing target identification value stored in the main RAM 100c.
[0433] (Step S620-3) The main CPU 100a determines whether the pending processing target is being displayed in a variable manner on the first special symbol display 71 or the second special symbol display 72. If the pending processing target is being displayed in a variable manner, the process proceeds to step S620-5. If the pending processing target is not being displayed in a variable manner, the process proceeds to step S620-25.
[0434] (Step S620-5) The main CPU 100a executes a process to update the special symbol variation base counter. The counter value of the special symbol variation base counter is set so that it completes one cycle in a predetermined cycle (for example, 100 ms). Specifically, if the counter value of the special symbol variation base counter is "0", a predetermined counter value (for example, 25) is set, and if the counter value is "1" or more, the counter value is updated to a value obtained by subtracting "1" from the current counter value.
[0435] (Step S620-7) The main CPU 100a determines whether the counter value of the special symbol variation base counter updated in step S620-5 is 0. If the counter value is 0, the process proceeds to step S620-9. If the counter value is not 0, the process proceeds to step S620-13.
[0436] (Step S620-9) The main CPU 100a performs a special symbol fluctuation timer update process to subtract a predetermined value from the timer value of the special symbol fluctuation timer set in step S610-17 or step S610-67.
[0437] (Step S620-11) The main CPU 100a determines whether the timer value of the special symbol fluctuation timer updated in step S620-9 is 0. If the timer value is 0, the process proceeds to step S620-19. If the timer value is not 0, the process proceeds to step S620-13.
[0438] (Step S620-13) The main CPU 100a updates the special symbol display timer that measures the lighting time of each of the 7-segment displays that make up the first special symbol display device 71 and the second special symbol display device 72. Specifically, if the timer value of the special symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0439] (Step S620-15) The main CPU 100a determines whether the timer value of the special symbol display timer is 0. If it is determined that the timer value of the special symbol display timer is 0, the process proceeds to step S620-17. If it is determined that the timer value of the special symbol display timer is not 0, the process proceeds to step S620-25.
[0440] (Step S620-17) The main CPU 100a updates the counter value of the special symbol display symbol counter to be updated, and moves the process to step S620-25. As a result, each segment constituting the 7-segment display is sequentially lit at predetermined time intervals.
[0441] (Step S620-19) The main CPU 100a saves the special symbol stop symbol number (counter value) determined in step S610-15 or S610-65 in the target special symbol display symbol counter. As a result, the determined special symbol is stopped and displayed on the first special symbol display device 71 or the second special symbol display device 72.
[0442] (Step S620-21) The main CPU 100a sets a special symbol stop designation command indicating that a special symbol has been stopped and displayed on the first special symbol display device 71 or the second special symbol display device 72 in a transmission buffer.
[0443] (Step S620-23) The main CPU 100a sets the special symbol variation stop time, which is the time for which the special symbol is stopped and displayed, in the special game timer.
[0444] (Step S620-25) The main CPU 100a judges whether the identification value to be processed stored in the main RAM 100c is the maximum (01H). If it is judged that the identification value to be processed is the maximum, the process during the special symbol variation is terminated, and if it is judged that the identification value to be processed is not the maximum, the process proceeds to step S620-27.
[0445] (Step S620-27) The main CPU 100a sets "01H" as the processing target identification value, and moves the process to step S620-3.
[0446] <Special symbol stop symbol display processing> FIG. 42 is a flowchart illustrating the special symbol stop symbol display process (step S630) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0447] (Step S630-1) The main CPU 100a sets "00H" as the processing target identification value.
[0448] (Step S630-3) The main CPU 100a determines whether the special symbol related to the reserved type corresponding to the processing target identification value set in the main RAM 100c is being displayed in a stopped state on the first special symbol display 71 or the second special symbol display 72. If it is determined that the special symbol is being displayed in a stopped state, the process proceeds to step S630-5, and if it is determined that the special symbol is not being displayed in a stopped state, the process proceeds to step S630-37.
[0449] (Step S630-5) The main CPU 100a determines whether the timer value of the special game timer set in step S620-23 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S630-37. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S630-7.
[0450] (Step S630-7) The main CPU 100a checks the result of the big role lottery.
[0451] (Step S630-9) The main CPU 100a determines whether the result of the big role lottery is a loss. If it is determined to be a loss, the process proceeds to step S630-29, and if it is determined not to be a loss, the process proceeds to step S630-11.
[0452] (Step S630-11) The main CPU 100a determines whether there is a special symbol being displayed in a variable manner. If it is determined that there is a special symbol being displayed in a variable manner, the process proceeds to step S631. If it is determined that there is no special symbol being displayed in a variable manner, the process proceeds to step S630-13.
[0453] (Step S631) As a pattern forced stop process, the main CPU 100a performs a process to forcibly stop a losing pattern on the first special pattern display 71 or the second special pattern display 72, which is displaying a changing pattern, and then terminates the pattern forced stop process.
[0454] By the above process, when a jackpot symbol is stopped and displayed on the first special symbol display 71, a losing symbol is forcibly stopped and displayed on the second special symbol display 72. Also, when a jackpot symbol is stopped and displayed on the second special symbol display 72, if the jackpot symbol is in the process of being displayed in a variable manner so that it is finally stopped and displayed on the first special symbol display 71, a losing symbol is forcibly stopped and displayed on the first special symbol display 71.
[0455] (Step S630-13) The main CPU 100a performs a game state update process to update the game state. Here, if the special symbol currently displayed is a big win symbol, the game state is reset to the initial state, and if the special symbol currently displayed is a small win symbol, the process proceeds to the next step.
[0456] (Step S630-15) The main CPU 100a sets data in the special electric accessory operation RAM set table according to the type of the determined special symbol.
[0457] (Step S630-17) The main CPU 100a performs a process for setting the maximum number of times a special electric device is activated. Specifically, by referencing the data set in step S630-15, a predetermined number (the counter value corresponding to the type of special symbol = the number of rounds) is set as the counter value in the maximum number of times a special electric device is activated counter. This maximum number of times a special electric device is activated counter indicates the number of rounds that can be executed in the big role game that is about to start. Meanwhile, the main RAM 100c is provided with a counter for the number of consecutive times a special electric device is activated, and the current number of rounds is managed by adding "1" to the counter value of the counter for the number of consecutive times a special electric device is activated at the start of each round of play. Here, a process for resetting (updating to "0") the counter value of the counter for the number of consecutive times a special electric device is activated is also executed upon the start of the big role game.
[0458] (Step S630-19) The main CPU 100a refers to the data set in step S630-15 and saves a predetermined opening time as a timer value in the special game timer.
[0459] (Step S630-21) The main CPU 100a sets an opening designation command for transmitting the start of the big win game to the sub-control unit 200 in the transmission buffer.
[0460] (Step S630-23) When starting a big win game, the main CPU 100a updates the special game management phase to "01H".
[0461] (Step S630-25) The main CPU 100a determines whether the special game management phase updated in step S630-23 is "01H", i.e., whether a jackpot has occurred. If the special game management phase is determined to be "01H", the process proceeds to step S630-27. If the special game management phase is determined not to be "01H", the process proceeds to step S630-29.
[0462] (Step S630-27) The main CPU 100a performs a jackpot signal output start process for outputting a jackpot signal from the game information output terminal board 311, and ends the special symbol stop symbol display process. This process causes a jackpot signal to be output in conjunction with the start of a major role game (opening). Note that although multiple signals are provided to be output from the game information output terminal board 311, only a predetermined jackpot signal will be described here.
[0463] (Step S630-29) The main CPU 100a sets a game state confirmation designation command at the time of special symbol determination, which indicates the game state when the special symbol is determined, in a transmission buffer.
[0464] (Steps S630-31) The main CPU 100a determines whether the time-saving end flag is on. As described above, the time-saving end flag is turned on in step S613-9 of FIG. 40 at the start of the change from the time-saving game state to the non-time-saving game state. That is, the time-saving end flag is turned on here when the normal game state is changed from the time-saving game state to the non-time-saving game state due to a time-saving end at the start of the 100th or 10,000th change in the low-probability time-saving state, and at the start of the 9,900th change in the low-probability time-saving state transitioned from the high-probability time-saving state. In other words, the time-saving end flag is determined to be on only when the change at the time of the time-saving end ends. If it is determined that the time-saving end flag is on, processing proceeds to step S630-33. If it is determined that the time-saving end flag is not on, processing proceeds to step S630-37.
[0465] (Step S630-33) The main CPU 100a receives the jackpot signal output from the game information output terminal board 311. In other words, the jackpot signal is output to stop the big win game. It will be output during a technique or during time-saving game mode.
[0466] (Step S630-35) The main CPU 100a turns off the time-shortening end flag.
[0467] (Step S630-37) The main CPU 100a determines whether the processing target identification value stored in the main RAM 100c is the maximum (01H). If it is determined that the processing target identification value is the maximum, the main CPU 100a ends the special symbol stop symbol display process, and if it is determined that the processing target identification value is not the maximum, the process proceeds to step S630-39.
[0468] (Steps S630-39) The main CPU 100a adds 01H to the processing target identification value, and moves the process to step S630-3.
[0469] <Pre-opening process for the main prize opening> 43 is a flowchart illustrating the process before the opening of the special prize opening in the main control unit 100 of the pachinko machine 1 of this embodiment. This process before the opening of the special prize opening is executed when the special game management phase is "01H".
[0470] (Step S640-1) The main CPU 100a determines whether the timer value of the special game timer set in the above step S630-19 etc. is 0. As a result, if it is determined that the timer value of the special game timer is not 0, the main CPU 100a ends the pre-opening process of the special winning port, and if it is determined that the timer value of the special game timer is 0, the main CPU 100a moves the process to step S640-3.
[0471] (Step S640-3) The main CPU 100a updates the counter value of the special electric accessory continuous operation number counter to a value obtained by adding "1" to the current counter value.
[0472] (Step S640-5) The main CPU 100a sets a special prize opening opening designation command in a transmission buffer to notify the sub-control unit 200 of the start of opening of the special prize opening (start of a round game).
[0473] (Step S641) The main CPU 100a executes a special prize opening / closing switching process, which will be described later.
[0474] (Step S640-7) The main CPU 100a updates the special game management phase to a value ("02H") obtained by adding 01H to the current value, and ends the pre-opening process for the special game slot.
[0475] <Large prize opening / closing switching process> FIG. 44 is a flowchart illustrating the special prize opening open / close switching process (step S641) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0476] (Step S641-1) The main CPU 100a judges whether the counter value of the special electric accessory opening / closing switching number counter is the upper limit of the special electric accessory opening / closing switching number (the number of times the special winning opening is opened / closed during one round of play). If it is judged that the counter value is the upper limit, the main CPU 100a ends the special winning opening opening / closing switching process, and if it is judged that the counter value is not the upper limit, the process proceeds to step S641-3.
[0477] (Step S641-3) The main CPU 100a refers to the data in the special electric device operation RAM set table and extracts solenoid control data for controlling the power supply to the large prize opening solenoid 65so and timer data which is the power supply time or power stop time based on the counter value of the special electric device opening / closing switching count counter.
[0478] (Step S641-5) The main CPU 100a executes a special prize opening solenoid energization control process to start or stop energization of the special prize opening solenoid 65so based on the solenoid control data extracted in step S641-3 above. By executing this special prize opening solenoid energization control process, the start or stop of energization of the special prize opening solenoid 65so is controlled in steps S400-23 and S400-25 above.
[0479] (Step S641-7) The main CPU 100a saves the timer value based on the timer data extracted in step S641-3 in the special game timer. The timer value saved in the special game timer here is the maximum opening time of the special prize opening once.
[0480] (Step S641-9) The main CPU 100a determines whether the special prize opening solenoid 65so is in the energization start state, i.e., whether the control process to start energizing the special prize opening solenoid 65so has been performed in the above step S641-5. If it is determined that it is in the energization start state, the process proceeds to step S641-11, and if it is determined that it is not in the energization start state, the special prize opening opening open / close switching process is terminated.
[0481] (Step S641-11) The main CPU 100a updates the counter value of the special electric accessory open / close switching number counter to a value obtained by adding "1" to the current counter value, and ends the big prize opening open / close switching process.
[0482] <Large prize opening control process> 45 is a flowchart illustrating the special prize opening control process in the main control unit 100 of the pachinko machine 1 of this embodiment. This special prize opening control process is executed when the special game management phase is "02H".
[0483] (Step S650-1) The main CPU 100a determines whether the timer value of the special game timer saved in step S641-7 is 0. If it is determined that the timer value of the special game timer is not 0, the process proceeds to step S650-5. If it is determined that the timer value of the special game timer is 0, the process proceeds to step S650-3.
[0484] (Step S650-3) The main CPU 100a determines whether the counter value of the special electric accessory opening / closing switching counter is the upper limit value of the special electric accessory opening / closing switching number of times. If it is determined that the counter value is the upper limit value, the process proceeds to step S650-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S641.
[0485] (Step S641) In the above step S650-3, if it is determined that the counter value of the special electric role opening / closing switching number counter is not the upper limit value of the special electric role opening / closing switching number of times, the main CPU 100a executes the processing of the above step S641.
[0486] (Step S650-5) The main CPU 100a determines whether the counter value of the special prize opening ball counter updated in step S500-9 has reached a specified number, i.e., whether the number of game balls equal to the maximum number of wins in one round has entered the special prize opening. If it is determined that the specified number has not been reached, the main CPU 100a terminates the special prize opening opening control process, and if it is determined that the specified number has been reached, the process proceeds to step S650-7.
[0487] (Step S650-7) The main CPU 100a executes a special prize opening closing process required to stop the energization of the special prize opening solenoid 65so and close the special prize opening, thereby bringing the special prize opening into a closed state.
[0488] (Step S650-9) The main CPU 100a saves the effective time (interval time) for closing the big prize opening in the special game timer.
[0489] (Step S650-11) The main CPU 100a updates the special game management phase to a value ("03H") obtained by adding 01H to the current value.
[0490] (Step S650-13) The main CPU 100a sets a special prize opening closure designation command indicating that the special prize opening has been closed in the transmission buffer, and ends the special prize opening opening control process.
[0491] <Large prize entrance closure effective processing> 46 is a flowchart illustrating the special prize opening closing validity process in the main control unit 100 of the pachinko machine 1 of this embodiment. This special prize opening closing validity process is executed when the special game management phase is "03H".
[0492] (Step S660-1) The main CPU 100a determines whether the timer value of the special game timer saved in step S650-9 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 100a terminates the special prize opening closure validity process, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S660-3.
[0493] (Step S660-3) The main CPU 100a determines whether the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, i.e., whether a preset number of rounds of play have been completed. If it is determined that the counter value of the special electric device continuous operation counter matches the counter value of the special electric device maximum operation counter, the process proceeds to step S660-9, and if it is determined that they do not match, the process proceeds to step S660-5.
[0494] (Step S660-5) The main CPU 100a updates the special game management phase to "01H".
[0495] (Step S660-7) The main CPU 100a saves the predetermined special prize opening closing time in the special game timer and ends the special prize opening closing validity process, thereby starting the next round of games.
[0496] (Step S660-9) The main CPU 100a executes an ending time setting process for saving the ending time in a special game timer.
[0497] (Step S660-11) The main CPU 100a updates the special game management phase to a value ("04H") obtained by adding 01H to the current value.
[0498] (Step S660-13) The main CPU 100a sets an ending designation command indicating the start of the ending in the transmission buffer, and ends the big prize opening closure validity processing.
[0499] <Wait processing for closing the large prize slot> 47 is a flowchart illustrating the special prize opening end wait process in the main control unit 100 of the pachinko machine 1 of this embodiment. This special prize opening end wait process is executed when the special game management phase is "04H".
[0500] (Step S670-1) The main CPU 100a determines whether the timer value of the special game timer saved in step S660-7 is 0. If it is determined that the timer value of the special game timer is not 0, the main CPU 100a ends the waiting process for the end of the special prize slot, and if it is determined that the timer value of the special game timer is 0, the process proceeds to step S670-3.
[0501] (Step S670-3) The main CPU 100a executes a state setting process to set the game state after the big win game ends. Here, the game state, the number of high probability wins, and the number of time-saving wins set in the preliminary area in the above step S610-19 or step S610-69 are loaded, and the setting of each flag and the counter value are set as the game state after the big win game.
[0502] (Step S670-5) In step S670-3, the main CPU 100a determines whether the normal gaming state has been set to the non-time-shortening gaming state. If it is determined that the normal gaming state has been set to the non-time-shortening gaming state, the main CPU 100a proceeds to step S670-7. If it is determined that the normal gaming state has not been set to the non-time-shortening gaming state, the main CPU 100a proceeds to step S670-9.
[0503] (Step S670-7) The main CPU 100a performs a jackpot signal output stop process to stop the jackpot signal being output from the game information output terminal board 311. That is, when the high probability non-time-shortened state is set after the big win game, the output of the jackpot signal is stopped upon the end of the big win game.
[0504] (Step S670-9) The main CPU 100a sets in the transmission buffer a game state change designation command for transmitting the game state to be set after the big win game ends.
[0505] (Step S670-11) The main CPU 100a sets the number of times commands corresponding to the number of high probability times and the number of time reduction times in the transmission buffer.
[0506] (Step S670-13) The main CPU 100a updates the special game management phase to "00H" and ends the waiting process for the end of the special winning slot. As a result, if the special 1 reserve or the special 2 reserve is stored, the variable display of the symbol will be resumed.
[0507] <Normal game management phase> 48 is a diagram illustrating the normal game management phase of the pachinko machine 1 of this embodiment. As already explained, in the pachinko machine 1, the processing related to the normal game triggered by the passage of a gaming ball through the gate 53 is executed stepwise and repeatedly, and the main control unit 100 manages each processing related to such normal game by the normal game management phase.
[0508] As shown in FIG. 48, the main ROM 100b stores a plurality of normal game control modules for controlling the execution of normal games, and each of these normal game control modules is associated with a normal game management phase. Specifically, when the normal game management phase is "00H", a module for executing "normal symbol change waiting processing" is called, when the normal game management phase is "01H", a module for executing "normal symbol change in progress processing" is called, when the normal game management phase is "02H", a module for executing "normal symbol stop symbol display processing" is called, when the normal game management phase is "03H", a module for executing "normal electric device prize opening pre-processing" is called, when the normal game management phase is "04H", a module for executing "normal electric device prize opening opening control processing" is called, when the normal game management phase is "05H", a module for executing "normal electric device prize opening closure enable processing" is called, and when the normal game management phase is "06H", a module for executing "normal electric device prize opening end wait processing" is called.
[0509] <Regular gaming management processing> FIG. 49 is a flowchart illustrating the normal game management process (step S700) in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0510] (Step S700-1) The main CPU 100a loads the normal game management phase.
[0511] (Step S700-3) The main CPU 100a selects the normal game control module corresponding to the normal game management phase loaded in step S700-1.
[0512] (Step S700-5) The main CPU 100a calls the normal game control module selected in step S700-3 and starts processing.
[0513] (Step S700-7) The main CPU 100a loads a normal game timer that manages the control time of the normal game.
[0514] <Normal pattern change waiting process> 50 is a flowchart illustrating the normal symbol change waiting process in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal symbol change waiting process is executed when the normal game management phase is "00H".
[0515] (Step S710-1) The main CPU 100a loads the counter value of the normal symbol reserved ball number counter and determines whether the counter value is "0", that is, whether the normal symbol reserved is "0". As a result, if it is determined that the counter value is "0", the normal symbol change waiting process is terminated, and if it is determined that the counter value is not "0", the process proceeds to step S710-3.
[0516] (Step S710-3) The main CPU 100a transfers the regular symbol reserves (winning random numbers) stored in the first to fourth memory sections of the regular symbol reserve memory area in blocks to the memory section with the next smaller ordinal number. Specifically, the regular symbol reserves stored in the second to fourth memory sections are transferred to the first to third memory sections. The main RAM 100c also has a zeroth memory section to be processed, and the regular symbol reserve stored in the first memory section is transferred to the zeroth memory section. In this regular symbol memory area shift process, the counter value of the regular symbol reserve ball count counter is decremented by "1," and a regular symbol reserve decrement command indicating that the regular symbol reserve has been decremented by "1" is set in the transmission buffer.
[0517] (Step S710-5) The main CPU 100a loads the winning determination random number transferred to the 0th memory unit, selects a winning determination random number judgment table corresponding to the current game state, performs a regular symbol lottery, and executes a regular symbol winning determination process that stores the lottery results.
[0518] (Step S710-7) The main CPU 100a saves the normal symbol stop symbol number corresponding to the result of the normal symbol lottery in step S710-5. In the simultaneous spin reference example, the normal symbol display 75 is composed of one LED lamp, and in the case of a win, the normal symbol display 75 is turned on, and in the case of a loss, the normal symbol display 75 is turned off. The normal symbol stop symbol number determined here indicates whether or not the normal symbol display 75 will ultimately be turned on. For example, in the case of a win, "0" is determined as the normal symbol stop symbol number, and in the case of a loss, "1" is determined as the normal symbol stop symbol number.
[0519] (Step S710-9) The main CPU 100a checks the current game state, and selects and sets the corresponding normal symbol variation time data table.
[0520] (Step S710-11) The main CPU 100a determines the normal symbol variation time based on the winning determination random number transferred to the 0th storage unit in the above step S710-3 and the normal symbol variation time data table set in the above step S710-9.
[0521] (Step S710-13) The main CPU 100a saves the normal symbol variation time determined in the above step S710-11 in the normal game timer.
[0522] (Step S710-15) The main CPU 100a executes a process of setting a normal symbol display symbol counter in order to start the variable display of normal symbols in the normal symbol display device 75. When the counter value of this normal symbol display symbol counter is set to, for example, "0", the normal symbol display device 75 is controlled to be turned on, and when the counter value is set to "1", the normal symbol display device 75 is controlled to be turned off. Here, a predetermined counter value is set in the normal symbol display symbol counter when the variable display of normal symbols starts.
[0523] (Step S710-17) The main CPU 100a sets a general map reservation designation command indicating the number of general map reservations stored in the general map reservation memory area in the transmission buffer.
[0524] (Step S710-19) The main CPU 100a sets the normal pattern designation command in the transmission buffer based on the normal pattern stop pattern number determined in step S710-7 above, i.e., the pattern type (winning pattern or losing pattern) determined by the normal pattern winning determination process.
[0525] (Step S710-21) The main CPU 100a updates the normal game management phase to "01H" and ends the normal symbol change waiting process.
[0526] <Normal pattern change processing> 51 is a flowchart illustrating the normal symbol variation process in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal symbol variation process is executed when the normal game management phase is "01H".
[0527] (Step S720-1) The main CPU 100a determines whether the timer value of the normal game timer saved in step S710-13 is 0. If the timer value is 0, the process proceeds to step S720-9. If the timer value is not 0, the process proceeds to step S720-3.
[0528] (Step S720-3) The main CPU 100a updates the normal symbol display timer that measures the lighting time and extinguishing time of the normal symbol display device 75. Specifically, if the timer value of the normal symbol display timer is "0", a predetermined timer value is set, and if the timer value is "1" or greater, the timer value is updated to a value obtained by subtracting "1" from the current timer value.
[0529] (Step S720-5) The main CPU 100a determines whether the timer value of the normal symbol display timer is "0". As a result, if it is determined that the timer value of the normal symbol display timer is "0", the process proceeds to step S720-7, and if it is determined that the timer value of the normal symbol display timer is not "0", the normal symbol variable process is terminated.
[0530] (Step S720-7) The main CPU 100a updates the counter value of the normal symbol display symbol counter. Here, if the counter value of the normal symbol display symbol counter is a counter value indicating that the normal symbol display 75 is turned off, it is updated to a counter value indicating that it is turned on, and if it is a counter value indicating that the normal symbol display 75 is turned on, it is updated to a counter value indicating that it is turned off, and the normal symbol variation processing is terminated. As a result, the normal symbol display 75 will repeatedly turn on and off (flash) at predetermined time intervals over the normal symbol variation time.
[0531] (Step S720-9) The main CPU 100a saves the normal symbol stop symbol number (counter value) determined in step S710-7 in the normal symbol display symbol counter. As a result, the normal symbol display 75 is finally turned on or off, and the result of the normal symbol lottery is announced.
[0532] (Step S720-11) The main CPU 100a sets the normal symbol variation stop time, which is the time for stopping and displaying the normal symbol, in the normal game timer.
[0533] (Step S720-13) The main CPU 100a sets a normal symbol stop command, which indicates that the stop display of the normal symbol has started, in the transmission buffer.
[0534] (Step S720-15) The main CPU 100a updates the normal game management phase to "02H" and ends the normal pattern variation processing.
[0535] <Normal pattern stop pattern display processing> 52 is a flowchart illustrating the normal symbol stop symbol display process in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal symbol stop symbol display process is executed when the normal game management phase is "02H".
[0536] (Step S730-1) The main CPU 100a determines whether the timer value of the normal game timer set in step S720-11 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal symbol stop symbol display process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S730-3.
[0537] (Step S730-3) The main CPU 100a checks the result of the regular lottery.
[0538] (Step S730-5) The main CPU 100a determines whether the result of the regular lottery is a win. If it is determined to be a win, the process proceeds to step S730-9. If it is determined to be a loss, the process proceeds to step S730-7.
[0539] (Step S730-7) The main CPU 100a updates the normal game management phase to "00H" and ends the normal symbol stop symbol display process. This ends the normal game management process based on the normal symbol reservation of 1, and if the normal symbol reservation is stored, processing to start the variable display of the normal symbol based on the next reservation will be performed.
[0540] (Step S730-9) The main CPU 100a refers to the data in the opening / closing control pattern table and saves the time before normal power opening in the normal game timer as a timer value.
[0541] (Step S730-11) The main CPU 100a updates the normal game management phase to "03H" and ends the normal symbol stop symbol display process. This starts the opening and closing control of the second upper start opening 52B.
[0542] <Normal symbol prize opening pre-processing> 53 is a flowchart illustrating the normal electric device winning opening pre-processing in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal electric device winning opening pre-processing is executed when the normal game management phase is "03H".
[0543] (Step S740-1) The main CPU 100a determines whether the timer value of the normal game timer set in step S730-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric device prize opening pre-opening process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S741.
[0544] (Step S741) The main CPU 100a executes a normal electric accessory winning opening opening / closing switching process, which will be described later.
[0545] (Step S740-3) The main CPU 100a updates the normal game management phase to "04H" and ends the normal electric device winning opening pre-processing.
[0546] <Normal electric device prize opening / closing switching process> FIG. 54 is a flowchart illustrating the normal electric role winning opening / closing switching process in the main control unit 100 of the pachinko machine 1 of this embodiment.
[0547] (Step S741-1) The main CPU 100a judges whether the counter value of the normal electric accessory opening / closing switching number counter is the upper limit value of the normal electric accessory opening / closing switching number (the number of times the movable piece 54a of the second upper starting port 52B is opened and closed during one opening / closing control). As a result, if it is judged that the counter value is the upper limit value, the normal electric accessory winning port opening / closing switching process is terminated, and if it is judged that the counter value is not the upper limit value, the process proceeds to step S741-3.
[0548] (Step S741-3) The main CPU 100a refers to the data in the opening / closing control pattern table and extracts solenoid control data (power-on control data or power-off control data) for controlling the power supply to the normal electric role solenoid 54so based on the counter value of the normal electric role opening / closing switching count counter, and timer data which is the power supply time (solenoid power supply time) or power-off time (normal power closing effective time = pause time) of the normal electric role solenoid 54so.
[0549] (Step S741-5) The main CPU 100a executes a normal electric role solenoid energization control process to start energization of the normal electric role solenoid 54so or stop energization of the normal electric role solenoid 54so based on the solenoid control data extracted in the above step S741-3. By executing this normal electric role solenoid energization control process, the normal electric role solenoid 54so is controlled to start or stop energization in the above step S400-23 and step S400-25.
[0550] (Step S741-7) The main CPU 100a saves the timer value based on the timer data extracted in step S741-3 in the normal game timer. The timer value saved in the normal game timer here is the maximum opening time of the second upper start opening 52B once.
[0551] (Step S741-9) The main CPU 100a determines whether the normal electric accessory solenoid 54so is in the energization start state, that is, whether the control process to start energizing the normal electric accessory solenoid 54so has been performed in the above step S741-5. As a result, if it is determined that it is in the energization start state, it moves the process to step S741-11, and if it is determined that it is not in the energization start state, it ends the normal electric accessory winning opening opening / closing switching process.
[0552] (Step S741-11) The main CPU 100a updates the counter value of the normal electric accessory opening / closing switching number counter to a value obtained by adding "1" to the current counter value.
[0553] <Normal electric device winning slot opening control processing> 55 is a flowchart illustrating the normal electric device winning opening control process in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal electric device winning opening control process is executed when the normal game management phase is "04H".
[0554] (Step S750-1) The main CPU 100a determines whether the timer value of the normal game timer saved in step S741-7 is 0. If it is determined that the timer value of the normal game timer is not 0, the process proceeds to step S750-5. If it is determined that the timer value of the normal game timer is 0, the process proceeds to step S750-3.
[0555] (Step S750-3) The main CPU 100a determines whether the counter value of the normal electric accessory opening / closing switching counter is the upper limit value of the normal electric accessory opening / closing switching number. If it is determined that the counter value is the upper limit value, the process proceeds to step S750-7, and if it is determined that the counter value is not the upper limit value, the process proceeds to step S741.
[0556] (Step S741) In the above step S750-3, if it is determined that the counter value of the normal electric role opening / closing switching number counter is not the upper limit value of the normal electric role opening / closing switching number, the main CPU 100a executes the processing of the above step S741.
[0557] (Step S750-5) The main CPU 100a determines whether the counter value of the normal electric device winning ball counter updated in step S530-9 has reached a specified number, that is, whether the same number of game balls as the maximum number of winning balls during one opening / closing control has entered the second upper starting opening 52B. If it is determined that the specified number has not been reached, the normal electric device winning opening opening control process is terminated, and if it is determined that the specified number has been reached, the process proceeds to step S750-7.
[0558] (Step S750-7) The main CPU 100a executes the normal electric accessory closing process required to stop the power supply to the normal electric accessory solenoid 54so and close the second upper start opening 52B. As a result, the second upper start opening 52B is closed.
[0559] (Step S750-9) The main CPU 100a saves the normal power valid state time in the normal game timer.
[0560] (Step S750-11) The main CPU 100a updates the normal game management phase to "05H" and ends the normal electric role winning opening control process.
[0561] <Normal electric device winning hole closure effective processing> 56 is a flowchart illustrating the normal electric device winning hole closure validity process in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal electric device winning hole closure validity process is executed when the normal game management phase is "05H".
[0562] (Step S760-1) The main CPU 100a determines whether the timer value of the normal game timer saved in step S750-9 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric device winning port closure validity process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S760-3.
[0563] (Step S760-3) The main CPU 100a saves the normal power end wait time in the normal game timer.
[0564] (Step S760-5) The main CPU 100a updates the normal game management phase to "06H" and ends the normal electric role winning hole closure valid processing.
[0565] <Normal electric device winning slot end wait processing> 57 is a flowchart explaining the normal electric device winning port end wait processing in the main control unit 100 of the pachinko machine 1 of this embodiment. This normal electric device winning port end wait processing is executed when the normal game management phase is "06H".
[0566] (Step S770-1) The main CPU 100a determines whether the timer value of the normal game timer saved in step S760-3 is 0. If it is determined that the timer value of the normal game timer is not 0, the normal electric device winning port end wait process is terminated, and if it is determined that the timer value of the normal game timer is 0, the process proceeds to step S770-3.
[0567] (Step S770-3) The main CPU 100a updates the normal game management phase to "00H" and ends the normal electric accessory winning port end wait process. As a result, if a normal symbol reservation is stored, the variable display of the normal symbol will be resumed.
[0568] 3. Details of the effects performed by the gaming machine As described above, when the main control unit 100 performs a major role lottery, a variation effect is executed to notify the result of the major role lottery while the special symbol is being displayed, i.e., over the time the special symbol is being displayed. In this variation effect, various background images are displayed on the image display unit 400a, and the effect symbols 401L, 401C, and 401R are displayed (scrolled) on the background image, and then the effect symbols are displayed stationary in each symbol display area. In this embodiment, the effect symbols 401L, 401C, and 401R represent the numbers "1" to "9" and are composed of nine types of effect symbol strings including decorative elements such as characters. During the variation effect, sound is output from the sound output device 430 in accordance with the image displayed on the image display unit 400a, the effect lighting device 420 is controlled to light, and the effect role device 410 is controlled to move, but detailed explanations are omitted here.
[0569] The variation effects of the pachinko machine 1 of this embodiment are roughly divided into a no-reach variation pattern and a reach variation pattern. In the pachinko machine 1, the no-reach variation pattern is roughly divided into a normal no-reach variation pattern and a pseudo-continuous no-reach variation pattern. In addition, in the pachinko machine 1, the reach variation pattern is roughly divided into a normal reach variation pattern, an advanced reach variation pattern, and a pseudo-continuous reach variation pattern.
[0570] First, we will explain the variation effect that does not perform the pseudo-sequential effect (pseudo-sequential effect) that produces a pseudo-sequential variation during one variation of the pattern performed in one major role lottery. In the following description, some of the decorative parts of the performance patterns that make up the performance patterns 401L, 401C, and 401R are omitted.
[0571] <Non-reach fluctuation pattern> FIG. 58 is a diagram illustrating an example of a variation effect of a no-reach variation pattern related to the pachinko machine 1 of this embodiment. In the variation effect of a normal no-reach variation pattern, a background image (not shown) is displayed on the image display unit 400a, and the variation effect symbols 401L, 401C, and 401R are superimposed on this background image and displayed. For example, as shown in FIG. 58(a), the variation effect symbols 401L, 401C, and 401R are displayed stationary in a combination indicating that the big role lottery result was a miss. In this state, when a new special symbol is displayed, as the variation effect of the special symbol begins, the three variation effect symbols 401L, 401C, and 401R begin to display (scroll) as shown in FIG. 58(b). Note that the downward white arrow in the figure indicates that the variation effect symbols 401L, 401C, and 401R are displayed scrolling in the vertical direction.
[0572] Then, as shown in Fig. 58(c), first, the effect symbol 401L is stopped and displayed, and then, as shown in Fig. 58(d), the effect symbol 401R, which is different from the effect symbol 401L, is stopped and displayed. Then, after the variable display of the special symbol has ended, at almost the same timing as the special symbol is stopped and displayed on the first special symbol display device 71 or the second special symbol display device 72, the effect symbol 401C is stopped and displayed as shown in Fig. 58(e), and the result of the big role lottery is notified to the player by the final stop display mode of the three effect symbols 401L, 401C, and 401R at this time.
[0573] <Normal reach fluctuation pattern> Figure 59 is a diagram illustrating an example of the variation effect of the normal reach variation pattern related to the pachinko machine 1 of this embodiment. In the variation effect of the normal reach variation pattern, as in the variation effect of the no-reach variation pattern, the variation display of the special symbols starts, and the variation display of the performance symbols 401L, 401C, 401R starts, and as shown in Figure 59(a), the performance symbol 401L is first stopped and displayed. After that, as shown in Figure 59(b), the performance symbol 401R identical to the performance symbol 401L is stopped and displayed.
[0574] In this way, when the image display unit 400a displays the same effect symbols 401L, 401C, and 401R in a stopped state, as shown in FIG. 59(c), the word "reach" is displayed superimposed on the effect symbols 401L and 401R in the image display unit 400a. Note that there are multiple types of reach states, and the same effect symbols 401L and 401R with any of the numbers "1" to "9" written on them are stopped and displayed. After that, as shown in FIG. 59(d), the shapes of the effect symbols 401L and 401R are changed from those before the reach state, and the variable display continues. Then, as shown in FIG. 59(e), finally, the effect symbol 401C different from the effect symbols 401L and 401R is stopped and displayed, and the player is notified that the result of the big role lottery was a loss.
[0575] <Development reach fluctuation pattern> Fig. 60 is a diagram illustrating an example of a variation effect of an advanced reach variation pattern at the time of a loss in the pachinko machine 1 of this embodiment, and Fig. 61 is a diagram illustrating an example of a variation effect of an advanced reach variation pattern at the time of a jackpot in the pachinko machine 1. As shown in Figs. 60(a)-(d) and 61(a)-(d), the variation effect of the advanced reach variation pattern is similar to the variation effect of the normal reach variation pattern, in which the effect symbols 401L and 401R are displayed in a reach mode on the image display unit 400a, and then a reach variation effect is executed in which a predetermined development image (video) is played and displayed. In this reach variation effect, for example, as shown in Figs. 60(e) and 61(e), a mission is displayed on the image display unit 400a, and images for achieving the mission are displayed as shown in Figs. 60(f), (g) and 61(f), (g).
[0576] Here, the development images for reach development effects are roughly divided into a loss pattern and a big win pattern, and in the development image for the loss pattern, as shown in Fig. 60(h), an image indicating a mission failure is finally displayed, and then, as shown in Fig. 60(i), the effect symbols 401L, 401C, and 401R are stopped and displayed in a combination that notifies a loss. On the other hand, in the development image for the big win pattern, as shown in Fig. 61(h), an image indicating a mission success is finally displayed, and then, as shown in Fig. 61(i), the effect symbols 401L, 401C, and 401R are stopped and displayed in a combination that notifies a big win.
[0577] The reach development effects include, for example, mission effects in which development images showing the content of a mission being taken on are displayed, and battle effects in which development images showing an ally character fighting an enemy character are displayed, as described above. The mission effects have a plurality of execution patterns that differ in the content of the mission, and the battle effects have a plurality of execution patterns that differ in the characters that appear and the fighting methods. As described above, the execution patterns of the mission effects are broadly divided into jackpot patterns in which the mission is accomplished and failure patterns in which the mission is failed, and the execution patterns of the battle effects are similarly broadly divided into jackpot patterns in which the ally character wins against the enemy character and failure patterns in which the ally character is defeated by the enemy character.
[0578] The big win pattern and the losing pattern are composed of the same content until the end of the performance, and differ in whether the ally character ultimately wins or loses, or whether the mission is accomplished or not. Therefore, during the reach development performance, the player cannot distinguish the result of the big role lottery until the end of the variable performance, and the player is given a sense of expectation of a big win.
[0579] The big win pattern is selected only when the result of the big role lottery is a big win, and the miss pattern is selected only when the result of the big role lottery is a miss. However, in one variable performance, the reach development performance may be executed twice, in which case the first reach development performance is executed in a miss pattern, and the second reach development performance is executed in a miss pattern or a big win pattern. Below, we will explain the flow of the performance when the reach development performance is executed twice in one variable performance.
[0580] Figure 62 is a diagram illustrating an example of a variation effect when the reach development effect related to the pachinko machine 1 of this embodiment is executed twice. For example, after the effect symbols 401L, 401R are displayed in a reach mode, a mission effect is executed as shown in Figures 62(a) and (b). Up to this point, there is no difference from the case where the reach development effect is executed only once in one variation effect, but immediately after it is notified that the mission has not been achieved, "REACHUP" is displayed on the image display unit 400a as shown in Figure 62(c).
[0581] After that, as shown in Fig. 62(d), a development image for a battle effect is displayed on the image display unit 400a, and a second reach development effect is started. This development image for a battle effect shows a battle between an ally character and an enemy character, and when a jackpot is won, as shown in Fig. 62(e), the ally character ultimately wins over the enemy character, and as shown in Fig. 62(f), the effect symbols 401L, 401C, and 401R are stopped and displayed in a combination that indicates a jackpot. On the other hand, when a loss occurs, as shown in Fig. 62(g), the ally character ultimately loses to the enemy character, and as shown in Fig. 62(h), the effect symbols 401L, 401C, and 401R are stopped and displayed in a combination that indicates a loss.
[0582] <Summary of the pseudo-continuous performance> Next, we will explain the pseudo-continuous no-reach fluctuation pattern and the pseudo-continuous reach fluctuation pattern, which are fluctuation performances that perform pseudo-continuous performances (pseudo-repeated performances) that produce pseudo-continuous fluctuations during one fluctuation of the symbols performed in one big role lottery. Figure 63 is a diagram that explains the pseudo-continuous no-reach fluctuation pattern and the pseudo-continuous reach fluctuation pattern related to the pachinko machine 1 of this embodiment, Figure 63 (a) to (d) are diagrams that explain the pseudo-continuous fluctuation during one fluctuation of the symbols that is commonly performed in the pseudo-continuous no-reach fluctuation pattern and the pseudo-continuous reach fluctuation pattern, Figure 63 (e) is a diagram that explains when the fluctuation stops in the pseudo-continuous no-reach fluctuation pattern, and Figure 63 (f) and (g) are diagrams that explain the state in which the performance symbols 401L, 401C, and 401R are displayed in a reach mode in the pseudo-continuous reach fluctuation pattern.
[0583] When the pseudo-continuous performance is performed in the pachinko machine 1 of this embodiment, when the variable display of the performance symbols 401L, 401C, and 401R starts as shown in Fig. 63(a), the performance symbols 401L and 401R are temporarily stopped and displayed in one of a plurality of types of pseudo modes as shown in Fig. 63(b). Here, the temporary stop is different from the case where each performance symbol is stopped and displayed in a static state to show the result of the big role lottery, and is a state in which the performance symbol is stopped but slightly moving (for example, shaking up and down). Note that the temporary stop may include a mode in which the performance symbol is temporarily stopped and displayed for a time shorter than a predetermined time (for example, 1 second).
[0584] In the pachinko machine 1 of this embodiment, when a pseudo-continuous performance is performed, a specific type of pattern is temporarily stopped and displayed on at least one of the performance symbols 401L, 401R, and the pattern temporarily stopped and displayed on the performance symbol 401L and the pattern temporarily stopped and displayed on the performance symbol 401R are configured to be different performance symbols. Figure 63 (b) illustrates a state in which the specific pattern 402a of the specific type of patterns is temporarily stopped on the performance symbol 401L.
[0585] After the performance symbols 401L, 401R are temporarily stopped and displayed in a pseudo mode, the performance symbol 401C is temporarily stopped and displayed as shown in Fig. 63(c) in the pachinko machine 1. In the pachinko machine 1, after the performance symbols 401L, 401C, 401R are temporarily stopped and displayed in a pseudo mode in the pseudo continuous performance, the variable display of the performance symbols 401L, 401C, 401R is resumed as shown in Fig. 63(d).
[0586] In this way, in the pseudo-sequential performance of this embodiment, the display of the symbols changes and the symbols are temporarily stopped a predetermined number of times, and then the display of the symbols changes and the symbols are stopped. In the pseudo-sequential performance of this embodiment, the predetermined number of times for the display of the symbols changing and the symbols being temporarily stopped is set to two or three. Note that the predetermined number may be any number equal to or greater than one.
[0587] In the pseudo-continuous reach-free variation pattern, as shown in Figure 63(e), after the display of the performance symbols 401L, 401C, and 401R is resumed, the performance symbols 401L, 401C, and 401R are stopped and displayed in a combination that notifies a miss. On the other hand, in the pseudo-continuous reach variation pattern, as shown in Figure 63(f) and (g), when the display of the performance symbols 401L, 401C, and 401R is resumed, the performance symbols 401L and 401R are displayed in a reach mode, and thereafter, the reach development performance is executed in the same way as in the development reach variation pattern, and the result of the big role lottery is notified to the player.
[0588] In this way, the content of the pseudo-continuous reach fluctuation pattern fluctuation performance until the performance symbols 401L, 401R reach the state is different from that of the developed reach fluctuation pattern fluctuation performance, and after the state reaches the state, the fluctuation performance proceeds in the same way as the developed reach fluctuation pattern.
[0589] Here, the pseudo-continuous performance has a different number of temporary stop displays of the performance symbols 401L, 401C, and 401R for each variable display pattern, in other words, a different number of variable displays of the performance symbols 401L, 401C, and 401R. This variable display pattern is determined by a variable mode command, and the selection ratio of the variable mode command when a jackpot is won and when a loss occurs is set so that the more the number of temporary stop displays (variable displays) of the performance symbols 401L, 401C, and 401R, the higher the possibility (hereinafter referred to as "reliability") that a jackpot will finally be announced.
[0590] Specifically, if the result of the big role lottery is a big win, the selection ratio of the variable mode command with a large number of variable display times is set higher than the selection ratio of the variable mode command with a small number of variable display times, and if the result of the big role lottery is a loss, the selection ratio of the variable mode command with a small number of variable display times is set higher than the selection ratio of the variable mode command with a large number of variable display times.
[0591] Furthermore, in the pseudo-sequential performance, the performance symbols 401L, 401C, and 401R are temporarily stopped and displayed, and at the time when the variable display starts again, the reliability of the final notification of a jackpot win is configured to differ depending on the display mode of each performance symbol in which the performance symbols 401L, 401C, and 401R are temporarily stopped. Furthermore, in the pseudo-sequential performance, when the symbol temporarily stopped and displayed as the performance symbol 401C is a pseudo-development symbol, which will be described later, a performance using the pseudo-development symbol can be executed, and when a performance using the pseudo-development symbol 402c is executed, the reliability of the final notification of a jackpot win is configured to differ by the performance. Details of the relationship between the pseudo-sequential performance and the reliability of the final notification of a jackpot win will be described later.
[0592] In the main control unit 100, the reliability of the pseudo continuous reach fluctuation pattern is set to be higher than the reliability of the extended reach fluctuation pattern. Therefore, the reliability is suggested by the number of times and the display mode of the temporary stop display (variable display) of the performance symbols 401L, 401C, 401R, and the player watches the outcome of the performance with a sense of expectation for the number of times and the display mode of the temporary stop display (variable display) of the performance symbols 401L, 401C, 401R.
[0593] The execution pattern of the above-mentioned variable performance is determined and controlled by the sub-controller 200 based on the variable performance command determined by the main controller 100. In other words, it can be said that the execution pattern of the variable performance is determined in cooperation between the main controller 100 and the sub-controller 200.
[0594] <Variable performance determination table> FIG. 64 is a diagram illustrating the variable effect determination table for the pachinko machine 1 of this embodiment. FIG. 64(a) shows the first-half variable effect determination table, and FIG. 64(b) shows the second-half variable effect determination table. As described above, when the main control unit 100 performs a lottery for a major role, a variable pattern command is determined based on the result of the lottery, and each determined command is transmitted to the sub-control unit 200. When the sub-control unit 200 receives a variable mode command, it acquires a random number of 1 from the range of 0 to 249 and, by referring to the first-half variable effect determination table, determines the execution pattern of the variable effect for the first half based on the acquired random number and the received variable mode command. When the sub-control unit 200 receives a variable pattern command, it acquires a random number of 1 from the range of 0 to 249 and, by referring to the second-half variable effect determination table, determines the execution pattern of the variable effect for the second half based on the acquired random number and the received variable pattern command. Note that FIG. 64 shows only a portion of the first-half variable effect determination table and the second-half variable effect determination table.
[0595] As shown in Fig. 64, according to the first half variable performance determination table, a selection ratio for the execution pattern of the first half variable performance is set for each variable mode number (variation mode command), and according to the second half variable performance determination table, a selection ratio for the execution pattern of the second half variable performance is set for each variable pattern number (variation pattern command). Then, by combining and executing the execution patterns of the determined first and second half variable performances, one variable performance is executed.
[0596] The no-reach fluctuation pattern fluctuation effect is executed when the first half execution pattern is determined to be "None," indicating that the first half fluctuation effect will not be executed, and the second half execution pattern is determined to be "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2," corresponding to the no-reach fluctuation pattern. For example, when a fluctuation mode command corresponding to the fluctuation mode number "01H," indicating that the first half fluctuation effect will not be executed, is received, the sub-control unit 200 always determines "None" as the first half execution pattern. Furthermore, the selection ratio is set in the second half fluctuation effect determination table so that only one of "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" is determined as the fluctuation pattern command that can be received at the same time. Therefore, by determining "None" as the first half execution pattern and determining "Normal Miss 1," "Normal Miss 2," "Special Miss 1," or "Special Miss 2" as the second half execution pattern, the fluctuation effect execution pattern is determined to be the no-reach fluctuation pattern.
[0597] On the other hand, the variation performance of the reach variation pattern is executed when a pattern other than "none" is determined as the execution pattern of the first half, and any of the reach development performances (shown as developments 1 to 5 in the figure) is determined as the execution pattern of the second half. In other words, when the variation performance of the reach variation pattern is executed in the image display unit 400a, a variation mode command corresponding to a variation mode number other than the variation mode number = 01H is always received, and a variation pattern command corresponding to a variation pattern number for which any of developments 1 to 5 is determined is received.
[0598] Here, in Figure 64(a), "Normal Reach 1" and "Normal Reach 2" in the execution pattern of the first half respectively indicate the background image and the variable display pattern of the performance symbols 401L, 401C, 401R displayed on the image display unit 400a until the performance symbols 401L, 401C, 401R reach the reach state, more specifically, until the reach development performance starts, among the variable performances of the normal reach variation pattern. These image patterns are designed in advance to match the time of the variable display of the special symbol associated with the variation mode number, and for example, when "Normal Reach 1" is determined, the images shown in Figures 59(a) to (d) will be displayed on the image display unit 400a.
[0599] Also, in Figure 64 (a), "pseudo 2a" and the like in the execution pattern of the first half indicate the display pattern of the variable effect image displayed on the image display unit 400a until a miss result or a reach development effect is started during the pseudo consecutive effect, that is, the execution pattern of the pattern display effect in which the effect symbols 401L, 401C, and 401R are displayed in a variable manner. For example, "pseudo 2a" indicates that the variable effect image in the pseudo consecutive effect is "pseudo 2," in which the variable effect symbols 401L, 401C, and 401R are displayed twice, and the variable effect image is display pattern a. Also, "pseudo 3b" indicates that the variable effect symbol 401L, 401C, and 401R are displayed three times, and the variable effect image is display pattern b. In Figure 64(a), display patterns a to d are shown as examples of display patterns for the variable images "Pseudo 2a" to "Pseudo 2d" and "Pseudo 3a" to "Pseudo 3d", but the pseudo continuous performances that can be executed by the pachinko machine 1 of this embodiment are configured to have a number of display patterns including display patterns a to d.
[0600] In the first half variation effect determination table and the second half variation effect determination table shown in Figure 64, the selection ratio is set so that the variation effects of the no-reach variation pattern and the normal reach variation pattern are executed only when the result of the big role lottery is a miss. Also, the developed reach variation pattern and the pseudo-continuous reach variation pattern are determined both when there is a miss and when there is a jackpot, but the developed reach variation pattern has a higher selection ratio when there is a miss and a lower selection ratio when there is a jackpot than the pseudo-continuous reach variation pattern. In this way, by setting the selection ratio when there is a miss and when there is a jackpot, the pseudo-continuous reach variation pattern is set to have a higher reliability than the developed reach variation pattern.
[0601] In addition, in the pseudo-sequential performance, the more the number of pseudo times, the higher the selection ratio at the time of a big win and the lower the selection ratio at the time of a miss, and the more the number of pseudo times, the higher the reliability is set. Also, in the pseudo-sequential no-reach variable pattern, the number of pseudo times is configured to be set to 2 times.
[0602] As described above, the general flow of the variable performance is determined by the variable performance determination table, but at the start of the variable performance, the possibility of execution and execution pattern of various element performances that make up the variable performance are further determined based on the variable mode command or the variable pattern command. Here, the element performance refers to all performances that make up the variable performance, such as the variable display of the performance symbols 401L, 401C, and 401R on the image display unit 400a, the development image displayed on the image display unit 400a in the reach development performance, and even the performance that moves the performance role device 410, as described above. In this embodiment, as element performances that make up the variable performance, preview performances (suggestive performances) are executed at various times during the variable performance.
[0603] This preview effect is an effect in which a predetermined image is displayed on the image display unit 400a or the performance role device 410 is moved at a predetermined timing at the start of the variation effect, when the performance symbols 401L, 401C, and 401R in the variation effect of the pseudo-continuous effect temporarily stop, during the period from the temporary stop until the re-variation display starts, during the re-variation display, and further during the reach development effect, and the like, and the possibility of execution and the execution pattern are determined for each preview effect. For each preview effect, a plurality of types of execution patterns are provided, and for each of the plurality of execution patterns, a selection ratio is set for each variation pattern command or variation mode command, in other words, for each possibility of winning a jackpot, and an expected value is set for each execution pattern according to this selection ratio.
[0604] As explained above, when the sub-control unit 200 receives a variation pattern command, the execution pattern of the variation performance, whether or not each element performance can be executed, and the execution pattern are determined, and the variation performance is executed while the special symbol is being varied. In this way, the variation performance is executed once for one variation display of the special symbol, but a performance spanning multiple variations of the special symbol may also be executed.
[0605] <Pending display effect> FIG. 65 is a diagram illustrating an example of a hold display effect related to the pachinko machine 1 of this embodiment. A hold display area 404 is provided below the image display unit 400a. Although not shown in FIGS. 58 to 63 and FIGS. 74 to 77 described later, the hold display area 404 is always displayed on the image display unit 400a, even during a variation effect or while waiting for a game. During the variation effect, a hold display effect is performed in this hold display area 404. In the hold display effect, a hold display 405a indicating a hold read into the processing area (0th memory unit) at the time of the big role lottery, and a first hold display 405b, a second hold display 405c, a third hold display 405d, and a fourth hold display 405e indicating holds stored in the first to fourth memory units of the first special symbol hold memory area, respectively, are displayed in the hold display area 404. In the following description, the hold display 405a and the first hold display 405b to the fourth hold display 405e will be collectively referred to as the hold display 405.
[0606] For example, when the variable display of the special symbol is in progress and four special 1 reserves are stored in the main RAM 100c, as shown in FIG. 65(a), the reserve display 405a, the first reserve display 405b to the fourth reserve display 405e, a total of five reserve displays 405 are displayed in the reserve display area 404. Then, from this state, the variable display of the special symbol ends, the special 1 reserve stored in the first memory unit is read into the processing area (0th memory unit), and a major role lottery is performed, and the reserve shift processing of the main RAM 100c is executed, as shown in FIG. 65(b), the reserve display 405a is erased, and the first reserve display 405b to the fourth reserve display 405e are moved one position to the left and displayed. Furthermore, when the next special 1 reserve is read from this state, as shown in FIG. 65(c), each reserve display 405 is further moved and displayed. In this way, the hold display effect is an effect that notifies the player of the number of special 1 holds stored in the main RAM 100c.
[0607] In addition, multiple display patterns for the reserve display 405 are provided, with each display pattern having a different display color. When a reserve is stored, the main control unit 100 executes an acquisition effect determination process (step S536) and transmits a look-ahead designation command to the sub-control unit 200 indicating the variable information to be determined when the newly stored reserve is read into the 0th storage unit. Upon receiving the look-ahead designation command, the sub-control unit 200 determines the display pattern for the reserve display corresponding to the newly stored reserve based on the received command. At this time, a selection ratio for each display pattern is set for each look-ahead designation command, i.e., for each variable information to be determined when the newly stored reserve is read out in the major role lottery. In other words, since the selection ratio for each display pattern is set depending on whether or not a jackpot is won and the execution pattern of the variable effects, the display pattern of the reserve display 405 indicates the reliability (expected value) of the jackpot.
[0608] <Hold display pattern determination table> Figure 66(a) is a diagram explaining the final hold display pattern determination table, and Figure 66(b) is a diagram explaining the previous hold display pattern determination table. As described above, in the acquisition time performance determination process in the main control unit 100, a look-ahead designation command indicating the variation mode number and variation pattern number to be determined when a newly stored hold is read out is sent to the sub-control unit 200. In other words, the look-ahead designation command is a command that transmits to the sub-control unit 200 the variation mode number and variation pattern number to be determined when the hold is read out. According to the final hold display pattern determination table, a selection ratio of the display pattern of the hold display 405 is set for each look-ahead designation command (variation pattern number), and when a look-ahead designation command is received, the final display pattern of the hold display 405, i.e., the final display pattern of the hold display 405a, is determined.
[0609] According to the final hold display pattern determination table shown in Fig. 66(a), one of eight display patterns, "default (white)", "blinking", "blue", "yellow", "green", "black", "red", and "premium (rainbow)", is determined. Then, once the final display pattern of the hold display 405a is determined, the display pattern of the hold display 405 displayed before that is determined by referring to the previous hold display pattern determination table shown in Fig. 66(b). According to this previous hold display pattern determination table, for each display pattern of the hold display 405, a selection ratio of the display pattern of the hold display 405 to be displayed before the moving display is set.
[0610] For example, when a hold is stored in the second memory unit of the first special symbol hold memory area in the main control unit 100, the final display pattern of the hold display 405a is determined by referring to the final hold display pattern determination table. In this case, the display pattern of the first hold display 405b is then determined by referring to the previous hold display pattern determination table. At this time, the display pattern of the first hold display 405b is determined based on the previously determined final display pattern of the hold display 405a. For example, if the final display pattern of the hold display 405a is "blue," then according to the previous hold display pattern determination table, the display pattern of the first hold display 405b is determined to be "flashing" with a probability of 200 / 250, and "blue" with a probability of 50 / 250.
[0611] In this way, once the display pattern of the first hold display 405b is determined, the display pattern of the second hold display 405c is determined again based on the display pattern of the first hold display 405b previously determined, by referring to the previous hold display pattern determination table.
[0612] As described above, when a hold is stored, first, the final display pattern of the hold display 405a is determined, and then, based on the determined final display pattern of the hold display 405a, the display pattern of the first hold display 405b is determined, and so on, so that the display patterns are determined in reverse order in the display order. Note that, according to the previous hold display pattern determination table, a selection ratio is set so that only a display pattern that is the same as the previously determined display pattern of the hold display 405 or that has a low reliability is determined.
[0613] As described above, in the reserved display effect, a plurality of display patterns with different expected values for the award of a predetermined gaming profit are provided for the reserved display 405. Then, the reserved display 405 may be displayed in one display pattern from the time it is first displayed on the image display unit 400a until it is finally erased, or the display pattern may change during the display period.
[0614] In the pachinko machine 1 of this embodiment, the timing at which the display pattern of the reserve display 405 changes can be broadly divided into the timing when the newly stored special reserve 1 (hereinafter also referred to as the target reserve) is moved and displayed to the first reserve display 405b to the third reserve display 405d, and during the target change presentation related to the target reserve.
[0615] 4. Details of the processing related to the variable effects executed by the gaming machine Next, we will explain the processing in the sub-control unit 200 for executing the above-mentioned variable performance. Note that, hereinafter, we will omit explanations of the processing in the sub-control unit 200 that is not related to the variable performance.
[0616] <Sub-CPU initialization process for the sub-controller> FIG. 67 is a flowchart illustrating the sub-CPU initialization process (S1000) of the sub-control unit 200 according to the reference example of the performance.
[0617] (Step S1000-1) When power is turned on, the sub-CPU 200a reads a CPU initialization processing program from the sub-ROM 200b, and initializes and sets flags and the like stored in the sub-RAM 200c.
[0618] (Step S1000-3) Next, the sub-CPU 200a performs a process of updating each effect random number, and thereafter repeats the process of step S1000-3 until an interrupt process is performed. Note that multiple types of effect random numbers are provided, and here, each effect random number is updated asynchronously.
[0619] <Sub-timer interrupt processing of the sub-controller> 68 is a flowchart explaining the sub-timer interrupt processing (S1100) of the sub-control unit 200 according to the reference example of performance. The sub-control unit 200 is provided with a reset clock pulse generating circuit (not shown) that generates clock pulses at a predetermined cycle (30 times per second). When this reset clock pulse generating circuit generates clock pulses, the sub-CPU 200a reads a timer interrupt processing program and starts the sub-timer interrupt processing.
[0620] (Step S1100-1) The sub CPU 200a saves the registers.
[0621] (Step S1100-3) The sub CPU 200a performs processing to permit an interrupt.
[0622] (Step S1100-5) The sub-CPU 200a performs update processing of various timer counters used in the sub-control unit 200. Here, unless otherwise specified, the various timer counters are decremented by 1 each time the sub-timer interrupt processing of the sub-control unit 200 is performed, and the decrementing stops when the counter reaches 0.
[0623] (Step S1200) The sub-CPU 200a analyzes the commands stored in the receive buffer of the sub-RAM 200c and performs various processes according to the received commands. When a command is sent from the main control unit 100, the sub-control unit 200 performs command receive interrupt processes such as a read-ahead command receive process and a var...
Claims
1. a control means for holding a lottery based on the establishment of a predetermined condition and awarding a benefit according to the result of the lottery; display means for variably displaying symbols in each of a plurality of symbol rows; The design includes a specific type of design, the plurality of symbol rows include a first symbol row, a second symbol row, and a third symbol row; A specific effect can be started in which the display of the symbols changes and the symbols are temporarily stopped a predetermined number of times in the plurality of symbol rows according to the result of the lottery, and then the display of the symbols changes and the symbols are temporarily stopped, The specific performance includes: a first pattern in which the symbols provisionally stopped in the first symbol row are the specific type of symbols, and the symbols provisionally stopped in the second symbol row are different from the symbols provisionally stopped in the first symbol row; a second pattern in which the symbols provisionally stopped in the second symbol row are the specific type of symbols, and the symbols provisionally stopped in the first symbol row are different from the symbols provisionally stopped in the second symbol row; When the specific performance of the first pattern or the second pattern is executed, the expectation of the award varies depending on the symbols that are temporarily stopped in the plurality of symbol rows at the time when the symbols are temporarily stopped in the third symbol row and the variable display is started again. A gaming machine characterized by:
2. a control means for holding a lottery based on the establishment of a predetermined condition and awarding a benefit according to the result of the lottery; display means for variably displaying symbols in each of a plurality of symbol rows; The design includes a specific type of design, the plurality of symbol rows include a first symbol row, a second symbol row, and a third symbol row; A specific effect can be started in which the display of the symbols changes and the symbols are temporarily stopped a predetermined number of times in the plurality of symbol rows according to the result of the lottery, and then the display of the symbols changes and the symbols are temporarily stopped, The specific performance includes: a first pattern in which the symbols provisionally stopped in the first symbol row are the specific type of symbols, and the symbols provisionally stopped in the second symbol row are different from the symbols provisionally stopped in the first symbol row; a second pattern in which the symbols provisionally stopped in the second symbol row are the specific type of symbols, and the symbols provisionally stopped in the first symbol row are different from the symbols provisionally stopped in the second symbol row; When the specific effect of the first pattern or the second pattern is executed, the expectation of the award varies depending on the state of the pattern of the third pattern row. A gaming machine characterized by:
3. The specific effect is a pseudo-continuous effect that produces a pseudo-continuous change during one change of a pattern performed in one lottery.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
Pachinko game machine
JP2010187989A